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 Post subject: Towards the DaggerXL Beta...
PostPosted: Thu Jul 04, 2013 1:40 pm 
XL Engine Developer / Site Admin
XL Engine Developer / Site Admin

Joined: Thu Apr 14, 2011 4:05 pm
Posts: 684
So I've been back to work on the actual gameplay side of things. I'm currently working on getting character generation to 100% completeness (class questions, all the UI working properly, custom class generation). After that I have to complete the Quest system.

Anyway, due to reverse engineering efforts, the "Pure Mode" will be really close to the original (source port close) - with the addition of fixing game breaking bugs. To that end I plan on having a small closed testing period, with just the Pure Mode enabled, in the next couple of weeks. The goal will be to a) make sure it works on a sampling of computers, b) make sure that there aren't any critical bugs that make it into the broader release (game doesn't start, black screen, crashes, etc.) and c) make sure the game is fully playable (even beatable if you're fast enough to get through before the testing period ends).

While this testing is being done, I'll finish up other elements needed for the Beta release (settings and options, remaining high-end terrain work, etc.). The full Beta release will be available to everyone, of course.

So I'll probably enlist about 8 people from here for this initial phase, which will start in a couple of weeks. Just post here in this thread. Make sure you are willing to test, accept that this may be buggy and understand that only the Pure Mode will work (i.e. no fancy graphics, no advanced terrain, etc.). If you are interested, just post a response in this thread with system specs (you can PM me the specs if you aren't comfortable posting them publicly). Also this is only DaggerXL, though there will be similar tests for the other big releases as well.


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 Post subject: Re: Towards the DaggerXL Beta...
PostPosted: Thu Jul 04, 2013 2:23 pm 
Poster

Joined: Thu Apr 14, 2011 10:34 pm
Posts: 6
I can help. I used to be in the IRC chatroom more often with the name localhosed or local2. I'll watch the thread.

System:
O/S : Windows 7 64-bit
CPU : Core 2 duo e8400 (2 cores ~3.0ghz)
RAM : 4GB RAM
Video : Radeon 6850 (1GB VRAM)
Sound : Creative Audigy 2
Storage : Samsung 840 Pro 128GB SSD, Older Hitachi Deskstar mechanical disk
Other : Native resolution 1680x1050(16:10)


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 Post subject: Re: Towards the DaggerXL Beta...
PostPosted: Thu Jul 04, 2013 2:54 pm 
Lurker

Joined: Wed Dec 21, 2011 3:07 pm
Posts: 4
I'd love to help, as I'm a huge fan of Daggerfall and XL Engine! I'm a software engineer by trade, and can't wait for when (if) you release the source code.

System 1:
Windows 7 64-bit, Core I5 2500K 3.3 GHz
8 GB DDR 1333
2x Radeon HD 6950 2GB in CrossFire
Integrated 5.1 audio
Planar 1920 x 1080 27" display

System 2:
ThinkPad Helix 2 running Windows 8
Core i7 3667U 2GHz
1920x1080 display on an Intel
8 GB DDR3 1600
Integrated Intel video

System 3:
Windows 7 64-bit, Core i5 2500K 3.3 GHz
8 GB DDR 1333
2x MSI Nvidia GeForce GTX 560 1 GB

I have a few Linux computers too, but I don't think it's compatible (yet?)

Also I have a Roland SoundCanvas SC-88 for that authentic Daggerfall MIDI ;)
http://www.youtube.com/user/DaggerfallU ... ture=watch


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 Post subject: Re: Towards the DaggerXL Beta...
PostPosted: Thu Jul 04, 2013 3:28 pm 
Lurker

Joined: Fri Jun 03, 2011 3:43 am
Posts: 1
If you'd like any help testing the Linux build please let me know. I'm a software engineer and also have some experience working with Daggerfall's file formats for hobby projects.

My computer:
Linux Mint 15 Cinnamon 64-bit
Intel Core i5-2500K Sandy Bridge 3.3GHz
GeForce GTX 560 Ti 1GB (using proprietary nVidia driver)
8 GB RAM
Integrated Audio (Realtek ALC892)

I can also boot to Win7 64 bit and know how to use WINE.


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 Post subject: Re: Towards the DaggerXL Beta...
PostPosted: Thu Jul 04, 2013 3:36 pm 
Senior-Member
User avatar

Joined: Tue Apr 19, 2011 12:35 pm
Posts: 517
Location: Oberhausen, Germany
I'd really like to test it! Here are my specs:

OS: Win7 64-bit
CPU: AMD Phenom II X4 955
RAM: DDR3-1333 8GB
GPU: Sapphire AMD HD6850 (1GB V-RAM)
HDD: 1TB Samsung
Display: 1680x1050

I also have acess to a Windows Vista 32-bit computer, if needed:
OS: Vista 32-bit
CPU: AMD Athlon 64 X2 5000+
RAM: DDR2-800 3GB
GPU: NVidia GeForce 9600GT (1GB)
Display: 1680x1050

And finally I have my Raspberry PI... but I doubt there will be an engine release for it soon :P :
CPU: Broadcom ARM11 700MHz (OC to 850)
RAM: 512Mb SD-RAM 400MHz (OC to 550)
GPU: Broadcom VideoCore IV (OpenGL ES 2.0)
Display: 1920x1080

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In Soviet Russia books burn nazis...


