Announcing DaggerXL - A daggerfall engine recreation

Post » Mon Apr 04, 2011 3:34 pm

Well, hope springs eternal :thumbsup:
User avatar
Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm

Post » Mon Apr 04, 2011 6:57 pm

It's amazing how rapidly you're making progress with this. I admire your enthusiasm and dedication with this project. Keep it up!
User avatar
Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am

Post » Mon Apr 04, 2011 7:01 pm

Let me know what you think. :)

Very impressive, Lucius.. Flagons of ale raised to your effort..
User avatar
Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Mon Apr 04, 2011 9:33 pm

This will be especially beneficial for those that have a UMPC, where processors are too slow to use DosBox, and are plagued by invisible quest-spawns :dance:
User avatar
Kelly Osbourne Kelly
 
Posts: 3426
Joined: Sun Nov 05, 2006 6:56 pm

Post » Mon Apr 04, 2011 7:15 am

Another update.

There have been a couple of big changes since last time. First thing is that the dungeon is finally oriented correctly, previously it was flipped around an axis. When I corrected this I had to modify the model vertices, modify the object position conversion and modify the object angle conversion ? oh and flip the culling orientation. Not too bad but more involved then it probably seems.

The next thing you'll notice is that the in-game UI is partially complete. For the "full" UI the portrait background is the wrong color and the compass isn't working but otherwise works. The compass isn't there because it turns out that it uses a 3D model and I have to find out which one and add 3D model support to the UI. The face background should change color based on your current condition which still needs to be done. The minimal UI ( the "fullscreen" option in Daggerfall ) is working correctly, including the compass.

Enemies now show up correctly, humanoid and monster alike. They currently have no AI, so just face the player and play the "walk" animation. However ground based enemies do have gravity, although the range when they are updated is too short, causing an enemy pop in the video. Anyway the next update will have actual enemy AI, so you'll get to see them move around soon.

And finally switches, moving and rotating objects work. For example if you hit the switch by the throne, it'll rotate while causing the platform and throne to move up (or down). There is also a rotating bookcase trigger by clicking on a table in another room.

So for the next update I'm shooting for monster AI, more complete UI (character screens, inventory, etc.), combat and looting (look treasure, bodies). Shortly thereafter I'll release the demo.

To see screenshots and the movie, visit:
http://daggerxl.wordpress.com/2009/07/06/enemies-switches-and-ui/

As usual, let me know what you think. :)
User avatar
Sunny Under
 
Posts: 3368
Joined: Wed Apr 11, 2007 5:31 pm

Post » Mon Apr 04, 2011 3:08 pm

Amazingl!! You're working very fast, I'm impressed!
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Mon Apr 04, 2011 9:20 am

this looks great. good luck. I have never played daggerfall before but I was planning to get it and this just makes me want to go out and get it more then ever which I will do as soon as I finish battlespire that is.
User avatar
naomi
 
Posts: 3400
Joined: Tue Jul 11, 2006 2:58 pm

Post » Mon Apr 04, 2011 12:13 pm

Wow, you're fast! Still looking awesome, keep it up :)!
User avatar
Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Mon Apr 04, 2011 9:11 pm

Very, very cool.. I will most definitely be keeping tabs on this. Keep up the amazing work!
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Mon Apr 04, 2011 8:40 am

Impressive :)

So, does this engine now recognise all dungeons in this manner, or do they need to be worked up individually?
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Mon Apr 04, 2011 10:00 pm

Impressive :)

So, does this engine now recognise all dungeons in this manner, or do they need to be worked up individually?


Dungeons in Daggerfall are made of the same 'sections' (located in the blocks.bsa file). This is the reason why they all look so similar. And because of that if you build a dungeon viewer, it should be able to view all dungeons.
User avatar
Vicki Gunn
 
Posts: 3397
Joined: Thu Nov 23, 2006 9:59 am

Post » Mon Apr 04, 2011 4:56 pm

Dungeons in Daggerfall are made of the same 'sections' (located in the blocks.bsa file). This is the reason why they all look so similar. And because of that if you build a dungeon viewer, it should be able to view all dungeons.

