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Daggerfall Unity Test Build 1

Posted: Sun Oct 18, 2015 8:10 am
by Interkarma
The first test build of Daggerfall Unity is now available.

http://www.dfworkshop.net/daggerfall-un ... t-build-1/

Please use this thread for all discussion and bug reports for this build. Thankyou to everyone participating in the test!

Re: Daggerfall Unity Test Build 1

Posted: Sun Oct 18, 2015 9:27 am
by Michael_TEFL
System: Pentium G840, 4 Gb RAM, video - integrated (Intel HD).
OS: Windows XP (SP 3).

1) The build runs smoothly, no crashes so far. The starting screens seem to be misaligned (Screenshots 1 and 2). In the fullscreen mode the problem remains.
2) Starting a new game and creating a brand new character works fine. Everything seems to work at this stage
Spoiler!
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Screenshot_2.jpg
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Screenshot_1.jpg
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Re: Daggerfall Unity Test Build 1

Posted: Sun Oct 18, 2015 9:33 am
by Interkarma
Thank you for your report, Michael. And welcome to the forums! :)

I've just encountered that scaling issue on one of my test PCs as well. I will get this fixed and update build in next 24-hours or so.

Re: Daggerfall Unity Test Build 1

Posted: Sun Oct 18, 2015 9:34 am
by LypyL
Yes to everything. I made a new character, ran through PH no problem (what's the god mode command btw? :lol: ) loaded up a couple characters and everything looked good. The only issue is on one character had a female face instead of the male. Let me know if you want that save file (you might already have it! :D )

Oh, and Gothway Garden is roughly due south up that hill right when you get out of Privateer's Hold for anyone who wants to go :lol:

Re: Daggerfall Unity Test Build 1

Posted: Sun Oct 18, 2015 9:36 am
by Interkarma
Cheers LypyL! Yes, please send me that save if you can. :)

I meant to put an option for GodMode into the INI and it completely slipped my mind. Will put this in next update.

Re: Daggerfall Unity Test Build 1

Posted: Sun Oct 18, 2015 9:44 am
by Michael_TEFL
The character spawns at the very bottom of Privateer's hold quite fine.

It is possible to exit and reenter the starting dungeon. It is also very possible to kill and be killed :D

I have some issues with this screen. Is everything alright with textures? The one for ground seems black. Is is just early morning, or is the texture missing?
I still have to check for previous saves.

Character sheet opens for my current character, peeking into some characteristics works fine too.
Pausing the game (Esc) and unpausing works too.
A stupid question - how does one make spoilers on this forum? I don' t really want to cram all the page with screenshots.

Here goes the spoiler with screenshots
Spoiler!
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Screenshot_9.jpg
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Re: Daggerfall Unity Test Build 1

Posted: Sun Oct 18, 2015 10:00 am
by Interkarma
Something definitely looks wrong with the ground there, I'm thinking an issue with the tiling shader. Can you let me know if your integrated graphics is a HD4000, HD4500, etc? I'll look into the shader caps and work the problem. I might even have an equivalent GPU to test with.

Good call on the spoiler tags. I'll get this added to the forum.

Re: Daggerfall Unity Test Build 1

Posted: Sun Oct 18, 2015 10:05 am
by Reath
OS: Windows 7 Home Premium 64-bit
CPU: Intel Core i7-3770
GPU: GeForce GTX 560 Ti
RAM: 8GB

Build runs well, no issues. I spawned in the right location, then exited the dungeon normally. Tested quick saving in both places, it works properly. Tried loading my old saves, everything seemed to work. F5 shows everything properly.

I noticed one bug. If you quicksave in a new game, die, load an old Daggerfall save and load the quicksave right afterwards, your character sheet is still the one from the old Daggerfall save.

Re: Daggerfall Unity Test Build 1

Posted: Sun Oct 18, 2015 10:06 am
by akfordag
In the launcher : "Playt".

Re: Daggerfall Unity Test Build 1

Posted: Sun Oct 18, 2015 10:11 am
by Garrett
The black ground texture seems to be an issue with the Direct3D 9 renderer--I'm seeing the same result when forcing it on Windows 10 with an AMD R9 270. Direct3D 11 mode renders the ground correctly.

Unity defaults to the recommended renderer for each operating system (this can be overridden with command line arguments).