Daggerfall Unity Test Build 1

StartingCave

Download

The first test build of Daggerfall Unity is now available for download. Grab your version below.

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Note: Please see Setting Up below for more information on running build.

Note for Linux users: This build has videos and MIDI audio disabled. This will be fixed in test build 2.

Update

  • Users are reporting UI scaling issues. I have been able to reproduce this and will fix as soon as possible.

Purpose

I plan to drop multiple test builds leading up to first true release. Each test build will open up more features and fix more bugs. By the time the first true release is available, I’m hoping most of the big problems will be resolved.

Thank you to any testers who jump in this early and let me know of problems you encounter. While testing, please keep in mind this build is specifically to test the below key items. At this time, I don’t require any bug reports unless it pertains to the following.

  • Does the build run on your system?
  • Can you start a new game, create a character, and spawn to the bottom of Privateer’s Hold?
  • Can you exit Privateer’s Hold into the outside world?
  • Can you quick-save and quick-load successfully while inside a dungeon and in wilderness?
  • Can you load an existing character from a classic Daggerfall save game?
  • Can you use F5 in-game to view your character sheet, and was your character loaded successfully? (Note: character items are not currently loaded).

Limitations

This build is missing several features planned for the first true release. Following are the main limitations of this build.

  • Only a single quick-save slot is currently available for Daggerfall Unity games. This is pending more work on custom UI windows.
  • Cannot save or load inside buildings.
  • When loading a classic save, the player will not spawn inside buildings or dungeons. If you have a save where your character is inside a building or dungeon your character will instead spawn to an approximate exterior position.
  • No fast travel.
  • Cannot rebind keys.
  • No resting to recoup health.

Setting Up

To play this build of Daggerfall Unity, please follow these steps.

  1. Have a clean install of Daggerfall available (patched to .213). DaggerfallSetup is preferred.
  2. Unzip the download package.
  3. Edit settings.ini inside Daggerfall Unity_Data folder to setup your game. See below section on INI file.
  4. Run the Daggerfall Unity application.

Note: CD-based installs of Daggerfall may not install videos locally, resulting in a crash to black screen. If this happens (and your Daggerfall path is definitely correct), check that you have 17 *.VID folders in your installs arena2 folder. If these are missing, you can copy .VID files from the CD to your local arena2 folder.

INI File

The INI file contains all game settings. Not all settings are currently live. Key settings are.

  • MyDaggerfallPath. This should be set to your top-level Daggerfall folder. This is the folder containing the “arena2” and “SAVE” folders. For example, this path might be C:\ Games\Daggerfall on Windows. On Linux, it will look something like /home/YourName/Games/Daggerfall. Remember that Linux paths are case-sensitive.
  • MyDaggerfallUnitySavePath. When left blank saves will be directed to Daggerfall Unity_Data folder.
  • InvertMouseVertical. If you want to invert your mouse.
  • MouseLookSmoothing. Toggles mouse smoothing.
  • MouseLookSensitivity. Set this value between 0.1 – 4.0 to adjust your mouse look sensitivity.

Controls

General

  • Mouse to look.
  • W, S, A, D to move.
  • SHIFT (hold) to run.
  • SPACE to jump.
  • LEFT-CLICK mouse to open doors, enter dungeons, operate switches, etc.
  • ESC to pause game or go back to previous window.
  • F5 to open Character Sheet.

Weapons

  • Z to toggle weapon.
  • RIGHT-CLICK and drag mouse to swing weapon.

Save/Load

  • F9 to quick-save.
  • F12 to quick-load.

Feedback

Preferred method of feedback is the following thread on the forums.

http://forums.dfworkshop.net/viewtopic.php?f=18&t=141

When reporting bugs, please include the following in your report.

  • A clear description of what went wrong and process to reproduce problem (if possible).
  • Main system specs (OS, CPU, RAM, GPU).
  • If requested, please email output_log.txt file from inside the Daggerfall Unity_Data folder.
  • If requested, please email QuickSave.txt file from inside the Daggerfall Unity_Data/Saves folder (or from wherever your saves are directed).
  • Note that because log and saves are both plain text files, it is also possible to post these to forum thread above.

Thankyou!

And once again, a big thankyou to all contributors, testers, and supporters of this project. You are each helping to create something wonderful.

Daggerfall Tools for Unity 1.3.31 Released!

Release1331

Daggerfall Tools for Unity 1.3.31 release version now available!

Key features of this version are:

  • Full Unity 5 compatibility.
  • New material and texture system.
  • Using Standard shader everywhere possible.
  • Simplified custom shaders for tile maps and billboard batches.
  • Significantly improved batching and performance when using new Deferred path.
  • Improved billboard batching using geometry shader, now supporting animation.
  • Event system.
  • Started using prefabs for layout of non-static items such as doors, lights, and enemies.
  • Many bug fixes and improvements.
  • New Feature Gallery.
  • New Tutorials.
Download Daggerfall Tools for Unity - 1.3.31

DFTFU Developer Preview 1.3.29

Edit: Release version 1.3.31 now available.

