XL Engine source code release!

Not about OpenMW? Just about Morrowind in general? Have some random babble? Kindly direct it here.
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drakovyrn
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Re: XL Engine source code release!

Post by drakovyrn » 15 Apr 2018, 17:32

Procedural height generation should probably be configured based on the terrain or biome, like Minecraft. It would be cool to walk into the mountainous regions and traverse actual mountains, or walk across waving dunes. Being able to have enormous view distances is neat, but the problem is making it interesting. If it's pretty much just flat like the vanilla engine, then there would be no reason to travel around, there would be nothing to look at. The terrain in LuciusDXL's videos looked interesting, but the height generation in Daggerfall Unity feels a bit unnatural -- terrain shoots straight up from the ocean, and feels more like giant waves. It's the same everywhere, so there's nothing interesting to looks at, everything looks the same.

I'm not very good at building from source, so if anyone can make a Windows build for me to test, I'd be eternally grateful...

EDIT: I booted Linux in a VM and was able to cleanly compile the source in about 20 min... why tf does Windows make no damn sense. :roll:
The engine is interesting in that it seems to have the same visual rendering artifacts as the vanilla engine, though I hope that won't always be the case.

Also, it's a pain to play without mouse-capture. I want to be able to look around, but I can only see about 270*, meaning it's impossible to see what's behind me. -_-

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Greendogo
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Re: XL Engine source code release!

Post by Greendogo » 20 Apr 2018, 04:48

Was this "Far Terrain" feature in the April Fools treasure chest?
https://www.youtube.com/watch?v=NwTWrdB6vIU

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psi29a
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Re: XL Engine source code release!

Post by psi29a » 20 Apr 2018, 08:00

If it is, it isn't evident... that film was made in 2013, the code dump was from 2011.

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psi29a
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Re: XL Engine source code release!

Post by psi29a » 04 Jun 2018, 09:33

Well friends, we've come as far as we can with what we have. Unless someone comes up with an Eureka moment and sends a PR, I'm going to step away from this project and leave it as-is.

For those still interested in playing Daggerfall, they can use Interkarma's DFUnity: http://www.dfworkshop.net/projects/dagg ... ve-builds/

For those interested in a FOSS OpenMW like Daggerfall, you can help us our here: https://github.com/kcat/opendf

This is (KCat's) Chris's OpenDF project. I'll be spending my time on this project... Chris has done a lot of work already. You can explore dungeons, open doors, activate levers/triggers, see quest/treasure/monster markers. You can press ~ (tilda) to get a console and warp around the world (warp 1 1) and see locations. You can see animated "flats" (billboards) in these locations and architecture/buildings/fountains (anything with a 3D mesh). There is currently no terrain outside of a location cell and no skybox, but they are coming. It uses the same OSG and MyGUI as OpenMW so there is some cross pollination between OpenMW and OpenDF.

My hope and goal is to make sure we support and maintain mod compatibility with DFUnity, but it seems those mods take advantage of Unity itself so it might be a pipedream.

My apologies to those wishing for a DarkXL but sadly I don't have the time or the heart to continue. I hope someone else can pick it up and try to get it running. The furthest we got was the agent creation/loading screen. From the looks of it, the bits are all there but it needs a bit of love to wire it all together. XLEngine as it is now in the repo is not exactly what was available in the last official release when the binaries where apart and XLEngine was just a launcher. I wish you good luck!

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raevol
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Re: XL Engine source code release!

Post by raevol » 05 Jun 2018, 02:37

Thanks for your efforts! I didn't know/forgot about OpenDF, glad to hear that project is coming along!

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