Search found 560 matches

by TheLacus
Tue Aug 14, 2018 8:25 pm
Forum: Quest Hub
Topic: Syntax highlighting
Replies: 35
Views: 2206

Re: Syntax highlighting

Great! Thanks for the info. I seem to have ironed out a lot of the things above. One minor issue is that sometimes I get a green error label when something is defined as a _symbol_ and is used as a =symbol_. VS Code doesn't recognize the =symbol_ as a use, so it says _symbol_ is an unused defined v...
by TheLacus
Tue Aug 14, 2018 7:39 pm
Forum: Quest Hub
Topic: Syntax highlighting
Replies: 35
Views: 2206

Re: Syntax highlighting

Hey Jay_H, i'm happy that you like it. I'm very interested in any feedback and suggestion you may have :D I'm getting some obstacle in VS Code while trying to edit my user settings, telling me 'cannot edit in read-only editor'. I dunno how I triggered read-only and apparently others are bothered by ...
by TheLacus
Tue Aug 07, 2018 8:12 pm
Forum: Quest Hub
Topic: Syntax highlighting
Replies: 35
Views: 2206

Re: Syntax highlighting

As usual, a summary of what i've been working on. Quest tables I had already formatted some constants in a json file to develop autocompletion, now i have decided to avoid duplication and read data directly from tables used for Daggerfall Unity. When the path to StreamingAssets/Tables is set (or ret...
by TheLacus
Mon Aug 06, 2018 7:16 pm
Forum: Released Mods
Topic: [MOD] Post Processing Effects
Replies: 70
Views: 13342

Re: [MOD] Post Processing Effects

Thanks for looking into it :) Thank you for patience and my apologies for delay. There is an issue in asset bundle loading process which tipically happens when the engine which built the mod is older or newer than the one which loads it. Nevertheless creation time on file confirms Linux version was...
by TheLacus
Fri Aug 03, 2018 1:46 pm
Forum: Quest Hub
Topic: Syntax highlighting
Replies: 35
Views: 2206

Re: Syntax highlighting

Thank you Interkarma. :)

I made a lot of additions since latest release, so it's time to publish a new version. You can find the download here while this is the changelog. Some more detailed instructions are available on first post.
by TheLacus
Tue Jul 31, 2018 7:01 pm
Forum: Quest Hub
Topic: Syntax highlighting
Replies: 35
Views: 2206

Re: Syntax highlighting

Added special support for " params " https://i.imgur.com/lwJLdU6.png and when task https://i.imgur.com/NOGiIgZ.png Some improvements on symbol seek . Messages, symbols and tasks are shown grouped in QRC and QBN blocks. https://i.imgur.com/shbyHJa.png And more additions to live diagnostics https://i....
by TheLacus
Sun Jul 29, 2018 6:20 pm
Forum: Modder Discussion
Topic: Daggerfall Remaster w/future builds
Replies: 72
Views: 3753

Re: Daggerfall Remaster w/future builds

However, I encountered a little problem. The Daggerfall Unity version I use to build dfmod is 0.5.411 and the last live build is 0.5.369. Because of that, mod won't work. The workaround I found is to make build from Unity editor. I hope there'll be a new live build soon, so that everyone could inst...
by TheLacus
Fri Jul 27, 2018 5:20 pm
Forum: Quest Hub
Topic: Syntax highlighting
Replies: 35
Views: 2206

Re: Syntax highlighting

Started some work on diagnostics. This is based on the names of variables in the snippet/signature for actions and other keywords. A few examples: "place npc ${1:_person_} at ${2:_place_}" ${1:_person_} must be a) a symbol defined in the quest and b) defined as Person "prompt ${1:message} yes ${2:ta...
by TheLacus
Fri Jul 27, 2018 4:53 pm
Forum: Released Mods
Topic: [MOD] Post Processing Effects
Replies: 70
Views: 13342

Re: [MOD] Post Processing Effects

Hi TheLacus, The postprocessing mod doesn't load under Linux on my setup. I haven't seen any feedback from Linux users, so I don't know if it was tested before. Many thanks! Pierre. The log claims there is a duplicate for loading screen mod The AssetBundle 'loadingscreen.dfmod' can't be loaded beca...
by TheLacus
Sun Jul 22, 2018 8:48 pm
Forum: Quest Hub
Topic: Syntax highlighting
Replies: 35
Views: 2206

Re: Syntax highlighting

Some work for actions, built with modularity in mind to fulfill Daggerfall Unity ability to import custom actions. Each mod that adds new actions can define a json file which provides signatures and a short description for them. For example this is from Daggerfall.json { "summary": "Give a quest ite...