DaggerXL - the continuation thread.

Post » Sat Feb 19, 2011 7:02 am

That just feels like a cheat -- in any TES game. Makes it way too easy. That problem is also why I decided it's not worth it to loot dungeons so thoroughly. I do a lot of exploring but only pick up stuff that's really neat or magical. Everything else just gets turned into money and I can do better than that by popping open a couple of stores at night. That part is too easy for any character that can cast any magic. It's easier than the teleport spells.
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Jesus Lopez
 
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Post » Fri Feb 18, 2011 9:34 pm

Although multiple anchor points make sense for a high level mage to be able to cast. Once in a while finding yourself in a totally different place due to a caster error would be nice too ;)
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I’m my own
 
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Post » Fri Feb 18, 2011 7:21 pm

I have to say?.LuciusDXL, this is Jaw-Dropping!
I haven't been THIS excited in YEARS, thank you for working on this very ambitous project.
I DO have a question though.(Not nitpicking, just curious)
it seems to take a full second or two for a swing to finish & leaves me feeling unresponsive during. Is this just me? Is there a way to speed up the swing animation (it appears to be only 4-5 frames)& along with it would be the attack speed?

A curiousity, again i am absolutely AMAZED.
Thanks

~Glass Prison
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Nathan Risch
 
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Post » Sat Feb 19, 2011 8:12 am

Is this just me? Is there a way to speed up the swing animation (it appears to be only 4-5 frames)& along with it would be the attack speed?

The demo default character only has a speed of '50', so the guy is just slow at swinging his sword. The animation looks far more fluid at higher speeds. It does bug me that the default warrior swings his sword more slowly than.. uhh.. me. Why is a fantastical warrior slower than me, a simple peasant? A puny pleb?

...Balance issues will be discussed & amended at a future date though :)
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Sammygirl500
 
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Post » Sat Feb 19, 2011 2:17 am

The demo default character only has a speed of '50', so the guy is just slow at swinging his sword. The animation looks far more fluid at higher speeds. It does bug me that the default warrior swings his sword more slowly than.. uhh.. me. Why is a fantastical warrior slower than me, a simple peasant? A puny pleb?

...Balance issues will be discussed & amended at a future date though :)


Because that sword weights a ton :P
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butterfly
 
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Post » Sat Feb 19, 2011 2:03 am

I put up a another new post on the http://daggerxl.wordpress.com. Complete cities are now rendering and initial work on the full world map has begun. Check it out and let me know what you think!
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Monika Fiolek
 
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Post » Sat Feb 19, 2011 7:00 am

One thing I haven't seen mentioned anywhere, is climbing. Are you planning to include climbing in the game? I assume so, since it was in the original. But, I assume it could be a bit tricky to implement.
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Nathan Risch
 
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Post » Sat Feb 19, 2011 8:16 am

I doubt climbing will be as difficult to implement as specialized bump mapping or rendering cities from map files...

Lucius, you never cease to amaze me. You're like some kind of coding machine. I'm very much looking forward to the next demo.
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Tiffany Carter
 
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Post » Sat Feb 19, 2011 5:20 am

I put up a another new post on the http://daggerxl.wordpress.com. Complete cities are now rendering and initial work on the full world map has begun. Check it out and let me know what you think!

How do you do this anyways? Did you somehow reverse engineer the game code, or are you just writing a program that can read and access the Daggerfall resource files?
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Emma Pennington
 
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Post » Sat Feb 19, 2011 6:01 am

Climbing is being included. I missed it the first time around in http://daggerxl.50.forumer.com/viewtopic.php?f=1&t=40 on the DaggerXL forums. Could you talk about the implementation of it in one of your upcoming blog posts and how that went, Lucius?
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Suzie Dalziel
 
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Post » Sat Feb 19, 2011 9:47 am

How do you do this anyways? Did you somehow reverse engineer the game code, or are you just writing a program that can read and access the Daggerfall resource files?

Most of the reverse-engineering has been done in years past by a multitude of people, two prominent figures being Interkarma and Dave Humphrey, although there have certainly been more.

Lucius is writing his engine around already known and documented information, although he'll probably have to figure a few things out along the way.
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Rachael
 
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Post » Sat Feb 19, 2011 7:48 am

Most of the reverse-engineering has been done in years past by a multitude of people, two prominent figures being Interkarma and Dave Humphrey, although there have certainly been more.

Lucius is writing his engine around already known and documented information, although he'll probably have to figure a few things out along the way.
This is basically correct. Interkarma, Dave Humphrey and others didn't know it at the time but they were helping to lay the ground work that would make DaggerXL possible by figuring out a lot of information about game play mechanics and file formats. Of course when it comes to actually getting this to work properly, I find that I regularly have to test things against game and figure out missing pieces - some areas are much less understood then others. So its still a lot of detective work on top of what's already done but the contributions of those mentioned and UESP.net cannot be overstated. And quite frankly the speed of the project development - maybe even its practicality - is possible because of their work.

