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. Read More...

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I have not updated this site and blog in quite some time. However, despite appearances, the project is not dead. For a variety of reasons the project had to be put on hold until the beginning of next year. Despite this, there has been some progress made – which I will discuss in detail in the next few months.

Next I would like to clarify some things. Interkarma has made large strides in his own Daggerfall work (see Dfworkshop.net) which begs the question – what about DaggerXL? Is there any point? And what about Dark Forces or Blood – have they been forgotten?

I will start by being as clear as possible:

*The XL Engine is not dead and will resume with regular work, updates and builds within the next few months – by the start of the new year.

*DaggerXL will continue, in no way reduced or affected negatively by Interkarma’s excellent work. There are still several reasons for DaggerXL to exist – improved Modding support, including support for existing mods;source-port accurate to the original game, with optional extended features while properly supporting modern systems – including support for software rendering; custom engine designed for high performance even on low-end systems; enhanced features such as extreme view distances (hundreds of km), enhanced texture filtering, enhanced lighting and shadows, etc.

*I have been building tools and other work that will allow me to release source-port accurate support for Dark Forces and Blood at the same time as Daggerfall early in the new year. They too will support software rendering as well as enhanced features. Outlaws has not been forgotten but has been put on hold until a later time. The XL Engine will even allow you to play with your existing save games.

*The XL Engine will be easier to use and setup, automatically setting up the supported games that you have on your system in most cases – easily supporting Steam and GoG versions of the games. It will feature a streamlined interface for adjusting features that the original games did not support (such as adjusting resolution, rendering quality, etc.), rather then implementing game specific interfaces as seen in previous releases of DarkXL or DaggerXL.

*There will be a single entry point – xlengine.exe – with the supported games being implemented as dynamic libraries, allowing for easy addition of new projects in the future. Of course you will be able to make shortcuts to specific games if you want. No launcher, no separate executables.

*Linux and OS X support is still planned but will not be available for the first Beta release.

The first Beta build, coming early in the new year, will feature support for Daggerfall, Dark Forces and Blood. However the initial release will be limited to the software renderer with only limited enhanced features (although basic stuff like higher resolutions will be supported). The XL Engine will still require a GPU with at least OpenGL 1.5 support for compositing and UI (any cards released within the last decade should work, assuming it supports any other games). GPU rendering support will follow shortly, with all the basic features you would expect. However the hardware renderer will require a GPU that supports at least OpenGL 2.0 , though higher end GPUs will be required for some extended features such as extreme view distance support (which will not be available in the initial releases). If you do not have a good enough GPU, you will always be able to fallback to the software renderer – assuming you have the aforementioned OpenGL 1.5 or better GPU.

What about source code access? I plan on releasing a few builds before I release the source code – unfortunately I’m too picky about the code for my own good – but I do plan on opening up read-only access to the repository (with the option to submit patches of course, if you are so inclined) within the first quarter of the year.

December 30, 2013 - The Story Continues

December 30, 2013 - The Story Continues

1 year ago News 4 comments

I have resumed work on the DaggerXL Beta after taking a break for Christmas. I don’t have much new to show yet but I will talk about a few topics.

November 10, 2013 - Dungeon Blocks

November 10, 2013 - Dungeon Blocks

1 year ago News 0 comments

First, you’ll recall the texture assignment code I showed before for dungeons when explaining how random numbers were involved. In that function there...

November 2, 2013 - Factions

November 2, 2013 - Factions

1 year ago News 0 comments

The last couple of days have been slow due to work, Halloween and such, so I’m still working on loading save games. However, to keep the news flowing...

October 29, 2013 - Loading Save Games

October 29, 2013 - Loading Save Games

1 year ago News 0 comments

As I discussed in previous updates, I have the cell loading code in place. Prior to that I already had the save/load menu fully functional, except for...

DaggerXL Version 0.199

DaggerXL Version 0.199

3 years ago Demo 15 comments

Contains XL Engine Launcher, version 0.199 of DaggerXL and build 9.50 of DarkXL.

HQ Font and Cursor replacement

HQ Font and Cursor replacement

4 years ago HUDs 2 comments

4x Resolution font and cursor replacement for DaggerXL.

Version 0.198 Released - Bug Fix Build

Version 0.198 Released - Bug Fix Build

4 years ago Demo 7 comments

Version 0.198 is mainly a bug fix build. One fun feature,though, is that random monsters are no longer just bears - though they still aren't correct.

DaggerXL Version 0.197

DaggerXL Version 0.197

4 years ago Demo 0 comments

The current pre-alpha version of DaggerXL - version 0.197. Please note that this is still a work in progress and that many features need to be implemented...

DaggerXL Version 0.195

DaggerXL Version 0.195

4 years ago Demo 1 comment

luciusDXL made this, obviously. I'm just re-uploading it here because the other file server was going down a lot.

DaggerXL Version 0.181

DaggerXL Version 0.181

5 years ago Demo 0 comments

The current pre-alpha version of DaggerXL - version 0.181. Please note that this is still a work in progress and that many features need to be implemented...

Post comment Comments  (70 - 80 of 95)
Angerfist219 Online
Angerfist219 Jun 26 2010 says:

This mod should become even more popular, now that Daggerfall is free.

+3 votes     reply to comment
Oscuro1987 Jun 12 2010 says:

I endorse this mod cuz OMG it improves it so much !!!
Can't wait for the finished product :))

+2 votes     reply to comment
booman Jun 10 2010 says:

I installed Daggerfall last night and gave DaggerXL Version 0.181 a try. I'm very impressed and hyped to play the finished version. The rendering is much easier on the eye (fullscreen) than the original version. Thank you so much for your work on improving the graphics! Keep up the hard work

+3 votes     reply to comment
DocHoodia Jun 7 2010 says:

Hmm, I don't know about that. I'm wondering if this mod will eventually allow the existing sprites to be replaced by models, because I always found the sprites to be difficult to keep track of sometimes, since they're 2D. MP3 or OGG music support would also be welcome, but that's obvious for after the project finishes emulating the original game.

+2 votes     reply to comment
luciusDXL Creator
luciusDXL Jun 7 2010 replied:

Texture replacer mods are already possible, in fact some people at the DaggerXL forums are working on that right now. Later you will be able to replace sprites with models and/or higher resolution sprites. In addition sound effects, music, movies and text will also be replaceable. Finally there will additional support for adding new areas, towns, editing/creating dungeons, editing and creating quests (with scripting) and more. :)

(After the game is fully playable of course)

+4 votes   reply to comment
ApornasPlanet Jun 7 2010 says:

Is it possible to replace sprites with models from let's say Morrowind or Oblivion?

and replace all textures with textures from let's say Morrowind or Oblivion?

0 votes     reply to comment
Akalonor Jun 30 2010 replied:

as in , upgrade the graphics ;)

+1 vote     reply to comment
Spenzerr Jun 5 2010 says:

wow this is amazing i'd always wanted to play this as oblivion and morrowwind where my favorites!

+1 vote     reply to comment
StoneFrog Jun 5 2010 says:

I approve.

+1 vote     reply to comment
Ulysses24 Jun 2 2010 says:

Keep up the excellent work! I'm very much looking forward to this.

+1 vote     reply to comment
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