DaggerXL - The Continuation III

Post » Sun May 05, 2013 3:14 am

The previous thread was locked due to reaching 200+ posts, which you can see http://www.gamesas.com/topic/1058120-daggerxl-the-continuation-ii/.

I hope I'm allowed to post this.

http://xlengine.com/daggerxl-gameplay-update/ is the most recent blog post. See all of the updates at www.XLEngine.com
As usual, any comments are welcome.
If you're unfamiliar with the project you can read the project description, read the http://xlengine.com/blog/, visit the http://xlengine.com/forums/ and try out the latest version. You can also see screenshots, watch gameplay movies and look at the project roadmap on the blog.

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Eilidh Brian
 
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Post » Sun May 05, 2013 10:27 am

Is the soundtrack going to be remastered?

If so, is it going to be optional usage? I like the sound of Midi music really well.

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Keeley Stevens
 
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Post » Sun May 05, 2013 7:05 am

Midi isin't used much for games anymore, but there are a few midi software drivers which can play midi musics very well, with the bonus that you can finetune the sound fonts to use. Daggerfall musics play very well if you used the old Soundblaster (music card) soundfonts. But any classic soundbank which uses lots of medieval and renessaince instruments will also work well.

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Laura Elizabeth
 
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Post » Sun May 05, 2013 12:28 pm

There are various projects to remaster the music. They will all be optional, of course.

As for the sound of MIDI music, be aware that your MIDI synth plays a heavy role in how it sounds. The default software synth that Windows comes with sounds nothing like it would've sounded back in the DOS days with an OPL synth (though I imagine the XLEngine will eventually have OPL emulation), which itself sounded different from the original Roland hardware the music was authored with. Incidentally, one of the music remix projects is basically just feeding the original files through some old Roland hardware, and making MP3s or Oggs of the result.
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Alina loves Alexandra
 
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Post » Sun May 05, 2013 2:25 pm

I http://privat.bahnhof.se/wb462449/DaggerfallMusic/, but grew tired of it and never finished it.
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Travis
 
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Post » Sun May 05, 2013 5:13 am


There is http://xlengine.com/forums/viewtopic.php?f=16&t=48 as well (assuming it will be resumed once the beta's out), though they are recreations of the originals rather than remasters, but a bigger question I have is the implementation of the entire soundtrack in itself. If the names of the tracks are any indication at all, and considering that there's a number of songs that I have never even heard in-game, the songs used in the game appear to have been heavily re-purposed throughout development, and there's some songs I'm certain aren't used by the game at all (such as the folk music, for example).

For instance, the music we hear in the taverns and shops doesn't appear to be the music we were originally supposed to hear there, but rather, that song appears to have originally been intended for use in town squares (hence "Square_2"), possibly for when there's festivals going on (although listed as "Indoors" music, so I don't know what's up with that besides the song's obvious final use as such). Taverns and shops were apparently intended to have their own unique songs used, which are different from each other. Also, if you've ever wondered why the music playing while you're in a town might occasionally sound rather aquatic, it is because the Iliac Bay underwater region music (or at least one of its tracks) appears to have been re-purposed as generic daytime "overworld" music after the underwater content in that region was cut.

So my question is that if the implementation of the soundtrack is as jumbled (and therefore deviated from the original vision) as it appears, is this something that might get addressed at some point when the cut features begin to be restored as optional features ("corrected" soundtrack among said features)? Pardon if I sound at all ignorant of the implementation of the music in vanilla Daggerfall, but it just seems odd to me that there's shop and tavern music that sounds nothing like the music that is actually played in those locations, at least in the normal shops and taverns, anyway. Seems odd there's songs with the word "swim" in it playing when you are probably doing no such thing, too.

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Chad Holloway
 
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Post » Sun May 05, 2013 1:54 pm


Wait. There was supposed to be UNDERWATER content? Does that mean that you can't go underwater in Daggerfall? Or were they gonna put some kind of UNDERWATER CITY in Daggerfall before it got cut?

Because I always wondered the purpose of the absence of underwater denizens (like mer-people, except they would be a kind of aquatic elf.)
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Mari martnez Martinez
 
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Post » Sun May 05, 2013 9:28 am

To be honest, I've hardly played Daggerfall and I'm really just waiting for the DaggerXL Beta; but I can say that in my time with Daggerfall, I saw a lot of underwater content. A lot of dungeons have underwater parts, and I'm sure there is more.

There were http://www.uesp.net/wiki/Lore:Maormer in Elder Scrolls lore, but they were not located near Skyrim or Cyrodiil. I believe you will see them in TES: Online though. If you have the http://www.ebay.com/itm/Elder-Scrolls-Morrowind-Oblivion-Skyrim-Pocket-Guide-to-the-Empire-Promo-/171035161373?pt=LH_DefaultDomain_0&hash=item27d27d731d, there will be a section on ancient races, and you can learn more about Maormer there.

EDIT: And I believe he meant that the underwater content in "that region" (lliac Bay) was cut, not all of Daggerfall.

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Avril Churchill
 
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Post » Sun May 05, 2013 2:07 pm


Nitpicker mode on: Iliac Bay is the whole geographic location. High Rock and Hammerfell are on its shores. Daggerfall is part of High Rock.
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Alisia Lisha
 
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Post » Sun May 05, 2013 12:10 am

He didn't mean in-dungeon underwater content. He meant overworld underwater content.

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Siobhan Thompson
 
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Post » Sun May 05, 2013 4:03 am


You will meet some of the underwater folk in Daggerfall, in flooded dungeons: the Dreugh. Believed to be sentient and possessing a civilization that used to rule the world in one of the previous kalpas. And Vivec apparently calls them "the Altmer of the sea", though it's not exactly clear why (because they're liars? because they build of glass and coral, similarly to what Altmer did in Cloudrest?)
They are always hostile ingame, though.

And there's also the Lamia. Who are also hostile... but even Orcs are hostile in Daggerfall.


Now that I'm thinking, this is probably related to those rumours that DF was supposed to have seas and lakes you could actually submerge into... like in later games.
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Javier Borjas
 
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Post » Sun May 05, 2013 12:13 pm

I see.

Hence "A lot of dungeons have underwater parts, and I'm sure there is more."

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Mel E
 
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Post » Sun May 05, 2013 3:26 am

Sorry for confusing everyone. I kinda meant going underwater in general, because my experience with older computer games is non-existent (Unless Age of Empires count :P).

I honestly never knew Sea Elves were a part of Elder Scrolls lore until now. I'm gonna read about them on the UESP for a couple hours now. Thanks!
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chloe hampson
 
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