D2X-XL History

5,423 entries across 2,126 releases, from v1.0 to v1.18.77. Use the filters to narrow things down, or search the full text.

v1.18 78 releases
v1.18.77
  • Fixed When changing the screen resolution, exiting and restarting the program, the previously made screen resolution change was ignored
v1.18.76
  • Fixed The program crashed when loading the new Pumo mines
  • Fixed HUD weapon and equipment icons of the new Pumo mines mission were way too large
v1.18.75
  • Improved Tracking angle, range and power of the Omega cannon can now be boosted for singleplayer and coop games (new option 'improve omega cannon' in gameplay options menu)
v1.18.74
  • Fixed Removed a small memory leak
  • Fixed Removed a couple of issues in the networking code causing synchronization failures in multiplayer games (particularly for large levels)
  • Improved The time to connect to a multiplayer game should now be significantly shorter (particularly for large levels)
v1.18.73
  • Fixed Hires animations from pog files didn't work anymore (only the first frame of the original low res animation got replaced)
v1.18.72
  • Fixed The program could use up all system memory and hang when loading a bugged level containing segment edges with zero length
v1.18.71
  • Fixed Overloading animations with hires textures didn't work anymore (textures weren't animated anymore)
  • Fixed The new game menu's 'enable mods' option didn't always stick
v1.18.70
  • Fixed Overloading an animated texture a hires animation existed for with a low resolution animation didn't work
v1.18.69
  • Changed Menu options can be operated with a single mouse click again
v1.18.68
  • Fixed The lightmap calculation's progress bar didn't work anymore when D2X-XL computed lightmaps on the fly during regular level launch
v1.18.67
  • Improved D2X-XL will now look for Descent song info (descent.sng) in the mod folders of the missions (to support for legacy custom missions Encounter At Farpoint 2 and Plutonian's Outbreak 2)
v1.18.66
  • Improved Thread load is better balanced during lightmap calculation
v1.18.65
  • Fixed The lightmap precalculation's progress display didn't always work, creating the impression the program would hang when it didn't
v1.18.64
  • Changed Added the new 'official' D2X-XL tracker's IP address to the internal tracker list
  • Fixed The external language files (English and German) were outdated. OS X and Linux users need to download and install the latest d2x-xl data file package for this update.
v1.18.63
  • Changed Data compression (for stored lightmaps etc.) is active by default now
  • Improved When downloading an update, D2X-XL will make the program root folder the current directory to make applying the update a bit simpler (no need to direct the sfx archive to the proper folder anymore)
v1.18.62
  • Fixed The update function produced a broken error message when no version info was found on the download servers
v1.18.61
  • Fixed Lightning effects could crash the program
v1.18.60
  • Improved The light contribution of indirect (scattered, reflected) light has been improved
  • Fixed When fog was disabled, rendering transparent textures at the surface of water and lava segments didn't work
  • Fixed The program could apparently hang when computing lightmaps (it didn't though, it just got unresponsive, but kept working)
v1.18.59
  • Fixed Indirect light distance often was too small because the geometrical distance was used instead of the shortest distance through the level from light source to illuminated point.nThis could cause too bright lighting or light source illuminating areas they couldn't physically illuminate.
  • Fixed If you had previously selected a mission via the main menu's 'single player' option, you could only select maps from the 'single' subfolder during subsequent lightmap precalculations.
v1.18.58
  • Fixed Light fall-off didn't take light brightness into account
v1.18.57
  • Fixed Light was way too dark at at light quality settings 'basic' and 'standard' (i.e. when using vertex based lighting) - much darker than lightmap based lighting
v1.18.56
  • Fixed Some hires texture were considered 'super transparent' (i.e. propagating their transparency through a base texture they were used as a decal on) although they weren't
  • Fixed The program could crash when loading levels containing segments with triangular sides
  • Fixed Lightmaps for triangular segment sides weren't properly computed
v1.18.55
  • Fixed Fog wasn't properly rendered in automap view, causing completely opaque fog for distant areas
  • Fixed The lightmap precalculation settings dialog lacked a couple of vital options
  • Changed Renamed minimalist HUD to compact HUD and changed all menu options accordingly
v1.18.54
  • Fixed Light cast by objects (particularly laser shots, rockets, explosions and flares) was way too dark
v1.18.53
  • Fixed Fog got thicker when the automap was displayed in a cockpit window
  • Fixed Fog wasn't properly rendered in cockpit windows (rear or missile view)
v1.18.52
  • Fixed The program used the wrong default transparency for light fog
  • Fixed The rain effect produced rain that was falling way too slowly
  • Fixed Open segment sides that were delimiting fog areas could be opaque when fog was turned off
v1.18.51
  • Fixed Flares (and light casting objects in general) could be too bright or fail to light nearby objects and geometry
  • Fixed The program could crash when loading a level right after lightmaps had been precomputed for it
v1.18.50
  • Fixed Objects (powerups, robots, etc) could appear too bright
  • Fixed The program considered itself being in stereoscopic render mode when it wasn't
v1.18.49
  • Fixed The program crashed when computing lightmaps ... (OpenMP is so unforgiving ^_^)
v1.18.48
  • Fixed Segment distance calculation could hang (usually happened during lightmap precalculation)
  • Fixed The program played water sounds when the player was outside of water segments
  • Fixed Fog settings weren't properly assigned to fog segments
v1.18.47
  • Fixed The program could crash during multi-threaded lightmap precalculation (single threaded worked)
  • New D2X-XL now supports adjustable fog color and opacity (can be set per level with DLE)
v1.18.46
  • Fixed Lightmaps sometimes had incorrect ambient light contribution (particulary for very close lights)
  • New Ship scrape sounds can now be turned off (in the sound & music options menu)
v1.18.45
  • Improved Lightmap calculation works a bit faster
v1.18.44
  • Fixed Depending on lightmap settings and level, lightmaps were recomputed everytime the level or a savegame from that level was loaded
v1.18.43
  • Changed Explosion shrapnel effect (fast moving, small explosion fragments) is available again (adjust in effect options menu)
  • Changed Smoke puffs from firing gatling guns is independent from player smoke setting
