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File: 4fc723f464a16c1⋯.jpg (268.57 KB, 1920x1080, 16:9, daggerfall unity.jpg)

3db275  No.15520597

>try daggerfall unity

>see this "lighting"

>try every option to turn it down with no luck

>every dungeon looks like shit because of it

Sorry but i think i better just play the original.

b92dc9  No.15520607

File: 4b8ea50206159e0⋯.jpg (41.64 KB, 948x960, 79:80, 0b83cf4f659239ebb8be943964….jpg)

>Unity anything

Hahaha retard


0075ba  No.15520608

ok


a016b3  No.15520626

if you are going modern bro ya gotta filter


9d532f  No.15520722

Ok


ef699e  No.15520728

>>15520597

I never really understood the point of Daggerfall unity. There's an installer you can find on uesp I think that installs everything you need and runs in DOSbox perfectly well. The game doesn't really need a new engine like Morrowind does, at least with that game there's a dedicated autistic modding community that'll take advantage of a modern engine. I guess you could argue that a new engine would give daggerfall better draw distance outside of dungeons but the overworld is so fucking empty you just fast travel through it anyway. What a wasted effort.


22aab6  No.15520746

>>15520728

Unity adds the ability to mod it.

something not really possible with the original.


79316d  No.15520763

File: 192f0c25b5811d0⋯.png (58.65 KB, 640x480, 4:3, dark brotherhood.png)

>>15520746

>>15520728

The real problem it is unity of all things. It manages to make daggerfall look like janky minecraft clone.


f9aa1a  No.15520796

>objects in background are higher res than object int he foreground

What were they fucking thinking?


601bf3  No.15520803

File: 3139f89ad5e3c18⋯.png (9.34 KB, 1648x102, 824:51, Daggerfall Setup.png)

>>15520728

>There's an installer you can find on uesp I think that installs everything you need and runs in DOSbox perfectly well.

That's right.

en.uesp.net/wiki/Daggerfall:Files


79316d  No.15520816

File: 5ecbf26cd3e960f⋯.jpg (212.96 KB, 1920x1080, 16:9, 1.jpg)

>>15520796

Because those are the maximum settings. With Trillinear filtering enabled.


a2a1c6  No.15520825

>>15520597

Holy fuck they turned it into Minecraft.


22aab6  No.15520842

File: c763e5f829c4658⋯.jpg (208.82 KB, 1920x1080, 16:9, DaggerfallUnity 2018-09-29….jpg)

File: bc441a6db3f0cff⋯.jpg (192.25 KB, 1920x1080, 16:9, DaggerfallUnity 2018-09-29….jpg)

>>15520816

This is what mine looks like, i'm going to turn all the shitty dof and blur settings on and get a ss of the skeleton.


a2a1c6  No.15520851

>>15520842

Looks like you're in a Halloween haunted house.


f9aa1a  No.15520856

>>15520842

>>15520816

>sword actually looks like a sprite

>enemies look like blobs of dry paint chips

This is so fucking ugly.


22aab6  No.15520890

File: e825b555e8916a7⋯.jpg (79.03 KB, 1920x1080, 16:9, DaggerfallUnity 2018-09-29….jpg)

File: 25cfe3de4ea1b29⋯.jpg (87.39 KB, 1920x1080, 16:9, DaggerfallUnity 2018-09-29….jpg)

>>15520856

With all the blur settings and shit on all up to max it looks even more ugly, i don't even know why you would want a weird shadow round the edges of the screen.

going to go to a town and get a ss of the topless guild chicks.


e5e753  No.15520947

>>15520607

The only good unity game was KSP, and maybe Rimworld, but Rimworld is shit.


22aab6  No.15520953

File: 00726595fe11970⋯.jpg (133.19 KB, 1920x1080, 16:9, DaggerfallUnity 2018-09-29….jpg)

File: ce3c40c34ab2faa⋯.jpg (124.78 KB, 1920x1080, 16:9, DaggerfallUnity 2018-09-29….jpg)

File: c871e305a8abf64⋯.jpg (155.07 KB, 1920x1080, 16:9, DaggerfallUnity 2018-09-29….jpg)

File: 90c3a5e1fdca146⋯.jpg (157.9 KB, 1920x1080, 16:9, DaggerfallUnity 2018-09-29….jpg)

File: 9d058980346dfac⋯.jpg (219.93 KB, 1920x1080, 16:9, DaggerfallUnity 2018-09-29….jpg)

Kynareth temples has that nice nazi lady salute you at the entrance so you know you're in a good place.

with naked slave chicks and the pimpin slave wizard.

God damn are daggerfall's towns huge.


78dcb4  No.15521602

I can't remember the things that made Daggerfall superior to Morrowind (perhaps because they are too few).

-More diversity if you're into that kind of things.

-Towns have hundreds of buildings.

-Overworld is insanely big.

-Countless cities and dungeons.

I don't want to go on because every point has a counterpoint (variety). Most of the good stuff from Daggerfall got even better in Morrowind.

I think I miss the atmosphere, which is palpable in the lore, the naked people, the architecture… but we're in western Tamriel so it makes sense.

I wonder if they will keep adding stuff to "Beyond Skyrim": some quests in Bruma were ok but nothing great, game was more about Worldmaking than questing. Boy did it felt good to see the Imperial City again, even from far away. I don't think they all anything else before ES6 releases a proper trailer.


e369a7  No.15521732

>>15520947

Cuphead?


21b28a  No.15521734

>>15521602

daggerfall has full-out-whatever-you-want character generation system

daggerfall has a full-out-whatever-you-want spell system.

these things become narrower and narrower with each generation of ES.


3ad478  No.15521740

File: 6df4e78821ab030⋯.webm (1019.37 KB, 720x400, 9:5, but why.webm)

>>15520597

<try daggerfall unity


327d7d  No.15521754

Daggerfall unity actually uses original daggerfall files, what it does it inject code allowing for modding.


962a83  No.15521760

>>15520597

>Sorry but i think i better just play the original.

Yeah no fucking shit, why did you try a fanmade Unity port?


42a1b0  No.15521768

>>15520728

Daggerfall by default has no mod support. Making it F(L)OSS adds infinite mod support. That's the main idea.


d572aa  No.15521781

>>15520597

Do people actually like the way this looks? Is this what's popular? I've seen an increasing number of games try this shaded 3d pixel art style and I always find it repulsive.


4fdbbc  No.15521790

>>15520825

>>15521781

It looks like shit because it's using the original textures, you retards. It's designed to be easy to mod with the understanding that not everyone will like the same updated versions of the textures.


e7f6be  No.15521793

File: 3d4e2365bd63f2b⋯.jpg (25.9 KB, 446x446, 1:1, 3d4e2365bd63f2b35dbef3ee93….jpg)

>>15520953

jesus christ those filters are awful


327d7d  No.15521802

File: c8e5c6fb2bd0bc6⋯.jpg (115.41 KB, 1024x492, 256:123, z2L0Gjz9vr7Pn-WdB9HScqHyKJ….jpg)

File: 2387f4c386fd876⋯.jpg (182.65 KB, 1067x1200, 1067:1200, CeEaC1OUsAA_HYv.jpg)

>>15520728

because you can do shit like this you retard.


1766e6  No.15521809

>>15521802

Its beautiful and all and 100% of daggerfall gameplay happens in the dungeons.


327d7d  No.15521810

File: 03e88aa224e47d9⋯.webm (14.73 MB, 1920x1080, 16:9, dag.webm)

>>15521802

i have around 100 tabs open so thats why its lagging.


de2594  No.15521813

>>15521802

It's shit and the original game looks way better and more immersive. Going 3D was a gigantic mistake. Daggerfall needs a true open source engine re-write like OpenMW did, not some fag's unity mod.


327d7d  No.15521815

>>15521809

modding in unity allows for new content on the surface. so the boring open wasteland can have shit to do.


327d7d  No.15521818

>>15521813

Fucking retard, its not going 3d its using original game files just like openmw, what its doing is injecting code allowing for mods. You can turn off everything and run it as original and it runs better than dosbox.


1766e6  No.15521820

File: c3d608517a623de⋯.jpg (80.47 KB, 640x480, 4:3, Fog.jpg)

>>15521815

But no soul


de2594  No.15521822

>>15521818

No, OpenMW is recreating the original game as accurately as possible with a new engine underneath. Daggerfall Unity is making an entirely new game as a mod for a bloated general purpose engine that just happens to use assets from the original.


d5a21f  No.15521828

File: e3a830e76cb7e36⋯.png (211.14 KB, 288x499, 288:499, Kenan&KelWHY.png)

>>15520597

>unity

You have only yourself to blame.

>>15520607

/thread


327d7d  No.15521830

>>15521822

again you have no clue how any of it works.


1477b5  No.15521838

>>15521818

>turn off everything

What about getting the old skyboxes back? The new sky is extremely bland.


de2594  No.15521839

>>15521830

And tell me exactly what part of what I said was incorrect.


327d7d  No.15521842

>>15521833

>Pic 1 is absolutely fucking hideous

pic 1 is showing the town from 45km away, daggerfall unity has unlimited draw distance, so when you see a fucking mountain in the distance, that's actually a real mountain that you can walk to, it'll take you real time 4 hours to get there but you can go there.


327d7d  No.15521844

>>15521838

yes you can change it on the fly


d82eea  No.15521850

File: 001ca888d0c811c⋯.jpg (84.8 KB, 523x332, 523:332, skele lol 3.jpg)

>>15521833

> he doesn't like low-poly with blocky textures at high resolution


962a83  No.15521855

>>15521793

Part is filtered, part is redrawn.

He should have just redrawn all of them.


1477b5  No.15521856

>>15521844

Ah, so I see on their site video. That doesn't look too bad with the increased draw distance.


d572aa  No.15521859

>>15521818

>>15521815

>it's using unity

>it's using the original game files and injecting code

which is it? it can't be both.


327d7d  No.15521861

File: 118f7b07527c9ea⋯.png (253.63 KB, 460x276, 5:3, toad.png)

>>15521849

>getting this mad over a game that's 22 years old on why it looks bad

that's why they are modding it retard


327d7d  No.15521878

YouTube embed. Click thumbnail to play.


327d7d  No.15521880

YouTube embed. Click thumbnail to play.


419ea0  No.15521882

>>15520728

Even that still has several bugs. With many installs I've run into bugs that wrecked my saves like one that stops you from accepting quest rewards. Did you know you can't actually walk from one point to another in Daggerfall? You can't walk from one town and end up in another. Music plays, it says you're there but nothing ever shows up.


de2594  No.15521889

>>15521880

>>15521878

Nope, still looks like shit.


327d7d  No.15521896

File: 159d31306858c89⋯.png (273.66 KB, 357x464, 357:464, Seinfeld.png)

>>15521889

you are one of those contrarian no brain retard who says and does anything /v/ tells them to think, like hur dur unity.

Fuck off


a2e3a7  No.15521897

>>15521882

That's something on your end. I used speed cheat to reach other towns on my own and it worked.


de2594  No.15521901

>>15521896

Do you hear that? That's the sound of someone desperately trying to prop up their own ego after having reality thrown at them. Daggerfall Unity is a terrible concept from the ground up, from the very moment someone said "lets do it in Unity" it was utterly doomed to fail. That's why OpenMW is actually good, and Daggerfall Unity is nothing but an ugly tech demo.


b7b1f4  No.15521906

>>15521896

>shilling this hard

Thanks for all the input Shlomo


26c99b  No.15521916

>>15521896

I went in watching it expecting nothing but he's right, it looks like an ugly ENB. Is it at all possible to make it look good on unity? I wouldn't know how.


