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Just thought I'd get this out here in case anyone is interested, the "beta" for DaggerXL, the port of The Elder Scrolls II: Daggerfall to the XL engine, is coming soon:
http://xlengine.com/new-xl-engine-release/

As many of you probably know, Bethesda released Daggerfall as freeware a while ago, so technically this project is about as legit as it comes without being an official port. There's still a way to go, but the project promises to make Daggerfall playable in high-resolutions with an OpenGL render, similar to GZDoom or eDuke do for Doom and Duke Nukem 3D. Meaning no blurry pixelated resolutions in DOSBox.

You can check out some screenshots here:
http://daggerxl.wordpress.com/screenshots/
I like how there are so few updates to this project that every time there is one a new topic gets created :P
It's a cool project, but i've long since stopped actively following it.
As soon as there is an actual 1.0 release I'll definitely try it though.
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Smannesman: I like how there are so few updates to this project that every time there is one a new topic gets created :P
It's a cool project, but i've long since stopped actively following it.
As soon as there is an actual 1.0 release I'll definitely try it though.
Yeah I kinda fear this one guy has gotten in over his head, he's not only trying to take on porting Daggerfall to XL, but also Blood, Outlaws and Dark Forces
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Crosmando: Yeah I kinda fear this one guy has gotten in over his head, he's not only trying to take on porting Daggerfall to XL, but also Blood, Outlaws and Dark Forces
As I recall the Dark Forces port has been in playable beta for quite some time, and Outlaws is based on the Jedi engine as well. Blood is based on the Build engine with a few caveats and the Build source code has been long available), so these projects were likely to have been less work-intensive than DaggerXL.

DaggerXL is effectively a new reverse-engineered engine built from the ground up and designed to use Daggerfall's assets. It's safe to assume that this has been the biggest and most time-consuming project and has been the focus of his efforts of late.

That link, by the way, refers to the pre-alpha build that Lucius released a long time ago. The beta is talked about here, and I'm especially curious about the OpenGL 3.1 renderer with huge draw distances (not that it makes much of a difference with such flat terrain...)
Post edited February 23, 2013 by jamyskis
Yeah noticed this yesterday. Was gonna post, forgot, so thanks. Can't wait to play.
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jamyskis: I'm especially curious about the OpenGL 3.1 renderer with huge draw distances (not that it makes much of a difference with such flat terrain...)
Daggerfall's terrain data apparently includes detailed heightmapping. The extended draw distance feature is present in Release R2 so you can already experiment with it if you're curious.
Looking forward to this and waiting for the blood mod too. Also cant wait to try on Dark forces even though I lost my disc so I need to acquire again.
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Crosmando: Just thought I'd get this out here in case anyone is interested, the "beta" for DaggerXL, the port of The Elder Scrolls II: Daggerfall to the XL engine, is coming soon:
http://xlengine.com/new-xl-engine-release/

As many of you probably know, Bethesda released Daggerfall as freeware a while ago, so technically this project is about as legit as it comes without being an official port. There's still a way to go, but the project promises to make Daggerfall playable in high-resolutions with an OpenGL render, similar to GZDoom or eDuke do for Doom and Duke Nukem 3D. Meaning no blurry pixelated resolutions in DOSBox.

You can check out some screenshots here:
http://daggerxl.wordpress.com/screenshots/
I'm confused, that article was posted in 2011? but I read your OP as if it was 100% complete and released in a few more days or weeks or months.
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Elmofongo: I'm confused, that article was posted in 2011? but I read your OP as if it was 100% complete and released in a few more days or weeks or months.
His latest blog post was a few days ago and said the beta is coming really soon, probably within a month.
really looking forward to this

Daggerfall was so ambitious for it's time it wasn't even funny
For how long has the XLEngine been "coming soon" already? Don't get me wrong, I really appreciate the effort and I understand Lucius has a real life, so I'm not demanding a release right now, but I have trouble getting excited about any news anymore. He just disappears for months, then he comes back promising more frequent updates, posts two blog entries in short time and then disappears for months again.

I'll be glad when it comes out, but I wouldn't hold my breath until then. I know the next release is supposed to come "soon" (it was supposed to come out in january), but of course real life struck again, his wife had an accident and his computer broke. I know things will get sorted out eventually, but "soon" means nothing in a one-man project.
I just love the draw distance on this. All those pixels still look pretty good!
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Roman5: really looking forward to this

Daggerfall was so ambitious for it's time it wasn't even funny
Hopefully I can finally get into this game after my last experiance, I hope I don't have to use DOSBox and its a just click it to play like GOG games that used DOSBox, Standard WASD+Mouse controls like Morrowind, better map system (I saw what maps look like in the game when your in dungeons and it looks confusing)

I really, really appreciate how enourmous this game, hopefully I can comprehend the story because I heard it so complex it also spans years.
Post edited February 23, 2013 by Elmofongo
Going to keep my eyes on this one looks cool.
OpenGL has always been the superior tech... The only reason DX made it so big was Microsoft... Imagine games working on XP running dx11, all the features exist in OpenGL

Very happy to see the move, and as a Nvidia customer, my Zbuffers are aching to be used!