Post news Report RSS The Current State of DaggerXL

With the character creation and gameplay support fast approaching, I decided that it's about time to show where DaggerXL is now - as of build 0.181. I've done this by putting together a movie showing...

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With the character creation and gameplay support fast approaching, I decided that it's about time to show where DaggerXL is now - as of build 0.181. I've done this by putting together a movie showing fighting through Privateer's Hold (now with sound effects), saving and loading, falling damage, movie support (though movies are skipped pretty quickly to save time). In addition the movie shows getting out of Privateer's Hold and running to Gothway Gardens and traveling to several different locations throughout the Bay.

So if you don't have Daggerfall, just want to see how far along the project is before investing or just want to see more of DaggerXL - watch the video below. Note that there are issues and bugs that you'll see, remember this is still Pre-Alpha and a work in progress. I've uploaded the video onto Youtube in 2 parts. You can watch these videos at 480p on Youtube for extra quality.


DaggerXL Version 0.18 - Part 1 on Youtube


DaggerXL Version 0.18 - Part 2 on Youtube


Visit the DaggerXL blog for more information, screenshots, movies and more.

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buzzzzilisk
buzzzzilisk - - 34 comments

lol....i luv it....

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CloneWarrior85
CloneWarrior85 - - 3,475 comments

sweet :O

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Kalenov
Kalenov - - 300 comments

....why have I never heard of this before!?

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Arxae
Arxae - - 718 comments

well outdoors still looks boring like hell :p
not your fault tho, you got my watch ^^

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luciusDXL Author
luciusDXL - - 29 comments

When the game is fully playable, I plan on revisting the terrain... it'll get more interesting in the future (if you want it to, you'll be able to have it be rendered in vanilla fashion too if you want). Plans include: procedural roads that logically connect settlements and some dungeons (those that where settlements at one point), rivers that flow logically and are biased towards living areas (since people tend to build near rivers for resources and travel), monster/bandit camps and more. It'll still use the original data and look like Daggerfall terrain... just a lot more interesting and logical. :)

But like all extended features, you can disable features you don't want to DaggerXL as authentic to Daggerfall as you want.

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Arxae
Arxae - - 718 comments

ok, now it sounds even more awesome :D

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ultraguy
ultraguy - - 88 comments

the sound tracks sound like runescape

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luciusDXL Author
luciusDXL - - 29 comments

That's the original Daggerfall midi songs.

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AlexanderSig
AlexanderSig - - 51 comments

Fantastic work man, I tried version .13 months ago and when I tried .181 now I could really see a lot of improvement, I LOVE how the terrain doesn't look like a bunch of pyramids and how the textures don't "shake" when you move towards them (like in '96). I just have a few questions/comments:

1)I've started modelling for the "Daggerfall in full 3D" project (I've made 11 models so far). I was just wondering, how hard would it be to replace the sprites/old models with better ones and do you plan on supporting that?

2)About the "texture" project; how do I download these textures and how do I install them? (or are they not released yet?)

3)In the future will you be implementing the fan-made mods (i.e. the menu video replacement, texture project, music project) into the release or will those be downloaded separately?

4) I think it would be really cool to have an achievement system in the future.

Anyway, fantastic work so far, hope you get the dungeons working soon :P

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luciusDXL Author
luciusDXL - - 29 comments

1) The process of replacing the models won't be hard and it will indeed be possible. However my priority right now is getting the game completely playable within the next couple of months so... it'll be a while yet.

2) I don't think the current texture project is released, however read the "Welcome to the DaggerXL Mods subforum" sticky post DaggerXL Mods (General) subforum for information on creating custom textures and using them in game.

3) Fan made mods will be seperate downloads. DaggerXL, by default, uses the original data and not derived works. All derived works are seperate and optional and not officially part of DaggerXL. (This is done for legal reasons). However I will have things like Recommended Mods on the main site to make things easier.

4) That might be interesting. :)

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Antiscamp
Antiscamp - - 515 comments

I'm watching! I used to play Daggerfall to death and it still brings me strong feelings! I think Morrowind is the best game in the series, but a remake of old Daggerfall will be most welcome. Wow!