So this is not directly reading Daggerfall game code but is a seperate windows app that reads the data formats and some information (not code) from the executable (such as item data). DaggerXL is not an emulator but a recreation - allowing for more stable, less buggy experience on modern OS's. :)
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Marcia Renton
 
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Post » Fri Feb 18, 2011 11:32 pm

The city screenies look awesome, well done ^_^
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Allison Sizemore
 
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Post » Sat Feb 19, 2011 9:27 am

The fast progress you?re making is just amazing! Don?t get a burn-out ;) Looking forward to the next demo!
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MISS KEEP UR
 
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Post » Sat Feb 19, 2011 3:43 am

Like the bump-mapping option :goodjob:

+1 on that. ^

http://daggerxl.files.wordpress.com/2009/07/dxl_fullcity1.jpg?w=510&h=382 :foodndrink: (think of the endless possibilities in the area of enhancements: City Siege, Catapult/Trebuchet use, Provincial War, Natural Disasters, Meteor Strikes, Town Fires, etc - All to be seen and interacted upon from a great distance.)

Slick work, Lucius. B)
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Phillip Hamilton
 
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Post » Sat Feb 19, 2011 6:49 am

Hi, I just wanted to pop in and say WOW! I just tried the demo and it was smooth as silk; even at 1680x1050.

Well done my friend, well done! I am constantly switching back and forth between Oblivion and Morrowind; once this is complete, I will have three great games to switch between.

Thanks!
A
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.X chantelle .x Smith
 
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Post » Sat Feb 19, 2011 1:32 am

think of the endless possibilities in the area of enhancements: City Siege, Catapult/Trebuchet use, Provincial War...

I had a dream influenced by this post - a massive battle outside a city wall.
Except it was students vs orcs, and I was Willow from Buffy and was 'out' quickly as an orc pole-vaulted on his crutch and kicked my head...

Newer computers should be able to support thousands of sprites, so I wouldn't be surprised to eventually be leading wars in this game :) Our armies toiling below as we fly across the battle-field casting fire-balls and lightning upon our enemies...

...While future TES games, as usual, will make each NPC so detailed so as to only be able to support a few before processors start choking. :celebration: Here's to progress(!).
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Dj Matty P
 
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Post » Fri Feb 18, 2011 7:43 pm

I had a dream influenced by this post - a massive battle outside a city wall.
Except it was students vs orcs, and I was Willow from Buffy...

^ Hahaha - I won't lie. I like how you roll, cat. I like how you roll... B)

Newer computers should be able to support thousands of sprites, so I wouldn't be surprised to eventually be leading wars in this game :) Our armies toiling below as we fly across the battle-field casting fire-balls and lightning upon our enemies...

Ah... the glory days renewed and improved like we had long ago once hoped for. :wub: *crosses-fingers*
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Matt Terry
 
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Post » Sat Feb 19, 2011 5:28 am

I posted more progress information on the DaggerXL forums - not enough for a full blog post yet (soon) but it should still be interesting. It talks about continuous map rendering and view distances. http://daggerxl.50.forumer.com/viewtopic.php?f=7&t=47&start=13
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remi lasisi
 
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Post » Sat Feb 19, 2011 5:19 am

I gotta say, those shots are awesome. The view distance is crazy. Also, I just booted up Daggerfall in dosbox today for the first time in years and I can't believe how much, well, worse it looks compared to your screens. I mean, I knew it used software rendering and a low resolution. But whoa. I can't wait for DaggerXL to be finished!
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Wayland Neace
 
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Post » Sat Feb 19, 2011 11:22 am

That view distance of a huge Daggerfall city beats everything i have seen in a game. In Oblivion, which comes closest, we can also see big towns in the distance but towns aren't really that big. I guess an Oblivion town is no bigger than 1/4 of Daggerfall city and the Imperial City split into tiny quarters looks like a toy city. Nothing beats being able to climb city walls or house balconies and having a huge field of view where we see a forest of houses without any walls blocking the view.
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cosmo valerga
 
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Post » Fri Feb 18, 2011 10:07 pm

Hey Lucius, are you going to allow for higher resolution textures or any graphical enhancements?
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Yvonne
 
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Post » Fri Feb 18, 2011 10:22 pm

I guess an Oblivion town is no bigger than 1/4 of Daggerfall city

Ha ha. What a good joke.

Try "1/40 of Daggerfall city" maybe. A Daggerfall "city plate" is a 8x8 cell square. I'm not sure about the size of each cell in world unit, but I'd wager they're about the same as Oblivion's.
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Margarita Diaz
 
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Post » Sat Feb 19, 2011 3:17 am

With such a view distance now, we'll need taller structures/towers/spires For some REAL skyline awesomeness. ;)
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Adam Kriner
 
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Post » Fri Feb 18, 2011 7:40 pm

Hey Lucius, are you going to allow for higher resolution textures or any graphical enhancements?

Yes DaggerXL will be fully moddable. See the http://daggerxl.x.am for more information.
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Lil'.KiiDD
 
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