Daggerfall Tools for Unity 1.3.29 is now available to developers for testing. This is a close-to-final version that still has a few kinks to iron out. However it should be close enough for developers to start testing and migrating their work.

The key new features of this version are:

  • Full Unity 5 compatibility.
  • New material and texture system.
  • Using Standard shader everywhere possible.
  • Simplified custom shaders for tile maps and billboard batches.
  • Significantly improved batching and performance when using new Deferred path.
  • Improved billboard batching using geometry shader, now supporting animation.
  • Events at key locations.
  • Started using prefabs for layout of non-static items such as doors, lights, and enemies.
  • Many small bug fixes and improvements.

I did mention there were still a few kinks to iron out, so I value any feedback on this version prior to full release.

I am also working on a full documentation refresh and new tutorials for some of the new features (like events and prefabs). This will take a few weeks to complete. I am planning full online API documentation starting from release 1.3.

Happy testing! If you have any feedback, please use the following forum thread.

http://forums.dfworkshop.net/viewtopic.php?f=7&t=74

Daggerfall Tools for Unity 1.2!

The huge 1.2 world update is finally live! The tools have come so far since 1.1 and a big thank you is in order to everyone who tested Developer Preview versions and sent me feedback. You’ve all helped 1.2 become more than it could have been without you.

DaggerfallUnity

What’s New!

Core

  • Now requires Unity 4.6. (and not yet compatible with 5.0).
  • Vast streaming world can be created procedurally at runtime.
  • Blazing-fast billboard system for dense trees.
  • Tilemap shader for retro-style ground textures.
  • Enter any valid building or dungeon.
  • Random encounter tables in dungeons.
  • MIDI synthesizer with custom SoundFont support.
  • Hundreds of bug fixes and small improvements.

Demo

  • Complete streaming world demo scene included with all code.
  • Weather effects with Weather Manager.
  • Helpers to change lighting based on time of day, season, dungeon.
  • Contextual Song Manager to play music appropriate to player.
  • Ambient Effects Player to play sound effects in dungeons, etc.
  • A player compass.
  • Footstep Manager to change footstep sounds in winter.
  • Example enemy and player scripts for basic combat setup.
  • Many more small helpers and one-shot classes to learn from.

Get The Release!

Watch The 1.2 Feature Video!

Play The Demo!

Controls

General

  • Mouse move to look.
  • W, S, A, D to move.
  • SHIFT (hold) to run.
  • SPACE to jump.
  • LEFT-CLICK mouse to open doors, enter dungeons, operate switches, etc.
  • ESC to exit game (standalone).

Weapons

  • Z to toggle weapons.
  • Right-click and drag mouse to swing weapon.

Transport

  • R (while outside) for random location, season, time of day, and weather.
  • R (while in dungeon) to recall back to dungeon start.
  • 1-7 for preset location (keeps current season, weather, etc.).

Music

  • P to toggle songs on/off.
  • [ to play previous song in context playlist.
  • ] to player next song in context playlist.

Timescale

  • – to reduce timescale (0-8 steps).
  • = to increase timescale (0-8 steps).

Other

  • I to toggle mouse invert on/off.
  • H to toggle high speed on/off.
  • L to toggle debug text on/off.

LypyL’s Unity Multiplayer Test 2

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 21/03/2015: Updated link to later build.

Daggerfall Tools for Unity – Streaming World Multiplayer V.2.3 by LypyL

New Stuff

  • Daggerfall, Wayrest, Sentinel & Orsinium Castles are explorable. Use fast travel to leave.
  • (local) enemies in dungeons.
  • Fast travel menu with 35 locations.
  • Music.
  • Player Skin selection.

Controls

  • Click to capture mouse (webplayer).
  • ESC to uncapture mouse (webplayer).
  • Mouse move to look.
  • W, S, A, D to move.
  • SHIFT (hold) to run.
  • SPACE to jump.
  • LEFT-CLICK mouse to open doors, operate switches, etc.
  • Q toggle no clip/fly.
  • E climb mode (when facing wall).
  • Z toggle weapon.
  • Right-click and drag mouse to swing weapon.
  • New: F1 fast travel.
  • New: F2 toggle music.
  • New: F3 previous track.
  • New: F4 next track.

Streaming World Test 2

A new build of the streaming world pre-release demo is now available.

New Features!

  • A MIDI synthesizer has been integrated with Daggerfall Tools for Unity. You can now play music from the game!
  • Control passage of time by adjusting time scale.
  • Improved memory handling and other bug fixes.

See full notes below for new controls.

StreamingTest2

Streaming World Pre-Release Test 1

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.

Controls

  • 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.

Features

  • 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.

Known Issues/Limitations

  • Not optimized.
  • 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.