DaggerXL - the continuation thread.

Post » Sat Feb 19, 2011 11:03 am

Nice start. Oh, and if any of ya follow the installation with the C:\dosgames and what not, change the following in the DXL_Settings file to the other following:

Dagger=C:\Daggerfall\Arena2


To

Dagger=C:\dosgames\Dagger\Arena2

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naome duncan
 
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Post » Sat Feb 19, 2011 5:51 am

Beautiful work, Lucius. The new view distance is going to add a ton of atmosphere to Daggerfall, and the light blooming looks fantastic as well. I'm looking forward to the more frequent updates. :)
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Averielle Garcia
 
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Post » Sat Feb 19, 2011 1:07 am

Every time I see a post and read the status or check out the screenshots, I start to drool. I really can't wait for this project to be finished so I can spend months playing it.
:thumbsup: :thumbsup: :thumbsup:
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SexyPimpAss
 
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Post » Fri Feb 18, 2011 8:22 pm

There have been several minor builds to fix various problems. The current version is 0.13. Various debug buttons have been removed, crashes fixed (related to debug functionality), 320x200 mode fixed for exteriors and texture replacer mods fully supported.
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Charles Weber
 
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Post » Fri Feb 18, 2011 11:24 pm

It's just mind-blowing to me that you can get that draw distance without any semblance of an FPS drop.
This is a work of art.
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Richus Dude
 
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Post » Sat Feb 19, 2011 9:41 am

One question....How do you get out of the map once you're in it? Esc automatically closes the game. :(

Could you put that on your to-do list Lucius? a simple prompt upon hitting esc:

Do you want to quit?
[YES] [NO]
Would be MUCH appreciated :)
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cutiecute
 
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Post » Sat Feb 19, 2011 1:42 am

To get to the map, hit 'TAB'. And yes, exit confirmation is on my to-do list.
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+++CAZZY
 
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Post » Sat Feb 19, 2011 8:16 am

I'm playing with this now. Simply stunning! Those draw distances are incredible, and the frame-rate is rock solid for me at all times. I'm having a blast running through the wilderness finding towns, something that just wasn't really possible in DF even with the draw distance hacked up. Keep up the good work! :)
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Avril Churchill
 
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Post » Sat Feb 19, 2011 3:53 am

I found that still challenging. The flatness of everything certainly doesn't help, but all the trees really do a nice job of obscuring things like distant towns.
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Angus Poole
 
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Post » Sat Feb 19, 2011 4:39 am

I found that still challenging. The flatness of everything certainly doesn't help, but all the trees really do a nice job of obscuring things like distant towns.

Don't worry, the terrain http://daggerxl.wordpress.com. :)

Thanks for the comments Interkarma. :)
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Klaire
 
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Post » Sat Feb 19, 2011 1:45 am

Ok I tried the demo and I?m pretty impressed as how smooth it runs and how good it looks (nighttime-cities are very beautiful). It?s fun just to walk through some towns. This will be perfect when eventually NPC interaction and quests etc are added!
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Lilit Ager
 
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Post » Sat Feb 19, 2011 11:20 am

Quite impressed that you're doing this alone and reached such results. I was struggling to improve df's performance in Dosbox, but will probably wait for you to finish now. Sorry for importunance, but do you have an approximate estimate when you will finish?
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Katie Samuel
 
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Post » Sat Feb 19, 2011 7:50 am

Quite impressed that you're doing this alone and reached such results. I was struggling to improve df's performance in Dosbox, but will probably wait for you to finish now. Sorry for importunance, but do you have an approximate estimate when you will finish?

Sorry, it's too early for me to say. If you want to get an idea of what the plan near/medium range plans are for the project, see the http://daggerxl.wordpress.com/roadmap on the blog.
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Harry Hearing
 
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Post » Sat Feb 19, 2011 7:27 am

It looks good! Good job!

A few issues that I noticed:

The dungeon's blocks don't quite match up. I can sometimes see torches from other places through seams in corners. Stairs and wall have gaps.
In daggerfall, while becoming dark, the game stuttered badly for like 5 seconds. I couldn't move, look around, nothing, until it was done with whatever it's processing.
Objects appear and disappear in interiors. Some NPCs, the hanging light in temple in daggerfall, etc.

Just thought I'd let you know. Keep up the good work!
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Dawn Farrell
 
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Post » Sat Feb 19, 2011 1:18 am

It looks good! Good job!

A few issues that I noticed:

The dungeon's blocks don't quite match up. I can sometimes see torches from other places through seams in corners. Stairs and wall have gaps.
In daggerfall, while becoming dark, the game stuttered badly for like 5 seconds. I couldn't move, look around, nothing, until it was done with whatever it's processing.
Objects appear and disappear in interiors. Some NPCs, the hanging light in temple in daggerfall, etc.

Just thought I'd let you know. Keep up the good work!

That first one isn't actually a bug with DaggerXL. The way the geometry was originally designed by Bethesda, there were seams all over the place, but the original 320x200 resolution was so coarse that the seams were almost invisible.
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Ezekiel Macallister
 
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Post » Sat Feb 19, 2011 5:31 am

Yes, until you notice it. Lots of geometry in Daggerfall is designed with gaps. Buildings float off the ground, the tops of tombs aren't connected, fireplaces and shelves are never flush with the wall, etc. Mappers used to do that with games like Half-Life. A pipe would have a slight gap where it connects to a wall so there would be fewer polygons to draw. It had a big impact on frame rates back then.
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Ellie English
 
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Post » Sat Feb 19, 2011 11:17 am

Mappers used to do that with games like Half-Life. A pipe would have a slight gap where it connects to a wall so there would be fewer polygons to draw. It had a big impact on frame rates back then.

