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Vapourware Daggerfall Unity isnt Vaporware

Miles Davis or John Coltrane?

  • Miles Davis

    Votes: 49 29.7%
  • John Coltrane

    Votes: 48 29.1%
  • Kenny G (kc response)

    Votes: 68 41.2%

  • Total voters
    165

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,939
Location
Swedish Empire
I think we should, with Klasodeth's or Lucius' permission. Klasodeth may have just put it up for curiosity and not want us to put it up. However, assuming that it is okay: the XL Engine started only a short time after we started the OpenMW project back when Nicolay Korslund was still around. The XL Engine is an academically and historically relevant project to what we are doing with OpenMW. When both projects started they were two of only a limited number of FOSS engine reimplementations. The stories of these projects are really similar: started by one person; both had impressive ground-work laid by their founders, but, one open-sourced and the other didn't. The survival of the one vs. the other tells a great story about why the OpenMW team is so great. It teaches a lesson on the importance of team development in video games (what would have happened to OpenMW without Zini? for example). It also helps show the remarkable amount of devotion of the Elder Scrolls community to doing what we love. Having the XL Engine would help us preserve these games for future generations and future computer hardware and the history of the reimplementation genre of FOSS gaming subculture.

I'm not suggesting the OpenMW website become the discussion zone for any further XL Engine development, that's a separate discussion.* Just that our org repo makes a good place to put it, as it's extremely relevant. People who like this sort of thing will probably get a kick out of having the first two Elder Scrolls reimplementations symbolically linked.

If the XL Engine had been OS'd, we'd probably have two exciting Elder Scrolls reimplementations to entertain our niche community instead of only our one. It may help tell the story of reimplementations (which seemed to take off around 2005-2010) and help inspire more reimplementations.

I really think we should do this. It would be really kind and cool to appreciate the XL Engine's part in our community's history.

*If it ever acquires another permanent home, we can also always remove it

may have just put it up for curiosity

So it is basically dead then, like you would put a dried out mummy in a museum.

Also, this:

Copyright 2018 Lucius

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Anyway, they seem pretty negative to interkarma's project on that forum, are they all linux users? it is the only DF project that actually looks to get finished.
 
Last edited:

Santander02

Arcane
Joined
Sep 29, 2009
Messages
3,363
Ugh, I can't get over the low resolution sprites clashing with the ULTRA HD PARALAXED TEXTURES. Has anyone worked on creating high res sprites to put alongside that barmaid, innkeeper, etc that were made years ago?
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,939
Location
Swedish Empire


Ugh, I can't get over the low resolution sprites clashing with the ULTRA HD PARALAXED TEXTURES. Has anyone worked on creating high res sprites to put alongside that barmaid, innkeeper, etc that were made years ago?

there are like 3 projects ongoing that is doing just that, so i guess you'll have to choose one when they are done.
 

Lonely Vazdru

Pimp my Title
Joined
Jan 10, 2007
Messages
6,702
Location
Agen
I wonder if this will ever be finished. In the meantime all this Daggerfall talk made me want to play the game again. I did and had a blast. I finished it but still play to summon all daedra princes and hunt some souls to enchant items. I didn't imagine I'd have such a great time replaying that massive old game. It really remains a CRPG masterpiece AFAIC. It should have been the basis for incredible CRPGs to come and I can't imagine what fantastic games I'd be playing by now if Bethesda and other gaming companies had kept on in that direction. Unfortunately it was not to be and from then on, TES and CRPGs in general, went downhill.
 
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Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,939
Location
Swedish Empire
I wonder if this will ever be finished. In the meantime all this Daggerfall talk made me want to play the game again. I did and had a blast. I finished it but still play to summon all daedra princes and hunt some souls to enchant items. I didn't imagine I'd have such a great time replaying that massive old game. It really remains a CRPG masterpiece AFAIC. It should have been the basis for incredible CRPGs to come and I can't imagine what fantastic games I'd be playing by now if Bethesda and other gaming companies had kept on in that direction. Unfortunately it was not to be and from then on, TES and CRPGs in general, went downhill.

Interkarma have sworn to get the basic game out + he have given the source code to a couple of his moderators ont he forum IIRC, so not even his death will stop it.
 

a cut of domestic sheep prime

Guest
grass is a bit thicc, but not bad nonetheless.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,939
Location
Swedish Empire
First Look At Spells
Posted on April 23, 2018 by Interkarma


I recently demonstrated spell missiles and discussed the back-end framework driving magical effects in Daggerfall Unity. I’m happy to report that it’s now possible to create custom spells and hurl sparkling death at your foes! As my last article was a bit dry and technical, I’ll start this one off with a short video of spells in action.







