Roadmap
This project has moved, please visit xlengine.com
This is a Development Roadmap for DarkXL. Everything in here is subject to change, it is my current near and medium range plans. This roadmap will be adjusted as the project progresses. Note that this does not include previous releases up to this point. If you have any questions, comments or suggestions please see the forum topic.
Alpha, version 9.0 (upcoming release)
- Fixes sector rendering issues. This should fix all tessellation problems as well as overlapping sector issues.
- All levels are now open, although there are issues with missing logics and INF that will be fixed in subsequent builds.
- Support for Dark Forces compressed textures has been added, so that user levels like Dark Tide IV now render correctly.
- Performance enhancements due to improved memory management and better culling.
- Optional dynamic lighting support. Lights can be added through logic scripts.
- Optional bloom support. Fullbright pixels will glow.
- Optional reticle support.
- The built-in level editor will not be enabled, there are still some issues to work out in future builds first. I’m not sure which build it will appear in yet but I’ll keep working on it.
Alpha, version 10.0
- Full logic support. This means that every enemy will be supported as well as other logics (such as powerups).
- Full weapon support. Every weapon properly supported.
- Secondary fire support.
Beta, version 11.0
- Full INF support.
- All levels fully functional and completable (including user levels).
- All cutscenes fully working (fixing any remaining bugs).
- iMuse issues fixed. iMuse implementation complete.
- Any remaining VUE issues fixed.
- Full Dark Forces emulation.
Release, version 12.0
- Initial multi-player support (details to be added later).
- Full editor release (partial releases should be prior builds).
- Extended features added – slopes, dual adjoins, vertical adjoins, scripted sky camera, and more (to be detailed more later).



Wow…this is fantastic. DF was one of the first PC games I purchased many…many moons ago. Too bad I tossed my original disk awhile back considering it would not work on my current PC/OS. Good news though! Now that it’s available on Steam, I look forward to not only playing the game again but enjoying it through this project. Mad props to you Lucius, and thanks a ton for all your efforts! It’ll be a nice change (as well as a cool, nostalgic trip) from current FPS titles.
I am avidly following this project and your amazing DaggerXL as well. Beautiful work! I own both games on original disk and look forward to many hours of renewed fun in the two of them. (My only other wish is that someone would finish porting TES Arena as was begun in the WinArena project two years or so ago.)
Thanks for all the hard work and smart coding!
I would like to thank you, lucius, for the truly remarkable work on DarkXL. I hope that a new release is not far off. I feel that I can speak for the vast majority of Dark Forces fans when I say that this project represents the epitome of all we have wanted out of DF. Hats off, good sir, and best of luck.
We are all counting on you, Katarn.
Any update on Outlaws project?
This is absolutely breathtaking!
How close is the Beta version and Outlaws support to being finished? If you have an approximate date, that would be extremely helpful. We don’t mean to keep bugging you, but I think I can speak for all of us Outlaws fans when I say that we are very very excited for the Outlaws DarkXL upgrade. Personally, I just can’t wait, so if you have any idea when the Beat will be released, please, let us know. Absolutely great work, keep it up.