DaggerXL - the continuation thread.

Post » Sat Feb 19, 2011 12:43 am

wow




just............wow




This is AMAZING.




When/if this gets fully completed, it will be an incredible gift to the community. It will arguably be the single greatest unofficial Elder Scrolls mod ever created (if it can even be called a mod).
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Catherine Harte
 
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Post » Sat Feb 19, 2011 7:51 am

You?re a genius!
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Vincent Joe
 
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Post » Sat Feb 19, 2011 4:32 am

This will be EPIC.

Someone ought to update the textures though.
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Jerry Cox
 
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Post » Fri Feb 18, 2011 10:34 pm

I wonder if later on down the line a good artist in the community could re-work the sprites for higher resolutions.
:drool:
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Laura Simmonds
 
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Post » Sat Feb 19, 2011 6:07 am

This will be EPIC.
Someone ought to update the textures though.


I wonder if later on down the line a good artist in the community could re-work the sprites for higher resolutions. :drool:

You know, this reminds me... I've seen a few artists come on the scene here and there in the last few weeks with interest in the above... but honestly, all of them have been shutdown pretty hard by people with either good intentions, or excess judgement.

True, we quite intensely wish to see this game remade (and, in turn, it is possible that our fervor can result in some of us coming across overly harsh) but I think it wise to encourage any artist who wishes to be involved in the improvement of Daggerfall. An artist of great skill and willing desire is not a common occurrence. Artists have a unique personality; in turn, we would be wise to encourage them than to throw them by the wayside just to ensure that we get our remake.

Work together, aim high, & achieve much.
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SaVino GοΜ
 
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Post » Sat Feb 19, 2011 1:39 am

I don't want to shut down any artists, it's just too early. There aren't any modding tools yet because the base system is still being built. However that doesn't mean that people can't work on improvements, they just won't see them in game yet. :)
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noa zarfati
 
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Post » Sat Feb 19, 2011 1:20 am

There's another post on the http://daggerxl.wordpress.com that talks about NPCs, Regional Interior Textures, Windows and Bloom. Check it out!
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Craig Martin
 
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Post » Fri Feb 18, 2011 8:17 pm

My first thought in seeing that you've replied in this thread: "Oh, lucius must have some awesome update."

I wasn't disappointed.
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Andres Lechuga
 
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Post » Sat Feb 19, 2011 2:40 am

Wow, the bloom makes night time look amazing
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~Amy~
 
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Post » Fri Feb 18, 2011 6:57 pm

You know, this reminds me... I've seen a few artists come on the scene here and there in the last few weeks with interest in the above... but honestly, all of them have been shutdown pretty hard by people with either good intentions, or excess judgement.

True, we quite intensely wish to see this game remade (and, in turn, it is possible that our fervor can result in some of us coming across overly harsh) but I think it wise to encourage any artist who wishes to be involved in the improvement of Daggerfall. An artist of great skill and willing desire is not a common occurrence. Artists have a unique personality; in turn, we would be wise to encourage them than to throw them by the wayside just to ensure that we get our remake.

Work together, aim high, & achieve much.

I agree to a point. In the case of 2D artistry, it is so trivially easy to convert between major image formats that an artist does not have to worry about work being wasted due to technical reasons. A 2D artist's work will live or die based on the artistic quality of it.

3D model work is different though. There are enough headaches involved in migrating from one 3D format to another that there's a much greater risk of having work go to waste. There's also a real risk that the chosen format will force the use of certain tools. When I was tinkering with Half Life 2, XSI Mod Tool was the officially supported tool of choice. But now that I'm tinkering with Crysis, 3DSMax is needed instead. Oftentimes, for whatever reason it turns out that specific versions of a modeling package must be used to make assets for a specific game. Fortunately, the simplicity of Daggerfall assets means there's a greater chance that whatever format DaggerXL uses will be supported by more than one modeling package. Also, if an importer/exporter for DaggerXL supports multiple formats, that would create a more diverse selection of modeling packages to choose from. But until we know what format(s) lucius plans on supporting, there's always the risk that any 3D work created may have to be thrown away.
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koumba
 
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Post » Sat Feb 19, 2011 5:57 am

The bloom you've implemented is simply breathtaking! I almost don't want to play Daggerfall again until this is done...



