New Builds
You’ll find all new test builds on the Live Builds page as usual. Here are the key features of this release.

  • Create custom spells in the Spellmaker UI (invoke using “showspellmaker” from console).
  • Spellbook UI where custom spells are saved with your character.
  • 3x magic effects are currently available for testing:
  • Continuous Damage Health (a damage over time effect).
  • Damage Health (a direct damage effect).
  • Heal Health (heal yourself and other entities).
  • All elements and target types are available (as appropriate for effect) when creating spells.
  • Smooth crouching, head bobbing, and head rocking when damaged (Meteoric Dragon).
  • Sound and music volume sliders (in progress). Some effects not wired up to volume slider yet (Meteoric Dragon).
  • City Guards and crime tracking, starting work on Crime & Punishment (Allofich).
  • More mod support in the back-end (TheLacus).
  • Various small bug fixes and improvements.
While only 3x effects are available at this time, this doesn’t nearly do justice to the progress that has been made. Spell effects are actually very small scripts – usually no more than a few lines of code and some properties. What really matters is the framework driving magic in Daggerfall Unity has finally progressed to this point. The previous article has more on this if you’re interested.



Testing
The purpose of these builds is to test the magic & effects framework is well-behaved and usable in its current state. What I’m looking for are crashes and other unexpected behaviour in the framework. Once this is working well, I will continue to roll out more effects in future builds. To keep testing as focused as possible, here’s a summary of what you can expect from this release.

  • Create and cast spells using the starting 3x test effects above.
  • There is no spell absorption, reflection, or elemental resistance at this time.
  • You can select elements to change appearance of spell and missile, but all elements are equal in terms of damage.
  • All target types (caster, touch, target at range, etc.) should be working.
  • Spells do not yet increase related magic skills of character.
  • Spells are all currently free to buy and to cast – so make them as weak or powerful as you like.
  • All of these free spells will be expired at some point closer to 0.5 stable.
  • Magic items are not implemented yet, this will come much later in 0.5 cycle.
Note: Due to changes in the modding system older mods may not work in this version. Please revert to build #105 for any broken mods until creators update for current version.



Feedback
For discussion on these builds, please head over to the forums. If you want to report a bug, post this to the Bug Reports forums. If you’re not sure if something is a bug or just not implemented, don’t hesitate to ask in Help & Support.

I hope you enjoy this early preview of spells in Daggerfall Unity. Have fun!



For more frequent updates on Daggerfall Unity, follow me on Twitter @gav_clayton.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,939
Location
Swedish Empire
SN3C5A6.png

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UqK8zSX.png


Grass is being optimised, Grass 2.0
 

a cut of domestic sheep prime

Guest
slightly better. no more grass afros everywhere.
 

Lagi

Augur
Joined
Jul 19, 2015
Messages
827
Location
Desert
2nd photo:
skyrim level of grass with fist-size pixel grounds looks "perfect".

if i ever install it, turning off grass to gain fps would be my first setting.
 

V_K

Arcane
Joined
Nov 3, 2013
Messages
7,714
Location
at a Nowhere near you
I wonder if it's possible to make a mod that'd triple (or maybe even quituple) the number of trees in the forests. With this new viewing distance, they seriously bother me.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,939
Location
Swedish Empire
Updated Builds May 2018
Posted on May 8, 2018 by Interkarma




A new round of 0.5 builds are available from Live Builds page. Here’s an overview of what has changed in this version.

