Thanks for your enthusiasm, everyone.
I'll stick my head into the thread and reply to the comments so far.
Interkarma's http://dfworkshop.net is back, and it has some new stuff I want to comment on, yet comments are disabled - therefore I am going to talk about it here darnit!
Sorry mate, I don't plan on opening forums or comments. From past experience they add a lot of moderation overhead. Sidestepping this is in line with my goal of "keep it simple". I know lots of people would volunteer to moderate on my behalf, but then I'd have to coordinate with moderators. I just don't have that much time to spare. You can always reach me via email, or PM on this forum.
DF Scout. The final versions of this will allow full interactions just like it was Daggerfall, lighting, movement, access, interactions etc. This is quitei nteresting, I didn't realize that the Daggerfall map formats were this well known. It'd be interesting if we could modify these formats - in a sense, create a sortof CS or map editor for Daggerfall.
SubProperty did an amazing job of pulling apart the RDB (dungeon) block format, I can't take much credit there. Objects like levers and platforms have an action record defining transforms (rotation and translation) over time. This will cover many of the interactions, but there are still a great many blanks in the file formats. Building a read-only world viewer is an easier task because you can focus on the knowns to build a fun tool, and just ignore the unknowns. Creating a fan-made Daggerfall CS, while feasible in concept, would have to face those unknowns head on. I'm not saying it's impossible, but building a CS would be very challenging and is not one of my objectives.
For anyone unfamiliar with my older tools, DF Scout just reads the contents of your Daggerfall CD and renders things for you to explore. It's not a remake, or an editor, or a cure for halitosis. It's just a bit of fun to see all those places on a hi-res display. Oh, and you need to own a copy of Daggerfall. I don't distribute any assets or files from the game with my programs.
The first release of DF Scout is going to be pretty much what you see now, with as few bugs as possible. I'll add new features in bits in pieces as my schedule allows. This makes the project realistic to manage and allows me to add new layers of effects (like lighting) over time rather than get bogged down at the start.
If anyone has questions, I'll do my best to answer them.