DaggerXL - the continuation thread.

Post » Sat Feb 19, 2011 9:53 am

The previous thread, http://www.gamesas.com/bgsforums/index.php?showtopic=1008178 has been closed due to passing 200 posts so I'm continuing it here.

About DaggerXL:
DaggerXL is a modern Daggerfall Engine Recreation for current Operating Systems and hardware. It will ultimately fully emulate the game of Daggerfall and then optionally enhance it by refining existing features and adding new gameplay elements that were originally intended. The game will make use of hardware acceleration providing higher resolutions, color depth, greatly improved visibility, better texture filtering, enhanced performance and more.

DaggerXL is/will be just an engine, you need the original game data to play. I will not distribute any Daggerfall assets or knowingly provide information on obtaining free copies of the game. This is a legal project, I do not intent to step on Bethesda's toes or violate their copyrights. Daggerfall was one of the most ambitious RPGs ever made but was marred by limited technology, bugs and limited time. Many features were cut that I intend to optionally restore. You'll be able to play classic Daggerfall if you think it was perfect as is or enjoy new features such as sailing your boat, proper morphing spells, properly saving items you place in your house furniture and more.

You can view progress so far and in the future on my wordpress blog, which is where demos and builds will go in the future:
http://daggerxl.wordpress.com

The first DaggerXL http://daggerxl.wordpress.com/downloads has been released! Please go to the DaggerXL site to try it out.
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JR Cash
 
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Post » Fri Feb 18, 2011 11:40 pm

Just finished messing with the demo. Wonderful, simply wonderful. Now I want a time machine so I can go into the future and get it when its all done! ;) Though the speed in which you've been developing this - it could be quite soon hehe. :)

I really would like to congratulate you on doing this, bringing such love to the game especailly when it became free is a wonderful thing. If you give what you promise - the game is surely to live on for years to come in more than the niche way it has been with us. :)
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Fanny Rouyé
 
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Post » Sat Feb 19, 2011 9:43 am

I tried out the demo, and I'm very impressed. :)
I've set the resolution to 1440*900, which is my default resolution, and it looks very good. The texture filters are also great... I could really get accustomed to that.

CTDs so far:
- one time when I tried to access the ingredients inventory screen after picking up some herbs (I wanted to try if some of them could heal me)
- one time when I pressed a wrong button (I'm afraid I couldn't reproduce that)
- I always get the error message "buffer overrun detected!" after I quit the program (which is kind of a CTD as well, I guess, only it's not as bad because I want to quit anyways)

...and in the next demo, I'd like to get either a god mode or an ebony dagger. :P
With that crappy iron sword it took me 5 "lives" to beat that skeleton.
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Christina Trayler
 
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Post » Sat Feb 19, 2011 6:12 am

Tried it out and it really has great potential. It runs really smooth! Good job

I always get the error message "buffer overrun detected!" after I quit the program

I had the same error. And maybe you check the collision, in one room you can jump on some boxes and look into the room above you (the throne room). Keep it up :)
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Quick Draw III
 
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Post » Fri Feb 18, 2011 8:56 pm

Can't play the demo on my MacOSX. The Mac OS is running on a Linux distribution with a XWindows server that supports OpenGL, so maybe a if the demo was a XWindows application it could work.
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Dan Scott
 
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Post » Fri Feb 18, 2011 10:02 pm

Can't play the demo on my MacOSX. The Mac OS is running on a Linux distribution with a XWindows server that supports OpenGL, so maybe a if the demo was a XWindows application it could work.
Sorry Mac OS is not supported at this time. People have had some luck with Wine under Linux (until Linux support is implemented) but I'm not sure if there is anything similar for Mac OS.
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phil walsh
 
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Post » Sat Feb 19, 2011 12:40 am

I tried playing DaggerXL in a Windows XP Pro virtual machine (VMWare Fusion), just for kicks and giggles, and it wasn't what I'd call playable. Graphics displayed properly as long as I was using texture filtering, but enabling 320x200 caused most of the screen to render black with a scattering of off-white artifacts.