New Features
  • Spellmaker now shows gold and spell costs. Spells will remain free to buy and cast for testing purposes.
  • Casting spells now deducts spell points from player, but can continue to cast spells at 0 spell points for testing purposes.
  • Crime & Punishment updates with more work on Court UI in progress (Allofich).
  • Implemented Drain Attribute, Paralyze, Levitate effects. Check these Twitter links for short videos of Paralyze and and Levitate in action.
  • Started work on Heal Attribute effects and resistance back-end. Currently only Heal Strength is available, will build more soon.
  • Can now open spell book from character summary UI.
  • Using smaller SoundFont “TimGM6mb.sf2” by default to reduce distribution size.
  • Can now use custom SoundFont by placing .sf2 file in StreamingAssets/SoundFonts and setting SoundFont=filename.sf2 in settings.ini.
  • Active spell effects are now saved/loaded.
  • Allow mods to save/load data (TheLacus).
  • Updated player headbob, smooth crouch, and other movement mechanics (MeteoricDragon).
  • Implement town NPC dialog to include “Where Is > Person” queries (Nystul).
  • Implement spell icons for active spells. Includes tooltips while game is paused.
  • Updates to ensure default materials always have glossiness 0 and metallic 0 and alpha channel available. This is groundwork for using later Unity versions.
  • Attacking civilians with offensive spells is now considered assault. Killing civilians with offensive spells is considered murder.
Bug Fixes
  • Fix bug with loose file asset injection (TheLacus).
  • Fix bug where player could not delete spells from spell book.
  • Fixes for enemy turning (Allofich).
  • Fix mobile NPCs “skating sideways”. Still some mobile NPC pop-in to resolve.
  • Fix guild membership lost after loading a game (Hazelnut).
  • Fix weather manager causing a crash after loading interior save, and preventing future saves.
  • Fix enemies shooting bow too much (Allofich).
  • Fix %god macro causing a crash in popup dialog. This would become evident when player could not complete quest or rest after bug occurred.
  • Fix certain quest NPC placement tracking to support dialog system.
  • Fix certain town quests starting and ending instantly due to travel time not being calculated (merchant and commoner quests are still in progress).
  • Fix bug where player could melee attack at bow range after changing hands from a bow attack.
  • Fix travel map border not disabling when zooming in.
  • Minor quest fixes.


For more frequent updates on Daggerfall Unity, follow me on Twitter @gav_clayton.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,939
Location
Swedish Empire
Is it playable from start to the end in current state?

It is, AFAIK, educate the mind over on their website:

http://www.dfworkshop.net/

also:

Get Ready For Diseases
Posted on May 12, 2018 by Interkarma


youfeelsomewhatbad-1024x262.png


Unlike later games in the series, diseases in Daggerfall are more than a mere annoyance. They mean serious business and could spell a permanent end to your adventures if left untreated. Diseases will sap your attributes to nothing and even kill you in a matter of days if you don’t manage to get cured.

So good news everyone! Starting with latest Live Builds you can become infected with diseases in Daggerfall Unity thanks to dirty creatures like bats, rats, and mummies.

Diseases actually began development a while back. Most of the research and back-end framework was built out by two rockstar contributors you should already be familiar with: Allofich and Hazelnut. Diseases have just been waiting for me to implement effect system to handle their payload and support their curing by spell effects. This is another great example of a successful collaborative effort for Daggerfall Unity.

Rather than roll out a dry article about implementation details, I’ve decided to use the Visual Diary format to tell a bit of a story and show all the different parts of the disease system in the context or normal play. I’ve decided to create a fictional day in the life of your average character to show how he might catch a disease and find his way to a cure. This is also great opportunity to show just how far gameplay has come, as everything that follows is something that could play out in Daggerfall Unity right now.

Let’s begin.

Part One : The Mummy
It’s just one of those days. Your bank loan is due and your room at the Pig and Cat is almost up. You need some gold like yesterday to fuel the expensive tavern and ship-travel lifestyle you’ve become accustomed to. You’re about to be homeless and legally wanted in Gothway Garden of Daggerfall. So what’s a flat broke adventure to do?

You decide to visit Tristyn Hawkton of the Mages Guild to see if there’s any work available. It turns out he’s just delighted to see you and crazy for some wrappings from a very specific mummy called Maruag. Would you mind popping over to the Ruins of Wicksmith Court to get them for him? He’s paying 1359 gold pieces for your trouble.

mummy-wrappings-1024x576.jpg


That should be enough to pay back your bank loan and a buy several months at the Pig and Cat, so you accept the quest and make your way on horseback to the Ruins of Wicksmith Court to look for that mummy and nick some of the poor thing’s bandages.

ruins-wicksmith-court-1024x576.jpg


Not much left of this place, is there? Just a few crumbled building and an entrance to some below-ground hellscape. You wonder if these places would still be ruins if they didn’t insist on building on top of labyrinths filled to the brim with monsters. Maybe the property tax is lower or something?

After a few hours of searching dead-ends, you finally encounter the mummy Maruag itself. Looks like some other adventurer has taken the time to put it in a cage. Maybe they needed wrappings too?

maruag-1024x576.jpg


You try reaching for a loose end from Maruag’s wrapping. Live and let live right, the poor thing is already trapped in a cage. But Maruag is less than impressed and claws at your arm, drawing blood. You think: “right, you’re done mate!” and cut down Maruag with that overpriced Daedric Dagger you took out a huge bank loan for a while back. On its double-dead corpse you find another 900 pieces of gold (score!) and the wrappings Tristyn Hawkton is looking for.

maruag-dead-1024x576.jpg


maruag-wrappings-item-1024x576.jpg


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With all the gold you’ve made on this run, plus the reward, you’ll finally be out of debt with the bank and have a roof over your head for a long while. You rest up and use your Medical skill to treat that scratch Maruag gave you earlier, then head back to Gothway Garden.

