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Vapourware Daggerfall Unity isnt Vaporware

Miles Davis or John Coltrane?

  • Miles Davis

    Votes: 48 29.3%
  • John Coltrane

    Votes: 48 29.3%
  • Kenny G (kc response)

    Votes: 68 41.5%

  • Total voters
    164

Wayward Son

Fails to keep valuable team members alive
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Do you think this could run on a laptop from 2008?
 

Bester

⚰️☠️⚱️
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Vatnik
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Messages
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USSR
It was Windows Vista back in 2008, and it already supported DX10. Then you could probably install Windows 7 on top, which is what you need. So it will depend on your CPU and GPU. It's not impossible.

0283e48d2233285805c352b7dae12652.png
 
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Wayward Son

Fails to keep valuable team members alive
Joined
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Messages
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It was Windows Vista back in 2008, and it already supported DX10. Then you could probably install Windows 7 on top, which is what you need. So it will depend on your CPU and GPU. It's not impossible.

0283e48d2233285805c352b7dae12652.png
My current laptop is Windows 7 already so the OS isn’t a problem I just wasn’t sure if DFU had some other extra requirements, thx
 

xuerebx

Erudite
Joined
Aug 20, 2008
Messages
1,004
Also, King of Worm's DREAM mod have been updated:

---------------------------------------------
= DREAM 2020/r2 - RELEASE NOTES =
---------------------------------------------
------------------------
= MOBS & CORPSES=
------------------------
All MOBs and their corpses - new shader effects for improved looks & blending into scene

2866 frames - AntiAliasing 4 better blending on sprites - parts which missed it

All front facing hit frames - better hit effects


New emission maps:
Lich & Ancient Lich - maps for magic attacks, glowing eyes and glowing staff
Orc Shaman - for staff, magic attacks, glowing red amulet
Imp - maps for magic attacks, emissive eyes

Mummy - emissive eyes
Vampires - improved eyes
Lamia - attack glowing eyes
Daedra seducer - for magic attack

All emissive maps of mobs have been finetuned.


Removed magenta color tint from:
Fiery dragon - is no longer pink
Vamprire female - is no longer red skinned
Centaur - no pink legs
Tiger - no discolouring


Improved visuals:
Tiger looks improved - sprites brightness and colors corrected so the
light is the same from all angles. Vanila Daggerfall issue.

Bear - changed the unnatural yellow tint to less shiny brown

Nymph, Werebeasts - general finetuning

Centaur - darkened the white lines he had around his hair/tail

Fiery dragon - new AI upscale and manually reprocessed


----------
= HUD =
----------
New HD Potion maker, ensured its function with HD ingredients (ty Lacus)
Tweaked character backgrounds to better fit the Paperdoll

New character background for High Elf
Changed backround for Wood Elf

Improved looks of big static images (court, death, prison)

Improved Bio tab, giving it more depth

Improved tabs inside trade windows

Added shader effects on menu tabs to better match the backgrounds

Darkened Book & Notebook and all similar backgrounds for better reading
Adjusted Spelbook shading colors/brightness, made DELETE and EXIT buttons red

Changed Wereboar player portrait to Black to go with 2020/r1 change of Wereboar MOB


--------------
= SPRITES =
--------------
Improved outline on most of the sprites
Improved 300+ sprites shading
Recreated selected sprites using AI
All flying spell sprites recreated using the AI and manual drawing
New cats and dogs using AI, shading and manual drawing

Implemented the hand drawn terrain sprites for desert regions made by Jman0War
(mixed with a bits of my desert sprites)

Cave stalactites - new shading

New golden and ivory bricks items in inventory

Tweaked some ingredients for better look

Blood splash and hit effects improved
icon_e_smile.gif



---------
=NPCs=
---------
All animated NPCs have new cleaner outline and shading
Some summoned daedras were improved using AI upscaling and hard manual labor


------------------
= PORTRAITS =
------------------
All portraits received re-processing and have new
shader effects for improved looks and blending into the UI


