DaggerXL - the continuation thread.

Post » Fri Feb 18, 2011 11:59 pm

With those view distances you might be able to walk between places without getting too lost.
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Jade
 
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Post » Fri Feb 18, 2011 11:05 pm

"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."

A Daggerfall city block (not the same as a dungeon block which is much bigger) will have a length of 2-3 big houses, maybe 6-8 small houses. Compare this to the size of an Oblivion town by counting how many houses you see crossing the town from one side to the the other. I played Oblivion a long time ago and didn't bother playing it again but i would say you pass by more than 10 houses when crossing a town. The Imperial City would be much more interesting if it wasn't walled in such a ridiculous way.
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NeverStopThe
 
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Post » Sat Feb 19, 2011 12:44 am

I'm probably going to make a proper post on the blog later after I get a few more things done - but in the meanwhile here's some teaser screenshots. Enjoy :)
(Sorry about the compression artifacts)

http://daggerxl.wordpress.com/files/2009/07/dxl_night1.jpg
http://daggerxl.wordpress.com/files/2009/07/dxl_night2.jpg
http://daggerxl.wordpress.com/files/2009/07/dxl_night3.jpg
http://daggerxl.wordpress.com/files/2009/07/dxl_night4.jpg
http://daggerxl.wordpress.com/files/2009/07/dxl_night5.jpg
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Amber Ably
 
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Post » Sat Feb 19, 2011 4:27 am

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...

I wouldn't say thousands. Have you heard of the famous custom DOOM WAD...nuts.wad? :evil:
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David John Hunter
 
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Post » Sat Feb 19, 2011 1:21 am

This is crazy, I am sooo excited about this mod. Great job, wish I could help somehow. I'd like to know one thing, I suppose the savegames from daggerfall won't work on this one, right? Also, I know it's propobly a silly question, but what will the system requirements be? Since it is a new engine and all, Will it run on a pc from 2004? 1,8 ghz :brokencomputer:

PS: sorry if my english is bad :)
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Heather Stewart
 
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Post » Sat Feb 19, 2011 7:36 am

I wouldn't say thousands. Have you heard of the famous custom DOOM WAD...nuts.wad? :evil:


Just tried Nuts - it was fine until I fired and then CHAOS lag DEATH. It looks like at least 12,000 sprites there!

More than should be needed for a fairly good-sized battle though :)
Hopefully the sprites in XL won't occupy each others space like Daggerfall, in which 20 guards would merge to make 1 uber-halt-master.
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Raymond J. Ramirez
 
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Post » Fri Feb 18, 2011 9:40 pm

This is crazy, I am sooo excited about this mod. Great job, wish I could help somehow. I'd like to know one thing, I suppose the savegames from daggerfall won't work on this one, right? Also, I know it's propobly a silly question, but what will the system requirements be? Since it is a new engine and all, Will it run on a pc from 2004? 1,8 ghz :brokencomputer:

PS: sorry if my english is bad :)

It should. It requires a GPU capable of at least shader model 2 - i.e. a Radeon 9500+, GeForce FX+ most integrated parts for the last several years...

Hopefully the sprites in XL won't occupy each others space like Daggerfall, in which 20 guards would merge to make 1 uber-halt-master.
They do right now but that will be fixed.
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Sabrina garzotto
 
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Post » Sat Feb 19, 2011 4:22 am

Great stuff. That looks like a real city and it's even a bit scary at night.

I actually prefer sprites for npcs in this game. It's good for doing those Bethesda ideas for Daggerfall that never made into the game, of wars between two armies, cities under siege and plagued towns with zombies walking the streets.
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jennie xhx
 
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Post » Sat Feb 19, 2011 2:11 am

I put up a new blog post that talks about the world map, flats in cities, secondary objects and foilage. Read the http://daggerxl.wordpress.com and let me know what you think.
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jasminε
 
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Post » Sat Feb 19, 2011 7:16 am

I put up a new blog post that talks about the world map, flats in cities, secondary objects and foilage. Read the http://daggerxl.wordpress.com and let me know what you think.


That's great, and the screenshots are superb! Night time looks really creepy. Due to the very long view distance, are we now able to actually walk between cities and knowing where we are going (say we're able to spot a city a city from a distance) ?
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CSar L
 
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Post » Sat Feb 19, 2011 10:45 am

You are a machine lucius. Every new post seems to be a milestone. I didn't think I could be this excited about a thirteen-year-old game.

That's great, and the screenshots are superb! Night time looks really creepy. Due to the very long view distance, are we now able to actually walk between cities and knowing where we are going (say we're able to spot a city a city from a distance) ?