419ea0  No.15521918

>>15521897

Only thing I've done is install >>15520803 on multiple systems. No modding it, nothing.


327d7d  No.15521919

>>15521906

>can't differentiate shilling between providing facts

You need to lay off the crack

>>15521901

Daggerfall was written in dos, it's not as easy to recreate as morrowind.


1477b5  No.15521921

>>15521882

That sounds like something fucky, I've done it before and recall there being some load time for the town to show after some basic distant LOD version at first.


d572aa  No.15521922

>>15521916

There are unity games that look nice, but daggerfall unity is not one of those games.


327d7d  No.15521929

>>15521927

You need to learn to read objectively, anything i say you immediately turn around and claim its wrong. go eat shit and fuck yourself.


327d7d  No.15521938

File: 5200d9097968157⋯.png (11.11 KB, 445x431, 445:431, 1354281482558 (1).png)

>>15521935

You still can't read and claim i didn't provide facts. go fuck yourself and learn to read dipshit.


ce7a6f  No.15521939

>>15521882

>>15521918

That's total bullshit. You can readily walk from one place to another albeit it's slow because of the scale of the world.


1477b5  No.15521949

>>15521915

That point about lighting is one of my peeves with Octopus Travels.


419ea0  No.15521952

>>15521939

Like others said, it must be something fucky on my end. I just don't know what. I've tried it on the UESP installer version several times, straight line from one town to another. I hear the music change, game tells me I'm in the town, but nothing loads up. I just have zero idea what the issue could be.


e88ae2  No.15521959

I can't play dagger fall. That 3d/2d hurts my eyes, I get lost in the generated dungeons and I hate time limits uadkbg


ce7a6f  No.15521964

>>15521952

I think I have an idea, which is that the map squares are fucking yuge and you get put 'in the town' long before you get near the buildings sometime. As an experiment something I'd recommend trying is walking from Privateer's Hold down to Gothway Gardens just beneath it, it's one of the shortest trips and the town is relatively close to the northern side of its zone square.


fa3773  No.15521977

>>15521878

this looks like shit and ruins the atmosphere of the game


419ea0  No.15521978

>>15521964

Privateer's Hold to Gothway Garden is one of my usual attempts since it's so close and I use it as my main town very often. On some occasions when I've heard the music change and said I'm in town I go straight for a bit but then go back and go west and east a bit to see if anything appears. Nothing loads. A good suggestion however because when I experimented with this it took me a couple tries to question if I was even close to the town at all in the mapspace.


327d7d  No.15521995

>>15521977

that was a test


f9aa1a  No.15521998

File: c71ec0a690cdcc7⋯.jpg (187.53 KB, 549x563, 549:563, 1353460339652.jpg)

>morning time in California

>suddenly people crying about a Unity game being criticized come out of the woodwork


de2594  No.15522000

>>15521989

Just because you changed your IP doesn't mean we don't still know it's you, 327d7d.


386afe  No.15522006

File: 2862ceec933a629⋯.jpg (Spoiler Image, 65.6 KB, 1920x1080, 16:9, Todd Howard: The Happiest ….jpg)

>>15521842

> …so when you see a fucking mountain in the distance, that's actually a real mountain that you can walk to…


f9aa1a  No.15522016

File: ab2adedb71992ce⋯.png (15.45 KB, 500x250, 2:1, Oekaki.png)

>>15522002

>criticize a Unity game

>shills come out to cry

>recognize their posting patters

>a TOR bot shows up to dump CP


3ae10b  No.15522028

>>15521882

>You can't walk from one town and end up in another.

Yes you can, I've done it twice with no problems.


327d7d  No.15522030

>>15522018

>take an old game and make it look like shit

the original game looks like shit.

daggerfall unity isn't about graphical overhauls, the mods do that. daggerfall unity just allows you to mod daggerfall.


f9aa1a  No.15522099

Good to know /leftypol/ spamming is enough to get any thread anchored now.


1477b5  No.15522100

Someone go abuse mark, swear the faggot is ESL half the time with the bump locks.


357da0  No.15522220

I wish mods would actually remove shitposting instead of letting a thread degrade and then anchoring it.


f9aa1a  No.15522231

>>15522220

Notice also how the totally organic posters who tell us they just want to talk about the game all leave when it happens too?


a2a1c6  No.15522535

So do mods just bumplock any thread that has greentext in the OP now? Isn't that enforcing a rule with out any regard towards its actual intent?


f48fec  No.15523255

File: 00fa35c521f3b61⋯.gif (1.92 MB, 500x281, 500:281, 1517523111.gif)

>>15520953

When will those fucks who hate pixels so much realize that those shitty ass smoothing filters don't represent what those sprites are supposed to look like?


f9aa1a  No.15523264

>>15523255

>who hate pixels so much

It's worse than that. They hate the pixels in the middle of the screen but the ones on the HUD and your weapon on the side of the screen are totally okay? It makes no sense. If it were all blurry or all pixely then it would fine and dandy but no we have to put up with both grainy and greasy looking shit.


357da0  No.15523267

I can't wait to see the porn mods


b7f0e8  No.15523272

File: 326e05467efe9e4⋯.jpg (13.26 KB, 320x200, 8:5, DaggerfallAprés.jpg)

File: 64ae6be41b1c655⋯.png (718.35 KB, 1112x689, 1112:689, FuTYmYY.png)

>>15520728

>I never really understood the point of Daggerfall unity

Daggerfall when it was being developed was far more ambitious a game than people expect. The developers had plans for things like the ocean being fully swimmable with things like undersea wrecks you could explore. There were also plans for things like a full fledged economy simulation. The vanilla game still has elements of this but it's only partially implemented. (if you take out a loan in one hold you can just go to the other hold and not pay it back). The developers planned things like goods would be more expensive in one location than another and you could bankrupt one hold of their goods and it'd cause higher prices elsewhere.

All of these elements and more could all be now implemented in a modern engine.

>There's an installer you can find on uesp I think that installs everything you need and runs in DOSbox perfectly well

Fucking nope. Daggerfall's biggest problem since it's release has always been the 20 foot distance fog infront of you. It makes it so trying to explore the utterly massive world is a waste of time because it's like playing Silent Hill anyway. Even with the Eye of Argonia mod it doesn't extend it far enough.

One of the things Daggerfall Unity first advertised was removing the fog. It allows you to see the world in such a way I think only the developers were able to view it.

>The game doesn't really need a new engine like Morrowind does, at least with that game there's a dedicated autistic modding community that'll take advantage of a modern engine. I guess you could argue that a new engine would give daggerfall better draw distance outside of dungeons but the overworld is so fucking empty you just fast travel through it anyway. What a wasted effort.

Mods can allow for things like more random events and more things to be placed in the world. And all the above. It can also add things that the developers never intended like multiplayer or more handcrafted dungeons for the main quest.

>>15521989

>It's barely even finished and will be highly customizable

This

Most people here don't realize that all these screenshots are of optional enhancements people have made. Daggerfall Unity still isn't done and combat still hasn't been finished.


b7f0e8  No.15523289

>>15521859

>which is it? it can't be both.

It is both. It runs on unity and uses assets from Daggerfall. Most of the codebase is built from the ground up. It's why things like combat haven't been finished yet since they're still not recreated. OpenMW is a very similar project except there the engine was recreated entirely from scratch using OGRE as the renderer


f48fec  No.15523309

>>15523272

Okay now I'm just going to come out and say it that second pic just looks like complete shit with it's vast emptiness, sudden obvious cutoff of sprites, the sprite placement itself making it painfully obvious it's not meant to be viewed from a far distance, the ground textures looking like randomly generated tiles is precisely because of this emptiness.

It's obvious to me that the best cutoff point and then complete fog and the terrain skybox would be that very first hill because that's exactly what the aesthetics was built around.

Those videos are even worse because it's got that Unity look when dealing with the sprites which makes everything feel ugly and mildly repulsive.


b7f0e8  No.15523330

File: e63f856898e1268⋯.png (2.06 MB, 1920x1080, 16:9, DaggerfallUnity.png)

File: 63de43d2134741b⋯.jpg (325.25 KB, 2048x1152, 16:9, DhE0u83VMAA9pJv.jpg)

>>15523309

>a 20 foot fog forcing you to never truly take in one of the largest game worlds ever constructed in a video game is better than just seeing it in its entirety

All of the problems you've described are fixable.

In Vanilla Daggerfall it's confusing as hell to even walk from one town to another because of the fog. At this point the only excuse is "well just don't explore the vast large world then"


a2a1c6  No.15523347

>>15523309

Even if the cutoff was at the hill, it is still a huge extension of view distance.

I remember when I first started playing Daggerfall, I attempted a "no fast travel" playthrough because I really wanted to feel the size of the world and the gradual change of seasons and I really wanted to need to plan out journeys. I'd be sitting there watching TV for hours with my horse on autorun, which would be boring for most, however the most tedious thing for me was how frequently I bypassed settlements because you just can't see them.


b7f0e8  No.15523351

There's even more flaws to Daggerfall than just the world that are fixable. A good example is how broken chargen is.

In Daggerfall half of the player's skills are pointless and don't really do anything. Things like "communicate with giants" allowing SOMETIMES for certain enemies to not attack the player. Versus having a skill for dealing critical hits suddenly making you do more critical hits in combat which is way better to have.

Mods can fix the rpg elements in Daggerfall and the random elements to make them far more engaging.


6588ba  No.15523359

File: 32547aef259cd78⋯.jpg (13.03 KB, 229x220, 229:220, filters.jpg)


dace45  No.15523363

YouTube embed. Click thumbnail to play.

>>15523330

Looks comfy


26246b  No.15523373

>>15523330

Most of Daggerfall's landmass is procedurally generated. There's nothing to explore, no caves or animals to encounter. You weren't really meant to walk from town to town, you were meant to use the fast travel option. Honestly, they shouldn't have even bothered with the wilderness. Would have allowed them to add more content elsewhere.


2294dd  No.15523391

Playing this for the first time, using the DaggerFallSetup. Starting a new game to select my province, the Imperial Province is unselectable. Is it supposed to be that way or is something wrong with mine?


f9aa1a  No.15523393

File: a4d4d7e2a0df066⋯.jpg (61.94 KB, 750x1021, 750:1021, DYSLXLIXcAEm_R5.jpg large.jpg)

So was the game originally planned to have expansions to fill in the gaps or what? I find it odd that a company that is now so technically incompetent made a game that would be considered innovative even today over 20 years ago. Also forgot I had pic related and wanted to share it.


f48fec  No.15523406

>>15523330

>a 20 foot fog forcing you to never truly take in one of the largest game worlds ever constructed in a video game is better than just seeing it in its entirety

Yes actually it is, those 2 shots look far better you double posting faggot. Second pic still has that unity feel with the houses and the trees which makes it look like shit still. Since it's procedural generation nothing of value exists beyond dungeons and towns so outside a stroll outside to take a look at the area nothing of value is lost be not exploring.


a2a1c6  No.15523410

>>15523391

You can't play as an Imperial in Arena or Daggerfall. You can't click on the center province.


a2a1c6  No.15523418

>>15523406

There actually were covens and dungeons not on the world map that you could stumble across.


b7f0e8  No.15523420

>>15523373

>Most of Daggerfall's landmass is procedurally generated.

Easily fixable with mods.

