The previous thread was locked due to reaching 200+ posts, which you can see http://www.gamesas.com/topic/1058120-daggerxl-the-continuation-ii/.
I hope I'm allowed to post this.
The previous thread was locked due to reaching 200+ posts, which you can see http://www.gamesas.com/topic/1058120-daggerxl-the-continuation-ii/.
I hope I'm allowed to post this.
Is the soundtrack going to be remastered?
If so, is it going to be optional usage? I like the sound of Midi music really well.
Midi isin't used much for games anymore, but there are a few midi software drivers which can play midi musics very well, with the bonus that you can finetune the sound fonts to use. Daggerfall musics play very well if you used the old Soundblaster (music card) soundfonts. But any classic soundbank which uses lots of medieval and renessaince instruments will also work well.
There is http://xlengine.com/forums/viewtopic.php?f=16&t=48 as well (assuming it will be resumed once the beta's out), though they are recreations of the originals rather than remasters, but a bigger question I have is the implementation of the entire soundtrack in itself. If the names of the tracks are any indication at all, and considering that there's a number of songs that I have never even heard in-game, the songs used in the game appear to have been heavily re-purposed throughout development, and there's some songs I'm certain aren't used by the game at all (such as the folk music, for example).
For instance, the music we hear in the taverns and shops doesn't appear to be the music we were originally supposed to hear there, but rather, that song appears to have originally been intended for use in town squares (hence "Square_2"), possibly for when there's festivals going on (although listed as "Indoors" music, so I don't know what's up with that besides the song's obvious final use as such). Taverns and shops were apparently intended to have their own unique songs used, which are different from each other. Also, if you've ever wondered why the music playing while you're in a town might occasionally sound rather aquatic, it is because the Iliac Bay underwater region music (or at least one of its tracks) appears to have been re-purposed as generic daytime "overworld" music after the underwater content in that region was cut.
So my question is that if the implementation of the soundtrack is as jumbled (and therefore deviated from the original vision) as it appears, is this something that might get addressed at some point when the cut features begin to be restored as optional features ("corrected" soundtrack among said features)? Pardon if I sound at all ignorant of the implementation of the music in vanilla Daggerfall, but it just seems odd to me that there's shop and tavern music that sounds nothing like the music that is actually played in those locations, at least in the normal shops and taverns, anyway. Seems odd there's songs with the word "swim" in it playing when you are probably doing no such thing, too.
To be honest, I've hardly played Daggerfall and I'm really just waiting for the DaggerXL Beta; but I can say that in my time with Daggerfall, I saw a lot of underwater content. A lot of dungeons have underwater parts, and I'm sure there is more.
There were http://www.uesp.net/wiki/Lore:Maormer in Elder Scrolls lore, but they were not located near Skyrim or Cyrodiil. I believe you will see them in TES: Online though. If you have the http://www.ebay.com/itm/Elder-Scrolls-Morrowind-Oblivion-Skyrim-Pocket-Guide-to-the-Empire-Promo-/171035161373?pt=LH_DefaultDomain_0&hash=item27d27d731d, there will be a section on ancient races, and you can learn more about Maormer there.
EDIT: And I believe he meant that the underwater content in "that region" (lliac Bay) was cut, not all of Daggerfall.
He didn't mean in-dungeon underwater content. He meant overworld underwater content.
I see.
Hence "A lot of dungeons have underwater parts, and I'm sure there is more."