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Current Version: 1.7.86

 

    DLE-XP is latest level editor for Descent 1 and 2. It is based on Bryan Aamot's famous DMB2 v2.7, but has a totally revamped user interface and a contains a slew of bug fixes and enhancements.
    The following pages will introduce the differences to DMB2 v2.7 and explain the new features and bug fixes contained in DLE-XP.

    Bug fixes and enhancements

    • Generally, DLE-XP is much, much faster than DMB2 v2.6 due to the port to MS Visual C++ 6
    • Lighting completely fixed
      • static illumination works to specified render depth
      • delta light calculation only computes light deltas for the current source's children (-> overflows much less likely; DMB2: compute for all lights up to the current due to a bug)
      • DLE-XP will automatically reduce light render depth as far as required to take care of overflows in delta light calculation
      • delta light calculation only computes light deltas for blinking lights, blastable lights and lights on walls that are trigger targets (DMB2: all 2ndary light textures)
      • flickering lights can be applied to any light texture (1st or 2nd; DMB2: only to 2nd light texture)
      • all light textures or only lava can be prevented from receiving delta light values
      • adjustable render depth for static and flickering lights (i.e. how many cubes away from the source light does a light still affect brightness
      • Dynamic player/robot brightness calculation depending on cube brightness
      • Vertex lighting and Colored lights. Together with D2X-XL these will make up for naturally looking color and light blending.
    • Flickering light settings will not be destroyed by the light tool on certain occasions any more
    • DLE-XP can show animated blinking light effects (only for the light sources to check for proper light sequences, or for all affected cubes to show the global effect)
    • Deleting a cube or wall will now remove the deleted sides from all triggers targetting it (DMB2: would eventually leave triggers with invalid targets)
    • You can now add walls up to the max # of walls w/o workaround (could only add one wall less than max # in DMB2 2.6)
    • Supports up to 3600 segments, 2046 walls, 254 standard and bot triggers each and 700 bots.
    • You can now join the sides of cube # 900 to other cubes' sides w/o being told there were no more free vertices
    • Giving a door texture to a door wall will automatically assign the corresponding door clip to the wall
    • You can now replace textures (will take proper care of door clips)
    • You can select whether texture operations work on the 1st, the 2nd or both textures
    • You can now paste/replace the 2nd textures
    • When adding a wall or a trigger, the type of the last active wall/trigger will be used for the new one (meaning you will not have to adjust wall/trigger data for every new trigger you add)
    • You can copy a trigger and paste it to a new one, allowing you to quickly add a lot of triggers with the same type and targets
    • When adding a trigger, you can have DLE-XP automatically add a wall of proper type if there is no wall at the current side
    • you can now make a cube a robot maker in the cube tool (why not anyway?)
    • Ofc, there is a quickly toggleable full screen mode
    • "Unknown" textures will not be removed from POG files any more when saving them
    • HOG manager sorts files alpha-numerically and can hide non-level (rdl/rl2/pog/hxm) files for faster access
    • The error checking function will create a bug list you can browse and will only highlight the parts of the mine referred to by the select error message.
    • The error checking function will automatically fix bugs where it is safe and makes sense (i.e. the infamous "unused vertex" problem)
    • New extended block file format (*.blx) allows for saving/reading walls, triggers and special cubes (fuel centers, robot makers, reactors) to/from block files
    • Lots of small fixes like
      • If no cubes are marked, certain functions (e.g. illumination) will operate on the whole mine
      • "Switch to other side" key
      • Zooming with Shift+Left Mouse Click+Mouse move
    • Support for Entropy levels.
    • New segment types (water, lava, blue and red team)
    • New trigger type 'teleport', allowing in-game teleportation to one of the segments specified in the triggers target list. The sides give the players new orientation after teleportation. If a teleport has several target segments, D2X-XL will chose one of them randomly every time the trigger is activated.
    • New trigger type 'speed boost' to allow construction of D3-like speed boost areas for D2X-XL.
    • New cube types 'speed boost' and 'blocked' to aid in construction of speed boost areas and impassable, no-spawn areas w/o the use of walls..
    • New trigger type 'camera' allowing to place cameras and monitors in a level.
    • Support for high resolution and true color (TGA) textures (max. 1024 x 1024 x 32). DLE-XP will store TGA images at full color depth in custom texture (pog) files. D2X-XL is capable of reading and using them w/o loss of quality.

    Screen shots

    Downloads

      Download the full version of DLE-XP here.