So the engine understands and translates all sections - excellent :)
If memory serves, MW and OB used numerous repeated sections too. Certainly every dungeon of the same type shared similar elements. Presumably more varied sections can be modded once this is complete. Likewise for houses, etc.

Though towns in DF actually look okay for the most part. Some contours might be nice and offer farther viewing distances, but otherwise they're okay. Its the wilderness in-between that could do with some re-randomisation using a better formula... And perhaps cities could spread a little beyond their walls, as if they're still expanding. Maybe we'll see city wall that aren't square! :) Sky's the limit.

So excited.
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Mon Apr 04, 2011 7:33 am

WOW. I'm honestly super-stoked enough about this to have registered on the forums, so here's a question or two.

One of my favorite quirks about vanilla Daggerfall was the capability to kinda mimic the control of the sequels, i.e. binding spacebar to interact (F1 to F4 for interaction modes), shift to run, E to jump, removing the status bar, binding a key to "sneak mode" which most likely did nothing, and adopting a WASD movement scheme. The only problem with this arrangement was with the WASD; due to the engine limitations and whatnot I could either strafe dead left/right or move straight forward/backward. The mouselook (which was pretty young at the time, if I recall) was fantastic, however.

My question is, in this project are you planning to implement WASD control to better fit that of the sequels and hell, all first person perspective games in general?
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Mon Apr 04, 2011 4:14 pm

WOW. I'm honestly super-stoked enough about this to have registered on the forums, so here's a question or two.

One of my favorite quirks about vanilla Daggerfall was the capability to kinda mimic the control of the sequels, i.e. binding spacebar to interact (F1 to F4 for interaction modes), shift to run, E to jump, removing the status bar, binding a key to "sneak mode" which most likely did nothing, and adopting a WASD movement scheme. The only problem with this arrangement was with the WASD; due to the engine limitations and whatnot I could either strafe dead left/right or move straight forward/backward. The mouselook (which was pretty young at the time, if I recall) was fantastic, however.

My question is, in this project are you planning to implement WASD control to better fit that of the sequels and hell, all first person perspective games in general?
Strafing versus forward movement already works like a more modern game, you can circle strafe just fine. :)
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Mon Apr 04, 2011 11:42 pm

Hehe. It also seems that you will be able to fully look 90 degrees upward/downward, which will be a nice touch. Hated coming to a deep, ominous shaft in a dungeon and not being able to look down it and see what lies before me.

Anyway, keep going. I'm quite surprised as to how much is known about Daggerfall's file formats. I know of several sites besides the DF Workshop, many of which have long since stopped being updated though. I know nothing about making a source port from scratch but I'm surprised that you're getting this program to interpret Daggerfall's files so easily. Will the UI have to be recoded from scratch, or can that somehow be carried over from the game's files?
User avatar
chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Post » Mon Apr 04, 2011 7:02 pm

This is a really neat project! Hope everything works out.
User avatar
Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Mon Apr 04, 2011 4:18 pm

Hehe. It also seems that you will be able to fully look 90 degrees upward/downward, which will be a nice touch. Hated coming to a deep, ominous shaft in a dungeon and not being able to look down it and see what lies before me.