It would be nice to be able to play in OS X, but I suspect that by the time you're done I'll have a new computer built, anyway. The sole fact that you're doing this and making progress is good enough for me; I'm not trying to nit-pick.

Looking forward to the next update. :)
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Marcin Tomkow
 
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Post » Sat Feb 19, 2011 4:19 am

I tried playing DaggerXL in a Windows XP Pro virtual machine (VMWare Fusion), just for kicks and giggles, and it wasn't what I'd call playable. Graphics displayed properly as long as I was using texture filtering, but enabling 320x200 caused most of the screen to render black with a scattering of off-white artifacts.

It would be nice to be able to play in OS X, but I suspect that by the time you're done I'll have a new computer built, anyway. The sole fact that you're doing this and making progress is good enough for me; I'm not trying to nit-pick.

Looking forward to the next update. :)
Emulate 320x200 requires render target support, which I suspect WMWare Fusion doesn't support very well. I should work fine under windows, however.
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Marion Geneste
 
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Post » Sat Feb 19, 2011 12:06 am

It works pretty well under Windows. I don't know if you saw it but I posted my experience with DaggerXL on your forums.
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phillip crookes
 
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Post » Sat Feb 19, 2011 4:12 am

A quick question, when it's finished would it be possible to enhance the dungeon maps to where you can look freely at it?
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mollypop
 
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Post » Sat Feb 19, 2011 7:45 am

A quick question, when it's finished would it be possible to enhance the dungeon maps to where you can look freely at it?
There will be enhancements to the dungeon map including better controls (including mouse control) and visibility.
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Ron
 
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Post » Sat Feb 19, 2011 10:14 am

Anyone had any success emulating Pixel Shader 2.0 for DaggerXL on non-PS2.0 systems?

Also, if anyone is able to send me a large photo or scan of the http://www.tentonhammer.com/system/files/images/Daggerfall+Box.jpg* for work on the title graphics please PM me!
*not UK version
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Melly Angelic
 
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Post » Sat Feb 19, 2011 2:46 am

I tried the DaggerXL demo, it was smooth but I could not see my weapon when I swung. I tried the F key to take it out and nothing happened, but when I swung with the right mouse button I could damage enemies.

Is this a known issue or am I bugged somehow?
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Calum Campbell
 
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Post » Sat Feb 19, 2011 1:32 am

I tried the DaggerXL demo, it was smooth but I could not see my weapon when I swung. I tried the F key to take it out and nothing happened, but when I swung with the right mouse button I could damage enemies.

Is this a known issue or am I bugged somehow?
It sounds like a bug there, that you can damage enemies without a weapon out. Right now you have to use the HUD icons to draw your weapon. So make sure you equip a weapon first and then use the HUD icon to draw it. If you still don't see a weapon, let me know.
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Jordan Fletcher
 
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Post » Fri Feb 18, 2011 9:39 pm

It sounds like a bug there, that you can damage enemies without a weapon out. Right now you have to use the HUD icons to draw your weapon. So make sure you equip a weapon first and then use the HUD icon to draw it. If you still don't see a weapon, let me know.

I didn't even notice the HUD option to draw a weapon at first. Yeah it worked to draw it, but I can kill things whether it's drawn or not.
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Louise
 
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Post » Sat Feb 19, 2011 7:17 am

Good idea to add a god-mode, it?s much less stress now to explore the dungeon :). Sometimes I have this problem: I right-click, but the sword does not swing. Sometimes it does, sometimes not. Am I doing something wrong? And I?m still having a "Buffer overrun detected" error when exiting the demo.
I think the fake bump-mapping is a good idea, I like it?s look! Keep it up ;)
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katie TWAVA
 
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Post » Sat Feb 19, 2011 4:55 am

Good idea to add a god-mode, it?s much less stress now to explore the dungeon :). Sometimes I have this problem: I right-click, but the sword does not swing. Sometimes it does, sometimes not. Am I doing something wrong? And I?m still having a "Buffer overrun detected" error when exiting the demo.
I think the fake bump-mapping is a good idea, I like it?s look! Keep it up ;)
No it shouldn't crash on exit, maybe something else is going on. Does it ever crash during game play?

