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.

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loziroko12 Nov 30 2013 says:


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TaxAkla Nov 30 2013 says:

Impressive. Keep the good work.

+3 votes     reply to comment
myxale Nov 30 2013 says:

Need faster Horse to cross those distances.

+1 vote     reply to comment
sbnewsom Dec 24 2013 replied:

Or just stick with a horse and put in some time? Like the good ol days? This is generally the same distance in the original game, but now you get to see that distance!

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WeeGee9000 Nov 30 2013 says:

Still alive? Awesome!

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Taquito Nov 30 2013 says:

The map seems Gargantuan! A bit overwhelming. Great!

+1 vote     reply to comment
Angerfist219 Dec 2 2013 says:

so sick

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faulk Dec 4 2013 says:

Distant terrain - yes!

Would distant buildings and stuff like that be possible? Being able to see cities and dungeons from afar would be irresistible!

+3 votes     reply to comment
booman Dec 6 2013 says:

Absolutely stunning work!
I can't believe Daggerfall will have this kind of quality!

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In the video below you'll see several glitches due to the fact that the system is still not complete and that I did something recently to make terrain cracks show up again - which will be fixed for the build of course. However this means you'll have to put up with some issues when watching the video. In addition the terrain only has one forest section, in the northern Daggerfall province, and the rest of the terrain uses the same procedurals and textures (with no foliage). These issues will be fixed when the system is finished, allowing for much more variety and matching what the terrain is supposed to be like closer. Also no locations are loaded - mostly because the LOD system is incomplete - but they still work just fine for Low and Medium quality terrain, as seen in the last video, and will work for the build. Finally, this terrain uses only the large scale heightmap (the 1000x500 one) bicubically upscaled with procedural layers to provide additional detail. I still plan on upscaling that heightmap and applying some proper erosion in the future to make the terrain more realistic, but that is not done for this video. So the end result should be higher quality.

The video starts with the player inside a thick forest, testing how thick a forest can be - so its really dense. You'll see trees on distant hills/mountains as well. Later smaller plants/rocks will be added back in as well as using the other tree species as appropriate. But the main point was to test proper forests for DaggerXL. Once I leave the forest, I travel towards the coast, with Sentinel visible in the background. I then fly across the Bay to Sentinel, fly around the coast and eventually land at the tallest location in the map. Finally I fly up so you can see more of the map - with the Daggerfall province still visible once the camera is high enough in the sky.

Blog: Xlengine.com
Youtube: Youtube.com

Video Details
Nov 30th, 2013
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