Anyway, keep going. I'm quite surprised as to how much is known about Daggerfall's file formats. I know of several sites besides the DF Workshop, many of which have long since stopped being updated though. I know nothing about making a source port from scratch but I'm surprised that you're getting this program to interpret Daggerfall's files so easily. Will the UI have to be recoded from scratch, or can that somehow be carried over from the game's files?
Obviously all the graphics and animations will be from the data files but I have to code the actual functionality. For now the UI functionality is handled in the code itself but eventually I'll probably move it over to the scripting system.
User avatar
IM NOT EASY
 
Posts: 3419
Joined: Mon Aug 13, 2007 10:48 pm

Post » Mon Apr 04, 2011 9:12 pm

You are making progresses very fast. What scripting language are you thinking of using?
User avatar
Kari Depp
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:19 pm

Post » Mon Apr 04, 2011 2:32 pm

You are making progresses very fast. What scripting language are you thinking of using?
AngelCode, the same scripting language as used by DarkXL.
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Mon Apr 04, 2011 6:39 pm

Inspirational and brings back memories of many a winter night in the 1990s playing DAGGERFALL til the wee hours. It really is the real thing as i looked at the movies and felt my heart jump as it looked like you might fall into..THE VOID :D I even saw a secret where the imp is that i never knew about since playing TES 2 the first day it hit New York City's J+R COMPUTER WORLD. I still have the original cd in spotless condition. Thanks this is euphoric to say the least :foodndrink: :cake: :foodndrink:
User avatar
Quick Draw
 
Posts: 3423
Joined: Sun Sep 30, 2007 4:56 am

Post » Mon Apr 04, 2011 2:15 pm

You may have already answered this, but do you have any plans for a Linux/OS X port? It'll be kind of a bummer if I have to fire up a virtual machine every time I want to play on my Macbook.
User avatar
Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am

Post » Mon Apr 04, 2011 11:47 pm

You may have already answered this, but do you have any plans for a Linux/OS X port? It'll be kind of a bummer if I have to fire up a virtual machine every time I want to play on my Macbook.
Probably Linux eventually but Mac is unlikely.
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Mon Apr 04, 2011 11:12 am

Do you have any plans yet for how you'll implement exterior cells? I know they use a different format and Interkarma had a great deal of fun cracking all the different ins and outs of them, like climate textures. :P
User avatar
m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Mon Apr 04, 2011 3:39 pm

Do you have any plans yet for how you'll implement exterior cells? I know they use a different format and Interkarma had a great deal of fun cracking all the different ins and outs of them, like climate textures. :P
I will be using the information that Interkarma discovered (thanks by the way) as a starting point, of course. I haven't made specific plans on how I'm going to deal with it yet, other then general thoughts. Once I tackle terrain I'll figure it out and post my adventures. :) I tend to work on these things in stages, starting with something small and contained (like Privateer's Hold) and then building the engine by dealing with increasingly complex or large systems and then generalizing as appropriate.

So my current plan is to get the Privateer's Hold demo out soon - my next big update post will probably include the demo. Then I'll tackle a non-procedural city, probably Daggerfall.

For the second demo, once you leave the dungeon you'll show up in (or near) Daggerfall and will be able to explore the exterior and interiors.

At that point I'll probably get the exterior (wilderness) to work, with 2 modes: just like the original Daggerfall and an improved version with better procedural layouts used - but using the same textures and sprites to keep the look consistent. Anyway I don't have concrete plans after that, it'll depend on what I learn along the way, what people want to see, etc. but will include random dungeons and cities, NPC conversations, quests, reputation, guilds, full skills and magic, and various other game mechanics necessary for the game.

This probably wasn't the answer you were looking for but I'll be able to be more specific when I actually work on the terrain and other exteriors. :)


Edit -
Right now I'm working on the combat system which requires player stats, monster stats, items and new interface elements. I have them attacking and being hit, but no damage is being dealt yet (that's next).
User avatar
Heather beauchamp
 
Posts: 3456
Joined: Mon Aug 13, 2007 6:05 pm

Post » Mon Apr 04, 2011 5:51 pm

Probably Linux eventually but Mac is unlikely.

If you release the source, I'm sure you'll get more than enough help in getting it ported. :) Personally, I wouldn't even mind helping to get the Linux port going.
User avatar
MatthewJontully
 
Posts: 3517
Joined: Thu Mar 08, 2007 9:33 am

PreviousNext

Return to The Elder Scrolls Series Discussion