This is a certainty. Look at the screenshots he posted.
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Susan
 
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Post » Fri Feb 18, 2011 7:27 pm

I like the new foliage! I always thought it looked so empty whenever I went outside of a city or town... No objects to speak of. Now, I might actually want to go outside sometimes... though probably not too often, as there isn't actually anything to do once you are there ;)
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NAtIVe GOddess
 
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Post » Sat Feb 19, 2011 2:30 am

I've been silently lurking and watching this since I learned of the release of Daggerfall and discovered this project.
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Kim Bradley
 
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Post » Fri Feb 18, 2011 10:05 pm

I really can't tell how excited I am:D When do you think the full version will be released? Will it be this year? :P
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Donatus Uwasomba
 
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Post » Sat Feb 19, 2011 6:38 am

.......

A.M.A.Z.I.N.G*100000
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Phillip Hamilton
 
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Post » Sat Feb 19, 2011 11:00 am

I like the new foliage! I always thought it looked so empty whenever I went outside of a city or town... No objects to speak of. Now, I might actually want to go outside sometimes... though probably not too often, as there isn't actually anything to do once you are there ;)


There are places in the game where it's that dense anyway. Some of the mountainous places in the east are just loaded with trees. It was fun running around in them for about five minutes. The lack of anything to fight or find makes it boring, like you said.
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Jennie Skeletons
 
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Post » Sat Feb 19, 2011 2:18 am

There are places in the game where it's that dense anyway. Some of the mountainous places in the east are just loaded with trees. It was fun running around in them for about five minutes. The lack of anything to fight or find makes it boring, like you said.

That's where I think it would be interesting to implement the ability to collect alchemy ingredients from plants, as seen in Morrowind and Oblivion. Plus, with the longer view distance and a fast horse, hunting for unmarked ruins and traveling between nearby towns in real-time might be viable.
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luke trodden
 
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Post » Fri Feb 18, 2011 8:42 pm

Especially since some of the ruins are HUGE. I found a castle yesterday that as big as the imperial garrisons in Morrowind. I was amused to discover you get the same entrance to the dungeon no matter which door you pick.
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Naomi Ward
 
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Post » Sat Feb 19, 2011 2:00 am

One must wonder if something like this could be done for Battlespire and Arena....
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Lauren Denman
 
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Post » Sat Feb 19, 2011 1:02 am

One must wonder if something like this could be done for Battlespire and Arena....

I guess so, but I think the ultimate aim is to have a thriving modding community - I'm not sure to what degree Battlespire can be added to.
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.
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City Swagga
 
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Post » Sat Feb 19, 2011 1:35 am

Plus, with the longer view distance and a fast horse, hunting for unmarked ruins and traveling between nearby towns in real-time might be viable.

Actually, there's a proposal on the http://daggerxl.50.forumer.com for three different horse speeds.

Trot: When in cities. The current speed.
Gallop: In the wilderness - somewhat faster.
Sprint: When on roads in the wilderness (roads will be added to link towns), your horse will be able to move a lot faster or maybe even "sprint" in a linear direction.
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Lloyd Muldowney
 
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Post » Sat Feb 19, 2011 3:08 am

Actually, there's a proposal on the http://daggerxl.50.forumer.com for three different horse speeds.

Trot: When in cities. The current speed.
Gallop: In the wilderness - somewhat faster.
Sprint: When on roads in the wilderness (roads will be added to link towns), your horse will be able to move a lot faster or maybe even "sprint" in a linear direction.

Yep. That's exactly what I had in mind when I wrote that.
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ijohnnny
 
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Post » Fri Feb 18, 2011 8:51 pm

This looks quite interesting. I will try the demo out some time. I just started playing Daggerfall, and I must say, aside from the resolution everything is pretty cool. It will bee even better with the additional features.

Is it possible to add additional mouse button features? Like for example, I have a mouse with Mouse3, mouse4 and mouse5 buttons, but I can't use them (along with the scroll wheel) in Daggerfall, since they didn't exist 13 years ago.

Edit: I just tried to run the demo, and it's a no-go (stupid intel graphics cards). I'll try again in a month when I have access to a computer with a decent graphics card.
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Leah
 
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Post » Fri Feb 18, 2011 10:52 pm

There's a new blog post talking about time of day, sky rendering and interiors on the http://daggerxl.wordpress.com. Check it out and let me know know what you think!

And Da-V-Man, sorry about your issue with the demo. Let me know what you think when you try it - or maybe demo 2 since it'll be out soon. :)
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Joe Alvarado
 
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Post » Sat Feb 19, 2011 12:20 am

I can't wait for demo 2. It's like Christmas with every new post, except with screenshots instead of presents. :)
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Daniel Lozano
 
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