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I am hoping we get M&K support, mostly for inventory management. Throw just drops items, I like chucking them if I'm tossing them in the water.

I am assuming that each weapon ONLY uses the optimal attack from the original?
And question on attacks, how important is aiming angle? Like hitting the vampire bat, do I NEED to be aimed up? Or aimed down to hit a lurker? Or is it more "So long as they're in front of you?" I normally (original game) aim up and down to track them regardless, but am curious if it's needed.
Finally, I feel the torches don't last as long as the original. Since I know timing back in the day was by CPU clock cycles, is it possible Unity was speeding up some of the timing cycles? Because I'm used to being able to pretty much explore almost all of the first level with the first torch in the bag at the beginning.

And a question about saves: Where are they located, and has the format changed?

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Working on the M&K support. It's a pain to slot in but it's going ok so far.

Throwing - if you hold down the X button you build up a (hidden) throw meter. This is critical for the gems/VAS puzzle later.

Yes, the weapon picks the optimal stroke automatically. If you have a good suggestion for the user choosing without compromising the fluidity of gameplay I'm up for trying it. I considered basing it on where your cursor is wrt the critter, but rejected that as clumsy, and also a face button while charging the attack, which seemed too awkward.

If the creature is basically in front of you, that's all you need. There's no bonus to aiming right at their head or heart. You do need to have line of sight, so no corner or ledge between you.

It's definitely possible the torch burns out too quickly. I tuned it by feel. Do you think it's worth changing?

The saves are in %APPDATA%\..\LocalLow\Kweepa\UnityUnderground. They are not at all compatible with the original saves, because the npcs need some more state, the player needs some more state, and the objects definitely need more state (eg being upside down).

Cool, thank you on the throwing mechanic.

Honestly, unless you incorporate movement akin to Morrowind way back when (No movement OR forward/back WITH left/right(so diagonal movement) would Chop(Morrowind term)/Bash(UU term) (the overhead smash), just Left/Right was Slash, and just Forward/Back was Thrust) or can do full M&K utilizing original UU controls, I don't see it. If you DID include Morrowind attack patterns, I would swap thrust and bash(thrust is no movement, bash is forward/back). But, just choosing the best also works and eliminates accidentally using the wrong one because of moving the wrong way/mouse not quite being in the right part of the screen.

Excellent on not NEEDING to aim up/down to hit, that's akin to OG UU.

So, what I can find on torches is they last 32 in game ticks/movements, whatever that measurement is. They should last 20(or so) minutes from full. Since the original game allows it, I want to make sure: Can we combine an oil flask and a stick to make a new torch? But, if we take the math: a "perfect" torch is 32 ticks or 20 minutes, "Somewhat Used" would be 24 ticks or 15 minutes, whatever term for half-spent would be 16 ticks/10 minutes, and "Nearly Spent" for 8 ticks/5 minutes. And torches, if staying true to the original game, would stop counting down during "pauses" which included opening the map, or the Option Menu.

My question about saves: Obviously just location information, but also: There was a save editor, DOS based, for editing skills and stats back in the day. I like a "continuous avatar" playthrough, akin to transferring your character from 4 to 5, then 5 to 6. I have 0 issue cheating in games to make the stats carry through, so I was wondering if I could 30/30/30 myself with the old editor, but it sounds like not. If they are plain text enough, that should be enough. I know the OG games(both 1 and 2) if you save-edited a stat, and then leveled up or rose a skill by meditating(UU1)/training(UU2), then the engine would recompile every derivative stat(HP, Carryweight, Mana Pool). I wonder if it does the same with yours.

Now, I know the Map is keyed to Select/Back/Whatever the button is nowadays. That means having the map in one of the "shoulder" slots(like the torch) isn't as big a deal, but I like storing things in that slot. Like the map. I have the map selected to move, but when I go over the paper doll, it stops being selected because I'm looking at said slot. Am I missing something on how to move items that aren't torches into that spot?

I have "auto-key usage" disabled in options(I think)(it's the empty circle, no bright white dot), but when I use the locked doors I have the key for, it opens. Does having the white dot disable that?


