DaggerXL - the continuation thread.

Post » Fri Feb 18, 2011 8:13 pm

The roadmap has me even more excited for things to come. Keep up the great work. :)
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mimi_lys
 
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Post » Sat Feb 19, 2011 2:32 am

oh, remember to make Morgiah and Barenziah Dunmers, the Daggerfall devs missed that little detail last time.
(although Andyfall fixed it later on)
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Naomi Ward
 
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Post » Sat Feb 19, 2011 10:22 am

oh, remember to make Morgiah and Barenziah Dunmers, the Daggerfall devs missed that little detail last time.
(although Andyfall fixed it later on)

Actually, while looking at their portraits it is seen that they have red eyes. So, the problem is in the tint of the skin. I'm currently working on high-resolution portraits for NPCs, so I'll fix it. I hope my work will be good enough to be included in DaggerXL as an optional feature... It would be a great honor to me.
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Emma Louise Adams
 
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Post » Sat Feb 19, 2011 2:33 am

I've grown fond of them with their different skin tone. Was so used to it that by the time I played Tribunal, I almost jumped. :P
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Tarka
 
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Post » Sat Feb 19, 2011 3:34 am

I put up a new http://daggerxl.wordpress.com which discusses mesh, optimizations, sorting, music and sound effects. There's also a video showing my wandering around Daggerfall at night.
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Karl harris
 
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Post » Fri Feb 18, 2011 8:12 pm

The video looks great, like to see the music in there :)

Will it be eventually be possible to replace the midi music with so it play some mp3/ogg version instead? I've been spicing up a few songs, including the http://www.bahnhof.se/wb462449/DaggerfallMusic/Daggerfall_Tavern.mp3 and it would be nice to be able to use it ingame! Although it will be hard to make it loop well then, but I think it will still be nice.
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claire ley
 
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Post » Sat Feb 19, 2011 4:57 am

There's another post on the http://daggerxl.wordpress.com that talks about NPCs, Regional Interior Textures, Windows and Bloom. Check it out!

Why is your fatigue lowering so fast in the video?
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Laura Samson
 
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Post » Fri Feb 18, 2011 7:58 pm

Why is your fatigue lowering so fast in the video?
Because I haven't tweaked the fatigue loss while running properly yet. I have the information but haven't changed it yet.
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Christina Trayler
 
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Post » Sat Feb 19, 2011 10:23 am

Hi DaggerXL,
Just watched the latest video and it is fantastic! In your comments page, you mention that the crickets sounds are difficult to hear on the video but in the downloaded high def version they come out loud and clear.

I can't wait for the demo!!!!!


Keep up the great work.

a
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Umpyre Records
 
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Post » Fri Feb 18, 2011 9:42 pm

The video looks great, like to see the music in there :)

Will it be eventually be possible to replace the midi music with so it play some mp3/ogg version instead? I've been spicing up a few songs, including the http://www.bahnhof.se/wb462449/DaggerfallMusic/Daggerfall_Tavern.mp3 and it would be nice to be able to use it ingame! Although it will be hard to make it loop well then, but I think it will still be nice.

Yes it will. However converting and improving all the songs would be a major challenge, there are a lot of them.
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Skivs
 
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Post » Fri Feb 18, 2011 11:01 pm

oh, remember to make Morgiah and Barenziah Dunmers, the Daggerfall devs missed that little detail last time.
(although Andyfall fixed it later on)

They didn't. The Dark Elves at the Wayrest Court used cosmetics (possibly illusion) to blend in better, that's all. Helseth even had his ears clipped round like a human's (officially, he blames Elysana for "Tysoning" him, but who does that convince?).
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suzan
 
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Post » Fri Feb 18, 2011 9:12 pm

Apologies if this has already been mentioned, but will DaggerXL support the use of 1) .dds texture, and 2) mip-maps on said textures? I'm just trying to think of ways for optimization and performance, and from what little I understand, it seems mip-maps help reduce strain when viewing a texture at a distance. But, I think that's only for .dds format...

