Search found 739 matches

by TheLacus
Tue Jun 18, 2019 9:43 am
Forum: Quest Hub
Topic: Quest Editor
Replies: 101
Views: 16382

Re: Quest Editor

by TheLacus
Tue Jun 18, 2019 9:39 am
Forum: Quest Hub
Topic: Quest Editor
Replies: 101
Views: 16382

Re: Quest Editor

Jay_H wrote:
Mon Jun 17, 2019 11:23 pm
Done.
Thanks :)
by TheLacus
Mon Jun 17, 2019 9:08 pm
Forum: Quest Hub
Topic: Quest Editor
Replies: 101
Views: 16382

Re: Quest Editor

Hey Jay can you rename JHTP0??.txt to not include question marks? I tried to update my local clone of your repository to test upcoming version of editor, but failed because this is an invalid character on windows.
by TheLacus
Sun Jun 09, 2019 12:11 pm
Forum: Bug Reports
Topic: Dev build/Linux: modded loot piles all contain the same items
Replies: 14
Views: 491

Re: Dev build/Linux: modded loot piles all contain the same items

Any models replacement mod triggers the bug. As you suspected, the problem is MeshReplacement.ImportCustomFlatGameobject() resetting the random seed. I thought we were talking about a sort of hash/id associated to each item instance. Random methods provided by Unity API use a global seed which is s...
by TheLacus
Fri Jun 07, 2019 1:49 pm
Forum: Quest Hub
Topic: Quest Editor
Replies: 101
Views: 16382

Re: Quest Editor

An expression executes properly in DFU but the editor doesn't recognize it: [code]give pc _reward1_ and _reward2_ and _reward3_[/code] Source quest is Q0C10Y00. I need to test this further. It isn't working properly right now. I believe Daggerfall Unity parses it as give pc _reward1_ and ignores wh...
by TheLacus
Thu Jun 06, 2019 12:47 pm
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 229
Views: 45142

Re: Automap (indoor & dungeon) implementation

This raises the question why does a mod "patch" materials/shaders of geometry that are created on purpose just for the automap. This geometry should not be changed by a mod imo - why does it happen? I don't think the mod changes the automap directly. I'm not sure how the automap works, but I believ...
by TheLacus
Thu Jun 06, 2019 11:55 am
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 229
Views: 45142

Re: Automap (indoor & dungeon) implementation

Nystul, the Handpainted model replacement mod causes a lot of errors to be thrown inside buildings: Material doesn't have a texture property '_BumpMap' UnityEngine.Material:GetTexture(String) DaggerfallWorkshop.Game.Automap:updateMaterialsOfMeshRenderer(MeshRenderer, Boolean) (at Assets/Scripts/Game...
by TheLacus
Wed May 29, 2019 11:35 am
Forum: Bug Reports
Topic: 0.7.32 (Win 7 x64) - Some modded lights are buggy
Replies: 13
Views: 838

Re: 0.7.32 (Win 7 x64) - Some modded lights are buggy

A potential issue for lights is a size mismatch for albedo and emission maps, so i've pushed a PR to enforce that additional textures inside an atlas have the same size as the albedo textures. I don't think this is what you have reported here but I couldn't find any issue that would cause textures t...
by TheLacus
Mon May 20, 2019 4:24 pm
Forum: Released Mods
Topic: [MOD] Post Processing Effects
Replies: 126
Views: 30541

Re: [MOD] Post Processing Effects

MasonFace wrote:
Sun May 19, 2019 1:09 pm
Update: I increased the smoothness a little and started to notice the reflections showing up. It looks really really nice!
That's great! I think i won't mark it experimental anymore for the next update, maybe disabled by default to not confuse people without an appropriate textures mod.
by TheLacus
Sun May 19, 2019 12:51 pm
Forum: Released Mods
Topic: [MOD] Post Processing Effects
Replies: 126
Views: 30541

Re: [MOD] Post Processing Effects

I marked it experimental before we had texture packs because all vanilla materials use 0.5 smoothness. Not sure why it doesn't work for you, are you sure UseLegacyDeferred is disabled in settings?
This is how it looks for me:

Image