--------------------
= COMMONERS =
--------------------
All commoners - shader effects for improved looks and blending into scene

Lady with super yellow hair recolored to resemle character portraits better
The same with yellow haired guy

Improved facial matching of closeup frames with distant ones

Removed magenta tint from all commoners sprites


-----------------
= TEXTURES =
-----------------
All terrain textures now use Array system, that ensures better performance

Terrain textures have been tweaked to get closer to vanilla where possible

Removed blue snow arifact present on some buildings walls, now all snow is white


--------------------------------
= 1st PERSON HANDHELD =
--------------------------------
Optimalization:
identified unused archives
removed them from the pack to save some space and remove bloat
This allowed to pack whole Handheld in 1 package - previously it was 2 parts

Improved looks of bows
Improved looks of all static frames (when u just walk and hold a weapon)
Improved looks of leg kicks

Casting hands sprites fidelity improved
Horse/Cart riding sprites fidelity improved
Werewolf hands & Player Melee sprites fidelity improved

-------------
= SOUND =
-------------
Adjusted volume on tons of sounds
Improved the weapon draw sounds
Improved the item equip sounds
Improved ambient sounds
Added low frequency boost to some sounds so they have some weight
Better thunder roll sound
Lots of general finetuning and polish

-----------------
= ICON PACK =
-----------------
Improved look of all Spell Icons by creating their glass frames

---------------------
= MOD PRESETS =
---------------------
Mod presets have been updated

--------------------------
= RESHADE PRESETS =
--------------------------
Finetuned presets! Now it uses Eye Adaptation which actually works. It darkens the brightests spots during the
maximum sunshine. In dungeons, it brightens the darkest spots. Its set up in a way you will most likely not
even notice its there. Performance impact of this is close to zero.

Ive updated the bloom effects - its still VERY subtle, as all changes here. It enhances certain scenarios only.

Ive created TWO PRESSETS
- preffer performance - has bloom disabled as it is quite demanding and subtle
- preffer looks - has bloom enabled, this is how I play the game


--------------------------------------------------------------------
= PAPERDOLL - Finalization of project - public release =
--------------------------------------------------------------------
--------------------------------
= PAPERDOLL CLOTHING =
--------------------------------
Added detail textures & shading to all AI clothing 3130 files
Surface light blur pass to even out the new details
Improved the shape and look on 100s of male clothing pieces

Corrected all cloaks interior parts causing transparency issues
Darkened cloak interior parts to look more natural
Tuned cloak variants colors to better match each other


Corrected brightness on all female clothing
Palete change on all Aquamarine colors Female to better match the vanila
Reduced saturation by -20 on all Red and Purple Female color
Reduced lightness -5 saturation -10 of female purple clothing
Reduced saturation -20 added lightness +5 to all Green Female colors
Reduced brightness on some female white/aquamarine clothes
Refined edges on all AI golden tunics

Created 40 missing masks for the AI cloaks sets 239, 240, 241, 242
Cloaks 242_47 - all variants were bugged > remade + masks
Cloaks 241_24 - all variants were bugged > remade + masks
Improved cloak interiors to better fit exteriors
Skirts 240_101_0-Blue - corrected dimensions
Male sandals remade (tall version) to better fit various trousers


NEW VARIANTS:
Female leather trousers 40 color variants
Female golden suit - created all 40 color variants
Hide bra - shader, created all 40 color variants
Spiked bra - shader, created all 40 color variants
Flower bra - corected, added missing parts, shader, all 40 color variants
All female boots - added 440 color variants
Golden parts - mix of shader, detail textures. 200 new color variants
All male trousers, boots, suits, 520 clothing color variants


Corrected vanilla bug causing body switch with shirt 241_58 (all colors)
Corrected many miscleanious bugs in male clothing
Completed overlooked missing pieces

