Daggerfall Unity 0.2 Release

This post is a mirror of the new standalone download page. Please refer to this page for the latest version.

Daggerfall Unity 0.2

Daggerfall Unity 0.2 is now available for general download. Key features of this build are:

  • Nearly complete item back-end. Monster loot and treasure piles coming soon.
  • Inventory UI.
  • Setup helper UI.
  • Persistent data for settings, keybinds, and saves.
  • Hundreds of small bug fixes and enhancements.
  • Travel map (Lypyl).
  • Almost complete support of dungeon actions (Lypyl).
  • Updates to enhanced sky (Lypyl)
  • Dungeon and interior auto-map (Nystul).
  • Realtime reflections (Nystul).
  • Animated grass and birds (Uncanny_Valley).

 

Download

Current version: 0.2.9 (9 April 2016)

Windows
Download Daggerfall Unity Test (Windows)
Linux
Download Daggerfall Unity Test (Linux)
Mac
Download Daggerfall Unity Test (Mac)

Note: Mac build is experimental as I don’t own a Mac to test on. Please let me know how you go with it on forums (see below).

 

Game Files

For convenience, here is a universal archive of compatible Daggerfall game files. This is primarily for platforms where installing Daggerfall is more difficult (e.g. Linux) but can be used on any supported desktop platform.

Note: This download contains game data only for Daggerfall Unity. It is not a standalone version of Daggerfall.

DaggerfallGameFiles.zip (Google Drive link)

 

Controls

General

  • Mouse to look.
  • W, S, A, D to move.
  • C to toggle crouch.
  • 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.
  • F6 to open inventory.
  • M to open interior automap (indoors only).
  • V to open travel map (outdoors only).
  • ` (backquote) to open console. Enter help to list console commands.

Weapons

  • Z to unsheathe / sheathe weapon.
  • H to switch equipped hands.
  • RIGHT-CLICK and drag mouse to swing weapon.

Save/Load

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

Note: Keys can be rebound by editing keybinds.txt. See manual for more details. A full key-binding UI will be implemented in a future release.

 

Manual

A PDF manual is included with the download, but you can also download a standalone copy.

 

Feedback

If you would like to offer feedback and bug reports, please use this thread on the forums or contact me directly.

Setup Enhancements In 0.2

There are a few areas where setting up Daggerfall Unity could be a lot easier:

  • Obtaining Daggerfall’s game files. There is no easy way of obtaining Daggerfall’s game files for non-Windows users. You basically need to install the game on a Windows PC then copy game files to your platform of choice.
  • Using the right game files. Most setup issues boil down to the game files being a CD-based version (movies not copied into arena2), not patched to .213, or game files have been modified over the years and don’t work as expected.
  • Settings not persistent. Every time you download a new version of Daggerfall Unity, you need to configure your settings.ini and keybinds all over again. There is no way of pushing out new settings without giving you whole new files each time with all default values.
  • Unclear when something goes wrong. If you start the game without setting your Daggerfall path, or if files are missing, you just see an unhelpful black screen or an obscure message.

Starting from 0.2, I will try to address the above problems with the following changes:

  • Providing game files download. Starting from Daggerfall Unity 0.2, I will provide a download archive for a known-good set of game files. This archive can be unzipped and used on Windows/Linux/Mac. You can still point to your own installation as before, so this download is completely optional, but it will be the recommended source of Daggerfall’s game files moving forwards. As Daggerfall’s game files are static, you will generally only need to download this archive once and it can be used for all future versions of Daggerfall Unity.
  • Settings will be persistent. The settings.ini and keybinds files are now deployed to Application.persistentDataPath, so you will keep your settings whenever upgrading Daggerfall Unity. New settings will be automatically synced without changing your other settings.
  • Setup UI. The new Daggerfall Unity game setup UI will be a friendly starting point guiding you through first-time configuration. If there are problems with your game files, the setup UI will try to point you in the right direction. This will evolve over time based on user feedback.
  • Options UI. Coming later in 0.2 cycle will be a Daggerfall Unity options UI. Most settings can be configured without opening settings.ini or keybinds files at all.

More news on the 0.2 release will be posted soon.

Back On Deck For 2016

Happy New Year everyone! I’m back from holidays and almost on top of my RL workload again. That means a whole new round of updates to Daggerfall Unity and DFTFU are about to begin. I’ve picked up where I left off last year with the item and inventory system, and will be posting more on this shortly.

Sometime in the next few weeks, I’ll start adding new test builds leading up to the 0.2 release. Key features of 0.2 will be:

  • Basic inventory system and loot tables. Import items from classic saves.
  • Travel map interface (by LypyL).
  • Dungeon and interior automap interface (by Nystul).
  • More bug fixes and incremental updates.
  • Some more community resources for contributors.

