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Plumpbiscuit

Banned
Oct 27, 2017
1,927
yshearing.jpg


In today's first update of 2018 there are a lot of promising features to look forward to being implemented. The game is already fully playable from start to end but there're still lots of missing features such as the whole potion making, thieving, guilds and more. In this most recent blog post, interkarma goes over the individual members who are making this project come to life and details what they're working on exactly. You can read what they're working on what they are doing this year but here's a few highlights that I like the sound of:

dfworkshop said:
Dungeon Water

It's now possible to swim in dungeons… and dive underwater… and drown when you get lost in that flooded passage. Allofich solved the long-running mystery around how dungeon water level was determined and proceeded to implement the entire feature stack of swimming, right down to sound effects and breath management. All I had to do was add the water plane to show the water surface visually. I still need to implement underwater effects at time of writing.
dungeonwater1.jpg
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dfworkshop said:
Magic Weapon FPS Graphics

In preparation for 0.5, magic weapon FPS graphics are now used when player equips a magical weapon. The actual magic effects aren't there yet, of course, but this is still an important part of the process.
magicweapongraphics.jpg

dfworkshop said:
Shop Shelves & House Containers

If you have bought or sold items in Daggerfall Unity recently, you have Hazelnut to thank for these features. While selling has been in for a while, the ability to interact with shop shelves and buy items is a more recent addition. This required some work to link up 3D container objects to loot containers, populate with items as per classic (Allofich helped here), and persist state of these containers when player enters and exits buildings. There's a little more on this below, but the short version is you can buy stuff now.

World Persistence & A Shipworthy Home

In classic Daggerfall if you exit a building then return back inside the interior is just how you left it. Up until recently, Daggerfall Unity wiped the interior of buildings as soon as you left. Some work was needed to persist world state for the player as they entered/exited buildings, purchased items, opened doors, stole items, dropped loot on the ground, stored items in their home, and so on. This world persistence was a hard job, but Hazelnut has delivered excellent work all around. This feature is also the bedrock of player housing, which makes an early debut by way of the player's ship.

You can now buy a ship from a bank, use that ship to speed up your transportation time and reduce costs, and transfer to that ship directly using the Transport menu. From here the ship acts as a kind of nautical home base where you can store loot gathered in your adventures. Any loot dropped on the ship or stored in the available containers will persist permanently in the save data for that character.
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dfworkshop said:
Texture Compression

This new feature applies DTX5 compression to replacement textures injected through the mod system. This will reduce texture memory by half or more at the expense of greater load time (as textures are injected procedurally). This is hard to show in a screenshot, and I have King of Worms on the forums to thank for this informative image created after performing some tests with texture compression and a large number of texture mods.
compress-compare.jpg

Lots more juicy info covering combat, guilds, menus and more here.

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Jamesac68

Member
Oct 27, 2017
2,397
Wait wait wait- Daggerfall? Actually playable? What sorcery is this!?

So my understanding of the project from 5 minutes of research is this isn't a standalone game but rather a Unity shell that requires ownership of the original game, right? That's how they plan to avoid D&C action?
 

Dancrane212

Member
Oct 25, 2017
13,962
So my understanding of the project from 5 minutes of research is this isn't a standalone game but rather a Unity shell that requires ownership of the original game, right? That's how they plan to avoid D&C action?

Right and with Bethesda giving away the older Elder Scrolls games for free I don't imagine they care too much about this.

The Unity build also has a decent amount of mods available if you want things to look a little more HD.

 

Armaros

Member
Oct 25, 2017
4,901
Wait wait wait- Daggerfall? Actually playable? What sorcery is this!?

So my understanding of the project from 5 minutes of research is this isn't a standalone game but rather a Unity shell that requires ownership of the original game, right? That's how they plan to avoid D&C action?

Right and with Bethesda giving away the older Elder Scrolls games for free I don't imagine they care too much about this.

The Unity build also has a decent amount of mods available if you want things to look a little more HD.



Yup, they are probably in the clear as long as they don't step on Bethesda's shoes and try to monetize it.

That's how you get lawyers on your ass very quickly.
 

LiQuid!

Member
Oct 26, 2017
3,986
New build is out and apparently playable from start to finish so I finally decided to check it out after all these years of waiting (including the time spent waiting for DaggerXL). This is one of my favorite games of all time.

Just went through Privateer's Hold and broke the game a bit (fell through the ground while accidentally triggering "repel mode"). Also noticed the enemies attacking each other a lot. Totally bypassed the throne room skeleton when he jumped down the stairs to kill the bat. Also the last room of the dungeon (with the Imp + Rat + Bat) was a bloodbath as I approached as I saw a message that a rat died and I opened the door just in time to see the bat kill the imp(!). I don't really remember this kind of behavior in the original.

Out in the open world and wow. This is some dark magic going on with this open world. Actual hills? Ability to see in the distance? Yeah this is going to be a fun way to mess around with this game again for sure.

I'm finding the mouse movement a tad swimmy, but I'm sure I'll get used to it. (edit: never mind, found and disabled the mouse smoothing option now it plays perfect)
 
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Masterspeed

Member
Oct 25, 2017
4,825
England
That looks exactly how I want it to look. Before clicking I was expecting it to be in the Skyrim engine or something that looked exactly like it. Keeping it the same as it is, is just perfect. I'm totally going to check this out, thanks OP.
 

batfax

One Winged Slayer
Member
Oct 25, 2017
7,410
Oh, man. It's been ages since I looked at the DF remake projects. Look like they're doing great. Next time I get an itch to replay I'll probably be downloading this stuff...
 

Ravio-li

Member
Dec 24, 2018
949
Daggerfall managed to get my favorite elder scrolls game - with oblivion being my first. Always love to play some Daggerfall from time to time, but I assume this is not compatible with saves from the normal version of the game?

This looks really great. But I prefer the pixelated textures and sprites from the original instead of the HQ textures in some mods. Better an HQ remake of the soundtrack.
 

LiQuid!

Member
Oct 26, 2017
3,986
Daggerfall managed to get my favorite elder scrolls game - with oblivion being my first. Always love to play some Daggerfall from time to time, but I assume this is not compatible with saves from the normal version of the game?

This looks really great. But I prefer the pixelated textures and sprites from the original instead of the HQ textures in some mods. Better an HQ remake of the soundtrack.
Totally is compatible with classic saves. It's just reading the game data directly off your already installed version of the game. Was able to load up my old decked out characters from years ago and play them in this. It did warp my character from the Sentinel Palace where they were parked and placed them just outside the city probably to avoid some conflict

edit: looks like that character's spell book and quest logs are blank, so doesn't seem to be working that well. Would be best to start over I think
 

Ravio-li

Member
Dec 24, 2018
949
Totally is compatible with classic saves. It's just reading the game data directly off your already installed version of the game. Was able to load up my old decked out characters from years ago and play them in this. It did warp my character from the Sentinel Palace where they were parked and placed them just outside the city probably to avoid some conflict

edit: looks like that character's spell book and quest logs are blank, so doesn't seem to be working that well. Would be best to start over I think
Thanks, good to know. Still good enough to get a quick impression of the project without having to play through Privateers Hold again
 

Unicorn

One Winged Slayer
Member
Oct 29, 2017
9,555
I JUST learned this existed and this is as exciting, if not moreso, than OpenMW for Morrowind.

I can't believe the open frontier of what this can do for Daggerfall. So exciting!

the "Interesting Terrain" mod on Nexus is mindblowing!

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