A lot of progress has been made when it comes to rendering the exterior world of Daggerfall.
DaggerXL now supports the seamless world map. The way it works is that the game tracks which map cell the player is in (a map cell is the same size as a City block, so for example Daggerfall is 8×8 cells) and the player’s coordinates within that cell. DaggerXL reads the location data from disk and stores 2 different hashes which are keyed from the map tile coordinates, one stores the location data – the location name, number of blocks, name of the blocks, etc. and then one stores the loaded block data itself (which I call “tiles”). As the player moves and changes tiles, the relative coordinates are adjusted accordingly and then the tile locations are updated. New tiles are loaded or unloaded as necessary based on the location map, and neighboring tiles are rendered or collided against based on the tile map (which has loaded tiles only). In this way tiles are loaded from location data as needed, the coordinate system is tile relative so there are no precision issues regardless of the size of the world, collision only occurs on neighboring tiles and terrain is rendered everywhere where no tile exists (or is not loaded yet). So I can travel around the Daggerfall region and go to any location. All the cities are showing up as well as ruined castles, temples, graveyards, dungeon entrances and more.
Secondary objects and flats are now being rendered within city blocks. Things like wagons, horses, signs, fountains and other decorations. In addition, during night times hours, lighting is working on the appropriate objects. Unlike, Daggerfall however, the lighting effects the ground and terrain. In addition, even though the environment gets dark around the player at night – just like Daggerfall – lights can be seen from a long distance.
Finally foliage is also supported, as seen throughout the cities. Exterior terrain tiles also get random foliage, where 1 tile away from a location the density is 30% of normal (to ease in from no extra foliage to full forests). The random seed is tied to the actual tile location in the world, not the relative location, so you’ll also see the same plants in an area even though it’s random. Of course this is just a quick first pass – the demo following this one will have better terrain and foliage distribution.
Finally the screenshots:
Nighttime lighting (before foliage was implemented):





Foilage, flats and objects:






If you look closely, you can see a town in the distance through the trees…

July 30, 2009 at 4:53 am
Hell, this looks just so great those Night pictures and those great pictures with… way too much tree’s and such things.
I’m feeling like playing Oblivion with an Unique Landscape mod when I look at those pics, it’s just too good to be true… but I know where it came from and that makes me believe in it!
I must say that you did an work here that have I never seen before when it comes to this, just one question.
Are you making this all alone, or did you cloned yourself to get such an rapid progress?
July 30, 2009 at 10:14 am
You found out my secret – clones! Just kidding. 😀
Anyway its just me. 🙂
July 30, 2009 at 8:12 pm
Nobody says “just kidding” unless they are trying to cover up something…
July 30, 2009 at 6:31 am
Very nice and really inspiring!
Curiously, what’s going on with the missing roofs in the pic 5th up from bottom?
Is that an indication of some kind of customization?
July 30, 2009 at 10:12 am
The roofs aren’t missing, but some of the buildings have flat parts on the roof. If you saw it from above, you’d see a roof – its just flat.
July 31, 2009 at 6:30 pm
Is this the case with the eighth picture down, the building furthest to the left. (I’m talking about the picture with the “General Store” sign)
July 30, 2009 at 6:57 am
INCREDBILE!!!!
Keep up the good work, you may have timed this perfectly. With the free release of Daggerfall I bet alot of gamers want to play dagger but either don’t want to go through the dosbox hassle or just have issues with the mid 90’s graphics. I really hope the bethesda folks feature this project on their blog.
July 30, 2009 at 11:50 am
Looks really awesome. I love engine-reimplementation projects like these. I don’t think I ever properly finished the original, and maybe I still wouldn’t, but I know I’d enjoy just wandering around the place with your engine.
Improved inventory management would be nice too, but I can understand if you want to be faithful to the original 😉
Keep up the good work!
July 30, 2009 at 1:13 pm
Again, great work done there. The “Demo 2” will be fantastic.
July 30, 2009 at 1:57 pm
This is awesome work, keep it up!
July 30, 2009 at 2:00 pm
Those nighttime pics, even without a proper sky, look eerie, foreboding, and incredible! 🙂
One of the things about the original daggerfall was how atmospheric it was, and especially at night (and in daggerfall) things could get really scary really fast for a 10 year-old… Anywho, incredible work as always, cant wait for the second demo 🙂
July 30, 2009 at 2:44 pm
You’re an absolute machine Lucius… wow!
July 30, 2009 at 2:46 pm
Some people start wondering if TES 2 has an “CS” for modding, I know there are tools that can manipulate some files of daggerfall.
I wonder what would be if there would be an CS like that for Morrowind, for this game.
Say do you have any plans for making an CS for daggerfall luciusdxl, or do you even use one by now while you work on your Project? 🙂
I’m just asking this out of curiosity. 😉
July 30, 2009 at 3:39 pm
There will be custom modding tools later.
July 31, 2009 at 7:54 am
But not from you I hope!
You have already done enough for us all with your current Project.
Even you should take a break after such an hard work 😉
Always remember:
The last thing the world needs is another developer that gives away his Real Live, to make an Project that could win awards.
So take it easy make an vacation here and there and don’t overwork so much. 🙂
July 30, 2009 at 3:36 pm
After the 1st demo I know this one will be great for sure. The progress is really very big and impressive.
July 30, 2009 at 5:34 pm
It’s…BEAUTIFUL :
Can’t wait for you to implement the uneven terrain, this will be marvelous!
July 30, 2009 at 7:16 pm
Absolutely amazing! Your rate of progress is astounding!
Have you ever thought of breathing new life into other deserving XnGine games such as Terminator: Future Shock?
August 1, 2009 at 12:08 am
I haven’t made any decisions about what I’m doing after DaggerXL and DarkXL yet.
July 31, 2009 at 3:06 am
Stunning.
July 31, 2009 at 8:28 pm
This is amazing! I’m checking out this blog daily. I’m glad you’ve been so committed to this project and I can’t wait for its completion 🙂
Daggerfall is my favorite game of all time. I got it for Christmas when I was 12 years old, and it’s the only game I still go back and play once a year. Hearing some of the MIDI soundtrack play almost brings tears to my eyes :b
Keep up the excellent work!
August 1, 2009 at 1:26 am
I have to agree on how awesome it is, my bro actually got this game for his 17th birthday, and I was only 10, but when I saw it this game blew me away. The look, feel, sound, and freedom is unmatched by any rpg to this day, in my opinion. 🙂
August 1, 2009 at 1:38 am
Still looking good. Too bad about the only hard requirement – a graphics card supporting pixel shaders…
But at least I can drool over the screenshots. 🙂
August 1, 2009 at 1:52 am
Fortunately fairly decent GPU’s that will run DaggerXL well are also cheap ($50 or so) – even AGP.
August 1, 2009 at 9:11 am
okay have made an translation from the news of the 30.07.09 had to make them so late because I was busy with my new Hardware pieces.
Are there some new ones soon ariving LuciusDXL?
🙂
August 1, 2009 at 4:45 pm
Probably mid next week.
August 1, 2009 at 2:44 pm
This is really great! Can’t wait for you to finish what you are doing. Which brings me to: when do you think it will be finished:?)
August 1, 2009 at 4:44 pm
I don’t know for sure. I don’t want to make any promises. 🙂
August 2, 2009 at 10:29 am
thats the best answer 😉
for things like this, even better then: “It’s done when it’s done.”
August 2, 2009 at 5:28 am
First off: awesome! I can’t wait to play Daggerfall with new technology!
That being said, I can’t believe I never noticed that the boulder sprite looks like a stone golem who is crouched on the ground, having been kicked in the nuts.
(especially look at the first screenshot under “Foilage, flats and objects:”) Head to the right, legs curled under it to the left, back and shoulders hunched and arms underneath, presumably cradling the “vital point.”
August 2, 2009 at 9:11 pm
LOL! Now that you’ve helped me see this – I’m not sure I can *unsee* it.
August 3, 2009 at 2:54 am
Damn, you are fast!
You are already ahead of people who have been working a whole year to their projects!
Keep up the impressive work, and i hope someone from the community with the right skills can help you with this =)
August 4, 2009 at 10:48 am
The nighttime lighting looks totally awesome. Makes me wanna play a stealthy char afflicted with vampirism, and sneak around, attacking people randomly in the cities during the night. 🙂 (Shame I could never figure out how the stealth skill worked in Daggerfall though.)
I do hope you find the time/interest in remaking Future Shock as someone else said, that’s one underrated game right there. 🙂
Anyway, great progress. Will follow this blog with interest!
January 11, 2010 at 9:46 pm
Hows the project coming. Havent seen a update in 6 months?!
January 12, 2010 at 11:38 am
There have been updates (on the forums), just no new blog posts. There will be a new update/build by next week.