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 Post subject: Re: Towards the DaggerXL Beta...
PostPosted: Thu Jul 04, 2013 3:52 pm 
Senior-Member
User avatar

Joined: Sun Mar 24, 2013 10:56 pm
Posts: 207
Alright! If playing Daggerfall I help to the project, hehe...

-----
-CPU: I7 3770 3.4Ghz.
-RAM: 8GB 1333
-GPU: Sapphire Radeon HD 5770 Vapor-X 1GB (I know, bottle neck).
-OS: Windows 7 Enterprise 64bits.
-RES: 1360x768.
-----

To say something, I think it's more important that people who really know Daggerfall and It's functionality do the test. Of course that doing the test in several systems configuration it's very important too, but to find little bugs sometime one needs to know the game very well.


For instance: My system is regular/standard and I'm not an expert in the game.

_________________
My Daggerfall HD UI Project.
-
My Blood HD UI Project.


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 Post subject: Re: Towards the DaggerXL Beta...
PostPosted: Thu Jul 04, 2013 4:56 pm 
XL Engine Developer / Site Admin
XL Engine Developer / Site Admin

Joined: Thu Apr 14, 2011 4:05 pm
Posts: 684
prog wrote:
If you'd like any help testing the Linux build please let me know. I'm a software engineer and also have some experience working with Daggerfall's file formats for hobby projects.

My computer:
Linux Mint 15 Cinnamon 64-bit
Intel Core i5-2500K Sandy Bridge 3.3GHz
GeForce GTX 560 Ti 1GB (using proprietary nVidia driver)
8 GB RAM
Integrated Audio (Realtek ALC892)

I can also boot to Win7 64 bit and know how to use WINE.

This build will not run on Linux I'm afraid. While Linux support is still planned, there will be a Linux-only test for that down the road. This test is for the Windows version only but thanks for the offer.

It might be interesting to see if it works under Wine though, that would be useful information.


Phobos Anomaly wrote:
Alright! If playing Daggerfall I help to the project, hehe...

-----
-CPU: I7 3770 3.4Ghz.
-RAM: 8GB 1333
-GPU: Sapphire Radeon HD 5770 Vapor-X 1GB (I know, bottle neck).
-OS: Windows 7 Enterprise 64bits.
-RES: 1360x768.
-----

To say something, I think it's more important that people who really know Daggerfall and It's functionality do the test. Of course that doing the test in several systems configuration it's very important too, but to find little bugs sometime one needs to know the game very well.


For instance: My system is regular/standard and I'm not an expert in the game.

I'm not too worried about tiny bugs that only an experienced player will find at this point - those will be found once the full build is released. I'm only concerned with critical bugs, that it runs, compatibility with their system, etc.. So lots of Daggerfall experience is not required, though you should be able to at least get out of the first dungeon.

And your existing Daggerfall saved games should work, so it would be handy if you have some save games available for testing as well.


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 Post subject: Re: Towards the DaggerXL Beta...
PostPosted: Thu Jul 04, 2013 5:19 pm 
Senior-Member
User avatar

Joined: Sun Oct 09, 2011 1:08 am
Posts: 382
Location: USA
I've done software testing and bug hunting in past jobs. You can count on me.

--El ScrapBox Grandelupa--
OS: Windows XP Pro SP3
CPU: AMD Athlon 64 X2 4200+ 2.2GHz
RAM: 2 GB DDR2
mobo: Abit KN9 Ultra
video: ATi Radeon RV530 Pro
audio: Realtek HD Audio


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 Post subject: Re: Towards the DaggerXL Beta...
PostPosted: Thu Jul 04, 2013 5:41 pm 
Poster

Joined: Wed Feb 20, 2013 6:46 am
Posts: 7
Here are my specs:

OS: Windows 7 Home Premium
RAM: 4GB G.Skill 3-3-3-15 DDR2 2.0 Ghz
CPU: Intel Pentium D 2.8Ghz Smithfield
GPU: GeForce Nvidia GT220 2GB RAM
Video: Realtek HD Audio

Also I am experienced in finding glitches, have technical experience with Windows and I am a modder.

I will be awaiting for your response and good luck with your Beta :D


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 Post subject: Re: Towards the DaggerXL Beta...
PostPosted: Thu Jul 04, 2013 5:51 pm 
Senior-Member
User avatar

Joined: Sun Mar 24, 2013 10:56 pm
Posts: 207
luciusDXL wrote:
I'm not too worried about tiny bugs that only an experienced player will find at this point - those will be found once the full build is released. I'm only concerned with critical bugs, that it runs, compatibility with their system, etc.. So lots of Daggerfall experience is not required, though you should be able to at least get out of the first dungeon.

And your existing Daggerfall saved games should work, so it would be handy if you have some save games available for testing as well.



Oh I see, you are right, maybe what I've said would apply better if this were a beta-to-final testing.


And yes, I have my Dos-box savegames.

_________________
My Daggerfall HD UI Project.
-
My Blood HD UI Project.


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