...almost. :stare:
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no_excuse
 
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Post » Sat Feb 19, 2011 10:08 am

I want to play lots of Daggerfall before it's done! For starters, I can't go that long without some TES goodness. Also, if I play more Daggerfall and know even more about it I'll be more useful when I report things that don't work correctly in DaggerXL because I can be more specific.
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Mylizards Dot com
 
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Post » Sat Feb 19, 2011 7:01 am

I haven't played the demo yet but from the screenshots this looks very promising. This will no doubt breath new life into daggerfall, I eagerly await its completion.
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Alexandra walker
 
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Post » Sat Feb 19, 2011 4:22 am

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

:drool: That is AMAZING! :drool:

Sorry I don't post in your forums - I'm afraid a lot most of the technical details are out of my range of knowledge, so I've little to contribute on that end of things. :( I've also not actually played Daggerfall, so I don't really know what could use changing/facelifts. But I am so stoked for DaggerXL, no amount of emoticons can express my eager anticipation.
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Terry
 
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Post » Sat Feb 19, 2011 1:42 am

I just got it working on Doxbox myself, and I almost got sentimental as I once more stepped into my much missed land of Daggerfall.

Then I see that I might be able to see Daggerfall in high res, and I'm so joyed that someone is *finally* making it happen. /salute

I hope you keep up the good work, -- no, the ASTOUNDING work.

It's like Christmas with every new post, except with screenshots instead of presents.

Well said.

:edit: Just got the demo working soon as I followed your instructions properly (I forgot to use \daggerfall\arena2\ instead of just \daggerfall\) and it looks
sweet. Papa bear is pleased.
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Jessie
 
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Post » Sat Feb 19, 2011 6:49 am

Wow,
everytime i come into this thread, i am shockingly pleased with the progress.

The town shots look fantastic; I can't wait for the next demo.
keep up the unbelievably great work!!!!
a
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Toby Green
 
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Post » Sat Feb 19, 2011 2:31 am

Higher resolution Dagerfall looks a lot better than i have expected. I guess Daggerfall was made to be playable at 640x480 but for performance reasons they scaled it down to half. Those sprites look like they fit very well with the higher resolution. The bloom for the windows at night is also very cool.

An idea to improve textures, use subtle detail textures for color and normals. This should improve textures a lot. Maybe it's possible to compute a normal texture from a Daggerfall texture by converting the texture to grayscale bumpmap and getting the normal map from it.
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Agnieszka Bak
 
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Post » Fri Feb 18, 2011 8:37 pm

Some folks on this very board went delving into the Daggerfall executable and found remnants of code for 640x480 (640x400?) support. If I remember correctly, they tried to activate it but one of the key guys basically disappeared and nothing else was heard of it. I could definitely be getting the details fudged, though, since this was a few years back... maybe 2002 or so. Someone up here (probably Interkarma) has got to know more about this than I do, as most of the technical details were (and many still are) over my head.

I'm not surprised the buildings and textures look as good as they do, but the sprites surprised me. I was expecting much worse; they're quite visually palatable considering their original resolution and what they're running at now.
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Allison Sizemore
 
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Post » Sat Feb 19, 2011 5:17 am

Yup. http://i29.tinypic.com/6f7aqw.png are practically almost 200 pixels in height! Probably so you can get some pretty good detail when you stand right in front of them, though to me I can't make out any visual improvement in that low-resolution mess.

Anyway, I made a http://www.gamesas.com/bgsforums/index.php?showtopic=997455&hl= regarding hacking Daggerfall up to a 640x480 resolution, after learning about how Bethesda's other title Terminator: SkyNET allowed you to run its predecessor in 640x480 - saw some screenshots, it looked beautiful.

I'm not sure whatever happened with that project. The Daggerfall modding community is very fragmented right now, something DaggerXL will seek to unify once more. You could try asking Interkarma about the improved resolutions in the regular executable.
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Genevieve
 
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Post » Sat Feb 19, 2011 2:58 am

Fantastic. I am filled with much joy in discovering this thread.
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DAVId Bryant
 
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Post » Sat Feb 19, 2011 5:50 am

Long silence.. the quiet before the storm - I sense a new demo on the horizon :D

Any idea when the next demo will be ready? :hubbahubba:
You probably have an idea, given that you're making it... :embarrass:

:intergalactic:
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Angela
 
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Post » Sat Feb 19, 2011 5:01 am

It was going to be this week, but he pushed it back a week because life got in the way.
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leni
 
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Post » Sat Feb 19, 2011 12:00 am

It was going to be this week, but he pushed it back a week because life got in the way.

That's right, I'm planning on releasing the demo next week.
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ezra
 
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Post » Fri Feb 18, 2011 10:36 pm

I took a break from my other work to put up a short/mid term http://daggerxl.wordpress.com/roadmap for DaggerXL. As usual, comments are welcome. :)
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RObert loVes MOmmy
 
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Post » Sat Feb 19, 2011 12:17 am

The roadmap looks good, looking forward to the new demo :)
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JESSE
 
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