Pfft. You could be better off func_walling the pipe. But yeah, basically you can imagine the engine (technically the visibility compiler in HL1's case) "tracing" all the 3D geometry, to calculate render culling. This would be broken up when it came in contact with obstructions on the floor/walls/ceiling, such as tables and hanging lights. Made optimization messier. Hopefully DaggerXL won't need to rely on these tricks and some talented modeller could some day remedy this and many other minor quirks with the game's original geometry.

In other news, the http://dftexture.webs.com/ is making more progress and the current prealpha allows you to try out texture replacers. Look for a "teaser" upload in the coming days.

Things are starting to slow down now that everybody's back to work and school, and I think we may need to bring another person onboard. Specifically for dungeon textures. Anybody interested in redoing Daggerfall's dungeon textures at double their original resolution - and maintaining the original feeling and shading of the originals, just overall crisper and more detailed, should post some examples in http://daggerxl.50.forumer.com/viewtopic.php?f=16&t=94 thread and drop me a line on that forum. Ideally, you should already know how Daggerfall's TEXTURE.### formats work, though I could always give a primer to anybody willing to learn. We'd love to have you! :)

One. Just one. :stare:
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JLG
 
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Post » Sat Feb 19, 2011 1:23 am

"In other news, the DaggerXL Texture Project is making more progress and the current prealpha allows you to try out texture replacers. Look for a "teaser" upload in the coming days."

That's good news. Why not also a geometry replacer site? There's no need to limit this to textures only. Daggerfall uses small pieces like corners, cross junctions, t junctions, curves, passages, long passages, variants with one door, variants with two doors and others to assemble dungeon blocks. It would not be very practical to try to make a variant for every piece used. There are thousands of them which differ only by texture set or by the existence of door openings. A single block may have hundreds of different pieces. But the process to generate dungeons seems easy to understand. Dungeon blocks are hand made, each block has a quest marker for where a quest item or foe can be placed. Dungeons are random assemblies of these blocks. In theory you could make your own dungeon blocks by hand and use them instead of Daggerfall ones.

Flats and junk that is used for decoration and extras is also a good target for replacement models. Instead of using a flat image you could simply replace it in place by an equivalent 3D model.
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Queen
 
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Post » Sat Feb 19, 2011 12:18 am

"In other news, the DaggerXL Texture Project is making more progress and the current prealpha allows you to try out texture replacers. Look for a "teaser" upload in the coming days."

That's good news. Why not also a geometry replacer site? There's no need to limit this to textures only. Daggerfall uses small pieces like corners, cross junctions, t junctions, curves, passages, long passages, variants with one door, variants with two doors and others to assemble dungeon blocks. It would not be very practical to try to make a variant for every piece used. There are thousands of them which differ only by texture set or by the existence of door openings. A single block may have hundreds of different pieces. But the process to generate dungeons seems easy to understand. Dungeon blocks are hand made, each block has a quest marker for where a quest item or foe can be placed. Dungeons are random assemblies of these blocks. In theory you could make your own dungeon blocks by hand and use them instead of Daggerfall ones.

Flats and junk that is used for decoration and extras is also a good target for replacement models. Instead of using a flat image you could simply replace it in place by an equivalent 3D model.

The reason there is a texture replacer project and not a geometry replacer projectt is that at the moment DaggerXL only supports replacing textures. Lucius has not decided how he wants to implement 3D model support yet, so there's no guarantee that work created in any given modeling package will work in-game.
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Nina Mccormick
 
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Post » Sat Feb 19, 2011 7:32 am

If you are interested I can make one or two models for test purposes as a replacement to a torch or one of those ceiling lamps. Just give me an idea of the approximate scale of objects, their up axis and the axis to use to face a wall. Im confident modelers won't need to know more than this.
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^_^
 
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Post » Fri Feb 18, 2011 9:32 pm

If you're interested, you should really sign up on the http://daggerxl.50.forumer.com/index.php and post there, where you can also follow all of Lucius' ideas and current development. This thread doesn't get much attention.
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Rhysa Hughes
 
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Post » Sat Feb 19, 2011 3:08 am

There's a new blog post on the blog that talks about work I've done on the terrain since the previous post. Read about it on the http://daggerxl.wordpress.com.
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Trevi
 
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Post » Fri Feb 18, 2011 10:48 pm

I haven't been following DaggerXL in the last following weeks, but I've downloaded and tried the last Demo.

Everything looks so good! The game crashed though randomly.

Good work mate so far!
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Anna Watts
 
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Post » Sat Feb 19, 2011 12:41 am

I haven't been following DaggerXL in the last following weeks, but I've downloaded and tried the last Demo.

Everything looks so good! The game crashed though randomly.

Good work mate so far!

Please visit the http://daggerxl.50.forumer.com/ and post whatever problems you've had with any information you remember. It'll help DaggerXL get better and more stable. :)

I'm glad you liked the demo.
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TWITTER.COM
 
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Post » Fri Feb 18, 2011 11:56 pm

I'll post on your forums once I play it a bit more and post my final results. :)
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Laura Samson
 
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