Search found 113 matches

by Uncanny_Valley
Mon Jun 04, 2018 12:05 pm
Forum: Resolved
Topic: Existing a dungeon can kill you by fall damage [RESOLVED]
Replies: 5
Views: 547

Re: Existing a dungeon can kill you by fall damage

Yes, the player is placed correctly at ground height. When exiting the crypt of Buckingsmith, the entrance is slightly elevated with a few steps of stairs, and when the player exits the crypt, they are correctly placed on top of those stairs. However, if the player exits the crypt with enough veloci...
by Uncanny_Valley
Sun Jun 03, 2018 8:11 pm
Forum: Released Mods
Topic: [Mod] New Locations
Replies: 49
Views: 10308

Re: [Mod] New Locations

Update! See first page for download links. After much work, it is finally done! My goal was for this version was to create a stable base, something that can be build upon, improved and expanded on later. I decided to separate the the mod into 3 parts The Location Loader, which is a mod file that ena...
by Uncanny_Valley
Sun Jun 03, 2018 4:05 pm
Forum: Resolved
Topic: Existing a dungeon can kill you by fall damage [RESOLVED]
Replies: 5
Views: 547

Existing a dungeon can kill you by fall damage [RESOLVED]

If you exit a dungeon and the player character spawns outside at a lower height (y coordinate) than it had when exiting; you can die from fall damage. This only happens when exiting dungeons, since other interior locations load at the exact same coordinates as the character had when he/she entered i...
by Uncanny_Valley
Sun May 20, 2018 6:58 pm
Forum: Released Mods
Topic: [Mod] New Locations
Replies: 49
Views: 10308

Re: [Mod] New Locations

I plan to share everything eventually, including the editor scripts to allow people to create and share their own created locations. There are still a few thing that I want/need to fix first. I ask for just a little patience. ;) In the meantime, here are screenshots of a lighthouse. :D lighthouse.jp...
by Uncanny_Valley
Sun May 20, 2018 10:25 am
Forum: Released Mods
Topic: [Mod] New Locations
Replies: 49
Views: 10308

Re: [Mod] New Locations

Here is some screenshots on the editor scrips that I been working on. 1. Location prefab editor. Allows you to create location prefabs with a preview in the Unity scene view. The editor allows you to define the locations size and add new objects to it. You can edit the position, rotation and scale o...
by Uncanny_Valley
Sat May 19, 2018 7:37 am
Forum: Released Mods
Topic: [Mod] New Locations
Replies: 49
Views: 10308

Re: [Mod] New Locations

Are the objects adjusted to the heightmap? If someone made Hills and Mountains 2.0 or something similar, will the objects track to ground level? This is very exciting. Perhaps this could be the start of miniature outdoor dungeons. I'm curious as to whether these places can sustain enemy spawn point...
by Uncanny_Valley
Sat May 19, 2018 7:01 am
Forum: Released Mods
Topic: [Mod] Convenient Clock
Replies: 44
Views: 9060

Re: [Mod] Convenient Clock

New version 1.02 is available on the first page.

Changes:
  • Fixed the incorrect date and suffixes.
by Uncanny_Valley
Sat May 19, 2018 6:04 am
Forum: Resolved
Topic: Exterior locations aren't cleared when traveling [RESOLVED]
Replies: 12
Views: 1053

Re: Exterior locations aren't cleared when traveling

I don't have any mods enabled, and I even downloaded a clean default build to test. More information The bug only appears if TerrainDistance is set to 4 It happens whenever you travel or load a locations that has fewer surrounding locations than the one you came from. When it happens, there is alway...
by Uncanny_Valley
Sat May 19, 2018 4:09 am
Forum: Resolved
Topic: Exterior locations aren't cleared when traveling [RESOLVED]
Replies: 12
Views: 1053

Exterior locations aren't cleared when traveling [RESOLVED]

Sometimes when traveling, you will find locations (cities and such) floating in the sky. How to reproduce: Travel to Gothway Garden. Then travel to Whitecroft. You will now find the location "Burning Soul of Kynareth" floating in the sky above the coast, soutwest of Whitecroft. or Save your game in ...
by Uncanny_Valley
Fri May 18, 2018 2:23 pm
Forum: Released Mods
Topic: [Mod] New Locations
Replies: 49
Views: 10308

Re: [Mod] New Locations

Hi UV, I'm curious as to how are you integrating these location prefabs into the streamed world based on DF data files? I had quite a lot of thoughts about how this could be done when I was creating the WorldData override system - which is only implemented for buildings up to now. Do you have a pub...