KoW - Daggerfall Remaster 3.0

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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms » Fri Aug 03, 2018 10:23 am

Interresting info, well in those rare cases there will be a 1 pixel wide dark line around those MOBs, but rest assured its absolutely nothing anyone will notice. Many of the MOBs have such a line as a default in vanilla. Thanks for feedback!

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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms » Sun Aug 05, 2018 5:24 pm

Ive transported texts and the ornaments from the menu mod by Arl to my upscaled one, this way we have IMO the best result, original upscaled background and new sharp texts and ornaments. I hope Arl is ok with this swap :oops:
PICK03I0.IMG.png
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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms » Sun Aug 05, 2018 5:27 pm

And updated load menu... took a while to finetune it to this appearance.
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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms » Wed Aug 08, 2018 5:43 pm

Ive received a permission by AXO to use his animated mage 177_0-* and smith 177_5-* in a next version! Great, they are very vanilla friendly and look better than mine. Thanks mate!

Also, I have a written permission by Jman0war to use his terrain flats and 2 NPCs, very kind from him. Much appreciated as thats a huge work done and looks fantastic.

I still occasionally progress with this mod, portraits, few upgraded textures, menu, general finetuning... The latest version will come in a DFMOD package, as soon as possible with a help of Quasifex. We encountered some problems with a versions tho, so it takes a bit longer. Lets hope for the best!

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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms » Thu Aug 09, 2018 9:13 pm

I know this is boring... but Ive finalized the loading menu :lol: Find 8 differences :roll:
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Flylighter
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Re: KoW - Daggerfall Remaster 3.0

Post by Flylighter » Thu Aug 09, 2018 11:23 pm

That is one incredibly suave-looking load menu!

The three differences I could find were the fancy side flourishes on either side of the savegame's screen capture, the more defined border lines for the savegame scroll bar, and a border around the Delete Save button! I was never any good at this :mrgreen:

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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms » Fri Aug 10, 2018 9:26 am

:) Thanks! And you got it almost 100%. Savegame scrollbar background is darker, there is a new outline for a description text bellow the save screenshot and that area is darker as well... it depends how you count it lol. But thats for the changes. Thing is, I need to draw those lines/fields on the main background and than fit them pixel perfect with the lines which only appear ingame, and that took many attempts.

I also added one grey button, that is only visible when you press "save game" ingame. Because now those 3 buttons at the bottom have that glowing outline and that button in the middle is empty when you press save ("classic" button is missing when you save) It was not a problem when there were no glowing outlines, but with them, you get just a empty space with glow, and that was bad. So I made this workaround and baked that button to the background img - it gets overlayed with a "classic" button when you load, and appears when you save...

It looks like this
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charlieg
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Re: KoW - Daggerfall Remaster 3.0

Post by charlieg » Fri Aug 17, 2018 9:31 am

King of Worms wrote:
Sun Aug 05, 2018 5:24 pm
Ive transported texts and the ornaments from the menu mod by Arl to my upscaled one, this way we have IMO the best result, original upscaled background and new sharp texts and ornaments. I hope Arl is ok with this swap :oops:

PICK03I0.IMG.png
I'll just link this here since it's pretty awesome: https://www.reddit.com/r/daggerfallunit ... 3d_fanart/

Image

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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms » Fri Aug 17, 2018 3:30 pm

Its nice but too different IMO, the scroll is quite small compared to original, so how you gonna place the texts there so it looks good ingame? :) Also, it just doesnt belong to this thread, I fail to see the reason... sorry :)

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Re: KoW - Daggerfall Remaster 3.0

Post by VMblast » Fri Aug 24, 2018 12:10 pm

Ive come across this problem, when installed this MOD. Characters on streets popping on and off. Only when they are close to me became visible, but barely because when I move camera left-right they tend to disappear (you can see some of the examples in images below). Any solution or suggestions?

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