Thank you so much for this. UU1 broke my 1-9 runthrough because the GOG version has gotten weird with swimming/back moving. They don't work right based on specific facings(like swimming does not work well when facing N/NE/E)(I'm talking 1 pixel forward after like 6-10 seconds). My only real complaint is the torches, of course. I *do* have one suggestion, though? Include an image, or a document, that goes over the controls. I did figure it out eventually, but it was all trial and error to start. A short PDF with an image of what button does what, and a blurb on how to use it(I was getting frustrated with the inventory until I accidentally held the button and saw the pop-up buttons). Explain how pressing B takes you up 1 bag level. Etc. The minor control issues I talked about: Throwing, Putting things on the shoulders, Auto-Jump/Auto-Key on how they are properly enabled/disabled. And the instruction document doesn't even need to be colored/special fonts/anything. Just a quick rundown of how to play.

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Torches don't count down when the game is paused. They would when you sleep, but they are automatically snuffed out. The timing currently about half what you say it should be. I'll check what the original does and tweak it to match.

Yes, all the combinations from Underworld should work, including stick + oil.

The saves are zipped JSON so they should be easy enough to futz with. maxMana recomputes when you increase mana skill. maxHP doesn't properly recalculate if you fiddle with strength. it just increases by a delta if you level up. carryWeight recalculates every frame.

The shoulder slots only take light sources. Sorry about that.

Auto key usage... hmm... apparently I forgot to hook that option up to the feature in the game. Whoops! More testing required.

I could add a screen explaining the controls in the options menu.

But all this will have to wait until I'm done with the keyboard and mouse code.

Thanks for the feedback!

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Finally this is beyond amazing. Hope u2 is next

Really cool. Tried it out on my steam deck and there are UI scaling issues at 1280x800 which make it basically unplayable but I’m looking forward to trying it on a PC

if you’re talking about the conversations, that’s already fixed in latest. If it’s something else, please let me know!

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This is really amazing. You might have a problem with the style of them models, but technically its so way ahead of the other Unity version "Underworld Exporter (UWE)". In this Unity Underground version everything just works, all is fluid. Wow. Just wanted to try it out and now I am 2 hours in without a crash or bug.

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I was just talking to a friend about Daggerfall Unity and how amazing it is that someone spent 10 years on reimplementing the original, how it allowed for amazing mods etc. He then went to the bar, I opened my phone and saw this project on reddit. Amazing. UU is one of my favourite games, so I was hoping for something like this for a long time.

Do you think you'll open the code at some point? Would love a community of modders jumping on this, like in the case of DFU.

Waiting for mouse + keyboard to properly jump into this. Thanks for creating it.

I'm pretty sure the floppy noise is from an Amiga and not a PC :)

I didn't record that one - I got it from freesounds.org - so you may be right. Most of the floppy disks from the 90s were from the same manufacturers though...

Has anyone figured out how to barter? I can put items into my side of the trade but I can't figure out how to select items on the vendor's side?

You hold down the right shoulder to stay in the inventory mode, then move the cursor over to the npc's barter tray and press A to select the items you want to trade. The little light next to the items should illuminate. You can also switch out items quickly on your side the same way.

I'm also having some stacking issues. It seems random if I'm able to add sling stones into a stack or not. Sometimes they merge fine, other times they will not. I have about 6 individual sling stones in my inventory and two stacks that won't accept each other or the individual ones.

It also happens with potions. Are they supposed to stack? I'm pretty sure I stacked two reds at one point, but none of my greens will stack

Potions don't stack. It depends what enchantment they have, and allowing them to stack would reveal if they are the same without lore skill. For the sling stones, that's a bug - they sometimes have different quality. I'll need to fix that.

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PS: for the 3d models' textures, I would suggest to run them through a pixalator so the look & feel is more coherent, there are tools for that or even possible via photoshop. If you like I can help with that if there is a way to access or get the orginal textures;)

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I think it would make more sense to use HD textures for the world?

Yeah, I considered both briefly.

Having hi-res textures on the environment would just emphasize the boxiness of the environment.

Pixelating the npc textures (with pixatool or whatever) would look weird when they animate.

