Search found 637 matches

by TheLacus
Tue Dec 18, 2018 3:26 pm
Forum: Community
Topic: Custom Character Face not working properly?
Replies: 9
Views: 102

Re: Custom Character Face not working properly?

If there is interest for this, it should be simple enough to just draw all textures individually on GUI, provided that performance is acceptable. Current implementation can be used as a fallback when Asset-Injection is disabled, like default atlas size and other similar tweaks needed to support this...
by TheLacus
Tue Dec 18, 2018 11:24 am
Forum: Community
Topic: Custom Character Face not working properly?
Replies: 9
Views: 102

Re: Custom Character Face not working properly?

Character Face can be customized in the Face Picker, where the texture is drawn in a centred panel with the same size of the original. The paperdoll is a single texture made of all individual images merged together, so it's not possible to inject non-standard resolutions. If i remember correctly, i ...
by TheLacus
Mon Dec 17, 2018 6:38 pm
Forum: Released Mods
Topic: [MOD] Real Grass 2
Replies: 122
Views: 14539

Re: [MOD] Real Grass 2

New version is always available from first post. This is a direct link for convenience. I'd like to help you with the problem you're facing, but you never sent me the log so i can't do much except suggest that the crash may be due the memory limitation of 32 bit process. I will surely check for poss...
by TheLacus
Mon Dec 17, 2018 5:25 pm
Forum: General
Topic: Quest Debugger?
Replies: 5
Views: 124

Re: Quest Debugger?

I originally had a more IDE-like quest debugger in mind. But as the quest system evolved, I found myself wanting to see all the task and timer states without breaking out of game except to enter commands. The current format of HUD output and complementary console commands came to be what I settled ...
by TheLacus
Mon Dec 17, 2018 5:12 pm
Forum: Quest Hub
Topic: Quest Editor
Replies: 77
Views: 8215

Re: Quest Editor

Version 0.6.0 is available. Among other changes, it introduces support for spells (Quests-Spells) and effect keys (hardcoded but expandable with modules).
Full changelog and download. :)
by TheLacus
Fri Dec 14, 2018 11:22 pm
Forum: Creator's Corner
Topic: HD Pre-rendered Daggerfall Sprites
Replies: 33
Views: 1160

Re: HD Pre-rendered Daggerfall Sprites

Now I'm tempted to take the occasion and add a hook also for wandering npcs. :) While we're on the topic of swapping NPCs with 3D models and API hooks, could we discuss (at the risk of derailing Kamer's original topic :oops: ) the possibility of customized LODs? In an old topic by NikitaThetanner (...
by TheLacus
Fri Dec 14, 2018 10:56 pm
Forum: Creator's Corner
Topic: Readable Books
Replies: 3
Views: 147

Re: Readable Books

Great work! ;)

PS: this feature is documented here.
by TheLacus
Thu Dec 13, 2018 5:01 pm
Forum: Released Mods
Topic: KoW - Daggerfall Remaster 3.0
Replies: 218
Views: 19489

Re: KoW - Daggerfall Remaster 3.0

Pango - I reported it to lacus some weeks/months back and I also comented on the git page you posted, with the Town NPCs fix... Im not sure if its acknowledged, Lacus has a lot of things on his mind. But Im affraid to tell him again, so I dont bother him... Materials in a mod consist of a file that...
by TheLacus
Wed Dec 12, 2018 8:31 pm
Forum: Creator's Corner
Topic: HD Pre-rendered Daggerfall Sprites
Replies: 33
Views: 1160

Re: HD Pre-rendered Daggerfall Sprites

The "code switch" mentioned by Jedidia would be taken care of automatically by my Asset which compares the main camera's view angle to the subject's orientation, then descretizes it to snap it into a 45 degree (or whatever interval you want) angle. But on the other hand, I don't think DFU supports ...
by TheLacus
Wed Dec 12, 2018 5:04 pm
Forum: Resolved
Topic: Build #138: [Asset-Injection] Town npcs flickering [IMPLEMENTATION CHANGED]
Replies: 6
Views: 362

Re: Build #138: [Asset-Injection] Town npcs flickering [IMPLEMENTATION CHANGED]

Npcs implementation was changed to not use an atlas anymore, so this issue is not relevant to new builds.