September Builds 0.10.6

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Interkarma
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September Builds 0.10.6

Post by Interkarma » Sat Sep 07, 2019 1:53 am

New builds are ready! Change article is below.

https://www.dfworkshop.net/september-builds-0-10-6/

Firebrand
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Re: September Builds 0.10.6

Post by Firebrand » Sat Sep 07, 2019 7:50 am

Cool! Thanks! 8-) :)

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Hazelnut
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Re: September Builds 0.10.6

Post by Hazelnut » Sat Sep 07, 2019 8:00 am

Now that's a lot of fixes! Great work on the travel map!

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King of Worms
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Re: September Builds 0.10.6

Post by King of Worms » Sat Sep 07, 2019 11:36 am

Nice polish pass with some new features added, thank you!

jedidia
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Re: September Builds 0.10.6

Post by jedidia » Sat Sep 07, 2019 7:27 pm

I. LOVE! What you did with the virtual mods. Just tried it out. Had a slight hickup because I thought I'd actually have to create the class to attach it to the game myself, but no. Dump it in the right folder, fire it up, works. Attach VS debugger, works.

At first I was so confused that it just showed up in the mod list that I thought I had some old build files still lying around. Frantically went over my HD deleting any existing builds of the mod anywhere, just to be sure. Didn't believe for a second that it could possibly be working this easily until I hooked up the debugger and found my breakpoint triggered. This is amazing work, guys!! :lol:

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King of Worms
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Re: September Builds 0.10.6

Post by King of Worms » Sat Sep 07, 2019 10:07 pm

Just a small heads up

The magic axe attack is still off

its easier to see and understand ingame, just equip magic axe and try few attacks.

Left to right mouse movement triggers right to left attack (i guess the diagonal one)
Plus there are some other oddities hard to explain.

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Interkarma
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Re: September Builds 0.10.6

Post by Interkarma » Sat Sep 07, 2019 11:02 pm

Magic battleaxe animations work perfectly for me. Try without mods please. :)

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TheLacus
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Re: September Builds 0.10.6

Post by TheLacus » Sat Sep 07, 2019 11:22 pm

jedidia wrote:
Sat Sep 07, 2019 7:27 pm
I. LOVE! What you did with the virtual mods. Just tried it out. Had a slight hickup because I thought I'd actually have to create the class to attach it to the game myself, but no. Dump it in the right folder, fire it up, works. Attach VS debugger, works.

At first I was so confused that it just showed up in the mod list that I thought I had some old build files still lying around. Frantically went over my HD deleting any existing builds of the mod anywhere, just to be sure. Didn't believe for a second that it could possibly be working this easily until I hooked up the debugger and found my breakpoint triggered. This is amazing work, guys!! :lol:
Thank you, i'm glad you liked it!
If you look at the top of the screen inside a mod page, the title of the mod has (debug) next to it if you run it from the editor as a virtual mod. This should avoid any future confusion :)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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King of Worms
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Re: September Builds 0.10.6

Post by King of Worms » Sun Sep 08, 2019 8:52 am

Interkarma wrote:
Sat Sep 07, 2019 11:02 pm
Magic battleaxe animations work perfectly for me. Try without mods please. :)
You are right, sry my bad :oops:

siteseer
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Re: September Builds 0.10.6

Post by siteseer » Sun Sep 08, 2019 3:30 pm

great work on the updates, most impressive!

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