Daggerfall Unity Test Build 1
- Daschluba
- Posts: 40
- Joined: Sun May 10, 2015 5:25 pm
- Location: Austria
Re: Daggerfall Unity Test Build 1
Just tested the build, pretty much everything worked, except some things other people already told. One thing which i don't know if you already know, in the original Daggerfall i climbed up an building and saved when i was standing on the roof, after that i started Daggerfall Unity and loaded that save, but instead of being on the roof i spawned on the ground inside the building.
- Lazaroth
- Posts: 13
- Joined: Sun Mar 22, 2015 10:56 am
Re: Daggerfall Unity Test Build 1
I did, and no it affects nothing other than the, well, sensitivity. The delay I tried to describe is still there. I can fire up good ol' Fraps in a bit and do a video of it.Interkarma wrote: Yes, that's what the mouse sensitivity setting is for (mouse-look). Did you try increasing this value in the INI? Try increasing in increments of 0.5 and let me know how you go.
It's always empty, even if there's a quicksave and/or old save available. Probably related to my issue #2.Just click "Load Saved Game" on the title menu. You can load either a classic save or restore your quick save slot (if you have saved by pressing F9 in game). Full save/load UI are in the works for first true release.
Gotcha!I will wire up the mods in the first true release, or maybe a little sooner if everything else is going well.
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- Posts: 7
- Joined: Mon Mar 23, 2015 8:49 pm
Re: Daggerfall Unity Test Build 1
Yep, quicksaves don't appear in "Load Games". Could be nice to have that.Lazaroth wrote:It's always empty, even if there's a quicksave and/or old save available. Probably related to my issue #2.Just click "Load Saved Game" on the title menu. You can load either a classic save or restore your quick save slot (if you have saved by pressing F9 in game). Full save/load UI are in the works for first true release.
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- Posts: 195
- Joined: Thu Apr 02, 2015 9:03 am
Re: Daggerfall Unity Test Build 1
Yay, thank for the Test Build Interkarma! It seems to be working, however, it took me a while to figure out, that the paths in the ini file must be writen without quotes (you could have mentioned it in the manual). Silly me.
I see mouse smoothing is on the table, so I will join in. I am sure many people prefer no-smoothing, including me. Although, in an RPG I can live with it perfectly fine, an option to turn it off would be nice. However, It's only a minor thing, so I hope it will not steal too much of your precious time.
I see mouse smoothing is on the table, so I will join in. I am sure many people prefer no-smoothing, including me. Although, in an RPG I can live with it perfectly fine, an option to turn it off would be nice. However, It's only a minor thing, so I hope it will not steal too much of your precious time.
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Daggerfall Unity Test Build 1
manually copied the .vid files - everything is working fine now! very solid
update: the run speed is annoying slow... cried after importing my character with 88 running skill and realizing that it is not implemented yet...
update: the run speed is annoying slow... cried after importing my character with 88 running skill and realizing that it is not implemented yet...
- Arl
- Posts: 202
- Joined: Sun Mar 22, 2015 10:57 am
Re: Daggerfall Unity Test Build 1
Lazaroth wrote:I did, and no it affects nothing other than the, well, sensitivity. The delay I tried to describe is still there. I can fire up good ol' Fraps in a bit and do a video of it.Interkarma wrote: Yes, that's what the mouse sensitivity setting is for (mouse-look). Did you try increasing this value in the INI? Try increasing in increments of 0.5 and let me know how you go.
This is just a guess but... I was unable to notice screen-tearing, can it be that this build have some source of V-sync activated by defaul?
Your description sounds like what I feel when moving the camera around in a game with V-sync on.
My Deviantart page, I have some Daggerfall stuff in there.
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- Posts: 17
- Joined: Mon Oct 19, 2015 6:57 pm
Re: Daggerfall Unity Test Build 1
Congratulations and thanks for the build, Interkarma!
I'm also getting a blank screen on start-up, and I verified that I have all of the .vid files and my path is correct. From the log, it looks like it doesn't like something about my path, though. Maybe the fact that it has spaces?
Here's my setup (Windows 7):
Daggerfall is in C:\Games\The Elder Scrolls II - Daggerfall\
Daggerfall Unity is in C:\Games\The Elder Scrolls II - Daggerfall\Unity\
settings.ini:
output_log.txt
I'm also getting a blank screen on start-up, and I verified that I have all of the .vid files and my path is correct. From the log, it looks like it doesn't like something about my path, though. Maybe the fact that it has spaces?
Here's my setup (Windows 7):
Daggerfall is in C:\Games\The Elder Scrolls II - Daggerfall\
Daggerfall Unity is in C:\Games\The Elder Scrolls II - Daggerfall\Unity\
settings.ini:
Code: Select all
[Daggerfall]
MyDaggerfallPath="C:\Games\The Elder Scrolls II - Daggerfall"
MyDaggerfallUnitySavePath=
Code: Select all
ArgumentException: Illegal characters in path.
at System.IO.Path.Combine (System.String path1, System.String path2) [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.DaggerfallUnity.SetupArena2Path () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.DaggerfallUnity.Awake () [0x00000] in <filename unknown>:0
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- Posts: 6
- Joined: Mon Oct 19, 2015 7:07 pm
Re: Daggerfall Unity Test Build 1
Registered just to be a part of this amazing work. Started new Character and everything worked fine, only thing i noticed is there is no giant hill south of Privateer's Hold in vanilla, there are slight up and down slopes (Nevermind this, I noticed what you did with the terrain after comparing to vanilla). Importing a save with a magic item modifier makes it permanent, though that could be due to inventory not being implemented. Specs Win7 64bit, 6gbRAM, ATI Radeon 5770, Intel 3 Ghz dual core. Sorry if these issues (not bugs per-say) came up already, and THANK YOU!
- Arl
- Posts: 202
- Joined: Sun Mar 22, 2015 10:57 am
Re: Daggerfall Unity Test Build 1
CyberWilhelm wrote:I'm also getting a blank screen on start-up, and I verified that I have all of the .vid files and my path is correct. From the log, it looks like it doesn't like something about my path, though. Maybe the fact that it has spaces?
Here's my setup (Windows 7):
Daggerfall is in C:\Games\The Elder Scrolls II - Daggerfall\
Daggerfall Unity is in C:\Games\The Elder Scrolls II - Daggerfall\Unity\
settings.ini:Code: Select all
[Daggerfall] MyDaggerfallPath="C:\Games\The Elder Scrolls II - Daggerfall" MyDaggerfallUnitySavePath=
Try removing the quotes (""), example:
Code: Select all
MyDaggerfallPath=C:\Games\The Elder Scrolls II - Daggerfall
My Deviantart page, I have some Daggerfall stuff in there.
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- Posts: 195
- Joined: Thu Apr 02, 2015 9:03 am
Re: Daggerfall Unity Test Build 1
CyberWilhelm> Hi, good to see I am not the only one. You must remove the quetes from the path just like Phobos Anomaly said.