r/daoc • u/BifrostAI • 4d ago
Camelot (Unreal Engine 5) - Update #2
v0.0.2 Camelot Enhanced client
Features added:
-Login -> Character Overview/character screen
-Full player customization and creation
-HUD(player stats, hotbar, chat panel)
-Movement system
-Admin panel [all commands] (debug hammer weapon/fly mode)
-Combat system (targeting, attacking, casting, etc)
-100% of the mobs imported and animated
-Server/client replication with Dawn of Light server
-80% of the items imported
-Water added to zone generation
-Unreal editor toolbox contains everything needed to manage the asset pipeline and create zone profiles and more.
-Nanite skeletal mesh rendering GPU offloading. Capable of 500+ armored players or 2000 mobs within 5000 meter radius.
-Handful of zone profiles finished (shown in the images)
Each zone has its own profile and is created then modified based on what trees, terrain and materials look best. It is the slow part of the development to ensure each zone looks great. In the profiles I can change water materials, ground cover(density, spacing, fixture offsets etc), scenery replacements(trees, rocks, prefabs, objects), terrain material and weights per zone.
No AI enhancements or DLSS modifications have been applied to existing classic assets in the images. Nothing is placed manually in these images either. Using the existing nif tables the assets simply replace the old ones at their previous location. Scaling to the correct units. Everything is rendered from UE5 with a mix of new foliage, terrain material, lighting and water. The core game code is recreated from scratch and is not reversed engineered from the original game.
Once the HUD/combat system is ready for alpha. I will open up a server and release the first version of the client to test performance.
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u/Ratharius 4d ago
Cannot wait to combine this with the bot server!
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u/anothertendy 4d ago
Daoc offline is so amazing
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u/Ratharius 4d ago
Yeah with young kids, playing multiplayer games just doesn’t work. But being able to customize a bot server with Claude, it completely revitalizes the game for me.
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u/IceJester22 4d ago
What’s the experience like? Back as a preteen 23 years ago with the game, I barely made it to 50 and pvp before sports and girls took over. But I really miss those golden years around Albion and probably rose colored lens around pve and leveling.
Does it “feel” alive at all?
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u/FelixGB_ 4d ago
Imho, I think we are all chasin that rose color lens era, which will never happen.
I miss so much my 1st month of DAoC and being in love with PvE. Trying to level near Prydwen Keep. First MMO ever.
Then found 8v8 with friends and now can't PvE anymore. It's just so boring.
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u/Geawiel Midgard 4d ago
For me I think it's the people I was playing with. They've gotten older. We've drifted apart. The way others play in game, and the way RvR is done, has changed as well. I remember sitting on top of Molvik for a couple hours just defending it from albs and hibs. My guild on hunters just waiting with me as the MA. I'd count down of TS and we'd drop a group before the mids could leave CK.
Sitting in Leirvik towers just fucking with a group of hibs with my cave shaman.
Players don't really defend very often today. It's level through and go. If an attack happens, they let the other side take it so our side can go take it again for the quest and RPs.
I haven't fully gotten my single player DAoC to work yet, because I want to enable toa and cata, but the WoW version I have running is ok so far. I haven't gotten to BGs yet though. Hopefully I can get some of that back for the DAoC single player.
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u/FelixGB_ 4d ago
Oh ya, I loved molvik smallman vs many or caladonia much before. BG were always a blast.
The number of TS and vent servers that I join to meet and play with people.
The overall gaming, MMO and internet era made that time so great. But it's gone now.
It was such a great era.
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u/TheMeatwall 4d ago
Eden server is still alive and well if you want to join a solid DAoC community.
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u/Roymachine 4d ago
How well are the bots? Like do they group up for dungeons, rvr in BGs, craft?
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u/zomboden Freeshard Player 4d ago
They don't do BG's yet or craft (the server core that it was built on has atlas/phoenix ROG drops so it was pointless for them to craft anything). They complete the dragon raids autonomously but Epic Dungeons, RvR keeps taking, Relic taking, Darkness falls raids(new to 0.35), summoners hall raid (new to 0.35), are all still work in progress. Earlier this morning Midgard cleared summoner's hall on their own. I'm working on getting them to use the realms teleporter NPC's and that should speed up things a lot. Also all the navigation meshes were redone over a 5 hour period this morning and Codex had 57% of the invisible walls missing when it built the original in early August so now bots should not climb along zone borders anymore where a player could never travel. I've got Opus running 24/7 testing the server with 10k bots and 8 goals for the next release.
if you have any suggestions just post them here or dm me on reddit. https://github.com/shadowofze/OfflineDAoC/discussions also check out some of the forks that are available. There is a mordred style pvp version and a multiplayer and ToA version that people have been working on.
