Announcing DaggerXL - A daggerfall engine recreation

Post » Mon Apr 04, 2011 11:33 pm

The latter approach is what source ports take (Doom, Duke Nukem 3D) as well as a few remakes such as http://www.df-21.net/phpbb/viewforum.php?f=7&sid=d94e912f3df2f1df8731db28e2fe7001 for Dark Forces ( shameless plug, sorry :D ). So a remake [of Daggerfall] is certainly possible, especially with the work done by Interkarma and others in deciphering the data formats but it would take care and a lot of work. Anyway that's all I'm going to say about it right now.

YOU PLANNED THIS!
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Jerry Cox
 
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Post » Mon Apr 04, 2011 1:29 pm

You caught me. :) Yes I had planned on DaggerXL quite some time ago but couldn't actually work on it until recently. I decided not to announcement the project until I not only started on it but got far enough along to actually show something. There have been too many similar projects that were all talk and no action so if I just announced my intentions I don't think I would have been taken seriously.
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bimsy
 
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Post » Mon Apr 04, 2011 10:02 am

Fantastic work! Makes me think the golden age of Daggerfall has yet to come. I wish you the best of luck with this project, can't wait for the demo!
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I love YOu
 
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Post » Mon Apr 04, 2011 10:35 am

You caught me. :) Yes I had planned on DaggerXL quite some time ago but couldn't actually work on it until recently. I decided not to announcement the project until I not only started on it but got far enough along to actually show something. There have been too many similar projects that were all talk and no action so if I just announced my intentions I don't think I would have been taken seriously.

Good choice. No point in getting people excited when there's nothing to be excited about yet. :P

But things are looking good now! *excites*
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Nice one
 
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Post » Mon Apr 04, 2011 8:51 pm

Good luck with your work, looking great so far :)
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Kay O'Hara
 
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Post » Mon Apr 04, 2011 9:35 pm

With the demo coming up soon I decided to setup forums for DaggerXL. This is because there will need to be room to post bugs, discuss new features and otherwise interactively track progress outside of the larger blog posts. I will still check this forum regularly so I'll still keep this topic updated as well. :)

New forums: http://daggerxl.x.am

If anyone has trouble creating an account or posting let me know, no one has tried it yet.
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mishionary
 
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Post » Mon Apr 04, 2011 6:28 pm

I still have a Daggerfall disk (worked in a game store a few years ago and some lunatic traded it in for 0.10 cents!)...at least the third copy I've owned. I've heard the only way to play it on XP is with an emulator, which I don't know anything about and haven't taken the time to look into...so I am interested in any project that would let me play it.
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TRIsha FEnnesse
 
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Post » Tue Apr 05, 2011 1:37 am

http://bethblog.com/index.php/2009/07/09/daggerfall-now-available-for-free/
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Syaza Ramali
 
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Post » Mon Apr 04, 2011 3:25 pm

This is amazing. Being able to run Daggerfall in Windows 7 without dosbox will be great. I cant wait for this.
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Johanna Van Drunick
 
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Post » Mon Apr 04, 2011 6:36 pm

Well this is awesome and unexpected! Now everyone can download Daggerfall. All DaggerXL requires is that the files exist on the harddrive, so if you can't get Daggerfall to work in DosBox no worries - it should work fine in DaggerXL. :)
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Kara Payne
 
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Post » Tue Apr 05, 2011 12:13 am

http://bethblog.com/index.php/2009/07/09/daggerfall-now-available-for-free/

Oh... No... They.... DI'N'T!!!
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Brian Newman
 
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Post » Mon Apr 04, 2011 1:01 pm

Let me know what you think. :)


I think someone should be paying you.
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Benito Martinez
 
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Post » Tue Apr 05, 2011 12:02 am

With the demo coming up soon I decided to setup forums for DaggerXL. This is because there will need to be room to post bugs, discuss new features and otherwise interactively track progress outside of the larger blog posts. I will still check this forum regularly so I'll still keep this topic updated as well. :)

New forums: http://daggerxl.x.am

If anyone has trouble creating an account or posting let me know, no one has tried it yet.