I think it looks nice as-is, but your mileage may vary.

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I think you hit a great balance with what you chose to modernize and what you chose to keep the same. If too much was done it would lose the charm and feel of the original game. The excellent pixel art work on the wall and floor textures really defines the game so keeping it in preserves that.

I really like what you did with the monsters. They feel  close to the original pixel art and not out of place.

And some of the touches you added are great. I love the way the water octopus dies for instance

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Is it possible to add classic controls via mouse, or WASD and mouse cursor in a future update? That would be aaaamaazing:)
(or is that already in?)

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You're not the first person to ask. I have RSI from mouse clicking so I was afraid to try, and I wasn't sure what to do about certain features, but I did start working on it yesterday and it's going pretty well. No promises, since it's distracting me from my next project, but maybe two weeks?

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A few suggestions:

When the cursor is at the bottom most grid of the inventory, pressing down should wrap you around to the top slot of the inventory (torch slot).

Would it be possible to make the RB/LB menus modal instead of hold? Tap RB brings up inventory and while it is up face buttons only control inventory, tapping again closes and face buttons return to in-game functionality. 

It's a bit of a strain to need to hold down LB/RB the whole time when you are trying to interact with the inventory

Font scaling would be helpful as well. It's a little bit too small at the moment

Not sure about that wrap around thing.

I experimented with the modal panels yesterday and I think it would work, yes. I've been playing with the shoulder hold for so long it has become second nature to me.

The font scaling is a good idea too. It's a little tricky since I built the inventory around this exact size. One possibility is to scale the whole panel up to 4x instead of 3x. Another is just to let the text wrap onto two lines where it's a problem.

Are you not sure from my description, or are you not sure you like it from a UI perspective?

The issue I am having is that it takes a lot of taps to get up to the torch/candle/lantern slot when I want to equip/unequip it. If tapping down on the bottom most inventory slot wrapped the cursor to the top slot which is the torch slot it would save me a a lot of taps and time.

If you are really against it, would it be possible to have it so if you hold down the dpad it would continuously move the cursor as long as it is held?

I think the autorepeat is a much neater solution, yes.

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Really impressive! Can you post a summary of what the controller functions are?

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General movement:

Left stick - move

Right stick - look (can invert up/down from options)

A - jump

X - Inspect

Y - pickup or use, contextually

B - nothing

Left/right trigger (depending on handedness) - hold to build up attack, release to attack

Right/left trigger (depending on handedness) - hold to see player status

Left shoulder (hold) - open magic panel (controls are explained)

Right shoulder (hold) - open inventory panel (controls are explained, with the exception of hold A to pick up item to move it or combine it with another)

Select/View - map

Start/Menu - save/load/options

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Hi it doesn't seem to work on my end, i downloaded the gog copy i own since i don't have the original software anymore then extracted the UU build launched it and selected the folder that have the ultima data

It start with the Origins and Bluesky logo (i can skip them with the controler) but then it stay in a black screen ! i hear no voice only the music so i don't even think its playing the intro and no matter how much i wait it remain in black screen.

Should i configure the Dos version first ? is it a case where the game is loading too fast on modern system ? i also have K lite codec pack updated so i don't think its because of that and both UUbuild and the the Ultima gog files are on :C 

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Same here

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go to properties and compatibility of UnityUnderground executable and try to force it to run as an admin and , or disable full screen optimisation. worked for me with only running it as an admin though

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hmm sadly same thing , still stuck in unskipable blackscreen with the music that keep going 

Thanks for trying to help, but that didn't do the trick for me as well

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Please try getting the latest version (I updated where the original game data is extracted) and then send me the player log which is in %APPDATA%\..\LocalLow\Kweepa\UnityUnderground\

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(By send me I mean email stevemccrea at gmail.com)

sent you the log

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Ok, fixed and updated, thanks!

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you absolute madlad IT WORKS! thank you

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Great work!

Thanks!

does it need GOG only? Or if we have the original software will it work?

It should work with the original game data too. I think they are the same. I don't have that data so I can't guarantee the object indices are equivalent so there may be a few items that look a bit screwy.