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Re: Mods by difficulty, for future devs

Posted: Tue Jul 23, 2019 4:44 pm
by King of Worms
Paperdoll upscale shader
viewtopic.php?f=12&t=2318

Difficulty - 7/10

Re: Mods by difficulty, for future devs

Posted: Tue Jul 23, 2019 8:16 pm
by Jay_H
Added it, thanks KOW.

Re: Mods by difficulty, for future devs

Posted: Sun Sep 29, 2019 7:20 pm
by jayhova
I'm thinking multiplayer Daggerfall would be a hard 10.

Thinking about cheating, I was thinking that when you generated a character in the game in a legitimate way you get a validation code (like a checksum) that gets installed in your save game. Each time you play, the game looks for that code and makes sure it matches. Only then will the game update your character with a new save code.

Re: Mods by difficulty, for future devs

Posted: Mon Sep 30, 2019 2:16 pm
by Jay_H
I've added it. I'm concerned that some of the list contents may be out of date (like someone already started on them) so if anyone notices that, let me know.

Re: Mods by difficulty, for future devs

Posted: Sat Oct 19, 2019 2:52 pm
by DeltaOfPie
Is there any "mob programming" going on, when implementing mods?
I would find it quite interesting, if there would be a remote/virtual machine set up, so you develop right away, or collaborate with multiple devs.

Re: Mods by difficulty, for future devs

Posted: Sat Oct 19, 2019 4:22 pm
by Jay_H
No, we have no systems for collaboration so far. There's been some good discussion on the importance of it, but so far every dev is working alone.

Re: Mods by difficulty, for future devs

Posted: Mon Oct 28, 2019 11:01 pm
by King of Worms
I think the paperdoll upscale shader can be removed from the list pls. Ive came to this conclusion after some debates.. also, the new HD paperdoll is in works and full replacement gives us more options than upscaling the whole paperdoll window.