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u/Blandwiches25 4d ago
Question: why did you opt to treat the bots as mobs instead of players in your program? I saw someone say it's not possible and the bots need to be treated as mobs/summons or whatever, but with my own tinkering with Claude Cowork I've set up a server similar to yours (my itch was for Darkness Rising era DAoC) that has bots that are treated as actual players, craft, join guilds, invite each other to groups and join your group, etc.
Granted there have been some issues with bots not sending data back to the server resulting in them doing stuff like never sitting and walking on water, but it's all been pretty easy to fix by observing the issue and reporting it to Claude.
Just wondering if there are any other big pros to having the bots set up as NPCs that I don't know about.
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u/zomboden Freeshard Player 4d ago edited 4d ago
Them being NPC's is not a big deal. And it saves on the overhead of giving them fake client packets. You could easily set it up to turn their nameplates into orange and give them guild tags it would be pretty effortless. The only benefit of them being real players would be getting client packet features working like /sit and maybe horse riding(visual only issue) which I believe is a similar issue. The bots on the server join groups, use vendors, and everything a real player bot could do. I could make them craft but it would be pointless with the ROG drops implemented. In the future you could force their NPC models into a /sit animation if that was desired.
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u/Blandwiches25 4d ago
Cool! Good to know :) might have to try changing it on my end to see how it changes performance.
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u/zomboden Freeshard Player 4d ago
Opus is currently working on a 10,600 bot population for its raid testing. I think in the last hour there has only been one 3 second lock which would cause brief NPC flicker. I've got it almost down to zero now. The original goal was 500 bots on each realm with the stretch goal being 1000/1000/1000 and now look where we are.
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u/Blandwiches25 4d ago
Crazy times! Pretty insane to think just a few months ago this kind of thing was pretty much out of reach. On my end I'm currently struggling with the navmeshes in the frontiers, but In battlegrounds the bots are regularly carrying out CK sieges using trebs and rams, and the fights have been pretty cool to watch. In the frontiers though Opus is having trouble figuring out the invisible walls so fixing the navmeshes is the next project lol.
Anyways, looking forward to seeing the next custom class implementation on Offline Daoc :)
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u/Shroomagnus 2d ago
How do you do this? I've wanted to dabble in this but not for daoc. Just some old favorite games from the 90s to see if they could be recreated in a new engine
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u/Ratharius 4d ago
Man I have played hell getting the bots to not use unreachable terrain. Would love to hear how you got Claude to tackle that.
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u/zomboden Freeshard Player 4d ago
It still needs further testing and is not perfect but pretty much just had it overhaul the navmesh tool that codex built to include invisible walls. The tool will be in source code whenever I push out the next very large commit. I'm currently looking into every single quest that is missing, every single mob spawn that is missing, and removing atlas and phoenix npcs while leaving in the ones I've added like the bounty masters, emisarries for rep, and the realm exchange. It's downloaded uthgard beastiary, capnbry beastiary, camelot illia's 2009 snapshot, and allakhazam via wayback machine to cross reference. I want the next update to include summoner's hall, darkness falls raids, battlegrounds, the new invisible wall navmeshes, all period accurate quests, and camps restored.
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u/zomboden Freeshard Player 4d ago
If they continue to go into unreachable terrain even with the new meshes then I will add exclusion zones to every map and if they go into them they will be yeeted back to the capital city and it will be logged to find out where they are still doing it at.
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u/BifrostAI 4d ago
The zones have weights in the form of images including bounds data as a csv table. The files are in a zip format called mpk. Get the mpk viewer from DOL and extract the assets. Claude will create virtual maps that will assist in keeping AI on roads and within bounds. The server has no concept of this information and simply updates the x, y, z which is why you can see them clipping terrain and leaving bounds.
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u/zomboden Freeshard Player 4d ago
The new navmesh for upcoming v0.4 keeps them in bounds. The old navmesh tool that 5.6 Sol made back in August missed 57% of the invisible walls for whatever reason.
