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.

Post news Report RSS June 25, 2012 - A Small Update

This post is a small DaggerXL update. So the work on the DaggerXL geometry refactor is almost finished. The software renderer is also now fully integrated and selectable.

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This post is a small DaggerXL update.

So the work on the DaggerXL geometry refactor is almost finished. The software renderer is also now fully integrated and selectable.

Here is a screenshot from Privateer’s Hold using the software renderer (32-bit) – no HUD (click to see full size):

And another random dungeon:


Next up is rendering the flats/sprites again and putting the lighting back in. Then I can finally finish up the exteriors and interiors too.

The release will include the 32-bit software renderer (shown above) and the 8-bit software renderer as well as the option to play in 320×200 (stretched to the full window size with proper letter/pillar boxing to maintain aspect ratio). 320×200 will only be supported in software, no point in supporting that resolution with the OpenGL renderer now.

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