  • Improved Tweaked gatling smoke and gatling bullet trails
  • Improved If particle fx are enabled and render quality is set at 'high' or better, a particle fire effect will replace the sprite based muzzle flash effect of gatling guns
v1.18.42
  • Fixed The program could crash during lightmap calculation on rare occasions
  • Changed Water haze is a bit stronger
v1.18.41
  • New Added volumetric fog
  • New Added a 'fog' control to the effect options menu
  • New Added two new segment properties: Light fog and dense fog
  • Fixed Lightning fx of robots and powerups remained visible in the automap even if rendering of robots and powerups was turned off there
v1.18.40
  • Fixed The program crashed when first precomputing lightmaps and then computing lightmaps on the fly during level load
v1.18.39
  • Fixed Lightmap calculation worked wrong for faces that shared a vertex with a light emitting face
v1.18.38
  • Fixed Not all 3D powerups were aligned as intended
  • Fixed Fast moving objects didn't reliably operate fly-through triggers they passed
  • Fixed You could pass through the deflecting side of a speed boost (aka wind tunnel)
  • Fixed Player orientation wasn't always set right by teleport triggers or the subspace cheat
  • Improved Objects (players) leave speed boosts (aka wind tunnels) with a reasonable speed now
  • Improved Energy sparks are nicely aligned now
v1.18.37
  • Fixed When loading a savegame of a level with waypoints, the waypoints didn't work anymore
  • Fixed The program could occasionally crash (when computing dynamic light)
  • Improved Energy sparks are nicely aligned now
v1.18.36
  • Fixed The program could crash at program start
  • Fixed Descent 1 weapon info could become corrupted while being loaded
v1.18.35
  • Fixed The program could crash during lightmap calculation if the required lightmaps were present already
v1.18.34
  • Improved The lightmap precomputation's remaining time estimation works better during the first level it processes
  • Improved Music shuffling works right from program start now
  • New You can now unnerf all Descent 1 weapons in Descent 2 missions (see the physics options menu)
  • Fixed (prox / smart / small) mines weren't rendered
v1.18.33
  • Fixed The program could crash at the end of a Descent 1 exit sequence
v1.18.32
  • Fixed Certain sounds (like afterburner, lava or water) built extremely up
  • Fixed You could set the energy recharge delay to zero
v1.18.31
  • Fixed Neither players nor robots could fire any weapons in Descent 1 missions
v1.18.30
  • Fixed On some systems, lightmaps were recomputed even if lightmaps for that level were present and up to date.
v1.18.29
  • Fixed When changing the sound channel setting in-game, nearby ambient sounds got muted
  • Fixed Slow moving objects could get stuck at the opposite side of an open wall if that side had a non-passable wall (e.g. single sided force fields)
  • Changed Forcefield sound volume is now controlled by global ambient sound volume
  • New Added a scrape sound when the ship is scraping along a wall (requires a data file update on Linux and OS X)
v1.18.28
  • Fixed Sound was stuttering
  • Fixed Call stack trace was overflowing
v1.18.27
  • Fixed Most of the cartoon rendering effects weren't applied any more
  • Fixed Lightning effects sometimes weren't rendered although they should have been
  • New Added a call stack trace feature that will print the chain of functions calls to the log file when the program crashes. Enable with '-tracelevel {0|1|2|...}'.nCaveat: This option will decrease framerate to a certain extent (the more, the higher the trace level)
v1.18.26
  • Fixed The program occasionally crashed when using the cartoon style renderer
  • Fixed You couldn't select a savegame by pressing the number key its name is prefixed with in the savegame list
  • Fixed The program could crash when trying to select a target for a homing weapon
  • Fixed The main screen got black or segment edges were rendered at wrong positions when rendering auxiliary cockpit windows (e.g. the missile view) while glow was set to full
  • Fixed The glow renderer didn't work right in auxiliary cockpit windows
  • Fixed The flash effect during the reactor countdown didn't work
  • Fixed The flash effect when picking up powerups didn't work
v1.18.25
  • Fixed A bug in the sound system could cause sporadic program crashes (usually when a lot of sounds were played simultaneously)
  • Fixed If observer mode was enabled, the player immediately respawned after having died in single player games (since observer mode is not entered in singleplayer games)
v1.18.24
  • Fixed The program crashed when computing lightmaps before the player entered a mine during regular playing
  • Fixed The lightmap precalculation progress display showed partially wrong values
v1.18.23
  • Improved The lightmap precalculation progress display now also shows the time passed, remaining time and settings used
v1.18.22
  • Fixed Unless in nostalgia mode, D2X-XL always started multiplayer games at level one of the selected mission, regardless of which level you chose in the multiplayer options menu
v1.18.21
  • Fixed The program could crash when it was looking for targets for homing weapons a player had equipped (crashes seemed to happen particularly when viewing the automap with a homing weapon equipped)
v1.18.20
  • Fixed Homing weapons weren't always properly homing in on available targets
  • Fixed Demos were still run even if a lightmap calculation required to properly render them was aborted by the user
  • Fixed Lightmap precalculation only worked if lighting quality was at least set to high in the render options menu
  • Fixed The program crashed for multiplayer participants when the game host disconnected while they were in the end level score screen
  • Fixed Players could disconnect from other players in multiplayer games while flying through the exit tunnel or waiting in the end level score screen
  • Fixed The difficulty level wasn't described in the additional multiplayer options menu
  • Changed When Descent 1 briefing audio is available, music will be muted during Descent 1 briefing audio playback
  • Improved Lightmap computation should be about twice as fast as before now
v1.18.19
  • Fixed Rotation angles of various 3D powerups were wrong
  • Fixed Lightmap and lighting calculation was still broken
v1.18.18
  • Fixed Too strict FoV checking lead to earthshaker and smart missile children not finding targets and explosions not doing splash damage
  • Improved The blue expanding shockwave effect is now better visible
v1.18.17
  • Fixed Lightmap calculation didn't work properly anymore
  • Fixed The configuration file scanner didn't properly process negative numerical arguments
v1.18.16