Removed unused black & orange clothing color variants (Sitrus) 1300 files


--------------------------------------
= PAPERDOLL BODIES & FACES =
--------------------------------------
Created last missing body in Sitrus style for female wood elf
Tweaked all left hands of female bodies so the weapons fit a bit better
All bodies - new shaders and detail textures
Tweaked Dark elf male bodies colors
Argonian faces detail textures and shading


Dark Elf new male/female faces in HD
Redguard new female faces HD
Nord new female faces HD


Corrected faulty outlines on the character faces
Rescaled Sitrus faces roughly towards the 512*512 resolution
Corrected Sitrus bodies dimensions and placement in the canvas
Created clothed variants for Sitrus bodies (with underwear)
Scratched the versions with underwear for everyone for now...

-----------------------------
= PAPERDOLL ARMORS =
-----------------------------
Detail texture layers and additional shading pass on all armors
Refined edges on all armors - 1280 parts

Improved masking on all helmets, getting rid of most of white outlines
All 600 helmet variants re-seated to the character bodies using the XML files

Finetuned all armor sets brightness across the parts
Corrected all female armor bugged colors due to wrong export script

All Chain armors completely remade, inconsistent vanilla transparency corrected
Further improved chain armor transparency

Improved hide armor legs chain transparency

Corrected wrong vanila placement of female full body armors (rotation)

Removed 500 redundand sprites & 4 masks


-------------------------------
= PAPERDOLL WEAPONS =
-------------------------------
AA on some missing weapons
All blade weapons - remade the tips
All short and long bows remade - better colors and shapes

Reseated all weapons placement in character hands via XML files (560 files)
All weapons with new shaders and detail textures

Tweaked all dwarven weapons blade colors towards darker shade (2nd pass)

Corrected bug on all rapiers causing a discoloration around the arm
Corrected some shields missed in a previous runs

Removed weapon set 233 which was NOT USED in the game (280 images)
Re-introduced 233 set-it was DFU bug, now its properly implemented in 0.10.22
icon_e_smile.gif



PLUS LOTS OF GENERAL POLISH AND BUG FIXING
icon_e_smile.gif

DREAM 2020-R2 version for windows is already up, other systems will follow soon
icon_e_wink.gif

https://www.nexusmods.com/daggerfalluni ... ?tab=files

file.php

5-1566049956-661681230.jpeg

5-1566740830-1862686742.png

5-1566723765-1534275538.png

5-1566740744-1654332766.png

5-1572294567-719329521.png

5-1583623577-487498665.jpeg

5-1584379736-881442574.jpeg

Damn this looks good! I used to post on the DaggerXL forums ages ago, and now I see Lucius (I think that was his name) has deleted the forums. So I guess Daggerfall Unity has now taken over? Can the full game be played or is it not finished yet? Thanks!
 

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,516
Location
London, UK
Strap Yourselves In
Are these awful and muddy character models from the original, or is it the work of mods?

Edit: Ah, so they're from the mods. The originals look like:

Apparently they've applied one of those AI imaging things to the originals to make images that are faithful to the originals but have moar pixels. Sometimes it works quite well, but sometimes it fails a bit.
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,779
Location
Australia
Yes, it all relies on stuff like ESGRAN upscaling and sometimes it can be less than perfect, especially when you're dealing with pixel art or very small images. The larger the initial input, the more accurate the output will be. They'd obviously be better off completely re-drawing/painting all of this stuff but that would require a lot of man hours and some fairly competent artist to translate the original art to a brand new, 2d, painterly style. Maybe upscaling and then editing would be the best way to go about it. Textures/tiles seem to get the most benefit out of it compared to the upscaled clothing and armour which looks really dreadful.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,828
I say it's an impressive improvement overall, especially if it's done with a click.
I'd say it isn't always an improvement, at all. The world map looks pretty good, but those lizard character models are prosperous. The woman at the top looks ok though. I'm guessing that the best way to play will be all original sprites and textures.

IIRC the full main quest is finished and they’re finishing up guild quests and radiant quests

Anyone know if that is right? This still isn't 1:1 daggerfall yet?
 

