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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
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