>There's nothing to explore, no caves or animals to encounter

>what are dungeons

>what are towns

>what are random encounters

The game has encounters with things like enemies and stuff that attack you on the overworld. A good example is werewolfs and wereboars.

>You weren't really meant to walk from town to town

This is debatable. With Arena you literally can't walk from town to town because the world randomly generates infront of you. Whereas with Daggerfall you can it's just awkward and clumsy.

>Honestly, they shouldn't have even bothered with the wilderness

This was the goal of the game to make a massive world. It was just technically infeasible for the time period because it was on DOS. Now it can be fully realized closer to the developer's intentions.

>Would have allowed them to add more content elsewhere.

This is debatable because Daggerfall was already rushed and there were tons of rpgs released around that time that had a much lesser scope but nobody gives a shit about. Like Descent into Undermountain. Bethesa also tried to make a non-wilderness version of Daggerfall in the form of Battlespire and it was garbage.

Daggerfall was also not a famous game at the time nobody really cared about it until after Morrowind.

>>15523393

>So was the game originally planned to have expansions to fill in the gaps or what?

There was going to be an expansion to Daggerfall that added a really big dungeon but it was turned into its own game. Which became Battlespire. Bethesda then started focusing on other games like Redguard which has a more handcrafted world and TES3. Which at that time was going to be set in the summerset isles before switching to the entire province of Morrowind when they started using Gamebryo, to just Vvardenfell because they didn't have enough time to detail the entire province.

>>15523391

"Imperial" didn't exist until Morrowind. At that time the Imperial province was just "the head of govt". They tried to retcon this by claiming that Imperials were just more civilized Nords. In TESO the game takes place in the second era and there aren't any Imperials but you can play as one if you preordered it.

>>15523406

>Since it's procedural generation nothing of value exists beyond dungeons and towns so outside a stroll outside to take a look at the area nothing of value is lost be not exploring.

Again fixable with mods.


f9aa1a  No.15523421

File: 1eb0890cdaed456⋯.png (7.02 KB, 444x444, 1:1, 1eb0890cdaed4568f667603311….png)

>>15523420

>but you can play as one if you preordered it.


f48fec  No.15523434

>>15523420

>Now it can be fully realized closer to the developer's intentions.

Yeah no, not interested.


a2a1c6  No.15523448

>>15523420

You actually could walk from town to town in Arena. It wasn't a congruent world like in Daggerfall, but as you left the edge of one cell, a new one would generate taking you physically closer to the next town.


2294dd  No.15523451

>>15523420

>>15523410

Okay, thanks. I went with dunmer.


26246b  No.15523454

File: bb7eda08e785679⋯.jpg (370.22 KB, 1200x1521, 400:507, Tribunal.jpg)

>>15523393

Different people worked for Bethesda before they were acquired by Zenimax. Remember, TES III was going to use this as its cover art. Further, Daggerfall wasn't all to technically innovative, aside from its extensive 3D procedural content.

>>15523420

>Easily fixable with mods.

Fucking no it isn't. The landmass is fucking massive, no human being could spend the time detailing it so that it feels like it has a purpose.

>>what are dungeons

A blip on the map you can fast travel to.

>>what are towns

A blip on the map you can fast travel to.

>>what are random encounters

The only thing I'll give you. Then again, one can still find these by playing the game as intended.

>This is debatable. With Arena you literally can't walk from town to town because the world randomly generates infront of you. Whereas with Daggerfall you can it's just awkward and clumsy.

And it's practically impossible to complete the main quest that way.

>Bethesa also tried to make a non-wilderness version of Daggerfall in the form of Battlespire and it was garbage.

No it wasn't. The content was shit, but the concept was great.


f9aa1a  No.15523465

>>15523454

There's a reason I said "would be considered innovative" instead of just innovative.


a2a1c6  No.15523480

>>15523454

The main quest of Daggerfall isn't exactly long and you'd probably level up more quickly and naturally if you walked everywhere.


b7f0e8  No.15523486

File: 69805819f305cb2⋯.png (4 MB, 3840x2160, 16:9, Workshop-DaggerfallCityBac….png)

File: 66813501924e69c⋯.jpg (32.37 KB, 600x278, 300:139, daggerfall5.jpg)

>>15523434

>Game was held back by 1996 technology

>game can now be made closer to what they wanted to do

>yeah no I'd rather play on a DOS emulator with a 20 foot fog draw distance and broken rpg elements

>>15523448

This has been endlessly speculated by people. Evidence for the lack of being able to walk between towns is how if you walk 60 minutes in a single direction and turn around you immediately find the town you just left.

>>15523454

Todd worked on TES since Arena

>Fucking no it isn't.

Someone made a level editor for Daggerfall even before Unity was announced.

>The landmass is fucking massive, no human being could spend the time detailing it so that it feels like it has a purpose.

You don't need to detail the whole thing just specific parts. Like the capital cities and adjust things like encounter rates. For example you could create a few quests that specifically require you to explore around a particular city and encounter a dungeon. You don't need to detail the entire thing just add just enough detail so the player wants to explore further.

What Daggerfall could greatly benefit from the most is more story content. Since all the dialogue is in text you could create tons of easily made quests that incorporate more handcrafted dungeons to break up the monotony of the labyrinths you explore.

>A blip on the map you can fast travel to.

This is a flaw with the DOS version of the game yes, why would you want to stick with it?

>Then again, one can still find these by playing the game as intended

>Wander around the world like a blind man unable to find his way

>play the game as intended

>No it wasn't. The content was shit, but the concept was great.

>The actual game was shit but the idea behind it was great

what


077e6a  No.15523508

>>15522220

That would require doing work.


f9aa1a  No.15523511

>thread anchored again

Okay Mark, you need to clean out your entire vol team. This shit is getting ridiculous.


f48fec  No.15523523

>>15523486

>game can now be made closer to what they wanted to do

If they aren't the ones doing it themselves then it's not their project and never will be. You're a faggot for thinking otherwise. As far as I'm concerned any talk about how it'll be closer to the original dev vision is pure bullshit, because only the devs themselves knew what they wanted to do exactly.

I don't need a procedurally generated Unity game when I go and play the DOS game instead since everything wrong with unity graphics is plain as day in those screenshots making the whole thing ugly and repulsive.


a2a1c6  No.15523527


a2a1c6  No.15523533

File: 1ea500b78e252a1⋯.png (84.23 KB, 307x269, 307:269, Picture 4.png)

>>15523523

>only the devs themselves knew what they wanted to do exactly.

>implying Bethesda devs ever knew what the fuck they are doing


b7f0e8  No.15523537

>>15523523

>Devs gave examples of what they wanted to do in interviews but were unable to because of technology

>As far as I'm concerned any talk about how it'll be closer to the original dev vision is pure bullshit because only the devs themselves knew what they wanted to do exactly


26246b  No.15523556

>>15523486

>Todd worked on TES since Arena

But he only took a lead position on Redguard and beyond.

>You don't need to detail the whole thing just specific parts.

That'd defeat the purpose of a massive open world with hundreds of towns and cities, wouldn't it?

>For example you could create a few quests that specifically require you to explore around a particular city and encounter a dungeon.

And how? Daggerfall's quests are randomly generated as well, save for a select few tied to organizations/daedric lords and the main questline.

>This is a flaw with the DOS version of the game yes, why would you want to stick with it?

It's not a flaw. The fast travel is a requirement to play the game. The landmass is too large to actually navigate effectively in, with or without fog. It's realistic, not fun.

>>The actual game was shit but the idea behind it was great

The concept of a game like Daggerfall, but without the pointless landmass. They didn't pull it off well though by focusing it on a single dungeon rather than having towns and dungeons with a simulated wilderness. If they had just made a first-person fantasy CRPG knock off of the Oregon Trail, it would have been a masterpiece.


7eb2a1  No.15523563

>>15523523

>As far as I'm concerned any talk about how it'll be closer to the original dev vision is pure bullshit, because only the devs themselves knew what they wanted to do exactly.

I am sure there are journals, emails, articles, interviews of what the devs wanted to with the game, but couldn't because of budget, time-constraints and technology. Some of them might have even left Bethesda, and the others are too busy with other projects to remake Daggerfall.

Also are you against fan patches, that fix the bugs of a game, since for all we know it's not what the developers intended to do? What about mods that balances the stats of a game to make it more fair or challenging, are you also against this, since it's not what the developers wanted to do? What about fan patches that make a 30 year old game run on Window 7 or a modern Linux distro, clearly it wasn't the devs intention, since W7 didn't even exist back then, so we should all play it on an emulator.


f48fec  No.15523570

>>15523537

No matter how much the devs describe what they want there is always something in their head they envision the game to look like or be which you cannot imitate without being them. This will always be true no matter how many times you put words into my mouth with greentext or otherwise.

Even when they age they can totally forget what they were going for and have difficulty trying to recreate what they did in the past.

>>15523563

>Also are you against fan patches, that fix the bugs of a game, since for all we know it's not what the developers intended to do?

I'm all for fan projects but that faggot's atitude about the whole thing is what I'm against. Fan projects are fan projects building upon something else but I'll never consider them mutually inclusive to what the devs made.


b7f0e8  No.15523573

>>15523556

>That'd defeat the purpose of a massive open world with hundreds of towns and cities, wouldn't it?

Having a 20 foot fog does that already. This at least gives people a reason to not just solely fast travel

>And how?

New engine allows for that

>It's not a flaw

>The landmass is too large to actually navigate effectively in, with or without fog

You can buy more advanced transportation options like horses and ships to move faster. Why would they have done that if they just expected you to teleport everywhere.

>If they had just made a first-person fantasy CRPG knock off of the Oregon Trail, it would have been a masterpiece.

This is even possible with mods. One can even just make a new landmass entirely.


f48fec  No.15523586

>>15523573

See look at this cocksucker sticking his own head up his asshole so he can enjoy the sweet scent of his own shit. His answer to everything is "new shiny engine" and "I hate old graphics".


7eb2a1  No.15523612

>>15523586

>His answer to everything is "new shiny engine" and "I hate old graphics".

His answer is "mods will fix it" which has become the slogan of modern Bethesda games. Personally I think it's a cool project, and who knows, maybe mods will add new stuff, considering there are autists who are working on adding the enitre Morrowind province to the base game. of Tes 3 And for some strange reasons, this whole thread has been a love or hate it thing, with people saying that's it's the next coming of Christ of Morrowind modding community, to people saying it's irredeemable shit, a waste of time, and you are better of playing it on DosBox.


26246b  No.15523616

>>15523573

>This at least gives people a reason to not just solely fast travel

Why shouldn't they? It's a feature in the game, and it's more convenient than traveling in real time. I suggest you take a look at content and quest mods for Morrowind. Most of them are centred around Balmora, simply because this allows them to be experienced as fast as possible. Few mods add content elsewhere.

>New engine allows for that

Okay, but how would you naturally implement those quests? Would you have them together with the ones that send you halfway across the map to enter a randomly generated graveyard, or would you have them at their own questgiver?

>Why would they have done that if they just expected you to teleport everywhere.

Same reason they'd add the landmass in between everything. To make the world seem bigger. As I said before: it's realistic, but it's not fun.

>This is even possible with mods. One can even just make a new landmass entirely.

Okay, and? I'm not talking about mods, I'm talking about a game that could have been made. Mods that drastically alter or replace core game mechanics are rarely good, unless they're for games such as Doom.


