Daggerfall Remake Project and Help Needed

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elander
Posts: 193
Joined: Tue Oct 05, 2004 11:37 am

Daggerfall Remake Project and Help Needed

Post by elander »

http://institute.no.sapo.pt/RoomDemo.rar

Just unrar it then go inside the bin dir and double-click on RoomDemo.exe no fuss. Use the arrow keys to move around.

You can move around, no collison. Parallax maps are suported, but since we didn't have any artists working on it everything looks a bit hugly and misplaced. I have used the CodeBlocks+MinGW GCC Compiler and the Irrlicht sdk. But it's also possible to use MSVC++ 7.1 .

The Irrlicht engine supports paralax maps (with dynamic lights of course), dynamic shadows and pixel shaders from 1.1 and above. This is the version of pixel shaders your graphics card needs to suport to be able to see the demo.

There is another project in www.dfworkshop.net in the Development General section. See Naitguolf posts. This demo was created with Blitz 3d and is for a game similar to Daggerfall in concept.

Im the author and only programmer of the RoomDemo and since Univ. is about to start i won't be able to do much work on it for some time. So we need help in coding and also in art creation.


For everyone:

- You must understand that we have been trying to remake daggerfall for years. The result of this effort is collected in the www.uesp.net site wiki and in www.dfworkshop.net wiki and forums. Most of the binary formats are cracked by people who worked on it even before we did and some are still suporting this project. So thanks to them we can extract almost every single piece of art, music, quest data from the game. There is also a group of people who know a lot about Daggerfall in these forums and can provide much insight help about daggerfall gameplay.

- This is a non-profit project made by people in their spare time without disctimitating time for some buzz with friends, going out with girlfriends, playing other games, see tv, whatever. Contribution is not linear or stable. Sometimes, a guy who wants to contribute comes around stays for a while and we register their contribution and thats how the project goes forward.

For Coders:

- To work on the demo you need to know C++ and object programming very well and know how to work with STL. This is essential. Just being able to compile an HelloWorld.cpp example won't help you.

- It's also essential to have some knowledge of 3d graphics and game programming and to be able to learn the workings of Irrlicht sdk.

- Right now our plans are shifting towards proceduraly generating all dungeons and exteriors and, if possible, some quests. We don't have an army of full-time programmers and artists so we need to do things this way. If you have a different vision we are interested in leastening to your ideas. Just come to dfworkshop.

- We have come to the conclusion that a project like this must be data-driven. No hardcoded data at all. Everything is in databases and data files. These data files must be as much modable as possible. I was planing to use mostly .csv tables and property text files (similar to .ini windows files) because everyone can change the game this way with a text editor.

- We prefer contributions of code that is writen in pratical way and very well documented. You will come and go, and someone else will have to read and understand your code to be able to use it.

- One of the reasons i selected Irrlicht instead of Ogre for the demo was because Ogre has about 10x more classes to learn than Irrlicht but it has only a couple of more features than Irrlicht. In the same line of reasoning XML is also not acceptable for an indie free game project, because XML is to much clutered with norms and rules. Any api to work with xml is huge and requires too much time to learn that people don't have.

For artists:

- We need artists that are capable of understanding the limitations of a 3d engine and take the juice out of it. So you need to be flexible and not easly put down by a 3d game engine.

- To be straight to the point we need an art and music director, and we need to rework the entire texture and mesh set used by daggerfall. These have a couple of issues related to the uv maping and geometry itself that makes them hard to use directly with paralax maps, shadows, and dynamic lights similar to the ones used in the most modern games. So we need someone who knows how to create meshes, iluminate a scene and work with those wretched hard to do well bump maps.

- We have a couple of catalogs for Daggerfall art, music and sounds. These are property and copyrighted by Bethesda Studios the people who did Arena, Daggerfall, Morrowind and is now doing Oblivion the fourth episode of the series. So you need permission to use them ouside the Daggerfall remake project.

http://institute.no.sapo.pt/3d_thumbs.rar

http://institute.no.sapo.pt/songs_palete.rar

http://institute.no.sapo.pt/sounds_palete.rar

We need a texture set and a model set for the generator to have anything to work or simply to replace the old Daggerfall art. There are 10000 intimidating meshes for Daggerfall, about 500 texture sets, and a load of 100+ quests. More than 100+ midi musics and sounds. There was an effort in cataloging all this stuff and the files above are the product of this work. The huge number of meshes is intimidating but they also repeat a lot. There is something like 10-20 different variants of the same mesh so there is only 200-500 unique meshes and then some of these are the same mesh but with an extra window or a door. With procedural techniques to retexture and rearrange meshes dynamicaly we can reduce this number to 50-100 mesh procedurals.

For other things, and if you have Daggerfall, you can download Interkarma tools from dfworkshop and browse them from the game files.


Thats what we need from coders and artists. This is not an easy remake but if you are interested anounce yourself at the Development forum at www.dfworkshop.net . What we expect from you is simple, you can cntribute with anything you feel you can do or just explore Daggerfall art and share your views with the forum menbers. You can even start your own project. The people in the forum will provide any suport you need and answer any questions you may have about Daggerfall. Thanks.
cpprules
Posts: 148
Joined: Wed Jul 27, 2005 8:37 pm
Location: on the Pedastal

Post by cpprules »

Great work so far, Can't wait 'till the remake is released...
CRPG, FRPG, Oblivion Fan
Hater of Counter Strike (i hate it so much damn it)
dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Post by dawasw »

Very nice, i'm working with similiar thing, right now i'm making my own world and monsters instead of using some remake motives. But i think you are gonna do it really professional, you are really someone in touch , your program will have future in my opinion.

Only what i wanted to say that world of Daggerfall (i mean Tamriel) is really great thing to take a passion from, i spend many hours on 3 parts of TES, i studied also a lot of storyline of elder scrolls world from www.uesp.net it is really wonderul site to read about.

I stay tuned for other news. :D
Fred

Post by Fred »

There's a good chance you'll get shut down due to illegal use of the name Daggerfall, but who knows. :)
cpprules
Posts: 148
Joined: Wed Jul 27, 2005 8:37 pm
Location: on the Pedastal

Post by cpprules »

Todd Howard and others at Elder Scrolls are good guys.
CRPG, FRPG, Oblivion Fan
Hater of Counter Strike (i hate it so much damn it)
elander
Posts: 193
Joined: Tue Oct 05, 2004 11:37 am

Post by elander »

Fred wrote:There's a good chance you'll get shut down due to illegal use of the name Daggerfall, but who knows. :)
Don't worry we are working on this for about 4 years. We just decided to switch to Irrlicht now. We have informed them of what we are doing a long time ago. I should have said something about this on the fisrt post.
elander
Posts: 193
Joined: Tue Oct 05, 2004 11:37 am

Post by elander »

dawasw wrote:Very nice, i'm working with similiar thing, right now i'm making my own world and monsters instead of using some remake motives. But i think you are gonna do it really professional, you are really someone in touch , your program will have future in my opinion.

Only what i wanted to say that world of Daggerfall (i mean Tamriel) is really great thing to take a passion from, i spend many hours on 3 parts of TES, i studied also a lot of storyline of elder scrolls world from www.uesp.net it is really wonderul site to read about.

I stay tuned for other news. :D
Thanks. Check this thread from time to time. Im planing to update the demo every week but it won't allways be possible because of univ.
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