Search found 1169 matches

by Nystul
Sun Jun 23, 2019 4:16 pm
Forum: Released Mods
Topic: KoW - D.R.E.A.M.
Replies: 660
Views: 56022

Re: KoW - D.R.E.A.M.

nice findings!

somewhere in the unity built-in shaders (can be downloaded for each unity version) there should also be the mip map selection mechanism in there I think - but I never had the time to really look through all those files

pretty sure, it will approximately match your values
by Nystul
Sat Jun 22, 2019 9:45 am
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 242
Views: 45607

Re: Automap (indoor & dungeon) implementation

Nystul, will the markers get erased when you exit the dungeon? they will be saved with automap data, so if ini-setting AutomapNumberOfDungeons = 5 (default), the last 5 dungeons visited (with markers) will be remembered, set this to 0 to get vanilla df behavior that as soon as you leave the dungeon...
by Nystul
Fri Jun 21, 2019 3:25 pm
Forum: Help & Support
Topic: theJF - Daggerfall Unity (w/Mods) Part 4 (video)
Replies: 11
Views: 152

Re: (video) Daggerfall Unity (w/Mods) Part 6 theJF

Map marker on town map disappears https://youtu.be/CbH1xj1aCyU?t=152 Disappears again later after the quest is done this is an interesting one - hope we will be able to find a way to make this issue reproduceable. disappering after the quest is intended behavior since the name of a residence can be...
by Nystul
Fri Jun 21, 2019 3:15 pm
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 242
Views: 45607

Re: Automap (indoor & dungeon) implementation

Hey Nystul, any chance you could consider implementing my "drop coin as key press" idea as part of your mapping suite? I think this would be best suited for a small mod - a feeling of mine is that every functionality that does require actions outside the automap window (like in your example an acti...
by Nystul
Tue Jun 18, 2019 12:44 pm
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 242
Views: 45607

Re: Automap (indoor & dungeon) implementation

another feature to be added: portal markers will show teleporter entrances and exits on map once pc discovered it, double click on one portal will jump (move the automap camera) to the other end of the connection (via iTween moveTo animation) I don't like the idea of changing the camera. The whole ...
by Nystul
Mon Jun 17, 2019 2:58 pm
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 242
Views: 45607

Re: Automap (indoor & dungeon) implementation

another feature to be added: portal markers will show teleporter entrances and exits on map once pc discovered it, double click on one portal will jump (move the automap camera) to the other end of the connection (via iTween moveTo animation) https://i.imgur.com/XLFajyt.png is one of the creative gu...
by Nystul
Fri Jun 14, 2019 5:46 pm
Forum: Mods & Features General
Topic: Screenshot hot key
Replies: 8
Views: 210

Re: Screenshot hot key

Hazelnut wrote:
Fri Jun 14, 2019 12:40 pm
I think they should go in a folder parallel to saves folder. I would rather not have yet another place DFU stuff could go.
I agree with Hazelnut
by Nystul
Fri Jun 14, 2019 5:43 pm
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 242
Views: 45607

Re: Automap (indoor & dungeon) implementation

btw, I would need a dungeon where a teleporter is near to the entrance for testing - I plan to do portal markers on the map (visible after teleporting for the first time) but I need a good dungeon to test. Ideally I would need a dungeon with more than just 1 teleporter ;) do you guys know such dunge...
by Nystul
Fri Jun 14, 2019 2:20 pm
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 242
Views: 45607

Re: Automap (indoor & dungeon) implementation

here are some showcase screenshots of new automap features (part of latest pull request): add user note markers by left mouse double click on a dungeon segment https://imgur.com/rXEAYHp.png here you can see how a user marker will reveal the attached note on mouse hover over: https://imgur.com/GNQD18...
by Nystul
Tue Jun 11, 2019 6:58 pm
Forum: Developer Discussion
Topic: question: how to change the culling mask of all kinds of lights we have
Replies: 1
Views: 74

question: how to change the culling mask of all kinds of lights we have

Hey guys, When reworking the automap I realized that it would be best that any kind of scene light (dungeon lights, lights of magic spells, player torch, etc.) should not affect automap rendering. So to make it behave that way all the lights need to have their culling mask exclude the automap layer....