  • Fixed The program could crash when robots were in sight of the player or vice versa
  • Improved Found a better way to manage vulcan ammo clips
  • Improved A shield orb's lightning effect will only be animated and rendered if the shield orb is visible
  • Improved 'Full' glow will now work faster
  • Changed 3D powerups now all have the same orientation and rotate around their vertical axis at an angle of 22.5 degrees (similar to the 2D powerups)
v1.18.15
  • Fixed Missiles fired and vulcan ammo used in multiplayer games weren't respawned (note: this still is the case in coop games, where this is the intended behavior)
  • Fixed In multiplayer games, Vulcan/Gauss ammo a player brought into a new level after level transition didn't count towards the allowed powerup count, causing the PSALM (Powerup Spam And Loss Minimizer) to remove vulcan ammo powerups that should have stayed in the mine
  • Fixed The main menu wallpaper wasn't cartoonized after program start despite that being requested in d2x.ini
  • Improved Players can now pick up some of the ammo in a vulcan ammo clip, and D2X-XL will keep track of the ammo remaining in the ammo clip and only remove the clip when it is empty
v1.18.14
  • Fixed The program occasionally crashed when the player was firing at robots
  • Fixed Hires animations were occasionally rendered with the upper/left half of the image below/right of the lower/right half
  • Fixed The renderer output occasionally was messed up (hall of mirrors / tunnel effect / segment outline or objects rendered anywhere or moving with the player view)
v1.18.13
  • Fixed The program frequently crashed when creating an explosion with a lightning effect
  • Fixed Rendering glow for lightning often failed to work
v1.18.12
  • Improved At the highest render quality setting, spherical 3D powerups now have a bright ring moving vertically over their surface
  • Improved Partial shield effect brightness toned down, resulting in a nicer effect
  • Improved Color effect for spherical 3D powerups is now rendered by a shader program, resulting in a significant performance boost
  • Changed Shield boost lightning effect doesn't cast light anymore
  • Changed Sphere quality now depends on render quality setting
  • Fixed Depending on chosen homing weapon turn rate, missiles pointed a bit away from their flight direction
  • Fixed In spectator mode, hit effects of hits on the player ship appeared at the spectator position
  • Fixed When shadows were rendered in cartoon rendering mode, segment outlines appeared everywhere
  • Fixed Savegame preview images got cartoonized
v1.18.11
  • Improved Line width of robot and player ships scales better in cartoon render mode
v1.18.10
  • Fixed When advanced collision detection was enabled, visibility detection used for homing weapons (among others) caused constant critical hits on robots and player ships, crippling the player ships' maneuverability and causing hit sound spam
  • Fixed The program could crash when loading a level due to an overflow on in the segment edge collection
  • New D2X-XL can now render 3D invulnerability, cloaking device and extra life powerups (requires a data file update on Linux and OS X)
v1.18.9
  • Fixed Hires door frame masks weren't properly initialized when loading a save game after such a door was opened, causing graphical errors when displaying such doors while opening, potentially causing program crashes
v1.18.8
  • Fixed Mod playlists weren't used
  • Fixed D2X-XL frequently crashed when the player fired guided missiles
  • Improved Shuffled playlist handling works a bit better
v1.18.7
  • Improved Since energy spark rendering can significantly reduce framerate, spark amount can now be adjusted in the effect options menu
  • Fixed Ship module integrity values of the advanced damage model overlapped with other elements of the miminalist HUD
v1.18.6
  • Fixed Shield orb lightning effect didn't disappear when decreasing lightning quality below 'maximal' - it had to be lowered to 'basic'
  • Fixed 3D shield orbs were too dark
v1.18.5
  • Improved The cloak effect for player ships and robots now looks much better when glow is enabled
  • Improved 3D shield spheres now have a black outline in cartoon style render mode
  • New Added a lightning effect for 3D shield boosts
  • New Increased the number of lightning quality settings in the effect options menu (maximum now enables the shield boost lightning effect)
  • Fixed The hires reticle got a black outline in cartoon style render mode
  • Fixed 3D shield boosts didn't have a glow effect
v1.18.4
  • Fixed The program crashed when loading a level if it had to compute the level's mesh
  • Fixed With cartoon style rendering, some doors were transparent while opening or closing
  • Fixed 3D spheres didn't have a halo
  • Changed The 3D shield powerup and shields now use a different texture (feel free to supply a better one - it just has to tile at each side with each other side)
  • Improved 3D spheres (shield powerups, monsterballs) now have an outline with cartoon style rendering
v1.18.3
  • Fixed The texture outliner created ugly artifacts (staircase patterns)
  • Improved The texture outline now creates smoother outlines
v1.18.2
  • Fixed Not all level edges were outlined that should have been
  • Fixed The Blur shader produced slight artifacts
  • Improved D2X-XL will now dynamically outline edges at walls that change their state
  • Improved D2X-XL will not draw an outline between faces that have the same base texture and bear overlay textures that do not cover the entire face
  • Improved D2X-XL will now add outlines to textures containing transparency where possible and meaningful
v1.18.1
  • Fixed The cartoon render style was turned off during level transition
  • Fixed The program could crash when applying cheat codes that involved killing (boss) robots
  • Improved Tweaked outline rendering
v1.18.0 — Added a cartoon style render mode
  • New D2X-XL now offers a cartoon style render mode
  • Improved D2X-XL doesn't not need to compute b/w lightmaps for non colored lighting
v1.17 135 releases
v1.17.134
  • Improved Added some diagnostic messages to precomputed lightmap processing
v1.17.133
  • Fixed In the status bar HUD, afterburner, energy and shield level texts were misaligned - the more, the higher the screen resolution was
  • Fixed Overriding weapon and/or robot models in a mission specific ham file could lead to robot models used for weapons (e.g. robots firing other robots instead of missiles)
  • Fixed Lightmap precalculation dialog showed the level number selection control when chosing a mission the player had played recently
v1.17.132
  • Fixed Homing missile turn rate setting in the physics options menu didn't have an effect on homing missile turn rates. You can now chose between an update frequency of 25, 33, 40 and 60 fps.