As you may have gathered, there's a new version of the DaggerXL demo out. Look at the http://daggerxl.wordpress.com to read about it.
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Hope Greenhaw
 
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Post » Sat Feb 19, 2011 6:40 am

I put up a new post on the http://daggerxl.wordpress.com. It talks about the initial work to get cities working, check it out!
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Amysaurusrex
 
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Post » Sat Feb 19, 2011 3:42 am

Lookin good! I didn't come into this expecting Oblivion GRaphics for a game as huge as Daggerfall, but this si really looking good! Once this comes out it will easily be my preference for playing Daggerfall. Provided it works properly of course
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Alina loves Alexandra
 
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Post » Fri Feb 18, 2011 7:30 pm

I put up a new post on the http://daggerxl.wordpress.com. It talks about the initial work to get cities working, check it out!


Good stuff. I've been playing around with the demo, everything looks fine up till now. No crashes surprisingly!
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Brandon Wilson
 
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Post » Sat Feb 19, 2011 6:32 am

luciusDXL,

It sounds like the engine you are creating is "outside the box" requiring the Daggerfall data ("inside the box") to run.

So, with the tools you are developing it sounds like one would be able to change things outside the box to affect things inside the box.

Is this the right concept and will one be able to then implement items inside the box such as unused npc's, adding new textures, quests, etc?

For instance, would one be able to add "The Squid" and assign quests from this character for the player?

Just interested in a clarification of the capabilities of your engine. Thanks in advance.

Excellent work BTW :)
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victoria gillis
 
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Post » Sat Feb 19, 2011 2:57 am

Like the bump-mapping option :goodjob:

Can't post images here for some reason..
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lydia nekongo
 
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Post » Sat Feb 19, 2011 9:14 am

luciusDXL,

It sounds like the engine you are creating is "outside the box" requiring the Daggerfall data ("inside the box") to run.

So, with the tools you are developing it sounds like one would be able to change things outside the box to affect things inside the box.

Is this the right concept and will one be able to then implement items inside the box such as unused npc's, adding new textures, quests, etc?

For instance, would one be able to add "The Squid" and assign quests from this character for the player?

Just interested in a clarification of the capabilities of your engine. Thanks in advance.

Excellent work BTW :)

If you stop by the DaggerXL forums you will find a great deal of modding capabilities already either proposed or promised. One of the first goals of DaggerXL after making the game fully playable is to fix up miscellaneous quirks with the game (such as containers in houses not keeping items), and from there work will begin on returning things that didn't make the cut to the game, such as enemies on horseback.
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dean Cutler
 
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Post » Sat Feb 19, 2011 8:11 am

No it shouldn't crash on exit, maybe something else is going on. Does it ever crash during game play?

As you may have gathered, there's a new version of the DaggerXL demo out. Look at the http://daggerxl.wordpress.com to read about it.


I was already using the new version the time I posted. And no, it never crashes during game play. It?s just the "buffer overrun detected" error when pressing Escape and exiting the game. One other person in this thread described the same error earlier. But it?s not too bad, since it does no damage and it?s not even annoying, since it only occurs when I exit the game anyway.
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Emily Rose
 
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Post » Sat Feb 19, 2011 7:38 am

If you add the ability to set multiple anchor points in a dungeon, that'd be awesome!

I'm tired of setting anchor at entrance, explore, return to put loot in wagon, then set anchor again, and suddenly I have to find my way back to where I was in dungeon. If I could set anchor at entrance, and anchor at where I "left off" in exploring, that'd help a lot!
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lexy
 
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