292dee  No.15523643

File: a36f62417e7d0dc⋯.jpg (145.43 KB, 634x951, 2:3, a36f62417e7d0dce2d65bcfd32….jpg)

>>15523486

>Todd worked on TES since Arena

Todd wasn't at Bethesda or at best was a call boy before Redguard. He worked on Redguard and was only until Morrowind until he became lead dev.


e5e753  No.15523653

>>15521732

cuphead was unity?


f9aa1a  No.15523657

>>15523651

The moment this thread gets unanchored and shit like this shows up.


7eb2a1  No.15523659

File: 5adf18dfeb85974⋯.png (43.27 KB, 688x562, 344:281, Tod Howard Bethesda.PNG)

>>15523643

According to kikepdia he was producer and designer of The Terminator: Future Shock which was released a year before Daggerfall, so while he wasn't there during Arena, he was definitely there during Daggerfall.


f48fec  No.15523670

>>15523612

Yeah this port is an interesting project to watch to see what the guy has to do to make it work.


292dee  No.15523688

>>15523659

Jesus its embarrassing how much Todd has shit up this series. From the very start.


de2594  No.15523738

>>15523659

Wait who the fuck worked on Tribunal?


c5eb45  No.15523764

File: 05f991a75f60b0a⋯.png (1.91 MB, 1724x898, 862:449, 05f991a75f60b0aa3add18305b….png)

>faggots remaking the game don't have the same skill or knowledge of the people who originally made it

You don't say. This is why every remake is shit. If I wanted to play a game I'd play the original, and if I wanted to be a cuck I'd pay some ass hole to do a half-assed remake.


2294dd  No.15523826

File: af1a6c65ba00f88⋯.jpg (85.06 KB, 900x508, 225:127, 1413857715556.jpg)

Newfag here again; when I hit cast spell, it opens my spellbook. I select a spell, and then it seems to do nothing. What am I doing wrong? Sometimes I hit recast and it uses mana but I see nothing (using destruction magic)

Have some advice in return


a016b3  No.15523875

>>15523826

It becomes "equipped" to mouse 1 by default


fe4557  No.15523888

>>15521802

Is this bait?

>unity version has no mountains/trees in the background

>no fog out into the distance

>everything is at varying resolutions


000000  No.15523955

>>15523688

Imagine thinking that Arena and Daggerfall were better than what came after.

Daggerfall was literally "procedural generation: the game"


d29408  No.15523970

>>15520597

>The overworld looks fine but the dungeons are ruined by the generic "soft glow radiant light" light sources

I hate it when idiots let engine features replace good design.


6a001c  No.15524018

>>15523586

>His answer to everything is "new shiny engine" and "I hate old graphics".

>new shiny engine

Almost immediately after System Shock 1's source code was released a big source port was released. Not only that but someone even cobbled together a level editor and there's even a big levelpack someone made for it. This is a game that was impossible to even run mouselook until 11 years after its release. And now it has big mods being made for it, actively.

>"I hate old graphics".

No I hate 20 foot distance fog that doesn't let you see the graphics. Distance fog wasn't something the developers did for artistic purposes, it was there because the framerate on an IBM DOS PC would chug like crazy without it.

>>15523612

>His answer is "mods will fix it" which has become the slogan of modern Bethesda games.

Daggerfall is a highly flawed game and has been for 20+ years now, we have the potential to finally get a game that actually surpasses Morrowind in terms of quality. It's either that or "just play this extremely buggy and ugly game that most people drop after an hour."

>>15523616

>It's a feature in the game, and it's more convenient than traveling in real time

It turns the world of the game into just an afterthought. At least now it has some purpose beyond just being a clouded backdrop to a game that frankly doesn't have a compelling story nor compelling combat. The world was the sole reason people played this game to begin with.

>I suggest you take a look at content and quest mods for Morrowind. Most of them are centred around Balmora, simply because this allows them to be experienced as fast as possible. Few mods add content elsewhere.

And? That's because the game starts in Seyda Neen and transitions to Balmora. Balmora is the player's hub world because that's where for the first half or so of the main quest you have to keep going back to it. It's a location the player is readily acquainted with. Daggerfall's settlements by comparison aren't like this. Outside of maybe the city of Daggerfall but even then the quest to get rid of the ghost is a glorified sidequest.

>Okay, but how would you naturally implement those quests?

Quests in daggerfall start with the player either going to an NPC at a guild or just an invisible person giving the player a note to go somewhere. You can just start from there. You can also have them distinguished from the randomly generated ones by stringing them along with a single narrative. Like say you go meet a specific npc and you do 3-4 quests from just him.

>I'm not talking about mods, I'm talking about a game that could have been made

I'm saying, this game you envisioned is now possible via Daggerfall Unity by just modding it.

>Mods that drastically alter or replace core game mechanics are rarely good, unless they're for games such as Doom.

That's only because of the amount of activity Doom has and the fact the source code is released. This also isn't a "this is impossible" just "I'm skeptical about this therefore I don't want it".

>>15523670

>Yeah this port is an interesting project to watch to see what the guy has to do to make it work.

It's impressive how fans port a 20+ year old game that bethesda lost the source code to, to a functional engine that allows for native widescreen, no fog and mods. And people here revolt.

>>15523764

It's debatable how much skill the devs of 90s era Bethesda had considering most of their games back then were shit and it wasn't til the early 2000s that anyone even knew who they were.

>>15523888

It's not finished yet anon

>>15523970

>I hate it when idiots let engine features replace good design.

This can be disabled

>>15523653

Yes Cuphead runs on Unity


3174c8  No.15524095

>THAW doesn't work on 64bit machines.

Fucking wonderful; if DFUnity let's me remove the INVISIBLE time limits on some main quests then it's immediately better than the original.


a016b3  No.15524101

>>15524095

>INVISIBLE time limits

Don't they tell you a date?


3174c8  No.15524121

>>15524101

Nope; certain letters require you to respond within an invisible time limit not mentioned in the letter itself, and the only way to reset this is with a third party program. If you think you can ignore a letter because it doesn't mention a time limit and you think you can go visit the sender whenever you feel like it, well then I hope you don't use all six save slots frequently or else you're totally fucked, and God help you if you've turned down a quest you didn't realise wasn't a main one because they'll never speak to you again. Genius game design; definitely immersive and not completely idiotic.


cc4203  No.15524157


a2a1c6  No.15524159

File: 02775849a8a8be4⋯.png (93.43 KB, 641x481, 641:481, badluck.png)

>>15524121

Specifically which letters have an unspecified time limit? Also, if you tell a quest giver you're not interested why would you expect that quest to just be available forever? There was a time when a big selling point of TES games was loads of non-story content to distract you, so players generally didn't mind if they fucked the story with one character because it gave authenticity to the world, overall.

By the way, there are far worse ways to fuck your character than refuse a quest. You can contract a disease without enough time to find a temple, causing your character to wither away and be forfeit. There is a booby trap in one of the story dungeons that entombs you underground forever if you fail the puzzle. It doesn't kill you, just traps you in a tiny room for eternity. RPG fans used to love that type of thing before Oblivion attracted hundreds of thousands of pussy faggots to the genre.


fa030c  No.15524207

Question:

Does Niggerball Unity fix the dungeons or are they still hypercube levels of retarded?


6a001c  No.15524238

>>15524207

>Does Niggerball Unity fix the dungeons or are they still hypercube levels of retarded?

Still hypercube levels of retarded. It'd be infeasible to fix them without redoing them all by hand


3ea2b9  No.15524254

>>15524159

>Oblivion attracted hundreds of thousands of pussy faggots to the genre

J"RPG"s fucked the genre way before Oblivion.


667a4d  No.15524266

>>15524018

>bethesda lost the source code to

they lost the source code to daggerfall? so they're just giving the binary out now that they compiled 20 years ago?


a2a1c6  No.15524308

>>15524266

Apparently it went missing when they moved out of the studio in Bethesda. Or perhaps some employee took the opportunity to steal it.


81870c  No.15524510

>>15524018

>extremely buggy and ugly

So like every other Elder Scrolls games?

>that most people drop after an hour

Most people don't even play any other Elder Scrolls game other than Skyrym


8676db  No.15524859

So does this shit work in linux?


8b6c4c  No.15524869

>>15524859

They have a build for linux on their page, I haven't used it though.


459a69  No.15524871

What's wrong with it?

>>15520607

>being this retarded

>>15520728

Modding, view distance, fixing bugs that are still left in the game. Even in dungeons the view distance is a great benefit and if you tell me otherwise you are a retard and have never actually played Daggerfall.

>>15521813

Daggerfall already was polygonal 3D retard. Someone already tried to make a open source engine for Daggerfall, it was called DaggerXL and it's dead now.

>>15524859

Yup.

https://www.dfworkshop.net/projects/daggerfall-unity/live-builds/


327d7d  No.15524903

File: ebf67279edd053e⋯.jpg (474.94 KB, 1894x1072, 947:536, 2.jpg)

File: f954c84980f8182⋯.jpg (328.56 KB, 1908x1082, 954:541, 3.jpg)

File: 5a75cd1ebb2d489⋯.jpg (215.66 KB, 1900x1076, 475:269, 4.jpg)

File: f92dc1a09a2a8e6⋯.jpg (238.1 KB, 1890x1074, 315:179, 5.jpg)


fa3773  No.15524919

a lot of the screenshots in this thread look pretty good, it's just when the sprites get filtered and look like paintings I get triggered


327d7d  No.15524933

File: e65a36f5b143e8c⋯.png (309.98 KB, 674x683, 674:683, L9PKsHV.png)

File: b39e5e1170a250a⋯.png (793.9 KB, 1920x1080, 16:9, RjTcWGW.png)

>>15524919

the sprites will eventually be modded and turned into high quality.


327d7d  No.15524942

>>15524919

remember that it was a dos game and the entire game size was 30mb, daggerfall unity now supports 4k.


327d7d  No.15524956

File: c1162de1e00f10c⋯.jpg (155.83 KB, 1360x768, 85:48, 20180529160241_1.jpg)

File: f888c4773bb7b66⋯.jpg (120.88 KB, 1360x768, 85:48, 20180526024411_1.jpg)

File: ac89159de5c0b69⋯.jpg (160.54 KB, 1360x768, 85:48, 20180521022820_1.jpg)

File: d29bb0d316a5e7a⋯.jpg (123.68 KB, 1360x768, 85:48, 20180528142722_1.jpg)


327d7d  No.15524973

File: 2df7cd0475153ee⋯.jpg (148.28 KB, 1360x768, 85:48, 20180530220003_1.jpg)

File: 7a2ac1a631f04bd⋯.jpg (117.15 KB, 1360x768, 85:48, 20180530210749_1.jpg)


327d7d  No.15524976

File: 3a22c6c3178b7db⋯.png (204.73 KB, 3840x2160, 16:9, sdf-font-rendering-4k-2.png)

File: 150fb40f7c2f08d⋯.png (1.21 MB, 3840x2160, 16:9, sdf-font-rendering-4k-3.png)


a2a1c6  No.15525215

>>15524933

It just keeps getting worse. It's going to look like Battle for Wesnoth 3D by the time they're done with it.