I am now registered and lurking as, I must admit, I have yet to venture beyond Daggerfall's character creation screen, and thus can't honestly partake in the "Daggerfall is Awesome!" discussions. :embarrass: I dabble a bit in simple texturing.... so I'm really looking forward the ability to mod the game with new textures to go with the awesome engine.
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Mark Hepworth
 
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Post » Mon Apr 04, 2011 9:21 pm

Lucius, I realize I am jumping the gun by a considerable timeframe, but do know what size textures you plan on supporting? I'd like to start working on/prototyping new skies and textures and it would be helpful to have a rough estimate of size compatibility.
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celebrity
 
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Post » Mon Apr 04, 2011 10:41 am

DaggerXL is fully hardware accelerated and can read standard images (TGA, DDS, BMP, etc). This means it can handle modern texture sizes, 2k x 2k is a pretty safe upper limit for GPUs this will be running on. Does that answer your question?
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Caroline flitcroft
 
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Post » Mon Apr 04, 2011 10:48 pm

This looks very promising! Keep it up, this makes me want to reinstall DF :)
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Mr. Ray
 
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Post » Mon Apr 04, 2011 1:22 pm

DaggerXL is fully hardware accelerated and can read standard images (TGA, DDS, BMP, etc). This means it can handle modern texture sizes, 2k x 2k is a pretty safe upper limit for GPUs this will be running on. Does that answer your question?


Kinda sorta. I guess I can start working on grabbing base material and getting it to tile properly, but I don't want to make huge textures as they'll probably look jarring in a game that still uses low-resolution sprites. Again, I'd be ahead of the game by having any of this done, so I'll just see what I can find for now and leave most of the work to be done at a later date.

I live in the mountains so I was thinking of grabbing some horizon/sky shots.
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quinnnn
 
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Post » Mon Apr 04, 2011 1:10 pm

Kinda sorta. I guess I can start working on grabbing base material and getting it to tile properly, but I don't want to make huge textures as they'll probably look jarring in a game that still uses low-resolution sprites. Again, I'd be ahead of the game by having any of this done, so I'll just see what I can find for now and leave most of the work to be done at a later date.

I live in the mountains so I was thinking of grabbing some horizon/sky shots.

I'd say that horizon shots could be high-resolution without being jarring. If anything I think photorealism would stand out more than high-resolution. As for anything that can be seen up close, based on the way Daggerfall looked I'd say you'll probably want to aim for textures that are 1-2 pixels per inch. That ought to be pretty close. Of course, you can always work in high-resolution and then scale down to whatever matches the scale of Daggerfall textures.
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Steve Smith
 
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Post » Mon Apr 04, 2011 11:14 am

I'm assuming that any higher resolution textures would automatically rescale to tile properly like their original counterparts? Resolution permitting of course.
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Benjamin Holz
 
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Post » Mon Apr 04, 2011 9:38 pm

I'm assuming that any higher resolution textures would automatically rescale to tile properly like their original counterparts? Resolution permitting of course.
There will be mechanism where you can replace a texture with a high resolution counter part and it will use the original texture size when generating uv's, so the high resolution texture will fit properly.
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Micah Judaeah
 
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Post » Mon Apr 04, 2011 4:47 pm

Will there be also a "Childguard" feature?

I don't mind the blood and gore, but I do mind the nvde women, would like to see them replaced with at least bikini clad or full clothes.

Fantastic work by the way!
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Kelsey Hall
 
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Post » Mon Apr 04, 2011 10:43 am

Will there be also a "Childguard" feature?

I don't mind the blood and gore, but I do mind the nvde women, would like to see them replaced with at least bikini clad or full clothes.

Fantastic work by the way!
I'll make sure there's a child guard feature by the second demo - although for now it'll mean that certain NPCs and enemies just won't show up. Fortunately none of the important NPC's are nvde (I think) although there will be several types of enemies that you'll never run into. I don't have to worry about this for the first demo since it's just Privateer's Hold.
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Susan Elizabeth
 
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Post » Tue Apr 05, 2011 1:51 am

Nice work there, love the noticeable improvement.
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Sam Parker
 
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Post » Tue Apr 05, 2011 2:13 am

Looking forward to the upcoming Demo :)
I'll make sure there's a child guard feature by the second demo

The nudity in Daggerfall seemed to be isolated to when your character is either; barging uninvited into strangers bedrooms, or visiting cults and temples where 'this sort of thing' is tolerated or celebrated. Can't you simply avoid these places (perhaps turning a blind eye to those within the lair of the King of Worms)? And would this mean removing Seducers, Nymphs and Lamias from the bestiary?

I think time should be spent adding features, not making Daggerfall as 'politically correct' as Oblivion. The 'low-quality' graphics of Daggerfall should reassure you that players won't be particularly interested in the nudity at any rate.

I would hope you concede that in reality, violence is vastly more horrific than nudity - although the latter is, I grant you, harder to justify within a game. But I don't think any of Daggerfalls nudity is gratuitous, which is the crux of the matter.
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Alyesha Neufeld
 
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Post » Mon Apr 04, 2011 5:35 pm

Great work mate, looking forward to release. :)
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Lillian Cawfield
 
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