I’ve also made a small new year’s resolution to post more technically-minded articles in 2016, as I let this slip with all the rapid-fire updates leading to 0.1. It was quite a shift for me going from pure tool development to building a game, and I rather miss just talking about what I’m working on.

Thanks for all your patience during the holiday season. I look forward to reading your feedback with the next round of updates.

Daggerfall Unity 0.1 Release

DaggerfallUnity0.1Release

 

After several test iterations, Daggerfall Unity is feeling reasonably solid across the two main platforms Windows and Linux. A huge thanks to all testers who helped discover early bugs and quirks. There’s obviously still more to fix, and a lot of game features to implement, but we have a pretty good starting point with this build. At some point, I need to push a stick into the ground and say “it starts here.”

 

It Starts Here

Daggerfall Unity 0.1 is now available for general download. Key features of this build are:

  • Create a new character or load an existing character from a classic Daggerfall save.
  • The entire world of the Illiac Bay is ready to explore at 1:1 scale to Daggerfall itself. Go anywhere, enter any dungeon, and explore any town.
  • Quick-save and quick-load your progress.
  • Dungeons are populated with fixed and random enemies just like in Daggerfall.
  • Basic combat mechanics with the ebony dagger.
  • Game console for enabling god mode, setting run speed, teleporting around world, etc.
  • Lypyl’s enhanced sky mod with dynamic skybox, procedural clouds, and even phases of the moon!
  • Nystul’s beautiful far terrain mod and improved terrain generation.

 

Download

Updated to 0.1.1.

Download Daggerfall Unity 0.1.1 (Windows) Download Daggerfall Unity 0.1.1 (Linux)

 

Manual

A PDF manual is included with the download, but you can also download a standalone copy.

 

Feedback

If you would like to offer feedback and bug reports, please use this thread on the forums or contact me directly.

 

What’s Next

I will be a little quiet the next few weeks due to current work commitments, but rest assured the next release is already being worked on. I will soon repeat the process of dropping test builds leading up to the next release milestone. Here’s a list of features scheduled for the next release.

  • Early item support! Inventory will be imported from classic saves.
  • Ability to open inventory window and equip items.
  • Loot enemy corpses and treasure piles.
  • Full save/load UI allowing for multiple saves.
  • In-game options UI for changing game settings.
  • The ability to rest to recover health.
  • More contributor mods.
  • More bug fixes.

There’s a lot of open source activity happening at the moment from contributors, so it’s possible we might end up with more features in the second release than listed above. I will reveal these on Twitter as they become ready to show off.

Upcoming Leave Time

Hey everyone! I’m putting the wraps on the second test build of Daggerfall Unity, which should be ready sometime in the next 24 hours.

Before then, I wanted to take a minute to let you know that I’m heading to Melbourne next week for PAX Australia. We’re going for the whole week, not just the PAX weekend, which means I won’t be around to answer emails, drop by the forums, or commit any changes to git.

So if you don’t hear from me and everything seems to go quiet – don’t worry! I’m just taking well-deserved break and will be back to work starting in early November. I will still answer any forum queries I can if I get some spare time in the evenings.

I also wanted to extend a huge thank you to everyone who sent me their feedback on the first test build. You have helped me find several bugs and other problems that would have otherwise gone unnoticed. When the first true release hits, it’s going to be that much better for your time and information. I’m looking forward to repeating the process on the next test build.

All the best!

Daggerfall Unity Test Build

Sometime in the next 7-10 days, I will release a test build of Daggerfall Unity as part of my lead-up to first release. Everyone is welcome to try to the test build, but testers should be comfortable with editing INI files as this build will not include a launcher. I’m hoping to get valuable feedback and squash as many bugs as possible prior to first release. Test build will be available for Windows and Linux.

The first release of Daggerfall Unity will carry the moniker “Outer Loop” as this best describes the work so far. The outer loop is that essential framework of game startup, character creation, free roam, save/load, basic combat resolution, resting, and player death. With this framework out of the way, I can start work on individual systems that exist inside of the outer loop. For example, quests, inventory, and loot tables are systems that will be incrementally added over time. Systems with a high number of dependencies (e.g. quests rely on many other systems) will arrive later than more atomic systems with a lower number of dependencies.

Once the first release is available, I’m hoping to set a release schedule of every 4-6 weeks at most. I’m planning out the work in small dependency-aware chunks that should be achievable in those time-frames. This means releases will generally pendulum back and forth between small features and large features.

I have tried my best to create a versioning save/load system so that your saves from older releases can be loaded by newer releases, but it may become necessary at some point to set a minimum supported version for saves. I will mention this in the release notes if and when it happens.

As always, life has a habit of getting in the way despite best intentions. I will let you know whenever there will be delays due to personal issues or scheduled leave time.

Thank you all for your support and encouragement so far. I look forward to hearing your feedback if you decide to play with the upcoming test build.