459a69  No.15525241

>>15525215

Despite wanting all the success for DFU, I agree. I really just want Daggerfall with longer view distances, bugfixes and higher resolutions. No filtering, no custom textures or sprites, no nothing. It's like GZDoom with default settings, where they have this fucking puke inducing filtering on by default.


a2a1c6  No.15525338

>>15525241

From the screenshots I'm seeing, there is a lot about the aesthetics there that just clash. Like they took the little people from Banished and stuck them in a Minecraft village then dumped play dough all over everything. Meanwhile, the sky and foliage attempt pure photorealism, juxtaposing the cartoony look of everything else. It's almost like the different people working on it have never spoken to each other.


f48fec  No.15525393

>>15524018

>Distance fog wasn't something the developers did for artistic purposes

It's entire existence affects the entire design approach to the aesthetics, purely from eyeballing it on how to make it all look good. Everything needs to change about the procedural generation to make it work aesthetically without the fog and skybox.

>And people here revolt.

It's Unity, as impressive as it is to reverse engineer it it's still Unity.


459a69  No.15525397

>>15525393

It's unity isn't an argument. Engines don't make games.


ef907a  No.15525446

>>15524266

>they lost the source code to daggerfall?

Yes. Someone asked them and they admitted they lost the source code when they changed offices

>>15524308

>Or perhaps some employee took the opportunity to steal it.

We would've most likely seen it by now if they had.

>>15524510

>Most people don't even play any other Elder Scrolls game other than Skyrym

Arena and Daggerfall are much like Fallout 1/2 where if modern fans pick them up they almost certainly drop them after an hour or so. Morrowind usually gets longer til people get fed up with the combat.

>>15525241

You can turn off all these enhancements

>>15525393

>purely from eyeballing it on how to make it all look good

It wasn't a design decision to add distance fog it was a compromise to make it so that the game would render at a stable framerate.

We can even tell this because vanilla the game stops at 10 feet but the engine was capable of doubling that. And almost nobody nowadays runs it without the mod that doubles it because you can even get lost in towns without it.

>Everything needs to change about the procedural generation to make it work aesthetically without the fog and skybox.

Daggerfall with fog doesn't work aesthetically at all. It defeats the purpose of having a massive in game world that's feasibly as large as a country but you can't walk 10 steps without getting lost like Mister Magoo.


ce7a6f  No.15525464

>>15525446

>til people get fed up with the combat

>getting fed up with Morrowind's combat

>people

Those are n'wahs and they deserve death, anon.


a2a1c6  No.15525479

>>15525446

I really think plebs drop Morrowind as quickly as they do Daggerfall. There's just a lot more discussion out there about Morrowind that they have more info to adsorb and spit out when they shit up Morrowind threads.


f48fec  No.15525513

>>15525397

>It's unity isn't an argument.

In this case it is an argument because Unity already does all the math for interaction with physics objects, unless the guy forked out the cash to get Unity's source code he's not doing all that work himself.

>It wasn't a design decision to add distance fog it was a compromise to make it so that the game would render at a stable framerate.

And those compromises force the design of the aesthetics to take it into account because there is no ignoring it's existence. As I said before without the fog those caps look like shit.

>It defeats the purpose of having a massive in game world that's feasibly as large as a country

It just doesn't look that good.


667a4d  No.15525556

>>15525446

>they lost the source code

that blows my mind.

i know it's an old game but how much did it cost to make?

it's like loosing the source code is equivalent to loosing millions of dollars and years of work. nobody got fired? like imagine if they just up and lost the source to fallout 4, or fallout 3, or skyrim. oops. fuck it, guess no more bug patches or literally anything ever again from that. better hope we don't loose the binaries.


667a4d  No.15525563

>>15525556

well actually i guess it couldn't be that hard to recreate if a bunch of fans redid it in unity; and openmw did it for morrowind.


ef907a  No.15525573

>>15525556

>that blows my mind.

This sort of shit happens quite often. Like a lot of the time the source code wasn't actually stored on just a single place it was usually stored across multiple machines and they swapped floppy disks of dll files between each other. Or it was stored on one machine that they threw out because someone forgot. A lot of the time when source codes get leaked or released without the dev's consent it's a partial source. Like the Dark Engine's source code (The engine to Thief and System Shock 2) was only partially found. It makes reference to external libraries that weren't included. What was included was huge though and allowed people to patch both games (which were notoriously hard to run on modern systems before) to actually work properly. Now it's trivial to run either game.

Other times a single dev had it who left, or something of that nature. I'm fairly certain Blizzard never kept Diablo or Starcraft's source codes handy. Which is why the Starcraft Remaster only happened when a fan mailed it to them after just finding it somewhere. With Diablo it's probably why they didn't remaster 1 and just chose to make a series of Tristram levels for 3.

>it's like loosing the source code is equivalent to loosing millions of dollars and years of work

Not really. Bethesda is never going to use XnGine ever again.

Something you should be aware of is that a lot of the time game devs during this time period were extremely short sighted with the games they made. Something GOG found out the hard way when they started re-releasing older titles is the dev/publisher only agreed to release like 200 000 copies of a game with a particular actor's likeness because they were cheap and didn't think the game would be sold after that. So they'd need to re-license that actor's likeness again. The same with licensed music. One of the reasons why Prey 2006 was taken off Steam is because it has licensed music.

>guess no more bug patches

I mean they didn't patch GFWL out of Fallout 3 so I think that's a given.


327d7d  No.15525600

>>15525573

that licence shit is bullshit, the licence needs to be active 1 time for the game and should only be licensed if they release future titles.

imagine i sold you a house and if you sell it i get a cut of the house you sold to another person.


ef907a  No.15525615

>>15525600

Gamedevs are a lot smarter now and they tend to use something called "Work for hire" in their employee contracts. Which is basically "we own everything you make for us, you get no cut from it and we can do w/e we want with it". This is kind of seen as a bad thing by gamedevs since they'll often not be able to put any work they make in a portfolio until the game releases. (and usually it can take years for that to happen). And because musicians can't then also sell the ost separately.

But at the same time it makes it so that games can essentially be sold forever. Outside of things like when Rockstar removes music from Grand Theft Auto games because they only licensed the ost for 10 years and doesn't wanna fork over another 50 grand for a game they made 10 years ago.


a016b3  No.15525899

Not having any fog is quite stupid. Sure it doesn't need to always be at the same distance or at the same thickness, but if you are going for a more realistic approach you shouldn't be able to see for miles as if you were looking through a vacuum. Things should get hazy in the distance from air/moisture density alone.


79316d  No.15526012

File: 340caf48fa92a95⋯.png (58.62 KB, 609x128, 609:128, Legacy Deferred.png)

If anyone still gives a fuck. This option removes white blob of unity light around player, as well as from other light sources.


de2594  No.15526084

>>15525563

OpenMW didn't use fucking unity.


0b0c50  No.15526711

>>15521802

top one looks better, unity version looks like its remade in minecraft


3174c8  No.15526714

>>15524159

>RPG fans used to love that type of thing before Oblivion attracted hundreds of thousands of pussy faggots to the genre.

No, we didn't love having our save files invalidated 60 hours into a game, that's why Daggerfall sold like complete shit.


a2a1c6  No.15526716

>>15526714

Not what I'm describing. And stop pretending you were even alive back then.


6881d9  No.15526738

>>15521802

The bottom one literally looks just like Minecraft. You could not have picked a worse image. I had to do a double take to make sure you weren't trolling with an edit.

For what its worth, I agree that modding is a benefit worth getting, but it seems like it might almost be easier to make a new game and implant Daggerfall's dungeon generator code.


6881d9  No.15526766

>>15524159

>There is a booby trap in one of the story dungeons that entombs you underground forever if you fail the puzzle.

It also had a story dungeon quite early on that has an extremely insidious teleport trap that I almost had to cheat to get out of. So what happens is there is a small area in one corner of the dungeon near the bottom level (the dungeon is a tower) and in one random hallway section of floor there is a teleporter. But it does not have any magical effects that let you know it's a teleporter. You walk on it and get teleported to a hall that looks identical but when you turn around or exit the way you're facing, it's a different room. Of course if this is your first time in the dungeon, you have no reason to turn around so you just walk through to the next room blissfully unaware of your new location. There is no stairwell or anything that connects you to the main part of the dungeon, just a vertical shaft that you have to climb out of in a room very far away. Took me eons to figure that one out.


ce7a6f  No.15526780

>>15525615

All of this would improve if all kikes and lawyers (but I repeat myself) were dead.


731ece  No.15526896

Are there any major features still missing from this thing?


3174c8  No.15527013

>>15526716

Stop projecting, I was born in 82.


5b2625  No.15527319

>Morrowindfags being mad at Daggerfall having more content and more to do than just the shit Bethesda wanted you to do instead of making your own adventure

It's an enjoyable thread so far, could never imagine there being normalfags around here, complaining about traps or time-limits, it's almost like it will challenge you at times.


a2a1c6  No.15527365

>>15527319

>could never imagine there being normalfags around here

Welcome to /v/.


c3d2ea  No.15527402

File: 9396671d4d8b825⋯.jpg (41.64 KB, 422x509, 422:509, 5af7cb5a5c085f196546969b07….jpg)

>>15521880

>>15521878

>>15520607

>>15521802

>>15521810

The best part about Unity is that it allows your brand new GPU and CPU to struggle running a game that looks like it was published in 2001 but without the sexy retro aesthetic. It's like the opposite of the Crysis engine. Even if the idea behind the game is great it always just seems like wasted potential because it's bogged down by unity.

>>15523826

<shilling stinky vadgers shit

what the fuck are (you) doing?!

>>15527319

lurk more newfag


a0e412  No.15527425

>>15527402

>The best part about Unity is that it allows your brand new GPU and CPU to struggle running a game that looks like it was published in 2001 but without the sexy retro aesthetic. It's like the opposite of the Crysis engine. Even if the idea behind the game is great it always just seems like wasted potential because it's bogged down by unity.

>Engine is very accessible

>as such, most developers are newbs who are terrible at optimization and visuals

>game ends up looking and running terrible

>It's the engine's fault


c3d2ea  No.15527465

File: 90a2c5382a0d3a8⋯.jpg (698.22 KB, 1152x2048, 9:16, 90a2c5382a0d3a80bb58482ca4….jpg)

>>15527425

>engine is such a whore that it opens its legs to anyone

>because its a whore it has whore children

Yes it's the engines fault


e704e5  No.15527517

>>15527425

>engine creators want people who are shit at using it to buy stuff off the marketplace, because that's where their revenue comes from

>marketplace shit is all garbage

>therefore the engine creators want you to make garbage

<hurr it's not the engine

>empty executable created by the engine is already a few hundred megs in bloat and costs too much resources to run considering it's doing NOTHING AT ALL

<hurr it's not the engine

>professional teams that use it pay tens if not hundreds of thousands of dollars to get sourcecode access to rip bloat out and put in stuff that isn't as shit

<huuuuurrrrrr it's not the eeengineeeee

Yes, it is indeed the engine's fault.


7396be  No.15527529

>install it on shitbox

>main menu is completely unusable if not on low settings

>new game

>pick furry

>furry isn't furry

>roll mage

>start game

>campfire is a sprite

>wood has like 15 polygons

>silky smooth 10 fps

>want to hit rat

>game detects actions so slowly the rat gets damaged a few seconds after I actually hit it

>quit

I can play openmw without a problem on this piece of shit.


6c5d89  No.15527559

>>15521916

Unity has some nice examples and its retarded how people here complain about how unity looks like bad.

But daggerfall really looks like shit.


a0e412  No.15527570

File: 299de7c81308117⋯.png (85.79 KB, 275x184, 275:184, ClipboardImage.png)

>>15527465

>I want my software, exclusive, controlled and heavily consolidated.

