June 2009

I’ve implemented simple collision which allows me to explore the dungeon in first person. I’ve also implemented proper uv’s for faces with 4 or more faces and finally flats (sprites). The project is now at the state where I’m going to announce it more publically. Note that monsters and loot still has to be implemented.

Here’s a movie of me wandering around in Privateer’s Hold in DaggerXL (note that collision is still primitive and it looks like some of the textures are wrong – although they are exactly what the model says they should be):

And finally some new screenshots:









A quick update.

Privateer’s Hold now shows up pretty much correctly. All the pieces fit together properly, including doors and decorations. It includes all 5 dungeon tiles (RDB files). Next up is to fix up texture coordinates on faces with more then 4 vertices and figure out why some of the textures seem to be using the incorrect index (although most are correct). Once that is done I can get simple collision detection and start getting flats and lights working.

Here are a few screenshots of Privateer’s Hold:






Work on DaggerXL continues. This week I added proper texture support and lighting from the camera’s point of view. This required getting Daggerfall textures loading, including the proper palette and modifying the models to scale the uv based on texture resolution. Normals were also added to the models, to support dynamic lighting. The lighting from the camera still has to be tweaked to make it look more like Daggerfall, but even as is it does a lot to make the scenes look more interesting. The dungeon blocks are still not coming out correctly but once they are I’ll add flat and object light support (from things like torches) and animated textures.

Here are several screenshots from the work done so far:









DaggerXL is a Daggerfall Engine Recreation for Modern Operating Systems and hardware. It is just in the beginning stages of development but 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 enhancements will include things like being able to dock your ship in a town with docks, sailing your ship, proper shape changing spells, being able to store items in your house (in the furniture) and more. 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, like my current project DarkXL [ http://www.df-21.net/phpbb/viewforum.php?f=7 ] is working towards – there will be greatly improved modding and editing support.

DaggerXL is/will be just an engine, you need the original game data to play. I will not distribute any Daggerfall assets or knowingly provide information on obtaining free copies of the game. This is a legal project, I do not intent to step on Bethesda’s toes or violate their copyrights.

This blog will provide a diary of the DaggerXL development process and will eventually host the software itself.

I’ll post information on the development of DaggerXL as progress is made. It will be a little slow at first (atleast for me) – because my primary hobby project is still DarkXL [ http://www.df-21.net/phpbb/viewforum.php?f=7 ] but will accelerate as that project goes toward beta.

So far I’ve got the basic engine up and running, using code from DarkXL. Things like core rendering, player physics, scripting, control mapping and so on. I’ve got 3D objects rendering, although I’m not loading the proper textures yet. And I’m parsing and building dungeon blocks, although the positioning/orientations aren’t right yet – it does load and cache all the models and render.

3D models with a default texture (not a Daggerfall texture):




I’m working on properly rendering dungeon blocks and using proper textures now, which you’ll see in the next post.