Daggerfall Unity Beta 0.11.0 - Milestone Accomplished
- Interkarma
- Posts: 7236
- Joined: Sun Mar 22, 2015 1:51 am
Daggerfall Unity Beta 0.11.0 - Milestone Accomplished
A slightly different update for the first official beta release. I take an ultra-condensed look at the history of the project and the people involved. I also make a heartfelt plea for it to be allowed continue into an uncertain future as ownership of The Elder Scrolls passes into new hands.
https://www.dfworkshop.net/daggerfall-u ... omplished/
https://www.dfworkshop.net/daggerfall-u ... omplished/
- AlexanderSig
- Posts: 324
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Re: Daggerfall Unity Beta 0.11.0 - Milestone Accomplished
Congratulations! Thank you for your persistence
- JorisVanEijden
- Posts: 114
- Joined: Mon Aug 12, 2019 5:02 pm
Re: Daggerfall Unity Beta 0.11.0 - Milestone Accomplished
Congratulations!
Thank you for sticking with it for all these years. You are one of the kindest, most intelligent people I've ever had the pleasure to work with.
Thank you for sticking with it for all these years. You are one of the kindest, most intelligent people I've ever had the pleasure to work with.
- pango
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Re: Daggerfall Unity Beta 0.11.0 - Milestone Accomplished
Nice write up, you're right that they're still a lot of people that never heard of the project yet and may hear about it as it reaches beta stage.
And of course I also join the plea, let's hope Daggerfall Unity can continue its happy life. I think it makes sense from a pure business perspective, but some official acknowledgement would be great.
And of course I also join the plea, let's hope Daggerfall Unity can continue its happy life. I think it makes sense from a pure business perspective, but some official acknowledgement would be great.
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When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- emmathepony
- Posts: 248
- Joined: Sat Jun 29, 2019 5:26 pm
Re: Daggerfall Unity Beta 0.11.0 - Milestone Accomplished
When the project reaches 1.0, hopefully there is media coverage like earlier this year from sites like PC Gamer. The thirst for TESVI is creeping up ever so slightly and I'm sure people will want to replay all the older games to get in the mood for it.
- Interkarma
- Posts: 7236
- Joined: Sun Mar 22, 2015 1:51 am
Re: Daggerfall Unity Beta 0.11.0 - Milestone Accomplished
Thank you Joris. I was most humbled by your understanding of the quest system when you entered development, and I sometimes regret this system didn't start a year or two later so your insights could be further integrated. My choice to start from TEMPLATE might have accelerated early development of quest system, but it also baked in some very odd limitations and misinformation that could have been avoided if started at a later date. You at least helped overcome many of these limits and the final quest system is better for your review and upgrades. Cheers mate.JorisVanEijden wrote: ↑Thu Dec 17, 2020 6:27 am Congratulations!
Thank you for sticking with it for all these years. You are one of the kindest, most intelligent people I've ever had the pleasure to work with.
- Interkarma
- Posts: 7236
- Joined: Sun Mar 22, 2015 1:51 am
Re: Daggerfall Unity Beta 0.11.0 - Milestone Accomplished
I've started expanding the summary of each core developer in that article. Oh boy, this is hard to do. Summarising years of everyone's work in a few sentences each is just painful. If I neglect anyone or fail to cover something you're proud of, please don't be offended. Just ping me and I'll add it. My goal is to never fail giving credit. I'm just overwhelmed and having trouble condensing so much work into so little space.
- King of Worms
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Re: Daggerfall Unity Beta 0.11.0 - Milestone Accomplished
Beautiful article mate, it was a nice read, I love these kinds of summarizing retrospectives. It made me go back to 2015 when I saw the "Daggerfall Tools for Unity - Features" video which left a major impression on me. I saw even some earlier vids before that, but 2015 for me was the year of no return as soon after that I went to these forums and started my silent lurker career
And I saw awesome things being built here
"Pity I cant contribute by anything..."
