Twinkle
Liturgist
I played a bit with his another project, Dark Forces XL, and it was pretty impressive from graphical standpoint. Sprite weapons and enemies aside graphics were roughly on par with Jedi Outcast.
denizsi said:Either he or someone here posted about this here when the project has just started. I gave it the usual modder's syndrome treatment, that it was bullshit and would soon get abandoned "due to real life issues". The guy took it a little hard, posted a couple times and disappeared. I've been following his blog since then. He's making good progress but I detect a shitstorm approaching as he'll delve into the actual game mechanics, stats and the mind fucker of a reputation system.
In the end, you all owe me a thanks as well for hardening him early and injecting TRUE motivation in the guy. ie. i'm glad i was wrong
Tails said:If this will be completed and fix many issues with Daggerfall... bye bye real life, atleast for a month.
Luzur said:wasnt that someone else from the ESF? dont think Lucius posts here.
I said at least but yeah, I admit that I forgot a bit how large Daggerfall is and... lovely.Lonely Vazdru said:A month... You have forgotten how big this game is. I'll be gone longer, that's for sure.
While I personally disagree, denizsi is not the only one to feel this way. To that end, DaggerXL has supported an "emulate 320x200" mode for a while now. So the game runs at full resolution (which helps avoid issues like lower limits on resolution that most GPUs have and upsampling issues with monitors not running at native resolution) but renders to a 320x200 backbuffer and upscales that. It uses point sampling by default to maintain the pixelated look (the whole point), so the graphics remain crisp and low resolution.denizsi said:I said it in that thread, I'll say again: upscaled blurry graphics make me puke and I especially dislike the efforts at remaking textures and models in 3D and all that stuff. Half the beauty of Daggerfall is the abstraction layer achieved through simplified graphics. Adding 3D animated character models and what.. :puke:
I love graphics of Daggerfall just the way they are: extreme pixelation 320x200. Anything more is unnecessary.
While I personally disagree, denizsi is not the only one to feel this way. To that end, DaggerXL has supported an "emulate 320x200" mode for a while now. So the game runs at full resolution (which helps avoid issues like lower limits on resolution that most GPUs have and upsampling issues with monitors not running at native resolution) but renders to a 320x200 backbuffer and upscales that. It uses point sampling by default to maintain the pixelated look (the whole point), so the graphics remain crisp and low resolution.
If you want to run at high resolution but not have blurry textures, then you can turn down the texture filtering. DaggerXL supports point sampling, which will give the textures a pixelated (rather then blurry) look if you want.
Finally special effects, like bloom, can be turned off. In addition the view distance can be reduced to Daggerfall levels if you want a more authentic experience. So the graphics can be tailored to your tastes, to some degree.
Thank you very much sir.luciusDXL said:Well, I have actually posted here in the past. I didn't start the original thread but I did post some responses. I admit I'm not a regular poster here though.
As for this:
While I personally disagree, denizsi is not the only one to feel this way. To that end, DaggerXL has supported an "emulate 320x200" mode for a while now. So the game runs at full resolution (which helps avoid issues like lower limits on resolution that most GPUs have and upsampling issues with monitors not running at native resolution) but renders to a 320x200 backbuffer and upscales that. It uses point sampling by default to maintain the pixelated look (the whole point), so the graphics remain crisp and low resolution.denizsi said:I said it in that thread, I'll say again: upscaled blurry graphics make me puke and I especially dislike the efforts at remaking textures and models in 3D and all that stuff. Half the beauty of Daggerfall is the abstraction layer achieved through simplified graphics. Adding 3D animated character models and what.. :puke:
I love graphics of Daggerfall just the way they are: extreme pixelation 320x200. Anything more is unnecessary.
If you want to run at high resolution but not have blurry textures, then you can turn down the texture filtering. DaggerXL supports point sampling, which will give the textures a pixelated (rather then blurry) look if you want.
Finally special effects, like bloom, can be turned off. In addition the view distance can be reduced to Daggerfall levels if you want a more authentic experience. So the graphics can be tailored to your tastes, to some degree.
I should also be clear that by default DaggerXL only uses the original data. You only get 3D models, high resolution textures and so on through mods - which are completely optional. In addition, extended features are also completely optional.