Awesome, thanks for the feedback!
CM August wrote:Is it just me, or is it harder to hit enemies in doorways than in vanilla Daggerfall?
Agreed. Combat uses a spherecast to give player some extra aiming leniency, which can be blocked by static geometry right now. It's something I've been meaning to tune up, I just haven't gotten to it yet.
CM August wrote:On the fast travel map, a location's clickable area can sometimes be way off from its pixel.
I've noticed this too. Also something on my low priority list of stuff to polish.
CM August wrote:The automap in towns doesn't always center itself on the player as intended when opened. It will do so however if it's closed and immediately re-opened.
I'll leave this one for Nystul to take a look at. He's the high priest of all things automap.
CM August wrote:
I can identify people and buildings
from a much greater distance in vanilla. Thankfully that's not strictly an issue yet anyways, thanks to the automap and quest debug.
The work you've done on ladders was immediately noticeable and much appreciated. I do still have a bit of trouble sometimes activating them though especially from the top, which seemed strange.
These both sound related to activation distance. I'll take another look at this soon, it's easy enough to extend distance a little.
CM August wrote:I suspect this is a problem in the original game files, but I'll mention it anyway: a dungeon piece I encountered in The Nest of Vojgon in the Daggerfall region appears to have no collision at all.
I'm not sure, but this sounds a lot like a random Unity bug I've been dealing with for a while. Sometimes the colliders on static geometry just don't apply properly. If you go back in a different play sessions, it might be OK. I'll check it out all the same in case something else if going on, cheers.
CM August wrote:
Incidentally, teleport-clicking close to where a dungeon incline begins may result in getting stuck
in the floor, which I could reproduce. Teleporting elsewhere on the map fixed it up.
Teleporting can be a perilous business.
CM August wrote:About the console: on my end, a freshly-opened Daggerfall Unity takes around 7 seconds to open the console window after the tilde key has been pressed
I don't experience this, it's instant for me. The only time I experience any delay is when I'm testing on Linux from a Live CD, and for some reason the Live CD needs to spin up before showing the console. But the log you sent me earlier tells me you're on Windows 7, is that right?
Does anyone else experience this? I've not heard of this before now.
I didn't implement the console, it's the Wenzil Console
, which Lypyl added some time back. Could be some unusual behaviour that needs to be tracked down, so thanks for letting me know.