  • Fixed The multithreaded program versions could crash when multiple homing weapons were active
v1.17.131
  • Fixed Custom ham files (e.g. for weapon modifications) weren't loaded from mission files (only from mods)
v1.17.130
  • Improved During lightmap precalculation, a second progress bar displays the calculation progress per level
v1.17.129
  • Improved When a player picks up a keycard in a coop game, all other players automatically get that keycard, too
  • Improved Tweaked missile smoke trails
v1.17.128
  • Fixed When a mission didn't have secret levels, the mission lightmap precalculation showed an error message about a level it couldn't load after completion
  • Improved When loading a new level, chase cam, free cam and observation mode are cancelled
v1.17.127
  • Fixed When aborting lightmap calculation for entire missions, the menu background wasn't properly restored
  • Fixed During lightmap calculation for entire missions, the program window wasn't refreshed properly
v1.17.126
  • Fixed Smart missile blobs and shaker megas frequently started homing in on the player who had fired the smart or earth shaker missile they had originated from
  • Fixed The program could crash when the player spammed a wall or door with gun fire at close quarters
v1.17.125
  • Fixed Multiplayer client players could freeze after transition to a new level
  • Fixed Player ships stopped to wiggle after transition to a new level in multiplayer games
  • Fixed The program could crash when a real lot of flares were spammed
  • Fixed When entering two cheat codes right one after the other, parts of the previous cheat could could contribute to the next one
  • Changed Descent 2's fullmap cheat code now also works in Descent 1 levels
  • Improved Certain lightning effects looks a little more natural
v1.17.124
  • Fixed Bomb status (equipped or not) wasn't properly shown in the minimalist HUD
  • Fixed When enabling the minimalist HUD, the minimalist HUD selection slider didn't stay the current menu option
  • Fixed Assigning joystick axes to flight controls didn't work
  • Improved The minimalist HUD can now have separators (gray lines) for its main areas
  • Improved In the fullscreen HUD, the lock indicator is now drawn below the reticle to make it more visible
v1.17.123
  • Fixed Flares often disappeared
  • Fixed Stuck flares had a long light trail
v1.17.122
  • Fixed Lighting and lightmaps weren't always properly computed
  • Improved Lightmap calculation should be a bit more efficient
  • Improved Lightmap calculation can now be aborted by presscing ESC
  • Improved The program can now be terminated by pressing ALT+F4 during lightmap calculation
v1.17.121
  • Fixed Vertigo data wasn't always loaded when a mission required it
  • Fixed Error and warning messages weren't displayed anymore
  • Improved Light calculation has become a tad better again
v1.17.120
  • Fixed Light ray casting for lighting and lightmap calculation didn't always work right, leading to areas remaining unlit that should be lit
v1.17.119
  • Fixed In multiplayer games, weapons dropped by players other than the game host could disappear from the game
v1.17.118
  • Improved Light ray casting for lighting and lightmap calculation is a bit more precise
  • Fixed Homing weapons could occasionally make the program crash
v1.17.117
  • Fixed The program could crash when the player collected or activated a cloaking device while using the minimalist HUD
v1.17.116
  • Fixed The current control input field in control setup menu wasn't blinking
  • Fixed Mouse and joystick handle movements were hardly recognized by the input configuration menu
  • Fixed After transition from a level to the next one, client players in multiplayer games could be unable to move
  • Fixed The game could crash when loading a standard level containing a boss robot
v1.17.115
  • Fixed The sound system had a small bug
  • Fixed The program could crash when loading a savegame
v1.17.114
  • Fixed After transition from a level to the succeeding one, the program could crash upon entering the new level
  • Fixed When cloaked, the wrong ship models were rendered for Phantom and Wolf
  • Improved Removed a bunch of potential crash causes
v1.17.113
  • Fixed Due to a faulty file URL, the windows version's program updater didn't download the most recent game installer, but only a small file instead
v1.17.112
  • New You can now chose from three different colors for the Minimalist HUD's equipped weapons indicator
  • New The player can now control whether weapon icons are sorted in the order he has prioritized his weapons or in the standard order
  • Improved Width and vertical position of the minimalist HUD can now be adjusted
  • Improved To make sure that D2X-XL will actually use a mission it downloaded from a multiplayer host, D2X-XL's download folder will always be checked for the mission to be loaded before all other folders
  • Changed Reenabled Descent Underground ad (will be automatically removed after april 10th 2015, i.e. when the DU KS campaign ends)
  • Fixed Players couldn't join hoard games (due to an obsolete data compatibility verification colliding with D2X-XL's current minor version number)
v1.17.111
  • Fixed Homing weapons didn't work right after a recent change to their update frequency
  • Fixed Savegames could be corrupted
v1.17.110
  • Fixed Earth shaker bomblets and smart missile blobs kept bouncing off walls until they hit an object or their lifetime was expired
v1.17.109
  • Fixed Firing a weapon in a multiplayer game could cause the other clients to go into message editing mode
v1.17.108
  • Fixed Descent 1 reactors weren't firing at the player
  • Fixed The player ship froze when being in sight of a Descent 1 reactor
v1.17.107
  • Fixed The player couldn't be killed anymore (shields would never go below zero)
v1.17.106
  • Changed Removed the Descent Underground advertisement
v1.17.105
  • New Shields and energy can now recharge over time. The settings to control this are found in the gameplay options menu