TLDR, Following is some recap of my career here, its long, dull and misses a lots of things, otherwise it would be endless:
So I went from 0 to this during these 4 years. It was a crazy journey, where I met many awesome ppl and learned a lot. Most importantly, I had SO MUCH FUN. More fun than I had playing games these years. In the times when I was really diving deep into the DREAM, it was a obsession. A priority. There were times I was jobless and I just poured 16h a day into this, 7 days a week, 4 weeks in month and I will NOT tell you for how long
If I wanted to sum up my contribution to this project, It would definitely be "pioneering of the complete asset swap modding system in a cooperation with The Lacus" Basically, Lacus paved the way and I went thru it from start till the end, following his steps in a close vicinity to him, telling him what is wrong, and he fixed it so it worked for others who decided to follow in the future. I also told him, what systems Id like to have opened, where I want the road to go if possible. There were 100s of things we solved thru PMs. Im quite sure when he saw my name in PM or thread requesting something for 100s time, I was not high on his "I like this person" list Nevertheless it was a epic journey in my eyes.
Bottom line is, we went thru this path, and created a road from it, with no holes. Everyone can come, mod any asset, and it will be possible and just work the way its supposed to.
Damn this was long and boring post, Im sorry
Grats on the Beta mate, its awesome milestone!!!
PS: The Dream Team credits... its full of people. And I would like to once again thank to everybody mentioned there. Because those were the friends Ive met on this loooong journey. Ppl who gave me support, many times in a very dire times! And ofc the core devs, all the guys mentioned in the Interkarmas article. Was a honor to be a part of the project with all of them. And indeed, the one and only... the digital god... I told u will be my digital god if you can do it, and you did. Great job Interkarma!!!
And I saw awesome things being built here
"Pity I cant contribute by anything..."
TLDR, Following is some recap of my career here, its long, dull and misses a lots of things, otherwise it would be endless:
Spoiler!
If I wanted to sum up my contribution to this project, It would definitely be "pioneering of the complete asset swap modding system in a cooperation with The Lacus" Basically, Lacus paved the way and I went thru it from start till the end, following his steps in a close vicinity to him, telling him what is wrong, and he fixed it so it worked for others who decided to follow in the future. I also told him, what systems Id like to have opened, where I want the road to go if possible. There were 100s of things we solved thru PMs. Im quite sure when he saw my name in PM or thread requesting something for 100s time, I was not high on his "I like this person" list Nevertheless it was a epic journey in my eyes.
Bottom line is, we went thru this path, and created a road from it, with no holes. Everyone can come, mod any asset, and it will be possible and just work the way its supposed to.
Damn this was long and boring post, Im sorry
Grats on the Beta mate, its awesome milestone!!!
PS: The Dream Team credits... its full of people. And I would like to once again thank to everybody mentioned there. Because those were the friends Ive met on this loooong journey. Ppl who gave me support, many times in a very dire times! And ofc the core devs, all the guys mentioned in the Interkarmas article. Was a honor to be a part of the project with all of them. And indeed, the one and only... the digital god... I told u will be my digital god if you can do it, and you did. Great job Interkarma!!!
Last edited by King of Worms on Thu Dec 17, 2020 9:48 pm, edited 1 time in total.
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- Ralzar
- Posts: 2211
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Re: Daggerfall Unity Beta 0.11.0 - Milestone Accomplished
Are we doing walls of text? Okay
I still remember back in 2015-ish when I discovered the UESP patched version of Daggerfall which pulled me back into playing it and allowed me to actually play through the Main Quest etc. I was as hooked on it, perhaps more, as I was in the 90s. But after a while I burned out because there's only so much to do before it starts getting a bit same-y.
Back then Daggerfall Unity was being talked about and people had started giving up on Daggerfall XL. Having already been on a few hype-trains on the internet I figured neither would ever come to much more than a pipe-dream where it looked good if you managed to get it to run but good luck actually playing it like normal Daggerfall.
Then a few years later I got that Daggerfall itch again (this usually happened every time I started playing a new open world game and it just made me remember how much better Daggerfall did a bunch of stuff). So I went back and popped by the subreddit and wow, Daggerfall Unity was playable now?! As a complete Daggerfall experience?!
So I installed that and was super happy for a few hours until all the flaws from unfisished content and weird design decisions started to grate on me. That's when I discovered Daggerfall had mods.
This might be hard to believe now, but I was actually not a person that cared about mods at all. It always sat kinda wrong with me to change the actual official product. Like you weren't playing a real game? You were just making obstacles for yourself to beat? Hard to explain, but I just never felt any enthusiasm for modding games before this. But Daggerfall was always so rough that I hardly considered it a finished product. I saw mods for Daggerfall more like community patches.
So once I discovered mods like Roleplay&Realism, my mind was blown because it implied that instead of waiting for the (clearly not happening) dream of a new Daggerfall-like game, it was possible to mod the existing game into what I always felt it could have been.
