Search found 2792 matches

by Interkarma
Tue Aug 21, 2018 12:58 am
Forum: Developer Discussion
Topic: Crouch ambiguity when swimming.
Replies: 1
Views: 26

Re: Crouch ambiguity when swimming.

MeteoricDragon wrote:
Tue Aug 21, 2018 12:27 am
should the player not be allowed to crouch when swimming, and automatically stand if entering dungeon water?
I lean more towards this option. I'm also interested in feedback from others if anyone sees an issue with this.
by Interkarma
Mon Aug 20, 2018 9:54 pm
Forum: Modder Discussion
Topic: High Fidelity/Eroded Terrain
Replies: 45
Views: 8216

Re: High Fidelity/Eroded Terrain

Is there any progress with an improved altitude map? Is it possible to simply replace the original altitude map with a high resolution map, or can a "daggerfall unity" work only with the original elevation map? Daggerfall Unity can use either the classic heightmap data or custom heightmap data by w...
by Interkarma
Mon Aug 20, 2018 9:43 pm
Forum: Mods & Features General
Topic: DARK DUNGEONS
Replies: 1
Views: 46

Re: DARK DUNGEONS

For anyone interested in creating this mod, it should be very simple to produce. This is roughly all that's needed: GameObject playerObject = GameManager.Instance.PlayerObject; PlayerAmbientLight playerAmbientLight = playerObject.GetComponent<PlayerAmbientLight>(); playerAmbientLight.DungeonAmbientL...
by Interkarma
Sun Aug 19, 2018 10:12 pm
Forum: Developer Discussion
Topic: Swim underwater "fog"
Replies: 6
Views: 175

Re: Swim underwater "fog"

Height fog can be tricky as there's some attenuation involved as well. It might be easier just to switch global fog on/off when player is submerged in dungeon water. It's basically the same check that makes the breath bar appear/disappear. That would look less polished though, as the player can clip...
by Interkarma
Sun Aug 19, 2018 10:02 pm
Forum: Released Mods
Topic: [MOD] Handpainted model replacement project (Release v1.42b)
Replies: 254
Views: 43856

Re: [MOD] Handpainted model replacement project (Release v1.42b)

Just wanted to confirm your mod is also working fine for me in build 0.5.477 (#127 from 17-Aug-2018) on Windows in both 32-bit and 64-bit builds. I'm not sure if this is the cause, but don't forget that each new build is a standalone release - they shouldn't be unzipped over the top of previous buil...
by Interkarma
Sun Aug 19, 2018 8:38 pm
Forum: Quest Hub
Topic: Syntax highlighting
Replies: 41
Views: 2394

Re: Syntax highlighting

Yes that example should be correct. Any leading white space is trimmed before parsing line and looking for comment character. Indents have no special meaning other than to make it more readable to humans. One exception though is reading message blocks. Once a block starts, each line is taken verbati...
by Interkarma
Sun Aug 19, 2018 1:05 am
Forum: General
Topic: Upgrading to Unity 2018.2.x
Replies: 3
Views: 89

Re: Upgrading to Unity 2018.2.x

Thank you Jay. :)
by Interkarma
Sun Aug 19, 2018 12:04 am
Forum: General
Topic: Upgrading to Unity 2018.2.x
Replies: 3
Views: 89

Upgrading to Unity 2018.2.x

Since making the big jump to Unity 2018.1 in June, we now have Unity 2018.2 available and out of beta. There are a couple of specific features in Unity 2018.2 I'd like to take advantage of - high on the list is built-in support for TextMesh Pro with SDF font rendering. Part of my mission later in th...
by Interkarma
Sat Aug 18, 2018 10:28 pm
Forum: Quest Hub
Topic: Syntax highlighting
Replies: 41
Views: 2394

Re: Syntax highlighting

I have a question for Interkarma: comments must start with the first char of the line, it is not correct to have something like " -- text" or "give pc _reward_ -- text", isn't it ? I think in some cases the trailing part of the line is ignored once the leading has been accepted and parsed, but i wa...
by Interkarma
Sat Aug 18, 2018 12:24 pm
Forum: Developer Discussion
Topic: Swim underwater "fog"
Replies: 6
Views: 175

Re: Swim underwater "fog"

For this sort of work, I import a static environment into editor using tools on DaggerfallUnity Inspector and drop in a standalone player prefab where needed. Then I can add any custom objects, etc. and test as needed. Once things are working well, I convert the object to a prefab and work on instan...