:wacko:
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phillip crookes
 
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Post » Sat Feb 19, 2011 12:02 am

I don't know about the implementation of a .dds format yet, but Lucius does plan to make .nif files compatible with DaggerXL, since it's the model format most TES modders are already familiar with. I'm pretty sure mipmaps are planned as well. :)

EDIT: Oh, and mipmaps aren't exclusively for .dds textures, all kinds of formats support them. Basically, let's say you have a 512x512 texture. When you get to a certain distance, the engine swaps it out with a smaller 256x256 variant to save texture memory. When you get further away, a 128x128 version is used, and so on. I think these mipmaps get as small as one pixel.
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Amanda Furtado
 
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Post » Sat Feb 19, 2011 7:00 am

I don't know about the implementation of a .dds format yet, but Lucius does plan to make .nif files compatible with DaggerXL, since it's the model format most TES modders are already familiar with. I'm pretty sure mipmaps are planned as well. :)

EDIT: Oh, and mipmaps aren't exclusively for .dds textures, all kinds of formats support them. Basically, let's say you have a 512x512 texture. When you get to a certain distance, the engine swaps it out with a smaller 256x256 variant to save texture memory. When you get further away, a 128x128 version is used, and so on. I think these mipmaps get as small as one pixel.

Ah, okay. I just never saw an option in Photoshop to put mip-maps on .tga or .bmp. :unsure: And when I tell photoshop to open a .dds, it asks if I want to load the mip-maps.
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tiffany Royal
 
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Post » Sat Feb 19, 2011 9:14 am

I'm not sure, but there's probably other programs you can use to generate them. I think Lucius said that other texture replacers such as .tga and .bmp might be used, but I'm not sure how mipmaps would be used there, since it's not like a .dds where the mipmaps are "baked" into the file. Who knows? Maybe DaggerXL can automatically generate them?
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Kat Stewart
 
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Post » Sat Feb 19, 2011 6:15 am

Mipmaps are automatically generated by the engine, so even the original textures get mipmaps. :) As for texture/image support, yes other formats will be supported - including DDS.
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Rodney C
 
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Post » Sat Feb 19, 2011 5:49 am

The video looks great, like to see the music in there :)

Will it be eventually be possible to replace the midi music with so it play some mp3/ogg version instead? I've been spicing up a few songs, including the http://www.bahnhof.se/wb462449/DaggerfallMusic/Daggerfall_Tavern.mp3 and it would be nice to be able to use it ingame! Although it will be hard to make it loop well then, but I think it will still be nice.


Very nice, Freddo! :)
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Jade
 
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Post » Sat Feb 19, 2011 7:27 am

Any news about new demo?
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Chris Jones
 
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Post » Sat Feb 19, 2011 2:16 am

Sorry for the delay. Anyway I didn't have as much time this week as I'd thought originally, so the demo is still in progress. Probably early next week.
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Jennie Skeletons
 
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Post » Sat Feb 19, 2011 6:26 am

Probably early next week.


Good news :). The last video was very atmospheric, can?t wait to walk through Daggerfall at night.
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Philip Rua
 
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Post » Sat Feb 19, 2011 11:05 am

And as for Arena, we can hope that Arena's 'best bits' will be modded into Daggerfall, but I don't think it needs re-made.

I disagree completely, I think Arena well deserves to be remade if this project is completed.
Anyway, I wish the author of this project the very best, and look forward to the next demo. :foodndrink:
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Veronica Martinez
 
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Post » Fri Feb 18, 2011 11:02 pm

Some comrades and I have been working on a http://daggerxl.50.forumer.com/viewtopic.php?f=16&t=94 for when this finally gets done. The goal is not to make ridiculous 1024x1024 high resolution textures, which veers away from the artistic direction and nostalgic feeling Daggerfall conveys to many players.

Instead, we hope to redo every texture (either by scratch or by using the original as a base) at 2x their original size - just enough new detail to do the game justice when running upwards of 640x480, while still retaining the Daggerfall feel. For instance, you can already see my new exterior tavern textures http://i32.tinypic.com/2ewz61u.png.

Lucius intends to implement basic replacement support into the next demo release so we can test our work. Right now, I'm working on Castle/Tavern textures, Levethian is working on desert building assets, and Ghost Line is doing terrain. Anyone who's interested can just jump right in and start trying their hand at making new Daggerfall textures. There's currently no real roadmap or roster, and we're all basically just doing our own thing. :)
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Emilie M
 
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Post » Sat Feb 19, 2011 11:26 am

StoneFrog: I like it :)
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GPMG
 
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Post » Fri Feb 18, 2011 9:46 pm

I'm kind of confused on what Daggerfall XL is. Is it like a construction set for Daggerfall or a graphics enhancer?
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Emma Parkinson
 
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Post » Fri Feb 18, 2011 11:10 pm

Lucius describes it best in his http://www.gamesas.com/bgsforums/index.php?showtopic=1008178
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hannaH
 
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