The Daggerfall Unity 0.3 release is now available to testers on the Live Builds page.
A new stable release will be ready in a few weeks once most of the initial bugs have been squashed. I am also working on a new DFTFU release in line with next stable build, including updated tutorials.
This thread is for general discussion about the 0.3 release cycle. If you have a specific bug, please log this in the Bug Reports forums. Don't forget to read the stickied guidelines first.
If you have any general queries, please don't hesitate to ask.
Daggerfall Unity 0.3 General Discussion
- Jay_H
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Re: Daggerfall Unity 0.3 General Discussion
After I had downloaded 0.3 to start testing, I took a video of myself, sort of as the digital equivalent of "unboxing" for DFU. Excited for another step forward!
No more joke posts from me in the future, I assure you.
No more joke posts from me in the future, I assure you.
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Daggerfall Unity 0.3 General Discussion
Jay_H wrote:After I had downloaded 0.3 to start testing, I took a video of myself, sort of as the digital equivalent of "unboxing" for DFU. Excited for another step forward!
No more joke posts from me in the future, I assure you.
- Nystul
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- Joined: Mon Mar 23, 2015 8:31 am
Re: Daggerfall Unity 0.3 General Discussion
I have to say: I love the new load/save interface. Switching between characters is the best thing ever!!!
btw: how is determined which character's saves are default? because I observed this: I started from a fresh install and imported a vanilla savegame via the import option. Then I saved a new savegame. Next time when I started up the game it won't show the savegame (and no character switch option available). After I created a savegame for "nameless" char after starting with startbehaviour "new game" and saving on the next start I had the switch option available.
btw: how is determined which character's saves are default? because I observed this: I started from a fresh install and imported a vanilla savegame via the import option. Then I saved a new savegame. Next time when I started up the game it won't show the savegame (and no character switch option available). After I created a savegame for "nameless" char after starting with startbehaviour "new game" and saving on the next start I had the switch option available.
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Daggerfall Unity 0.3 General Discussion
Cheers.
I've reproduced that issue of first character not being selected from fresh open.
Edit: Fixes are on git. This should work a lot better now. Will be rolled into next build.
I've reproduced that issue of first character not being selected from fresh open.
Edit: Fixes are on git. This should work a lot better now. Will be rolled into next build.
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Daggerfall Unity 0.3 General Discussion
great thanks!
- Jay_H
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Re: Daggerfall Unity 0.3 General Discussion
In 0.2, the travel map had the white film glitch that kept me from seeing map locations. Someone quietly fixed that for 0.3, and now it's extremely functional, so I wanted to give a big thanks for that.
- LypyL
- Posts: 512
- Joined: Sun Mar 22, 2015 3:48 am
Re: Daggerfall Unity 0.3 General Discussion
I'm glad to hear the map fix worked!
- Jay_H
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Re: Daggerfall Unity 0.3 General Discussion
Is there a convenient link to the github commits page? Or could one be added to the workshop front page? I keep using the one in this blog post, but it's a bit of clicking and scrolling to get there. I know I could just add a bookmark, but that's a matter of reasons
- Interkarma
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- Joined: Sun Mar 22, 2015 1:51 am
Re: Daggerfall Unity 0.3 General Discussion
On dfworkshop.net there's a link to the GitHub page on the right sidebar (first link - "Daggerfall Unity source"). You can just click that then the Commits tab.
I've added a link from the Live Builds page as well. New builds will have all the code changes posted prior to build date.
There will be a lag of a few days to a week between new code and new builds depending on my schedule and how much work the feature needs. I'm aiming to update builds as frequently as possible though.
I've added a link from the Live Builds page as well. New builds will have all the code changes posted prior to build date.
There will be a lag of a few days to a week between new code and new builds depending on my schedule and how much work the feature needs. I'm aiming to update builds as frequently as possible though.