  • Fixed Shields shone through walls when glow effects were enabled
  • Fixed Color of weapon tags in minimalist HUD did not always correctly indicate weapon state
  • Fixed The game could crash when a lot of explosions were going on
v1.17.104
  • Fixed The minimalist HUD showed wrong tags for Mega and Smart missiles in D1 missions
v1.17.103
  • Fixed Savegames made when explosion effects were active could be corrupted and unreadable
v1.17.102
  • Fixed Removed an ambiguity from the networking code
v1.17.101
  • Fixed Removed a couple of bugs in the netcode that could prevent connecting to a game host via the tracker
v1.17.100
  • Improved Horizontal minimalist HUD how offers more information
  • Changed Vertical minimalist HUD now presents similar information to the vertical one
  • Changed Homing missiles are now updated at 25 fps
v1.17.99
  • Improved The minimalist HUD now has a complete, sorted weapon list
  • Fixed Lightmaps weren't always properly read, leading to D2X-XL recomputing them everytime a level was loaded that already had lightmaps computed
v1.17.98
  • Fixed The program crashed when trying to process network connection requests from other players as host of a multiplayer game
v1.17.97
  • New New: Ship and weapon states can now be displayed next to the reticle in fullscreen mode (the layout is controlled by a new option in the cockpit options menu)
v1.17.96
  • Fixed Version info got printed in the game view while playing
v1.17.95
  • New Added support for the Descent Underground Kickstarter campaign
v1.17.94
  • Fixed The program could crash when reading outdated or corrupted lightmap files
  • Fixed Lives and score were occasionally printed only a few pixels big in the HUD
v1.17.93
  • Fixed When pressing the weapon shortcut key assigned to the currently selected weapon in a Descent 1 mission, D2X-XL tried to select a (D2) super weapon and issued an error sound when failing to do so
v1.17.92
  • Fixed Multiline help messages were truncated and not fully displayed
  • Fixed Sprite-based powerups weren't rendered in rear view
  • Fixed The destruction of the player ship in Descent 1 missions was accompanied by the sound of a closing door and not an explosion sound
  • New D2X-XL can now precompute lightmaps for a part or all levels of a mission. Start lightmap precalculation with the new mainmenu option 'precompute lightmaps'
v1.17.91
  • Fixed D2X-XL will not produce an error sound or error message anymore when pressing the key bound to the currently equipped primary or secondary weapon while playing a Descent 1 mission
v1.17.90
  • Fixed The data folder detection code of the 64 bit Windows version of D2X-XL could crash
  • Improved The default robot generator texture (#361, purple veins) will start to pulsate a few seconds after the robot generator has turned inactive
v1.17.89
  • Fixed Effects got messed up when loading a save game
v1.17.88
  • Improved The 64 bit Windows version of D2X-XL will automatically find the data files if they are in the standard location (i.e. in the 64 bit version's parent folder)
v1.17.87
  • Fixed The function of the mission config's parameters '-3d_powerups' and '-colored_segments' were exchanged
  • Fixed Added msvcr100.dll to the Windows release package
v1.17.86
  • Improved Tweaked the Weyrman effect a bit more
v1.17.85
  • Fixed The Weyrman effect's shield sphere was opaque unless the blur buffers were enabled before rendering the effect
  • Fixed You could activate the automap during the weyrman effect
  • New The mine is gently feded in during the Weyrman effect
v1.17.84
  • Fixed The Weyrman effect's energy bubble was opaque when shadows were turned off
v1.17.83
  • Improved Missile smoke trail now gets emitted from a missile's rear and not its center anymore
  • Improved The explosion blast effect will now collapse back to its origin at the end of its life time
v1.17.82
  • Fixed The program could occasionally crash when lightning quality was set to full and lightning bolts with branches were rendered
  • Fixed The Weyrman effect showed an opaque white sphere when lighting effects were enabled, which wasn't intended
v1.17.81
  • Changed Smoke is less dense when disabling smoke dispersion in the smoke effect detail settings menu
v1.17.80
  • Fixed The keyboard type setting in the keyboard settings menu didn't stick
  • Fixed Shifted keys weren't always properly translated when the keyboard type was set to German (QWERTZ) or French (AZERTY)
v1.17.79
  • Fixed Robots often were idling instead of patrolling when they should do patrol duty
  • Changed Robots will not attack a player ship during its Weyrman effect
v1.17.78
  • Fixed Particles emitted from segment faces consisting of two triangles were occasionally only emitted from one triangle of the emitting face
  • Fixed Savegames could be corrupt under rather special circumstances (a lot of explosions going on while saving a game)
v1.17.77
  • Fixed Changing slider values with the mouse didn't work
  • Changed Single mouse clicks only select menu options now; To execute them, you need to double click them
v1.17.76
  • Fixed Headlights didn't illuminate objects anymore
  • Fixed Stereo rendering modes couldn't always be enabled
  • Fixed When setting -use_shaders to 0, the renderer didn't work
  • Fixed You couldn't pick demos with the mouse
v1.17.75
  • Fixed The menu context help function didn't work anymore
  • Fixed Invoking the context help for the game play options menu's 'observer mode' option and the effect options menu's 'shield effect' option crashed the program
  • Fixed A few context help messages were missing
  • Changed If the Weyrman effect is enabled, there will be no delay for other players spawning before the effect is displayed in multiplayer games
  • Changed The warp appearance effect now has three settings (none / basic / full). At the basic setting, the effect will only be shown if a player spawns when entering a new level or after dieing. At the full setting, the effect will also be shown when using in-level teleports.
