DaggerXL is a Modern Daggerfall Engine Recreation for current Operating Systems and hardware – essentially it is a remake in the spirit of a port. It will ultimately fully emulate the game of Daggerfall and then optionally enhance it by refining existing features and adding new gameplay elements that were originally intended. The game will make use of hardware acceleration providing higher resolutions, color depth, greatly improved visibility, better texture filtering, enhanced performance and more. In addition DaggerXL will support full modability, similar to more modern Elder Scrolls games, using custom tools.
In the past DarkXL and DaggerXL releases, both games had custom “XL” title screens. These served multiple purposes: a place to display the version number – a very useful piece of information to know for a variety of reasons...
In the past DarkXL and DaggerXL releases, both games had custom “XL” title screens. These served multiple purposes: a place to display the version number – a very useful piece of information to know for a variety of reasons, a place for extra XL specific options such as Mods and multiplayer setup and as a nice extra element of polish.
However as of the next release you’ll need to launch the games using the Launcher, which could already be done in the previous build as well. The Launcher is where you’ll be able to see the version number and can setup Mods or other XL specific features. To that end I think the XL specific title screens have served their purpose but are no longer needed. Starting from the next build when a game is launched the game menus will be displayed immediately, just like in the vanilla versions.
There are several reasons for this change, other then simply not needing the title screens any longer:
* Adding new games no longer requires new custom art work.
* Later I plan on adding the ability to switch between games without shutting down the XL Engine.
* Once you start a game, focus is entirely on the game itself and not on the XL Engine, unless XL Engine specific features are used such as the console or XL Engine settings menus.
* A unified XL Engine interface is presented, no longer being game-specific.
In addition to the Title Screen change, there will also be a change to the way versioning is done. Instead of having a version per game, there will be a global XL Engine version. Whenever the support for a given game is improved the global version will be modified as well. Of course how complete support is for a given game will still be tracked but only one version number needs to be used for bug or feature tracking.
Since 2002 we have explored, played and enjoyed mods of all shapes and sizes just like DaggerXL. We love games like Elder Scrolls II: Daggerfall that have opened themselves up to modding. Because of communities like Workshop, Nexus, Curse, RTSL, GameBanana and Mod DB, more games support modding today than ever before.
Let's celebrate modding
As mods play a bigger role in the future of gaming, we believe it is important to recognize the effort the teams behind the work put in, giving us countless hours of enjoyment while asking nothing in return. We have the power to change our games and that needs to be celebrated to ensure it remains a big part of PC gaming's future.
It all started
In 2015, when the paid modding dispute left many gamers and modders worried about the direction the industry is headed. Things have since settled down, but we believe it is important to continue this small tradition to show we are not alone in our love for mods, and the open platforms that embrace them.
Mod Appreciation Week
Nothing is more motivating than knowing something you've built is being enjoyed by others. So this week if there is a mod you love on Mod DB (or anywhere else), make the effort to shout out to them, mention and link their mod in a tweet, blog, forum or facebook post with the hashtag #modlove2016 (or click the icons above for a pre-built post).
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