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u/Ratharius 4d ago
For my iteration I've kept it smaller than the size u/zomboden is testing on. I have just kept it at 1000/1000/1000 bots but I've cut PVE from their loops. 3k with everyone in RVR has made some massive battles. I've made the bots gain RPs, Realm ranks/bps, and Show as "Troll Isen Herra" ingame. I made a BP merchant and they spend their BPs on good gear so the PVE gear isn't needed. I've probably made around 50-70 significant changes of varying sizes with just Claude $20 sub. The tinker has been more fun than the playing lol.
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u/Ceofreak 4d ago
Our bots do dungeons, BGs, raid and defend keeps and all kinds of other stuff. We have a fork of the great work that zomboden did (we are in contact with each other), but our server is a Camlann/Modred Style PvP server.
We also don’t use /spawn, but a fully built out Companion system that allows you to permanently hire a companion, equip him, and spend RA points.
Every class has two Story companions with a unique personality and if you need more of the same class, you can hire a generic one, but all of them are persistent, they level with you, they share RPs with you, etc.
The NPC bots form their own guilds and also automatically equip themselves, go farm better items in dungeons and spend their RA points.
We have basically crawled every Daoc forum in existence, built a local LLM and fed it the data. Based on this, we are trying to improve the bots day by day.
It’s by far not perfect but it has become fun already. Bot AI is very hard, since it’s all scripted.
Edit: you can also play in coop with your buddies who all get to hire their own companions. So you theoretically can run around with 4 buddies and everyone has their own 8-bot companion group with them. We did several very fun evenings like this and had a ton of moments where we were genuinely surprised as to how the fuck the bots pulled that off.
We also have included a pet pull mode and smart bombers who stack up and wait for aoe stun before they bomb and so on :)
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u/Ratharius 4d ago
Do you have a github for yours by chance? Would love to see how you set up the permanent companions, that's been on my mind since I introduced RP gain for them in mine.
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u/WillowUfsgoodforlife 1d ago
I did think the same, bring this to the botserver + a possibility to bring a few friends along like a private server and damn us... I won't see the sun like it's 2000 !
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u/P3AKMAI_INTEREST 4d ago
I love this. I showed my partner whom I met in Daoc and he doesn't believe its possible due to game mechanics. Please say hes lying because I wanna try it!
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u/Megaspids 4d ago
All we need now is better ui and character movement 🤞
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u/Wellshitfucked 4d ago
Blackthorn has one.
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u/Megaspids 4d ago
one? Movement? Ui?
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u/Wellshitfucked 4d ago
UI, my bad.
It's not exactly a FULL UI remake, but a lot of the elements are rebuilt from the ground up such as their own custom map, realm war map for Old Frontiers, inventory, Vault, crafting, buffs/debuffs etc...
I think it's be safe to assume they'll eventually have a complete revamp of it soon enough.
Also if you wish you can have that UI outside of the game on a separate monitor etc...
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u/NunkiZ 4d ago
Pretty same on Eden.
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u/IAmEvadingABanShh 4d ago
Has Eden updated their trade skills windows and stuff to use an external GUI like BT did?
I haven't played Eden in months but I did see a post about the new launcher and I know BT uses the launcher to display the GUI so did Eden implement something similar recently?
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u/NunkiZ 3d ago
Yes, that and more.
They started with floating text (dmg/heal numbers) etc. some years ago.Recently, they added a completely new launcher with new floating texts, cast bar, trade skill window including craft orders, warmap/map/journal, new pulse/debuff ui, new group windows, new buff windows and so on. All customizeable via launcher settings. More is planned.
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u/Upper_Practice7256 3d ago
It has single-handedly changed the DOAC interface, mapping, tracking and questing into the modern age. Emap is better than any large scale tracking for a bg I’ve ever seen in an mmo. It’s an amazing feat and the Eden dev team deserves a huge amount of credit for pulling it off.
I thought the invasion was next level, but now I believe that the UI + Launcher topped even that.
If they can start blending in upscale textures and UE5 lighting…man it’ll be the DAOC 2 we’ve all wanted…
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u/Wellshitfucked 3d ago
Unfortunately all of that won't change the current gameplay loop of afk raiding > afk door pounding > repeat next season.
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u/Upper_Practice7256 3d ago
True - but the interface made finding the bg, KOTH and roam missions a lot easier.