v1.17.74
  • Fixed Vertigo weapon info wasn't properly read, with the effect of certain Vertigo robots not being able to fire their guns
  • Fixed Menu fonts were too large when using the Descent demo data
  • Fixed The camera perspective could be changed by moving the mouse at the start of the 'Weyrman effect'
  • Fixed The new game menu's highest permissible level now is properly updated when chosing a mission to play
  • Fixed The Weyrman effect's lightning bolts often weren't visible
  • Changed The player spawn effect now has lightning bolts at the lower lightning effect setting
  • Changed The player spawn lightning effect now has fixed size and duration parameters
  • Changed The new game menu's mission selector now needs less space
  • Changed The new game menu's level selector now is a slider
  • Changed The distortion shockwave effect will only be created when explosion shockwaves are set to 'full' in the effect options menu
v1.17.73
  • Improved The 'Weyrman' effect now begins with a nice flash of light
v1.17.72
  • Fixed Smart mines blew up two seconds after having been dropped without apparent reason
  • Fixed The program could crash when loading levels while mesh improvement was turned on
  • Improved 'Weyrman effect' (warp-in effect) will show the ship's front, not the rear
v1.17.71
  • New Added a player ship appearance effect similar to the one from Descent's rendered jump sequences at the start of a new level
v1.17.70
  • Fixed Object triggers could be operated when loading a savegame
v1.17.69
  • Fixed Demo recording didn't work anymore
  • Fixed Triggers didn't reliably open all doors or walls they should
  • Fixed The high score table (the one that can be invoked from the main menu) could cause 100% CPU load on the D2X-XL process
v1.17.68
  • Fixed At the highest lighting quality setting (lightmaps + per pixel lighting), the player ship's headlight illuminated the entire area around the player instead of creating a light cone in front of the ship
  • Fixed The player ship could slip through solid walls when switching to the automap while moving the ship against a wall
  • Fixed At highest lighting quality, certain light sources (e.g. flares or lasers) created light circles with sharp edges when decaying
  • Fixed Per pixel lighting didn't always work right anymore
  • Fixed Robots often were periodically doing small jumps while moving
v1.17.67
  • Fixed The game could crash when a robot containing powerups or other robots was destroyed
  • Fixed When soft particle rendering was enabled, sparks had distinct edges around them
  • Fixed D2X-XL didn't find savegames anymore
  • Changed Combined soft spark and soft particle rendering options from the effect options menu to a single check box
v1.17.66
  • Fixed Robot cloaking didn't work right
  • Fixed Lightmaps often created dark dotted lines across faces
v1.17.65
  • Fixed The automatic mission download didn't work anymore
  • Fixed Missiles weren't always respawned after they had been exploded in multiplayer games
v1.17.64
  • Fixed When particle collision was enabled, the program could crash when rendering smoke in segments with triangular sides
v1.17.63
  • Fixed When entering a new level after having left the previous one through the exit tunnel (or after having died there), the ship could be immovable
  • Fixed When entering a new level after having left the previous one through the exit tunnel (or after having died there), the lores ship model was used for the player ship
  • Changed Automap controls work like before the recent change again (i.e. the thrust control moves the view center instead of simply zooming in and out from the view center)
  • Improved D2X-XL will now try to detect the amount of physical CPU cores and only uses as many threads as there are physical CPU cores available
  • Improved Physics calculations have been optimized a bit
  • New You can now turn the shield effect for player ships and robots on and off in the effects options menu
v1.17.62
  • Fixed The automatic data installation (-check_setup) didn't work anymore
  • Fixed When idling in the automap for a short while, the view was moved to or close to the player ship position and you couldn't move anymore
  • Changed Restored automap navigation to the original Descent 2 behavior and improved the responsiveness of the navigation controls
  • Improved Trigger integrity is supervised better, preventing program crashes due to corrupt trigger data in level files
v1.17.61
  • Fixed Some multiplayer messages weren't properly processed due to an error in the program's message handler table
  • Fixed When a destroyed player had observer mode enabled, his powerups were dropped where he reappeared as observer and not where his ship had been destroyed
  • Fixed The ships of the other players weren't always rendered as hires models in multiplayer games
  • Fixed The gameplay options menu was completely disabled in multiplayer games, not allowing you to change your weapon priorities or chose another ship
  • Fixed Destroyed player ships didn't always drop the right number and types of powerups on the other match participants' computers
  • Fixed When players picked up powerups dropped by destroyed other player ships, these powerups often remained in the mine for the other players
  • Improved The network communication has been optimized a bit
v1.17.60
  • Changed when observing a disconnected player, observer mode will automatically switch to the next connected player or to free roaming mode
  • Changed When the final boss or reactor of a level is destroyed, players in observer mode will be dropped into the mine
v1.17.59
  • Fixed Joining a multiplayer game in progress could take very long or fail altogether
  • Changed Unless playing in nostalgia node, the automap flight controls now behave like the regular in-mine flight controls
  • New D2X-XL has an observer mode now, allowing you to either freely roam the map or follow other players between having died and respawning.
    In observer mode, you are initially placed in the automap. You can toggle between players or free roaming mode by pressing the space bar.
    This goes in a round robin mode: Free roaming -> player 1 -> player 2 -> ... -> free roaming.
    In team games, you cannot freely roam the map, but only watch your next spawn location. You also can only follow players from your own team.
v1.17.58
  • Fixed The screen area used to render the image didn't always correspond with the cockpit/HUD mode chosen
  • Fixed When changing the ship type, the old ship still got rendered until it got destroyed or the gameplay options menu was opened
  • Fixed When the Fusion gun was set as built-in weapon, the Phoenix was equipped with it although it should not be able to carry Fusion guns
  • Fixed Object information could get messed up when loading a save game
  • Improved Depending on the internal object list usage, savegames can take less space particularly with many objects in a level
v1.17.57
  • Fixed The PSALM (Powerup Spam And Loss Minimizer) occasionally removed powerups when it shouldn't
  • Fixed Joining a multiplayer game could take very long or fail completely
  • Fixed Descent 1 triggers weren't properly stored in savegames, resulting in them not always working when playing using a Descent 1 savegame
  • Fixed The program could crash when starting to render a Descent 1 mine exit sequence
  • New To reduce desync'ing of multiplayer games, D2X-XL now sends confirmation messages on receipt of certain multiplayer messages with important information
    (e.g. dropped or picked up powerups, destroyed players and robots, etc), and will resend important messages until every other player in the match
    has sent a receipt confirmation or a timeout has expired. In competition mode, players failing to send a confirmation in time will be disconnected.