Wayward Son

Fails to keep valuable team members alive
Joined
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Messages
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Location
Anytown, USA
When I was playing it months ago I didn’t notice much missing, I think they were just missing a few of the quest frames for a couple of the guilds. Normal gameplay should be possible, I made it pretty far into the MQ before stopping
 

xuerebx

Erudite
Joined
Aug 20, 2008
Messages
1,004


I've just watched this video demonstrating a number of mods (mostly graphical) and now I can't wait to play this game again! Didn't know there were so many mods available.
 

Invictus

Arcane
The Real Fanboy
Joined
Nov 3, 2013
Messages
2,789
Location
Mexico
Divinity: Original Sin 2
The thing that keeps me from starting on this is the fact that quest logs dont yet carry over, I already a bit deep into the MQ and if I try to transfer my normal Daggerfall save they don’t show up on the log at all
 

xuerebx

Erudite
Joined
Aug 20, 2008
Messages
1,004
I'll wait to play until version 1 is released. Really looking forward to this more than some newer games on the horizon to be honest!
 

gurugeorge

Arcane
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Location
London, UK
Strap Yourselves In
I've been playing this a bit. The problem is that after playing this, one starts to long for proper 3-d models, buildings and clutter! And the fact that it's now on Unity, which makes that a possibility, makes the game a bit more frustrating, in an odd way, than just playing the original.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,828
I've been playing this a bit. The problem is that after playing this, one starts to long for proper 3-d models, buildings and clutter! And the fact that it's now on Unity, which makes that a possibility, makes the game a bit more frustrating, in an odd way, than just playing the original.
Were you playing with a mixture of original game art and upscaled/HD textures? Your post encapsulates the aesthetic dissonance that I always experience when trying to play old games with HD textures, and is why I (almost) always prefer original art.
 
Last edited:

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,516
Location
London, UK
Strap Yourselves In
I've been playing this a bit. The problem is that after playing this, one starts to long for proper 3-d models, buildings and clutter! And the fact that it's now on Unity, which makes that a possibility, makes the game a bit more frustrating, in an odd way, than just playing the original.
Were you playing with a mixture of original game art and upscaled/HD textures? Your post encapsulates the aesthetic dissonance that I always experience when trying to play old games with HD textures, and is why I (almost) always prefer original art.

Yeah the upscaled textures - some of which are ok, some not so good, it's a mixed bag.
 

Lemming42

Arcane
Joined
Nov 4, 2012
Messages
6,159
Location
The Satellite Of Love
Getting 3D models for NPCs would be wild. From what I've read it's possible for generic NPCs like townspeople, and for questgivers like the royal families, but not for enemies yet.
 

xuerebx

Erudite
Joined
Aug 20, 2008
Messages
1,004
Were you playing with a mixture of original game art and upscaled/HD textures? Your post encapsulates the aesthetic dissonance that I always experience when trying to play old games with HD textures, and is why I (almost) always prefer original art.

It's true that when you get a mixture of old and new textures the difference can be really jarring. From what I understand however there are at least two mods (DREAM and an upscaled textures mod) which perhaps when they're fully released everything will be new or upscaled, instead of a mix and match.

https://forums.dfworkshop.net/viewtopic.php?f=27&t=583

https://forums.dfworkshop.net/viewtopic.php?f=27&t=1168

https://forums.dfworkshop.net/viewtopic.php?f=14&t=3322

Not sure if they're all really compatible.

Getting 3D models for NPCs would be wild. From what I've read it's possible for generic NPCs like townspeople, and for questgivers like the royal families, but not for enemies yet.

https://forums.dfworkshop.net/viewtopic.php?f=14&t=3594

What I want is a better inventory system, especially one that helps with the sorting of ingredients.

Yeah the original inventory "list" system could be greatly improved. I think a mod should be able to change this system.
 

xuerebx

Erudite
Joined
Aug 20, 2008
Messages
1,004
Unfortunately I'm not well versed in the lingo of unconventional emoticons - is that good or bad?
 

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