Which is to say, it’s a pretty great way to enjoy the game.īecause controller support is new, there are still a couple of limitations I need to raise. It works nicely and feels a lot like playing Morrowind on console back in the day. If you open a UI that requires a mouse pointer (such as the inventory) you can drive mouse pointer around with a thumbstick and select things as normal. Weapons can attack with gestures or clicks depending on your preference, and gesture attacks decouple mouse sensitivity from controller as the two input methods are quite distinct. Once you’ve setup your controller bindings, you can play the game just as easily as you can with a keyboard and mouse. I’ve traditionally been very sceptical of playing Daggerfall with a controller, because it’s such a mouse-oriented game, but jefetienne has overcome all of my concerns. I’ve played with this for a while now and it works beautifully. That’s right – from 0.10.23, Daggerfall Unity has native controller support! You can now play the game with most major controllers such as Xbox One, PS4, Logitech. So jefetienne has been quietly working on fixing all of these little issues and creating a better standard for input handling in the future.
My original input setup didn’t support keybindings for these system keys at all, and the code wasn’t robust enough to keep forward compatibility once new binding were added.
Something that isn’t obvious is just how many little things jefetienne had to work on to make the above possible. Credit to BadLuckBurt for the classic-styled button design. This replaces the old Mouse button in classic, but mouse settings are also part of this window.
You will find this interface in game from Pause > Controls > Advanced. I’m happy to say that jefetienne has reworked keybinding to support more actions and presented them, along with other settings, in the new Advanced Controls UI. This resulted in these special keys being hardcoded into the game. QuickSave/QuickLoad and console toggle keys) is the classic keybind UI doesn’t have any free space to list them. One downside of adding new keybinds to Daggerfall Unity (e.g. New Features Advanced Controls (jefetienne)
This is a big update with some great new features and loads of bug fixes. The "full-screen window" mode in newer games is good for that too, you get the benefits of both the graphics filling the whole monitor, and the benefits of the windowed mode.Daggerfall Unity 0.10.23 is now available on Live Builds page. to keep that walkthrough text file on it. At least on my laptop, if I have it on two-monitor setup (the integrated laptop screen + an external monitor), playing a full-screen game usually makes the other monitor unusable, e.g. I don't mind blocky graphics (hey, they were originally blocky, even if playing on CRT monitors), but I still sometimes play games on a window because I want to read a walkthrough or a FAQ at the same time.Īlso, if one has a multi-monitor setup, windowed modes work more reliably and you can easily move the game window from one monitor to another. Try the different graphics filtering options in DOSBox to smooth out the blocky graphics.
With the original resolution expanded to full screen on my 30+" display, it looks pretty blocky, so I prefer a window. Vince_B: Relative to your comment about running full screen, I think it's a matter of preference and the size of your display.