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The dungeon geometry refactor is almost complete. During this process several issues that are present in the current DaggerXL release are also being fixed – which should make DaggerXL much more polished and solid after upcoming release. Below I’ll list a few of the items that are being fixed:

* Textures – DaggerXL still had some textures assigned incorrectly. This is being fixed for the next release and should be finished soon.

Some areas that were incorrectly textured in DaggerXL which are now working correctly:


* Texture coordinates – There were some cases in DaggerXL where textures were not mapped correctly to surfaces. This oftentimes led to distortions that did not exist in the original.

In addition there was a sub-texel error in the mapping, basically the way coordinates are mapped to polygons led to an off by 1/2 texel offset problem. Look at the screenshots below to get an idea of what the effect is:

Before (click to see a larger view) – Notice the bright spots where the bottom of the door frame meets the wall of the door frame.

After (click to see a larger view)

* Flat scale and offset – There were errors in the scale and positioning of flats that is being fixed for the next release. This will fix things like flats being too big or small and flats that hovered over the ground instead of sitting on it.

* Object rotations – There were errors in DaggerXL with objects that were rotated on all 3 axes at the same time. This was caused by a different order of rotations then Daggerfall used.

There are a variety of other non-graphical issues that will be fixed as well including: bodies falling through the ground or disappearing, UI issues such as not being able to click on certain buttons and the in-game mouse cursor being offset from the real cursor, DaggerXL not always honoring focus correctly and more.

7 Responses to “Texture Fixes, Flats and Rotations”

  • Simon:

    I’m loving all these recent updates! It’s great to see the project moving forward.

  • Krizzen:

    “…bodies falling through the ground…”

    Let the bodies hit the floor!

  • deadbabies:

    I just wanted to say that this is an awesome project and I’m glad someone is pursuing this and has gotten as far as you have gotten. I was just talking with my friends about Daggerfall and I was thinking to myself “I wonder if anyone has decided to port/remake the engine to modern OSes?” – and sure enough, here you are! Any plans to open source your engine in the future? Just curious – I’m no coder but I’ve noticed that game engines like this that eventually release their code publicly tend to have more longevity and continuing compatibility through the evolution of OSes. Plus you might offload some of the work and stress of making ports if you had others involved. Daggerfall on Android might be fun, haha. Of course, you know your project best, and sometimes it’s easier overall to do it yourself if you want it done right. Just my thoughts, it’s yours after all.

    P.S. Sorry if this has already been addressed somewhere. I haven’t had time to look through the forums in great detail yet.

  • adoring fan:

    yeah moving forward u should advertise this project atleast when it starts to be ready so more ppl would know about this keep up the good work !!

  • Sean:

    Hey, Lucius, I’m glad to see you back. I love The Elder Scrolls games and Daggerfall is enchanting in ways but so far out of reach because of DOS and how poorly it has aged. What you are doing here is utterly remarkable, I wouldn’t be surprised if DaggerXL went down in history and became a pretty big thing once its out. I’m thinking of a Daggernexus on the elder scrolls modding website and the works! :D
    Thank you for all your hard work.

    P.S. if anyone know’s Toby Turner (Tobuscus) him doing a DaggerXL Let’s Play would be pretty awesome once it’s fully released, he mentions it more than any other game ever, I’m sure just about everyone who watches his videos would download it and give it a try.

  • ryballs:

    This is going to be awesome.. Can’t wait :D

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The XL Engine is and will remain free, donations are purely optional but greatly appreciated.