What you don’t know yet is that Maruag’s parting shot at you from his last moments of undeath have left you with a nasty surprise lurking in your bloodstream.



Part Two : The Homeward Journey
You look at your map to plan your journey home, and this is where you get your first sign of trouble. Suddenly the game is warning you something isn’t right.

travel-warning-1024x576.jpg


As a seasoned adventurer, you know this means you’ve caught a disease. Probably from that mummy scratch. You think it over for a minute and determine that you feel healthy right now.

seem-healthy-1024x576.jpg


You know from experience that diseases have a short incubation period. You probably won’t feel bad until tomorrow sometime. The Ruins of Wicksmith Court is about a day from Gothway Garden, so travel should not be too risky. If you were several days from the nearest town with a temple, things might be different. But it’s already late in the afternoon after spending so many hours in that dungeon, so you decide to get a move on and make your way back to Gothway Garden as quickly as possible by travelling recklessly.

You arrive shortly after midnight, and you’re already starting to feel unwell. Looking at those sores forming on your arm, you know that you’ve caught the Red Death, a horrible disease that will be fatal if left untreated. You’re already feeling quite drained. Thankfully you made to town without wasting any time!

feeling-bad-1024x576.jpg


red-death-1024x576.jpg


feeling-drained-1024x576.jpg




Part Three : A Temple Cure
The quickest way to heal is by visiting the local temple if one is available. Fortunately Gothway Garden has a Resolution of Z’en on the north-east side. You make your way through the sleeping town in darkness, accompanied only by the sound of crickets.

temple-map-1024x576.jpg


A temple healer is on duty at all hours, and she offers to cure your Red Death for the low price of 317 gold pieces. You pay the fee and are healed in short order.

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Part 4 : Curing By Spellcraft
On the other hand, you might decide you don’t want any dealings with a temple that’s only going to take more of your hard-earned gold. You have some skill in Restoration… well, kind of. Maybe instead you can heal your own disease and save yourself some gold. You’re already a member of the Mages Guild after all. The first problem is that you travelled to town as quickly as possible and the Mages Guild is currently closed. At least you can rent your room at the Pig and Cat for another 30 days and try to create yourself a cure in the morning.

mages-guild-closed-1024x576.jpg


room-for-30-days-1024x576.jpg


Later that morning, you visit the Mages Guild again and head straight for the spell maker to create a Cure Disease spell. Here you strike another problem. You’re more of a Daedric Dagger kind of person, so you’ve been a bit tardy in your magical studies. You only have 6% skill in Restoration and 120 spell points to work with. Thankfully that Red Death isn’t draining your Intelligence attribute or a temple might be the only option for now. You create a Cure Disease spell with the best chance of success you can for under 120 spell points.

cure-disease-spell-1024x576.jpg




You put together a Cure Disease spell that gives you a 1% chance of success plus 9% for every 2 levels gained. You’re currently level 12, so you have a 1+9*(12/2)=55% chance of success. That’s a better than half chance of success. Unfortunately it costs 408 gold pieces, which is more than the temple was offering. But at least now you can cure your own diseases whenever you need to. Anyway, who cares about stupid numbers? Let’s cast this thing!

cure-disease-spellbook-1024x576.jpg


A crackle of fierce magical energy erupts from your hands and flows around your body. You feel the healing energies seep into your… wait, “spell effect failed”?

spellcast-crackle-1024x576.jpg


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A better than half chance of success still means you have about a half chance of failure as well. And now you’ve blown your whole magicka reserves casting that one spell. Oh well, at least you’re not that sick – yet. Not to be defeated, you return to the Pig and Cat to recover your magicka reserves to rest and try again. But first you give Tristyn Hawkton have his stupid mummy wrappings on the way out.

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After several hours of rest and a second attempt, you finally clear yourself of that disease.

rested-and-cured-1024x576.jpg




Part 4 : Epilogue
With some gold in hand, you visit the local Bank of Daggerfall and pay back that loan for the Daedric Dagger. Despite everything you’ve been through, you still managed to come out even stronger in the end. Maybe now it’s time to continue with the Emperor’s quest.

loan-repaid-1024x576.jpg




For more frequent updates on Daggerfall Unity, follow me on Twitter @gav_clayton.
 

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