>>15527517

>empty executable created by the engine is already a few hundred megs in bloat and costs too much resources to run considering it's doing NOTHING AT ALL

true, I'm not saying it's perfect, but have you even compiled an empty unreal executable?

>marketplace shit is all garbage

true, nothing to do with the engine

>professional teams that use it pay tens if not hundreds of thousands of dollars to get sourcecode access to rip bloat out and put in stuff that isn't as shit

true, source code access shouldn't be put behind an extra paywall. Still has nothing to do with graphic capability.


838b0e  No.15527579

Somebody want to post a bat in a door in DOS-BOX? I want to understand OP's problem.


731ece  No.15527605

>>15526896

pls respond


22aab6  No.15527643


c3d2ea  No.15527670

File: ba9aee63acf233d⋯.jpeg (360 KB, 2048x1159, 2048:1159, a918736e47c2c491a095a4f41….jpeg)

>>15527570

>GNUJew will save us

sorry to tell you kiddo but your communist Jewish whore OS has cancer aids

http://archive.li/sT6Xk

http://archive.li/a7sQt


292dee  No.15527683

File: 142cbf6cdfd291d⋯.png (38.66 KB, 223x167, 223:167, boned.png)

>>15527643

>fan project milestone list

>oh boy can't wait for all the fucking nothing

>all that green

That caught meme off guard.


ef907a  No.15527851

>>15526738

>it seems like it might almost be easier to make a new game

This is technically what's happening since they're recreating all of the game mechanics individually

>implant Daggerfall's dungeon generator code.

This is wrong. The game's dungeons werent randomly generated on the fly. They were procedurally generated. Meaning back in the 90s the devs randomly generated them, and then saved them. When you enter a dungeon in Daggerfall on a different save it's always the same 100% of the time.


e704e5  No.15527926

>>15527570

>true, I'm not saying it's perfect, but have you even compiled an empty unreal executable?

Your argument is that cancer isn't bad because cancer is also bad?

>true, nothing to do with the engine

Yeah anon, the creators of the engine being focused on making you want to use the marketplace means the marketplace has nothing to do with the engine.

>still has nothing to do with graphical capability

Which isn't what the argument was about at all.

And not that is was aimed at me, but

>I want my software, exclusive, controlled and heavily consolidated.

The opposite of a whore who opens her legs is not a government mandated vagina behind a hole in a wall for the sole purpose of reproduction. Unity bends over backwards to make sure it's usable by retards, and the performance suffers for it. Unity bends over backwards to make sure it can be used for aaaanything, and the performance suffers for it. How you even got "oh this guy must mean he wants proprietary software" out of >>15527465 at all baffles me. DooM ports aren't made with any faggy engines, they're written in C/C++ with OpenGL and the like, that's what people want when they say they don't want a shitty Unity port.

>but that's hard

Yes, but so is getting laid if you're not doing it with whores who open their legs to anyone not that there's many non-whores out there, mind you, but now we're just drifting off topic

>>15527670

GNU and Stallman have nothing to do with Linux, and in fact are a "competitor" of it considering Linux is a kernel, and GNU has their own kernel named Hurd.


dace45  No.15527945

>>15527670

>ruby

Why do all these fags get hard for ruby? Is it that easy to learn?


e89b53  No.15527959

>>15527926

Both Linux and Vulkan have that contributor covenant, everything is fucked.


327d7d  No.15528456

>>15526738

HOLY SHIT CAN YOU FUCKING RETARDS NOT UNDERSTAND TEXTURE SCALING?!


89db51  No.15528461

Ha ha ha you dont deserve nice things


327d7d  No.15528532

YouTube embed. Click thumbnail to play.

Daggerfall unity is created to allow daggerfall to be 100% playable in unity.

Anything that adds extra quests, textures or models are mods.


125821  No.15528554

In terms of gameplay only, how does Daggerfall Unity compare to regular Daggerfall RIGHT NOW. What things are still underdeveloped, and what things are "improved".


c3d2ea  No.15528571

>>15528554

If someone could remove the RNG and replace all at crap with intentionally designed dungeons, encounters and cities. That would fix Daggerfall.


3ea2b9  No.15528578

Why the hell are light sources constantly flickering for me?


26246b  No.15528592

>>15528571

Can't. Daggerfall generates dungeons on the fly as you pick up maps and quests.


667a4d  No.15528605

>>15528592

I thought they were randomly generated, but only once, when the devs made the map, not on the fly.


327d7d  No.15528608

>>15528554

No new content is planned in the base game, but it has a powerful mod system fit specifically for this purpose. Check out the Released Mods page to see what people have created so far. Some examples are:

Several graphical replacement mods for higher resolution textures and models.
Post-processing effects (e.g. FXAA, SSAO).
Distant terrain.
Enhanced sky with day/night and lunar cycles.
A quest pack that adds 62 new guild quests and 14 new noble quests.
Archaeologists mod that adds an entire new guild, with custom guild hall, NPCs, and new quests. The Archaeologists even have a custom locator device for use on guild quests. Think "Indiana Jones" with focus for high INT characters and language skills.
Warm Ashes mod which adds new encounters to dungeon exteriors, adding bandits, keep sieges, and other random treasure and events.
Stylish new compasses.
In Daggerfall Unity itself, we've carefully added QoL features to almost every part of the game. My rule is these QoL features must not significantly change the look and feel of classic Daggerfall and fit appropriately with the classic experience. An incomplete list of these QoL features are:

Default higher resolution and draw distance.
Improved controls (smoother movement and mouse look than classic).
Scrollbars, mouse wheel support, and tooltips.
Plain-text quest scripting language and integrated debugger. Can write, compile, and test quests while the game is running.
Much improved world serialisation - possible to safely leave items in containers in your purchased homes and rented rooms in taverns.
Classic UIs run at a high resolution - while they look generally the same it allows for better scaling of items in inventory and other UI elements.
Dungeon, interior, and exterior automaps heavily tweaked. The dungeon automap particularly is much more functional than classic.
Option for high resolution SDF fonts so text looks great even at 4K.
Addition of a "mode icon" near status bars to see in a glance if character is in "grab", "steal", "talk" mode etc.
Click to attack option.
Left-handed weapons option.
Swap health and fatigue so red/green order match later ES titles (Daggerfall is the other way around to later games, which caused some confusion for new players)
Inventory info panel for realtime detail on items with a simple mouse-over
16x item inventory grids over the usual 4x (this is where the scaling I mentioned above comes in handy)
Better vital feedback for health gain/loss, etc.
Better screen flash feedback for incoming damage and near death warnings.
Optional enemy selection algorithm for a wider range of random enemies in dungeons.
Small tweaks to UI help prevent issues like accidentally equipping items when you just want to pick them up.
Fixed many classic bugs where possible.
Most of the above can be toggled in game settings or INI. Anyway, the point is that every part of the game is classic Daggerfall in every way, but it's also more refined. The feedback I get a lot is that Daggerfall Unity is just more comfortable to play. The best way to experience this is to play classic Daggerfall for a few hours then switch over to Daggerfall Unity to see the difference.


c3d2ea  No.15528620

>>15528605

I've entered broken dungeons that cannot be completed. And the towns are mundane because of the RNG. The game would have been far better if it didn't fall for the random generation meme.


125821  No.15528632

>>15528608

OK, but when I go to https://www.dfworkshop.net/ the third thing on the front page blog is "New Spell Effects", the first of which says "In classic Daggerfall, water walking is more like a swim speed effect. I’ve tweaked this so you actually run over the surface of exterior water while keeping the usefulness of swim speed in dungeons."

Unless he is describing a mod rather than work on the actual project, he's already in the process of reworking effects to be more like what he thinks they are intended to be, rather than attempting to 1 to 1 match what the original was. In this case it would be an improvement, but I was asking about what kinds of improvements like this have already been made. Further down it also mentions only about 70% of spells have been implemented so far, so that's a pretty big "needs improvement".


a2a1c6  No.15528644

>>15528532

>that 18 second black screen after fast travelling

So does this have mods installed, or is that just what the NPC sprites look like now?


3ea2b9  No.15528842

File: fb4f458961d1bc3⋯.png (786.71 KB, 1920x1080, 16:9, Untitled.png)

>>15528644

Here's a better screenshot without all that godawful filter normalniggers love.


89db51  No.15528853

>>15528842

looks like duke nukem


a2a1c6  No.15528865

>>15528842

Ok, that's pretty true to the original. Do the marshy areas in Unity still look like a patchwork of blue puddles?


327d7d  No.15528882

>>15528632

Ok?

>>15528644

thats the game with a bunch of mods


3ea2b9  No.15528900

>>15528865

I'd check if I knew how to get there.


3ea2b9  No.15528926

File: afb5fff191ef19b⋯.png (725.57 KB, 1920x1080, 16:9, ClipboardImage.png)

I love this games sprite work.


3ea2b9  No.15528930

File: 19f0b21e3e31619⋯.png (853.86 KB, 1920x1080, 16:9, ClipboardImage.png)


89db51  No.15528935

>>15528926

the trees look like they are floating


26246b  No.15528938

>>15528605

One can come across maps that add new dungeons to the map. These dungeons are either unrevealed, or are generated on the fly.


044d8b  No.15528942

>>15527402

Unity is poorly optimized but a new decent quality toaster should be able to handle it. It's bad, but nowhere as bad as gamebyro/creation.


7ced4b  No.15528943

File: 604fdf4ec18717d⋯.png (545.43 KB, 512x768, 2:3, 1484839393969.png)

>>15527465

>guy is buying trap porn


3ea2b9  No.15528950

File: e3dfaa31c6e6776⋯.png (874.51 KB, 1920x1080, 16:9, ClipboardImage.png)

>>15528935

Hopefully that's get fixed soon.


8bf5d0  No.15528989

>>15528943

Pretty sure that that's loli.


a2a1c6  No.15529086

>>15528900

They're in most small villages. Little marshy areas where the villagers are growing rice or something. Also, north Tigonus is all marshland.


7ced4b  No.15529104

>>15528989

I'd bet my right nut that's fucking trap porn, I've seen too much to think otherwise.


a2a1c6  No.15529108

>>15528900

Here is what the marshy spots look like in vanilla.


a2a1c6  No.15529112

File: dfa8675f563419e⋯.png (72.6 KB, 640x480, 4:3, marshy patch.png)

>>15528900

>>15529108

oops didn't attach screenshot


a22bf8  No.15529117

>>15522006

You jest, but one the main creators behind daggerfall and the elder scrolls complaints about morrowind and after is that they didn't feel like grand adventures, it'd only take you two minutes to climb the mountain or 10 minutes to get from one town to the next, at most. It's didn't feel as if the towns were big either.


a22bf8  No.15529122

File: 27e163a41f49492⋯.jpg (78.11 KB, 333x675, 37:75, 27e163a41f4949278317526ec0….jpg)

>>15523255

>151752311


000000  No.15529136

>>15528943

Nah, it has the tit bumps. Trap porn makes sure that the DFC is completely flat. If anything it's futa.


3ea2b9  No.15529159

File: 88b49a1ddf95d55⋯.png (1.21 MB, 1920x1080, 16:9, ClipboardImage.png)

>>15529112

>>15529086

Daggerfall Unity


a2a1c6  No.15529170

>>15529159

Alright. that's a lot better than the screenshots I saw a few months ago.


8bf5d0  No.15529171

>>15529104

>trap porn is disgusting

>I've seen too much to think otherwise

Getting mixed signals here.


