
# There is generally no speed advantage when raising this value. # though few games might require a higher value. # This value is best left at its default to avoid problems with some games, # memsize: Amount of memory DOSBox has in megabytes. # captures: Directory where things like wave, midi, screenshot get captured. # Possible values: hercules, cga, tandy, pcjr, ega, vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe. # machine: The type of machine tries to emulate. # language: Select another language file. # usescancodes: Avoid usage of symkeys, might not work on all operating systems. Resetmapper only works with the defaul value. # mapperfile: File used to load/save the key/event mappings from. # Possible values: lowest, lower, normal, higher, highest, pause. # pause is only valid for the second entry. Second entry behind the comma is for when dosbox is not focused/minimized. # waitonerror: Wait before closing the console if dosbox has an error. # autolock: Mouse will automatically lock, if you click on the screen. # Possible values: surface, overlay, opengl, openglnb. # output: What video system to use for output. # windowresolution: Scale the window to this size IF the output device supports hardware scaling. # If you end up with small window on a large screen, try an output different from surface. # Using your monitor's native resolution with aspect=true might give the best results. # fullresolution: What resolution to use for fullscreen: original or fixed size (e.g. It can reduce screen flickering, but it can also result in a slow DOSBox. # fulldouble: Use double buffering in fullscreen. # fullscreen: Start dosbox directly in fullscreen.

# They are used to (briefly) document the effect of each option. # Lines starting with a # are comment lines and are ignored by DOSBox. (Please use the latest version of DOSBox) * Flickering/strobing of the bloom effect, this will be fixed before the demo.# This is the configuration file for DOSBox 0.74. * Fringing around the edges of the screen from the bloom. * Dark edges around emissive flats (discussed above). Note that there are some errors that need to be fixed: You’ll notice the sound effects, music, sky transition from day to night, bloom, interiors with lighting and interior NPCs. In the video below, you can see me walking around Daggerfall city at night. There are still some improvements to be had here, but with the sorting it all looks right at least. I also fixed various other issues as well, such as regenerating plant distributions more often than necessary.

There is still an error, due to the way the emissive setting is handled, that causes dark edges around the flat. The only exception to this, is emissive flats such as streetlights. Transparent materials are now sorted based on distance to the camera plane, which means that they are composited in the correct order – so no more weird edges around sprites (unless they are built into the texture itself). This reduces the state switching as much as possible. So opaque materials are now sorted by shader (right now each list only uses 1 shader), then by texture, vertex buffer then index buffer. I will probably add the z-prepass and light stenciling soon, these are pretty easy with this system. There are multiple lists: opaque materials with base lighting (character light, directional light outside, fog), opaque materials + points light passes (2 lights per pass right now) and translucent/transparent materials (flats). (Much of this has been discussed on the forums already) Everything is rendered using a deferred “render queue” system, basically each mesh material or flat is submitted as a “entry” and then all the entries are rendered for a given frame.
HOW TO PLAY DAGGERFALL FULLSCREEN MOVIE
In the next post I’ll put a movie showing more of the wilderness (during the day) and more building interiors. It also switches music tracks based on the interior type as well, you’ll see this when the player goes inside a tavern in the movie. Note that at night you can hear the crickets (though it’s harder to hear in the video then while playing the game for some reason), the cries for vengeance as well as the appropriate night time music. Midi music and sound effects have been implemented, though some of the midi loops a little roughly, which will be fixed later. Much of the work was in optimizations, music and sound – hard to show screenshots of that stuff.
HOW TO PLAY DAGGERFALL FULLSCREEN DOWNLOAD
You can click on the high resolution link below the movie to download a higher resolution version. This post does not have any new screenshots but there is a movie.
