**UPDATE**
I have enough people to test now, I will post another update next week. I will also make an announcement once the testing has actually started.
So I’ve been back to work on the actual gameplay side of things. I’m currently working on getting character generation to 100% completeness (class questions, all the UI working properly, custom class generation). After that I have to complete the Quest system.
Anyway, due to reverse engineering efforts, the “Pure Mode” will be really close to the original (source port close) – with the addition of fixing game breaking bugs. To that end I plan on having a small closed testing period, with just the Pure Mode enabled, in the next couple of weeks. The goal will be to a)make sure it works on a sampling of computers, b) make sure that there aren’t any critical bugs that make it into the broader release (game doesn’t start, black screen, crashes, etc.) and c) make sure the game is fully playable (even beatable if you’re fast enough to get through before the testing period ends).
While this testing is being done, I’ll finish up other elements needed for the Beta release (settings and options, remaining high-end terrain work, etc.). The full Beta release will be available to everyone, of course.
So I’ll probably enlist about 8 people from here for this initial phase, which will start in a couple of weeks. Just post in theforum threadwith this same name. Make sure you are willing to test, accept that thismay be buggy and understand that only the Pure Mode will work (i.e. no fancy graphics, no advanced terrain, etc.). If you are interested, just post a response in the forum thread with system specs (you can PM me the specs if you aren’t comfortable posting them publicly). Also this isonly DaggerXL, though there will be similar tests for the other big releases as well.
What you see in the video is just the basic system up and running. I plan on having procedurals based on biome, some erosion to refine the shape of the large scale heightmap, proper distribution of foliage/objects, more forests/jungles, rivers, roads, locations visible to the horizon, localized ground fog/weather conditions and much more. :D
Of course, this is all optional too. So you can still play using vanilla terrain if so desired (see the blog post for more details).
If this guy actually finishes this thing it may just turn out to be amazing!!
More like he'll end in Shivering Isles.If this guy actually finishes this thing it may just turn out to be amazing!!
well, he has sworn that he will finish it or die trying.
More like he'll end in Shivering Isles.If this guy actually finishes this thing it may just turn out to be amazing!!
well, he has sworn that he will finish it or die trying.
Care to elaborate....?
Care to elaborate....?
July 14, 2013 |Author luciusDXL
I originally promised an update this week. Unfortunately there isn’t a lot to tell, I’m still hammering away at the goal of completing the gameplay functionality for the Beta. I should make some good progress next week with the closed testing starting shortly afterwards – I already have enough testers lined up for this (see the previous blog post). My plan is to have a gameplay video up next week, showing the “Pure Mode” in action – showing things like proper NPC behavior, quests and so forth.
This is a short post this time but I’m planning on having a blog post per week from here on out (or more when warranted), though some may be short and informal like this one.
Three years later, it is coming closer.
Because there is no newer thread about Daggerfall, regarding the not XL one, I got a bug and I'm wondering:
I got a quest from the Mage's Guild about killing a rogue wizard in a certain dungeon. Cleared such a dungeon very throughly from enemies as nasty as one ancient lich(one hell of a fight) without finding any named hostile NPC and the quest giver simply stopped reacting after giving the quest(as in clicking in the "talk" or "get quest" buttons from him do nothing after it, not even opening basic character dialogue). Is there any way to fix it or will I have to start a new character if I want to continue progressing in the Mage's Guild because of the mistake of overwriting the save before taking the quest because that quest giver will be locked forever?
Did you try to let time pass until the quest is considered failed to see if the questgiver talks anew ?the quest giver simply stopped reacting after giving the quest...Is there any way to fix it or will I have to start a new character if I want to continue progressing in the Mage's Guild because of the mistake of overwriting the save before taking the quest because that quest giver will be locked forever?