84de86  No.15529350

>>15529171

It's not like it's hard to unintentionally see trap porn. Do you not remember the flood of closet-gays sharing dickpics? They were as bad as the pedos are now.


0c1d5d  No.15529373

>>15527013

>I was born in 82.

You have to be at least 18 to post on here.


00847d  No.15529448

>>15528943

How do you know fag?


f48fec  No.15529504

>>15529170

It still looks like cardboard cutouts propped up thanks to the lighting.


ce7a6f  No.15529532

>>15529350

Come on now anon, pedosexuals will never be as bad as those filthy faggots.


708d67  No.15530123

>>15520607

Unity isn't a bad engine. It's accessibility is the true cancer.

Cuphead, Cities Skylines, Subnautica, Hearthstone, Pillars of Eternity, KSP, Hollow Knight, Dusk were all made in Unity


c5cd1d  No.15530144

I have no idea what I did wrong with my character roll this time but I'm getting raped in the starter dungeon by bears every time I rest.


c5cd1d  No.15530166

File: cd579ec3fc55b69⋯.png (1.1 MB, 1280x720, 16:9, ClipboardImage.png)

>>15530145


54ef7e  No.15530215

>>15530123

>Dusk

That's not a positive


6481b1  No.15530218

>>15521802

>because you can do shit like this you retard.

Why would you want to decrease rendering distance though?


de2594  No.15530228

>>15530144

It's basically mandatory to take the ebony dagger perk.


7ef5fd  No.15531088

>>15521820

>wannabe silent hill fog

>gives the game character


47be2a  No.15531133

So uh, is Daggerfall any good? Worth playing?


a2a1c6  No.15531279

I must say I agree with both sides here. Vanilla Daggerfall still looks better than Unity Daggerfall, but Unity's modding potential is intriguing. Ultimately, it will depend on creative and talented modders to bring more to the game aside from corny tumblr portraits of the the NPCs.


1c5d5d  No.15531421

The problem with Daggerfall is that the simplistic graphics make it impossible to distinguish one place from another which sucks since the game is 65,000 square miles or something. I don't think a mod will easily solve this because replacing a sprite would just have all the buildings look the same still.


a2a1c6  No.15531439

>>15531421

Maybe one day they'll come up with a mod that allows the colorblind to differentiate all the different textures in Daggerfall. Don't give up hope, dog with a keyboard.


47be2a  No.15531565

>>15531439

shut the fuck up


ce7a6f  No.15531650

>>15531133

Extremely, go fucking do it right now.


47be2a  No.15531671

>>15531650

If it's so good, why aren't you playing it right now?

Fucking retard.

>>15531650


54ba6f  No.15531717

>>15531421

Well that's one of the simpler problems to address since that involves tinkering with the procedural generation formula itself to include new vegetation to it with new sprites assigned to it. I'd rather just add proper cardinal directions for all the vegetation sprites first though, seeing everything face you on such large swathes of land has this uncanny feeling to it.


a2a1c6  No.15531892

>>15531717

I don't think a 2D sprite can have more than one cardinal direction. If you wanted to see foliage from different angles, you'd need to draw them from different angles.


ce0c64  No.15531972

File: 8081359451305e3⋯.jpg (134.45 KB, 1080x755, 216:151, you can climb it.jpg)

Do you see it?


ce7a6f  No.15532739


54ba6f  No.15532767

>>15531892

So are you deliberately being retarded on purpose?


2b22f6  No.15532781

>>15531972

Is it actually climbable or is it just a sprite that you can never approach?


fa3773  No.15532816

>>15532781

you can climb it if your climbing skill is high enough and then you fight a dragon at the top


327d7d  No.15533767

File: 366826a27129429⋯.png (490.82 KB, 1080x755, 216:151, 8081359451305e32c7aec3be77….png)

>>15532781

its like this, when you enter a town there is usually a texture of a mountain or something in the sky, that's how it was for original.


c40d9f  No.15533968

>>15527425

unity also had horrendous multithreading until about 2017, improving this has been an ongoing proccess.


c5cd1d  No.15534247

>>15529504

Just using some sort of blob shadows would almost look better, or maybe a combination so it looks less dumb.


b29415  No.15534421

>>15530123

Pretty much - I've seen worse with the UT3 and 4 engine. America's Army 2 was just the tip of the iceberg


c5cd1d  No.15534588

File: 21428c23886a0eb⋯.png (1.35 MB, 1920x1080, 16:9, ClipboardImage.png)

>climb roof

>shot into sky

Hey, not a bad view though.


c5cd1d  No.15534603

File: ad308faa9639419⋯.png (820.17 KB, 1920x1080, 16:9, ClipboardImage.png)

Oh god, it happened again.


6793cc  No.15538424

File: 34f8e843b6429a8⋯.mp4 (7.42 MB, 640x360, 16:9, Daggerfall_Gondola.mp4)

File: ed1cb7b07ae82e0⋯.webm (5.83 MB, 960x720, 4:3, Daggerfall_sneak_system_i….webm)


a2a1c6  No.15538507

>>15538424

That's not how sneak works.


f6a1d8  No.15538508

>>15538424

Crouching isn't sneaking in Daggerfall. Just moving slowly in general is (with the slowest being holding the sneak button and walking.) Stealing just relies on your pickpocket skill.

Also that's funny that a guard appeared right there. I've never had that happen, they usually appear somewhere in the building but not in the same room.


a2a1c6  No.15538526

>>15538508

They usually appear at the front door.


d95099  No.15538539

>>15534588

Which town?


7f6222  No.15539158

File: d18229288a52223⋯.png (880.44 KB, 1920x1080, 16:9, ClipboardImage.png)

File: 2235ddff235b9fe⋯.png (699.45 KB, 1920x1080, 16:9, ClipboardImage.png)

File: bd02a260bb389c4⋯.png (715.69 KB, 1920x1080, 16:9, ClipboardImage.png)

>>15538539

I don't recall but I just managed to have it happen here again, climbing up on this flat roof building.


7f6222  No.15539225

File: 993e31b477eb2d1⋯.png (731.18 KB, 1920x1080, 16:9, ClipboardImage.png)

File: a6c502f8bff81bc⋯.png (682.31 KB, 1920x1080, 16:9, ClipboardImage.png)

>>15539158

I was actually climbing up this wall, it's definitely reproducible for me on the latest Windows 64-bit live build.


220528  No.15539333

>>15521878

yea i dunno why everyones so pissy tbh

id probably give this a play

the problem is, i see this is running """"great"""", but its obviously not actually in-game as theres no people walking around and obviously no player character. and given unity, id wager this is because the engine a shit and its not able to handle running this in-game

but as far as the guys goin

>this doesnt look like daggerfall

well

NO SHIT

you dont try and plop an older game like this into a newer engine and then try and make it look exactly the same. and ideally, if this becomes a sort of modders resource which is the idea, as far as i can tell, then no doubt these graphical overhauls will be optional and/or there will be a mod that returns the graphics to something closer to its original pixel art which was great. and hopefully, given daggerfalls dedicated fanbase, we would eventually see a sort of "retroactive modding community" develop and do similarly interesting things like weve seen done with other TES titles.

im not gonna pay for it obviously, and im not gonna hold my breath on it ever actually running properly in unity. but if it does somehow by the grace of god end up being feasible, i cant see how it could be a bad thing. it being on unity means it will be piss-easy to mod. any old asshole with an idea will be able to mod it in that case, and that opens up a lot of opportunity for some cool shit to happen


ce7a6f  No.15539349

>>15538424

I love that gondola so much.


220528  No.15539674

>>15531717

see this is what i mean

faggots like this are worth it being made as a modders resource

forget all the fucked up ridiculous shitty/fetish mods that will be made

theres gonna be so many fuckers like this goin all out modding daggerfall

we might finally get the elder scrolls game weve always wanted


0c1d5d  No.15539891

File: 6c1ba141357e19f⋯.jpg (1.06 MB, 1920x1080, 16:9, Daggerfall1.jpg)

File: f9bf47cd6ead98d⋯.jpg (916.99 KB, 1920x1080, 16:9, Daggerfall2.jpg)

File: 4a222757784771b⋯.png (136.69 KB, 707x484, 707:484, Daggerfall.png)

Well this is confusing…


9c12ae  No.15539927

>>15520953

So… how much for a night with the raunchy wizard?


000000  No.15539952

Imagine some day someone making "dwarf fortress unity" and its just ASCII sprites but with unity lighting system.


a2a1c6  No.15540991

>>15539891

It looks so small from up there.


220528  No.15541149

>>15539891

so heres the important thing in my book:

can you walk to towns and dungeons without fast traveling? i remember in the past that this was completely impossible. you could walk all the way to the next town, be right over it on the map, and not be able to see it or interact with it. id assume with the way the distant land is rendered, that this would be a thing of the past


f7c0bf  No.15541177

>>15541149

> i remember in the past that this was completely impossible.

If it says you're in town but you're not in town yet 90% of the time it's because the zone counts as the town and you can't see it due to the fog of war and have to go look for it. In other cases it hasn't loaded yet.


b13556  No.15541184

>>15541149

>can you walk to towns and dungeons without fast traveling? i remember in the past that this was completely impossible.

It's always been possible, I've done it twice in vanilla daggerfall. You being on the right pixel doesn't mean you're in view distance of the town, 1 pixel is an enormous area.


b13556  No.15541186

>>15541184

Hell there's literally videos of people doing it on youtube.


dace45  No.15541204

>>15541149

You always could dummy


0cf815  No.15541206

>>15523826

>that pic

Can confirm. Back at my old place of work, this absolute cunt asked a few of the guys to move an extremely heavy desk from one office to the other. And no, we weren't lightweights. That thing weighed a LOT and we never found out why. So we huffed and puffed and finally managed to get it out of the first office. Then we took a break for a minute. This was apparently no fast enough for the scrawny bitch as she started saying shit about how "manly men" should have been able to move it to the next office already. I gave her shit for it, telling her that our manliness had nothing to do with the desk made of lead and that she was welcome to find three women who were capable of moving it even one inch further from where we had left it. Whenever I hear a woman talking shit like that, I call her on it, because I'm sick to death of them buying into the meme that they're somehow better than us. If you're so fucking perfect, you move the desk carved from a chunk of the heavy substance known to man.


