Just a quick post today. I’ve added a simple editor window for searching locations, to be available in 1.2 release. After selecting a region, you can either filter locations by type (city, dungeon, etc.) or enter a partial string which is matched against all locations in the region. The search string is not case sensitive and will match any part of location name.
I plan to add more features to this later, such as a map preview and setting location to StreamingWorld.
Good news, everyone! LypyL has created a second multiplayer demo for us to enjoy. It was amazing to share a dungeon run with him earlier.
Incredible to think… This is the first time it’s truly been possible to explore a Daggerfall dungeon with friends. Although still in early stages the potential for this is incredible. Great work LypyL!
Edit: Updated link to later build.
Daggerfall Tools for Unity – Streaming World Multiplayer V.2.1 by LypyL
I wanted to post a quick update of my plans over the next few months. This gives me some goals to meet and ensures any potential developers know where I’m headed next.
1.2.x release with streaming world. This should be out in the next week. I’m currently stomping bugs, updating docs, and testing everything I can.
A few weeks break for Real Life work, as discussed a couple posts back.
1.3 begins. This will be another big release with an emphasis on Text & Translations, NPCs, Quest Foundations, Performance Review, and Mixing Custom/Procedural Assets.
Moving forwards, I will try and be more conscientious of other developers. This involves a few changes to how I think about the tools.
Move to GitHub. I plan to do this as part of 1.2.x final release.
Fewer breaking changes when possible. This involves thinking about the impact of any changes to upstream developers. Where possible, I will avoid sweeping changes and use [Obsolete] rather than simply remove old methods.
Thinking about multi-player, multi-camera patterns. As much as possible, I will try to organise tools not to depend on a single-player, single-camera pattern.
Improve code practices in general. This will be stuff like using Interfaces where appropriate and trying to make the code easier to understand.
Obviously there will be a changeover period where your upstream code will get clobbered by changes at my end, but I’m hoping that sometime after 1.3 you can start to have more confidence about importing changes into your fork.
As always, I’m open to suggestions and learning from others.
Hey everyone. I just wanted to let you know that work is still heavy at the moment. I am also about to start a couple of surprise work projects that require a higher than usual amount of presence and concentration.
Things should go back to normal in around 6-8 weeks. In the meantime, I will work on what I can in Daggerfall Tools for Unity, but expect updates to slow down for a little while.
If you don’t hear from me for a couple of weeks, please do not be concerned. I know that I’ve been very active while getting this project off the ground, but it was inevitable that sooner or later I would need to take a break from my hobbies to concentrate on the business. It sucks, but I’ve got to pay the bills.
Linux Note: You may need to set the .x86 or .x86_64 to allow executing as program. The standalone Linux build is still an early test. If you have problems, please contact me with your specs and screenshots of issue if possible.
Click to capture mouse (web player).
ESC to uncapture mouse (web player).
ESC to exit game (standalone).
Mouse move to look.
W, S, A, D to move.
SHIFT (hold) to run very fast.
SPACE to jump.
LEFT-CLICK mouse to open doors, operate switches, etc.
R to travel to a random location.
1-4 to travel to a preset location (more presets will be added to final build).
New: P to replay current song.
New: [ to load previous song.
New: ] to load next song.
New: – to reduce time scale.
New: = to increase time scale.
Explore the entire Illiac Bay. Any region, any climate, anywhere.
Run smoothly between cities over actual Daggerfall terrain read from game data.
Full day/night cycle with animated skies and city lights.
Control passage of time by adjusting time scale.
A MIDI synthesizer has been integrated with Daggerfall Tools for Unity. You can now play music from the game!
Enter any building in any town or city.
Control an athletic player who can jump onto small buildings and sprint at high speeds through the wilderness.
Location beacon helps you find cities in the wilderness.
Entire world is built procedurally right inside your web browser.
May encounter a brief hitch when updating sky animation or streaming in a large location.
No bounds checking. Possible to run off extreme edge of world or crash.
Running very distant from starting point will cause precision issues. A fix is in progress to resolve this.
No compass or map to help you navigate.
Cannot enter dungeons at this time.
Note: If you encounter problems with precision or fall through ground, please use R to travel to random location or 1-4 for preset locations. See controls below.
If you’ve been around the DFTFU Subreddit, you may have noticed that community member LypyL has been working on a set of multiplayer extensions for the Daggerfall tools. He has now progressed to the point where he’s ready to show off some progress.
I played a bit of this with LypyL a few hours ago and had great fun exchanging blows and flying (literally flying) around the map taking swipes at each other. He’s done an amazing job so far, and I’m excited to host his achievement here on Daggerfall Workshop.
Daggerfall Tools for Unity – Streaming World Multiplayer Test by LypyL
LEFT-CLICK mouse to open doors, operate switches, etc.
Q no clip/fly.
E climb mode.
Z toggle weapon.
Right-click and drag mouse to swing weapon.
On running, players will try and connect to active games on server if there are any, and if not will start a new one.
Games are capped at 4 players (and currently max concurrent user limit of 20 – so up to full games)
On joining/starting game, player has to set their name (either accept the random name or put in a new one in the input box).
They will spawn outside of Daggerfall. I pretty much left all of the streaming world settings at default.
Added scaled down location markers to make other players easier to find. Player names will also be displayed above their skins w/ 3d text meshes.
Players get randomly chosen skins on joining (which aren’t synced among clients – they’re different for everyone). Attacking & moving is animated (the hurt animations should be working, but I can never get them to play for some reason).
Basically nothing else is synced up – audio, doors etc. are not implemented yet.
I switched to one of the standard asset skyboxes due to the sky rig breaking in the web build for some reason.
There is basic combat implemented for messing around. On being hit, a player will lose health until they reach 0 or less, then their position will be set randomly (to somewhere nearby to where they are), and if they are inside, they will transition outside.
This is my first week back from holidays and work is kicking my butt right now. I’m not finding the time I need to really sit down and polish the streaming world demo as much as I’d like. Rather than delay it longer, I’ve decided to release a web demo for everyone to play with. That buys me time for things to settle down at work while I chip away at the final demo. Please consider this a pre-release test and forgive the rough edges.
The DFTFU Developer Preview 1.2.11 is now available. This includes all the terrain code shown recently.
I have decided to make a Developer Preview build available after major milestones, but before code is quite ready for general release. Please keep in mind that preview features may change substantially before release.
I am also preparing a playable world demo for everyone else. This should be available today or tomorrow.
Below is the first video of the open world system in action. There are still a few bugs to fix, such as tree alignment with ground, LOD cracking, and the occasional skip. But overall it’s coming together quite nicely.
For anyone new to Daggerfall Tools for Unity, here are some featured posts from 2014. If you are introducing the project to a new community, feel free to link these articles (or just link back to this one).
Fully playable demo inside your web browser, or standalone for Windows. Introduces sound system, ambient sound effects player, sky effects, combat, dual wielding, enemy AI, building interiors, and a lot more. http://www.dfworkshop.net/?p=1325