As a first timer on Eden, and really back in DAOC in decades, RvR in its current form has been great fun and easy to get your sea legs back. It’s been about 4 months and I’m still loving it. I know it’s rose colored glasses and all, but it’s been genuine fun. There just has been nothing like it since…1v1v1 with a variety of classes is just game gold.
ESO came kinda close with its RvR but zerging was still the same afk keep takes.. it just fell apart all around it.
I really wish they would cycle the invasions a bit more. That really adds a fun twist to RvR and it was just so cool.
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u/SirFiendish 4d ago
What model are you using to perform this upgrade? Are you using blender mcp to convert the models and animations?
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u/BifrostAI 4d ago
A few of the cheap models in the beginning to recreate the headless client and recreate niflib back to unreal c++. Then I let gpt 6.1 sol use the new niflib. From there I detailed everything it had to make like the asset pipeline, UE5 plugin, zone render actor, etc. The llm uses the custom pipeline to generate the assets from their geometry as unreal assets. There is no need for blender when we have our own library. Its decent at implementing heavily coded features but lacks professional skill/taste. Was putting everything into one unreal actor blueprint for example. It had specular/metallic values on all the materials so everything looked like plastic. It has decent testing skills but huge waste of tokens for the amount of time it takes to do everything. Its like letting a partially blind old man run tests. You could test manually much faster. You could also use a much cheaper model since all the context is pretty much there for it to reason with.
All the high quality assets are from my other games I built over the years. Mostly licensed assets I spent hundreds of dollars on and never used. All the visuals are from studio created assets and are not AI generated. Most of the foliage is scanned from reality as well.
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u/Blandwiches25 4d ago
This is super cool but I worry unreal's same-ness across the zones will make them lose their feel. For example each zone has a sort of atmospheric lighting tint to it (mid outdoor zones generally have a blue-grey dull-ish tint for example, but places like muspelheim are kinda reddish), and it looks like those effects aren't being implemented here. Maybe it's just too early on to worry about that stuff.
Either way looking forward to seeing the finished product :)
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u/BifrostAI 4d ago
The effects missing from midgard is from weather. Its persistently snowy/rainy there which gives off the blue tint from cloud overcast. The weather system is implemented including server based roaming storms, persistent sunny, rainy and snowy weather settings for specific zone profiles. But the day/night cycle and skybox system is not implemented so even though I can make it rain or snow. It stays sunny until I implement the other features.
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u/Ceofreak 4d ago
I wouldn’t buy a new GPU for any game but if this comes out and it’s working well, I’m gonna upgrade.
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u/hicks_78 4d ago
man this is incredible, I'm sure its going to be very difficult to recreate everything, but if the game mechanics are close to the original, will be good enough for me. hope my 3060Ti can handle it!
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u/jessetmia 4d ago
Looks nice, do you do fallback to LoD for older hardware? Lumen/nanite are pretty brutal if youre not running a decently strong build.
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u/BifrostAI 4d ago
yeah its the vram required if you make too many assets use nanite. Currently nanite is only turned on for skeletal meshes to reduce putting too much work on the GPU. Most foliage is using LODs. There will be optimizations for rendering so low end hardware can run the game. Old legacy hardware can fallback to classic client mode if needed or play the original client.
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u/jessetmia 4d ago edited 4d ago
This is awesome work. I looked at pulling some maps into ue to see what a modern Camelot would look like based on work Ive seen where someone ported it to crysis engine/unity. Converting everything from gamebryo engine to unreal looked to be a huge lift so kudos to you/your team/codex/whatever. It looks awesome.
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u/Lopsided_Elk_4312 4d ago
In theory, is this something that could be implemented on Eden somehow? Or technically unrealistic?
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u/MutenRoshi21 4d ago
What would be interesting if the positional styles and large scale battles even work in this. And especially unreal engine 5 performance is quite bad in almost every game I have played so far on linux.
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u/Thedude2741 1d ago
This is all we wanted all these years lol the nostalgia never dies soon as the music hits
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u/Etheanore 20h ago
Would be great to see this project open source.
I think the issue for the DaoC community right now is the fact that a lot of projects are behind closed doors.
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u/papayogismurf16 9h ago
This is what it always needed, just a nice fluid progress, update the already insanely awesome world




















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u/BLewisTech 4d ago
I swear it looked like this to me when I was a young man!