220528  No.15541326

hey ive only played this for a couple minutes now, but so far everything looks nice. pretty cool to be able to climb atop a hill and look at which way i wanna go in daggerfall. always thought the fact that they made the world so huge and extensive was cool, but they rendered it useless with the fog

just plunking around caves for now, but ill prolly post some screencaps when i get to town and see how the sprites look. so far graphically theres been no real change to the enemies. im hoping that these monstrosities >>15520953 are a fault of that user, and not what they actually replaced the sprites in

but so far so good. runs perfectly on an outdated craptop

>>15541186

>>15541184

>>15541177

>You always could dummy

news to me

always thought the overworld was endless random gen

mustve been the fog

that shouldnt be a problem at all in this new one


220528  No.15541333

File: 4112c2e087bb143⋯.jpg (144.04 KB, 1600x900, 16:9, 4112c2e087bb1439a7f5378985….jpg)

>>15541326

forgot bic

bizzarre to be able to look off in the distance like this in daggerfall


220528  No.15541392

File: 22310c90f0ee022⋯.jpg (271.86 KB, 1600x900, 16:9, D78C14A6-C87B-474E-A3C6-EA….jpg)

interiors look nice too

nothing changed on the stock sprites for the NPCs

ill bost more later maybe

im gonna dial in some of these settings some more. the mouse camera control in particular feels a little too floaty right now


a2a1c6  No.15543017

File: 3159c2aeebbf68c⋯.gif (803.1 KB, 163x191, 163:191, 1440204050121.gif)

>>15541392

>benches cast shadow

>spider doesn't cast shadow

>brazier itself doesn't cast shadow


220528  No.15543038

File: 0eefdd2c9a8ef87⋯.jpg (298.95 KB, 1600x900, 16:9, 3E3BE316-B747-4297-015F-E1….jpg)

File: 2564cff2fa61260⋯.jpg (294.87 KB, 1600x900, 16:9, 2564cff2fa612605857db05769….jpg)

>>15541392

>>15541333

so the only thing thats giving me any real slowdowns/problems so far is the interiors of buildings. this stopped after toggling off the "high quality" shadows.

other than that, the NPCs look good, the quests, shops and combat works good. havent tried magic yet due to being a simple knight build to test it out.

the only problem ive had so far was one crash while i was trying to access the controls menu. gotta look into it to see if theres a reason for it

>>15543017

yea seeing as how the braziers and enemies/NPCs are technically 2D sprites that spin to face you, im not sure how they could possibly make dynamic shadows for it. at the very least they would be horribly inaccurate/rotate according to player position, if they were to cast shadows.

sounds like a job for some modding autists


a2a1c6  No.15543137

>>15543038

You could always just have no dynamic shadows. How about that?


220528  No.15543159

>>15543137

kek

u retard m8?

you miss the part where i specifically said i turned them off because they were causing problems?


f48fec  No.15547210

>>15541333

>>15541392

>>15543038

>high quality shadows

That kind of thing should be off by default, shadows are one of the most intensive thing for a PC to handle.


000000  No.15547246

>>15547210

>shadows are one of the most intensive thing for a PC to handle.

Unfortunately, they are also one of the most important effects to make things look good.

Look at how bad fallout 4 looks with its short-range shadows, you see pop-in and pop-out all the time and ridiculous discrepancies.


c66c50  No.15547250

>>15521740

same reason you post retarded jewtube "celebs"


f48fec  No.15547270

>>15547246

Since this is DOS game port simple lighting and color pallet manipulation is the better option and that shouldn't be CPU intensive otherwise ever DOS game would make your CPU chug.


ce7a6f  No.15547315

>>15543038

Modtists pls respond


f48fec  No.15548442

>>15547315

Dynamic shadows are pointless because the shadows coming off the sprite's physical dimensions will make them look like they're floating and card board cutouts. As for "turn to always face you" a sprite's graphics can be made to be mutually exclusive to it's physical properties. The physical properties can also be changed to allow things like proper line of sight with the front square hitbox being it's face then have it's sides and back be it's sides and back respectively. If the sprites aren't updated to map these changes you'd end up with weirdness like a guy always looking like he faces you even if he isn't actually looking at you.

Of course I'm not getting into any technical specifics because I don't know what exactly Daggerfall does I'm just talking in general.


a34e88  No.15548768

>>15548442

Rotating sprites can pass quite well if they are perfectly symmetrical. It is when they are not that they look off.


220528  No.15549011

>>15547250

>same reason

because its fun?

>>15548442

>If the sprites aren't updated to map these changes you'd end up with weirdness like a guy always looking like he faces you even if he isn't actually looking at you.

yea thats what i was thinking

if it wanted to be done, youd have to scrap the 2d sprites entirely and replace them. which may be more trouble than its worth, and would likely upset most of the fans as well due to how fond everyone is for the sprite work in this game

>>15548768

i mean theres a few symmetrical ones, but the majority would look pretty fucking awful no matter what you did short of what i said above


f48fec  No.15549078

File: ac6eb700fc0afaf⋯.png (60.51 KB, 427x161, 61:23, yoshi pixel filters.png)

>>15548768

The weirdness I describe is due to a lack of sprites most of the time, the example I gave is basically when there are zero sprites for anything besides facing you at all times but the object the sprite represents is fully capable and is interacting with everything regardless of what it's sprite would indicate.

>>15549011

Making new sprites which map to every rotation for all the directions, minimum 8 ideally 16, with the old sprites isn't off the table. The trees and stones would require a lot of trial and error with 3D models to capture the other directions.

The alternative is to redraw the graphics then convert to color limits until you get the front graphic to match vanilla assets then redraw for the other directions and convert it that way.

For anything that's supposed to be animated 3D models is recomended since tweaking the animations if you make a mistake is far easier to do.

Just don't use fucking filters.


220528  No.15549177

>>15549078

>Making new sprites which map to every rotation for all the directions, minimum 8 ideally 16

correct me if im wrong but i think, in daggerfall, NPC sprites already have a front, back, and side copied and flipped for left/right sprite that turn depending on which way theyre facing at least i know guards and walking townspeople do. so the basic idea of having NPC sprites change directions is there. not sure if this could be something easily made/implemented for the rest of the static sprites though. but then its just a matter of, like you said, making a few more angles for literally every sprite in the game no biggie lol

also

>Just don't use fucking filters.

i wouldnt even think of it anon

though, after looking at your pic, i could definitely see some merit in a really talented drawfag doing some touch-ups on the sprites to bump them up into higher resolutions than whats currently possible. i think thats the only way you could "replace" the old sprites without pissing everyone off. sure, youd still get some angsty faggots who would whine, but i think at the very least it would stay true to the original it would obviously be optional, and it would help to bring the sprites into a higher res. as it is now, while the stock sprites look just as good as they always did, with people modding new textures into the rest of the world, they tend to stick out in a way they didnt in the original


2294dd  No.15549304

>>15527402

><shilling stinky vadgers shit

>what the fuck are (you) doing?!

No idea who that is, never been to the web site. Regardless, it's good advice.


f48fec  No.15550633

File: 2680721ee5a07df⋯.mp4 (3.7 MB, 1280x800, 8:5, Daggerfall Unity 1.mp4)

File: 8825eb180af4994⋯.mp4 (3.28 MB, 1280x800, 8:5, Daggerfall Unity 2.mp4)

>>15549177

>they tend to stick out in a way they didnt in the original

No that's just Unity. Got some videos to showcase the two, DOS had some problems with the recorder I was using so I had to change the screen so it would be at the center. Size is too high for all to be uploaded in one post.


f48fec  No.15550641

File: f205f396232b452⋯.mp4 (6.35 MB, 1280x800, 8:5, Daggerfall DOSbox.mp4)


c5eb45  No.15550652

>>15549177

> i could definitely see some merit in a really talented drawfag doing some touch-ups on the sprites to bump them up into higher resolutions than whats currently possible

Any time this has been done the results have been horrifying. It sounds good on paper but then you look at something like the Final Fantasy VI "remake".


0762f9  No.15550672

File: a0b794c1b6b1d2a⋯.jpg (Spoiler Image, 874.75 KB, 1194x1308, 199:218, Nice!.jpg)

>>15520597

>Unity

That was a mistake.

Really though, why? If you really wanted to play an old game, just go for the original. Why go for some shitty remake? You're basically asking to be disappointed.

>>15529104

Clearly you haven't seen enough. That's not trap porn you closeted faggot. That's a loli dark elf rape doujin


6793cc  No.15550723

>>15543038

>not sure how they could possibly make dynamic shadows for it

The devs could add invisible shadow casting cylinders to NPCs as a rough estimate.

>>15550672

>Why go for some shitty remake?

I think the main advantage right now is stability.

>>15528943

I've seen that guy posted before in webms, he's some wealthy banker weeb degenerate, Dutch or Swiss or something.


1d63f7  No.15550727

>>15550633

>>15550641

So why didn't you crop out the useless black space in your doxbox webm?


ba6c5b  No.15550729

File: 425b294b4e615f4⋯.png (250.43 KB, 632x458, 316:229, penis.png)


f48fec  No.15550747

>>15550727

I don't like how it looks but it's well past my "I've wasted too much time on this shit" threshold, maybe tomorrow I'll crop it.


f48fec  No.15550934

File: f9f25dc5091028d⋯.mp4 (6.36 MB, 644x404, 161:101, Daggerfall DOSbox edit.mp4)

>>15550747

There got it.


4fdbbc  No.15554035

>>15550934

>not rebinding your controls

Fag.


a93256  No.15554093

are there any sex mods for daggerfall?


a2a1c6  No.15554155


3f5489  No.15554170

>>15527402

>lurk more newfag

More like "read the fucking OP before posting"


d34fc1  No.15554485

Invidious embed. Click thumbnail to play.

New templeos video of terry checking out daggerfall unity


71f295  No.15554560

>>15554155

Wait, really?


9d7d6e  No.15554834

File: 593a026e85ead65⋯.jpg (49.54 KB, 600x820, 30:41, 02f.jpg)

>>15520953

Why can't modern games have naked slave girls?


962a83  No.15554845

>>15554834

They're not slaves


ce7a6f  No.15554927

>>15554834

Roasties fear sexual fulfillment that doesn't require supporting their various vices financially, and thus they must ruin any source of it to live the lives of parasitism that the kikes have promised them.


70e1e2  No.15554979

File: 88f38ee871d3e88⋯.jpg (80.35 KB, 295x342, 295:342, 1447022749611.jpg)

>remakes

>ever

Nigger why.


662d29  No.15555001

>>15520953

lookin good


c414db  No.15557823

Never played Daggerfall, but here's my wisdom. A common problem with fan mods giving high-res textures to old games is that one guy redraws 20 % of them and vanishes, then another does 10 %, then another guy comes and so on, so in the end it looks really inconsistent. The textures of an old commercial game are usually far more consistent. Even when one person remakes all textures, they don't fit the well with the old low-poly models. There is even something to be said for the horrendous resolution of old games in that it actually makes the sprites and the proper (or raycast) 3D stuff mesh better. I'm not a purist though, I think high-res text is definitely a good feature, and that some phony "shading" effect (basically a texture animation loop with frame chosen based on viewing angle) applied to the original low-res versions of all metal textures and things like shiny flasks on shelves could look nice here.

It appears that with max blur, NPC sprites look simultaneously not blurry enough (jagged outline) and too blurry (everything inside). I don't think there is that one optimal theoretical amount of blur to be applied to all sprites, since sprites of fire and liquids look good with tons of blur, other things (timber framing) not so much.

>>15521820

>>15523309

It's possible to design a game with fog aesthetics while still allowing the player to see a lot, by using fog that greys out stuff rather than solid fog walls, fog that's thicker but only at a particular vertical height, giving some monsters glowing eyes that pierce through the foggiest fog-you fog before other stuff at the same distance, and making some lights visible through just about any fog-distance combination. And even in places where you can't see anything, sound design can help a lot with orientation, like hearing a river before seeing it.

>>15543017

I think what could look decent with both polys and sprites are what Link got in Ocarina of Time (or rather, his legs). The shadows are super-simple and yet sufficient to kill the impression of floating above the ground and they also tell the player which direction the light comes from.

>>15524933

That looks somewhat better than CDi Zelda, but it doesn't really look good. I want a game to look alive, which is not the same as high-res. I'd rather have more facial expressions and variation with low-res textures than sterile and repetitive high-res graphics.


a2a1c6  No.15557890


d5a21f  No.15558185

File: 0377e2232951bbc⋯.png (418.24 KB, 640x480, 4:3, Butthurt.png)

>>15522040

>>15522344

Fuck off back to cuckchan if you hate it here so much, unity shill.




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