v1.17.56
  • Fixed In case of packet loss, synchronizing multiplayer participants with the game host could take very long or fail completely
  • Fixed After loading a savegame, all restored objects (robots, powerups, weapons, etc.) were inactive
  • Fixed Shots could do too little or too much damage to targets (kudos to Drakona for this fix)
  • Fixed Entering a Monsterball level caused the program to crash or freeze
  • Fixed The Monsterball did not appear monsterball matches
  • Fixed The Monsterball was shown at the right spot
  • Fixed Shots could get suspended mid-air and powerups frequently couldn't be picked
  • Fixed On very rare occasions, levels were rendered using only the default rock texture (rock021)
  • Changed Reduced homing weapon update frequency from 40 times per second to 30 times per second
  • Improved The new network game menu is tidier
v1.17.55
  • Fixed Descent 1 hires textures weren't used
  • Fixed Particle effect quality was reduced due to an overlooked syntax error in the related shader program
  • Fixed If hires textures and hires models were enabled (d2x.ini) and 3D powerups were turned on (render options menu),
    but neither hires textures nor hires models were available, hostages and keys weren't rendered despite them being present and in sight
  • Improved D2X-XL will try to compensate for losing packets containing information about destroyed robots during multiplayer games
  • Improved Throttled the end level score screen renderer to 30 fps
v1.17.54
  • Fixed A couple of effects has stopped to work
  • Fixed The background network communication spammed the log file with messages
v1.17.53
  • Fixed Too few powerups were dropped from exploding player ships on all clients except the one owning the ship during multiplayer games
  • Fixed Multiplayer game clients often went out of sync when destroyed robots dropped powerups or spawned other robots
  • Fixed Robots often were passive when facing other players than the game host in multiplayer games
  • Fixed Robots often dropped too few powerups on all clients except the one controlling the robot in multiplayer games, causing increasing desync'ing of the clients' game states
  • Fixed Missiles could just disappear after having been fired during multiplayer games
  • Fixed Standard lighting didn't work right anymore
v1.17.52
  • Fixed Rendering post effects still didn't work right, causing screen flickering
  • Fixed Light trails were rendered at the wrong position in spectator mode
  • Fixed The program could crash when rendering low resolution models
  • Fixed Opening a menu in Oculus Rift mode lead to extremely distorted letters in the menu
  • Fixed Some HUD texts were miscolored and/or too dark
  • Fixed Players couldn't properly join multiplayer games
  • Fixed Players weren't properly assigned to teams in CTF
  • Fixed Flags picked up by a player from the opposing team were immediately respawned in CTF
  • Fixed The program crashed when returning the own flag to the flag pit in enhanced CTF
  • Fixed Players didn't always get a proper team-specific start position in maps containing such start positions
  • Fixed Players were occasionally spawning at the same position
  • Fixed The program could crash when failing to join a multiplayer game because the game was full
  • Fixed Players didn't reconnect properly during the transition from a level to the next
  • Fixed If 3D powerups were set to full and the 3D shield's texture was not available, no shield powerups were rendered
  • Fixed There were more instances of temporary stuttering due to textures not being pre-loaded to the graphics driver
  • Fixed Trying to quit the game in the end level score table (by pressing Esc and chosing to abort the match) didn't work
  • Fixed The program could crash when transferring the player from a level to next
  • Fixed Loading missions containing RLE encoded bitmaps with row sizes > 255 pixels caused crashes (this affected Descent: The Enemy Within level 1 among others)
  • Fixed In the 64 bit executable, the mouse could leave the game window although -grabmouse was specified
  • Fixed The complete Descent 2 (512x512) hires texture pack didn't have the textures in the proper subfolder, causing a faulty installation of the textures
  • Fixed Players could leave the end level score screen and proceed to the next level although not all other players had finished the previous level
  • Improved The hires hostage texture has been made bigger
  • Improved The hires hostage texture has been added to the complete Descent 1 hires texture packs
  • Improved A multiplayer client that is temporarily unresponsive due to performing lengthy tasks (like loading a level or computing lightmaps) will not disconnect anymore
v1.17.51
  • Fixed Textures always got resized to 64x64 regardless of chosen render quality
  • Fixed In side by side rendering modes the player ship's post effects weren't rendered in the right place
  • Fixed Post effects (e.g. the Fusion gun's shockwave effect) weren't visible in side by side rendering modes
  • Fixed The game crashed when trying to render an effect where the texture required for it wasn't available (because e.g. the addon texture folder wasn't found)
v1.17.50
  • Fixed Lightning effects could crash the program under rare circumstances
  • Fixed Polygon model (robots, weapons, powerup, player ships) textures were only loaded when they were rendered the first time, causing some stuttering
v1.17.49
  • Changed Removed the command line switches -lowmem and -preload_textures, since these can have harmless, yet annoying effects the cause of which aren't necessarily obvious to the users experiencing them
  • Improved With multi threading, objects are now rendered up to twice as fast as before
v1.17.48
  • Fixed Various game settings could be set to default values regardless of what had been set by the player everytime a new game was started, a savegame was loaded, or another pilot was switched to
v1.17.47
  • Changed For polygon model based objects, their size from the original game data is used during collision detection (even if a custom model with a different size is used by a mission)
    This means among others that you will not get stuck in certain missions having custom ship models
v1.17.46
  • Fixed Standard high resolution music wasn't played
  • Fixed Playlists weren't properly processed, resulting in playlist controlled music not being played
v1.17.45
  • Fixed Triggers were randomly operated when loading a level or a savegame
  • Fixed The program could crash when loading levels containing a lot of in-level teleporters
v1.17.44
  • Fixed Permanent and fly-through sound triggers were disabled after having been operated once
  • Fixed Mods' level specific models and sounds weren't loaded
  • Changed Removed MP3 support (was broken anyway)
  • New Level music can now be shuffled (new option in sounds and music options menu)
  • New D2X-XL now supports standard custom (hires) music in ./music/d1 and ./music/d2 (only ogg).
    Level song names have the format level01.ogg, level02.ogg, slevel01.ogg, slevel02.ogg ...