With no real coding skills I had no way to actually do anything myself though, so I became one of the big theorycrafters on the forums, spitting out ideas like messages in bottles, hoping they would wash up by someone able and willing to make a mod of it. Which was fun, but a bit frustrating since the amount of acutal mod creators was pretty limited.
So in the end I managed to get Unity up and running and started digging around in the code. Then started dissecting Hazelnuts mods to figure out how they worked and if I could emulate it. Then at some point I suddenly realized I knew how to build a mod, how to check where in world you were and how to do a couple of basic debuff effects.
This let me cobble together the first rudimentary framework for Climates & Cloaks, at which point I started burning the candle in all the ends I could find. The early versions of C&C felt more like I created it through force of will rather than any understanding of code
Since that initial hectic time, I've mellowed out a bit as I have created most of the ideas of mods I wanted and could see some way of doing. Along the way I got a LOT of help from the modding community. Particularly Hazelnut and BadLuckBurt was invaluable to get me up and running through constant hand-holding (and facepalming) in the discord chat. These days I mostly help out new people while keeping my eye out for any bugs reported for my mods while waiting for inspiration to strike again.
Anyway, as I was winding down to say, this project and community has been a big positive addition to my life and I'm so happy to see it still rolling forward.
Congratulations on reaching beta!
I still remember back in 2015-ish when I discovered the UESP patched version of Daggerfall which pulled me back into playing it and allowed me to actually play through the Main Quest etc. I was as hooked on it, perhaps more, as I was in the 90s. But after a while I burned out because there's only so much to do before it starts getting a bit same-y.
Back then Daggerfall Unity was being talked about and people had started giving up on Daggerfall XL. Having already been on a few hype-trains on the internet I figured neither would ever come to much more than a pipe-dream where it looked good if you managed to get it to run but good luck actually playing it like normal Daggerfall.
Then a few years later I got that Daggerfall itch again (this usually happened every time I started playing a new open world game and it just made me remember how much better Daggerfall did a bunch of stuff). So I went back and popped by the subreddit and wow, Daggerfall Unity was playable now?! As a complete Daggerfall experience?!
So I installed that and was super happy for a few hours until all the flaws from unfisished content and weird design decisions started to grate on me. That's when I discovered Daggerfall had mods.
This might be hard to believe now, but I was actually not a person that cared about mods at all. It always sat kinda wrong with me to change the actual official product. Like you weren't playing a real game? You were just making obstacles for yourself to beat? Hard to explain, but I just never felt any enthusiasm for modding games before this. But Daggerfall was always so rough that I hardly considered it a finished product. I saw mods for Daggerfall more like community patches.
So once I discovered mods like Roleplay&Realism, my mind was blown because it implied that instead of waiting for the (clearly not happening) dream of a new Daggerfall-like game, it was possible to mod the existing game into what I always felt it could have been.
With no real coding skills I had no way to actually do anything myself though, so I became one of the big theorycrafters on the forums, spitting out ideas like messages in bottles, hoping they would wash up by someone able and willing to make a mod of it. Which was fun, but a bit frustrating since the amount of acutal mod creators was pretty limited.
So in the end I managed to get Unity up and running and started digging around in the code. Then started dissecting Hazelnuts mods to figure out how they worked and if I could emulate it. Then at some point I suddenly realized I knew how to build a mod, how to check where in world you were and how to do a couple of basic debuff effects.
This let me cobble together the first rudimentary framework for Climates & Cloaks, at which point I started burning the candle in all the ends I could find. The early versions of C&C felt more like I created it through force of will rather than any understanding of code
Since that initial hectic time, I've mellowed out a bit as I have created most of the ideas of mods I wanted and could see some way of doing. Along the way I got a LOT of help from the modding community. Particularly Hazelnut and BadLuckBurt was invaluable to get me up and running through constant hand-holding (and facepalming) in the discord chat. These days I mostly help out new people while keeping my eye out for any bugs reported for my mods while waiting for inspiration to strike again.
Anyway, as I was winding down to say, this project and community has been a big positive addition to my life and I'm so happy to see it still rolling forward.
Congratulations on reaching beta!
- King of Worms
- Posts: 4752
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Re: Daggerfall Unity Beta 0.11.0 - Milestone Accomplished
Lets read the walls the walls the walls.... of the developer
(Paraphrasing the "worth a buy" game reviews on utube)
(Paraphrasing the "worth a buy" game reviews on utube)
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