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formerlyknownasMrCP
formerlyknownasMrCP - - 892 comments

Finally I can play Daggerfall without it ******* me off with all its bugs. Daggerfall was such an epic scope, but terribly executed its a shame. I'm just glad someone is trying to improve the game so that it can be enjoyed by everyone. Maybe then they'll realize how shallow Oblivion was compared to this. (lets not forget how non-linear Daggerfall was versus the very scripted linearity of Oblivion- and please if you disagree just realize that "I must die now" is a bs excuse for going on some quest that I had no choice but to do. At least with daggerfall you just started in a dungeon in the middle of nowhere with choices on what you did next.)

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Dragonlord
Dragonlord - - 1,934 comments

Have you also fixed the controls? I tried the original (patched) game to get an impression but the bugs and the awful controls prevented me from getting anywhere. I don't think you will but it would be nice if the combat would be fixed too. It's a bit laughable if you miss 10 times a big fat rat blocking your view getting 90% of your HP chucked off while killing it. It's okay to simulate a character which is not a sword master but even I could hit a bit fat rat in front of me :P

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luciusDXL Author
luciusDXL - - 29 comments

DaggerXL defaults to the "view based" control scheme - which basically means it controls very similarly to a more modern TES game such as Morrowind. You can actually setup the controls like this in vanilla Daggerfall - but it is not the default.

As for the combat, that will remain the same - many people like it as it was. However other options may be considered in the future if there is enough demand (but the original combat will always be the default).

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Mr.Finn
Mr.Finn - - 47 comments

Are you going to edit the texture files? and make new enemies?

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Shoelip
Shoelip - - 463 comments

Holy crap! I read about this like a year ago and then totally forgot it existed! This is looking great! I love the view distance, though it could be longer! :D Also, please tell me there will be climbing.

I never got to play Daggerfall when it first came out, but I liked Morrowind enough that when I heard Oblivion was coming out I decided I had to try DF before I played Oblivion. I bought the game off Ebay and actually got a practically mint box with all the trappings for about 20 bucks! Despite the bugs even when the game was fully patched I was still pulled in by it. I think I might have actually been able to bear Oblivion if I hadn't played DF first... :P

This is looking fantastic though, and I'm glad to hear you're adding stuff to the wilderness. This might be the closest thing to a completed Dwarf Fortress adventure Mode in 3D we'll ever see!

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luciusDXL Author
luciusDXL - - 29 comments

Climbing needs to be tweaked but it is in already.

As for view distance, this is the first pass on the terrain. I plan on going back to it after the game is more playable. I mentioned roads, rivers and such in a reply above. However I should also mention that I plan on adding proper terrain LODs (only the highest LOD is visible right now) - allowing the terrain to be rendered out to the horizon. Imagine standing on a mountain and looking out over the bay. :)

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Shoelip
Shoelip - - 463 comments

That would be totally awesome... But reminds me. In the original game you had to get within a certain very close distance of a town before any NPCs would appear and they would usually sort of pop up out of no where if I remember correctly. Is there any way to make this appear more natural? Just how persistent are generic town NPCs anyway?

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luciusDXL Author
luciusDXL - - 29 comments

Generic town NPC's are not really persistent at all. Daggerfall only "simulates" those within a certain range of the player (as you've noticed). I have an incomplete implementation of the NPCs done (currently disabled because of other changes, but you can see them in some earlier blog entries/videos on the blog). Anyway I've set it up so that NPCs only appear out of the field of view - they suddenly "pop in" but you never see it so it appears more natural. Extended features will probably be implemented to improve the generic NPCs, but the initial behavior will be the same as Daggerfall (except the obvious pop-in).

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Da_maniaC
Da_maniaC - - 78 comments

Oh my god...i only just learned about this mod!
I am a huge fan of the elder scrolls series, so this is very cool to see!
Will there ever be a "TES: Arena" conversion by you maybe? :)

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Bupkus
Bupkus - - 55 comments

Any updates?

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Guest
Guest - - 689,261 comments

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HazakTheMad
HazakTheMad - - 1 comments

Daggerfall Unity is going strong if anyone out there is bummed by the end of this project.

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