    Title (menu), briefing and credit songs need to be named title.ogg, briefing.ogg and credits.ogg Default custom music can be controlled via playlists ('playlist.txt' in the music folder)
v1.17.43
  • Fixed The Pause dialog didn't work
  • Fixed The program crashed when trying to play back music from a mod
  • Fixed Level specific custom models and sounds from mods weren't loaded
  • Fixed OOF models from mods weren't loaded
  • Fixed Single loop triggered sounds that had been played already were played again when loading a savegame that had been made after the sound had been made
  • Fixed Briefings were rendered in anaglyph stereo when anaglyph stereo was enabled, which didn't work all that well
  • Fixed Lightning effects could disappear when particle effects were visible
  • Improved Lightning effect on damaged robots looks better
  • Improved A new (old) effect options is back. Glow now has three settings: Off, fast and full. The 'fast' method tries to save some graphics memory bandwidth, but can lead to small artifacts in certain situations
v1.17.42
  • Fixed Menus often were too narrow, causing e.g. sliders to overlap with their labels
  • Fixed If D2X-XL couldn't create a log file, it froze
  • Changed The current log file will always be named d2x.log; If an old log file is found, it will be renamed to d2x.log.bak (previously, d2x.log.1, d2x.log.2, etc. were created)
  • Changed D2X-XL will only fall back to the default application folder if it cannot find the application in a folder with a user supplied name and the application folder passed by the OS as first command line argument
  • Changed On OS X, D2X-XL will look for the application data in the default application folder first, and will only use the current application folder if it cannot find the default folder
  • Changed Removed the '-gamedir' command line parameter, since it is redundant (-datadir does the same)
  • Improved Game data folder detection works better now
v1.17.41
  • Improved D2X-XL now supports custom music for secret levels (put a '-' in front of a secret level song file name)
v1.17.40
  • Fixed Not all briefing info was shown when pressing the spacebar or enter keys to speed up print speed of briefing page
  • Fixed If 'show all players on automap' was disabled in multiplayer games, you couldn't see your own ship on the automap
  • Fixed D2X-XL dropped super lasers for lasers
  • Fixed Multi-line messages (where the lines of a message are separated by the two character string 'n') weren't correctly processed
  • Fixed The frame around triggered in-level messages was too large
  • Fixed The program could freeze or crash when trying to read mission files (*.msn, *.mn2) containing empty lines
  • Fixed D2X-XL couldn't play back ogg music anymore
  • Fixed When saving a demo, the filename entered by the user was ignored
  • Fixed Multiplayer demos couldn't be played back
  • Fixed Enabling the minimum HUD made the status bar and full cockpits disappear, leaving a black bar at the bottom of the screen
  • Fixed The radar was rendered although the minimum HUD was enabled
  • Fixed The message displayed when picking up an energy to shield converter referred to the key bound to the headlight instead of the converter
  • Fixed You couldn't take screenshots during briefings
  • Changed On OS X, user data (both static like game configuration and pilot data and computed, like mission states and downloads) will be stored in the application folder,
    and shared computed data will be stored in the subfolder 'D2X-XL' of the system's cache folder (~/Libraries/Cache/D2X-XL).
    These folders can be overridden by the user with the -userdir and -datadir command line parameters
  • Improved Mission parser does more detailled logging of its actions
v1.17.39
  • Fixed The program could crash if the add-on sounds weren't available to it
  • Fixed On Linux and OS X, level message (*.msg) and sound (*.snd) files weren't properly read, which could cause corrupted in-level messages and missing triggered sounds
v1.17.38
  • Fixed when mesh optimization was turned on, light emitting faces could have dark spots
v1.17.37
  • Fixed The shared data folder wasn't always computed correctly on MS Windows
  • Fixed If no user data folder was specified with the -userdata switch, D2X-XL did not always find the initialization files and pilot profiles
v1.17.36
  • Fixed Loading compressed mesh data could fail with 64 bit versions of d2x-xl, resulting in failure to load a level
  • Fixed Some game folders weren't set up properly
  • Fixed Add-on sounds stored in the d2x-xl subfolder of the sound folder weren't loaded anymore
v1.17.35
  • Fixed The program could crash when launching a level if it hadn't been built with Oculus Rift support
  • Changed D2X-XL will fall back to standard Descent sounds if it doesn't find a hires replacement sound for each standard sound. In that case, add-on sounds will not be played at all.
  • Improved The standard Descent sounds will now play properly if the hires sounds aren't installed
  • New D2X-XL will write the name of hires sound files it couldn't find to the log file
v1.17.34
  • Fixed D2X-XL could crash when trying to access sound files in mods
  • Fixed D2X-XL created unneeded subfolders in the sound folders
  • Fixed D2X-XL erroneously reported missing game configuration files
  • Changed Updated the texture and sound folders in the d2x-xl distribution file and the d2x-xl addon data archive
v1.17.33
  • Fixed D2X-XL didn't load hires models any more
  • Fixed D2X-XL didn't load hires sounds any more
  • Fixed On Linux, the setup function tried to copy data to the system and not the user's home folder
  • Fixed On Linux, d2x-xl tried to load hires textures and models from the shared instead of the static data folder
v1.17.32
  • Fixed The internal d2x-xl sound folder name was overwritten by the music folder name
  • Fixed The program crashed when specifying an alternative config file with the -ini command line parameter
  • Fixed Texture and sound reorganization was flawed
v1.17.31
  • Fixed Removed several bugs in game folder detection and handling
  • Changed D2X-XL will now store all files it creates in the private or public cache folders (particularly downscaled textures and binary model files)
v1.17.30
  • Changed To decrease latency, max. packets/sec for multiplayer games can now be up to 100
v1.17.29
  • Fixed Some addon bitmaps weren't loaded anymore after the recent changes to data folder handling
  • Improved Improved: D2X-XL will now automatically reorganize the Descent 2 hires textures if necessary
  • New Added support for a third data folder for shared computed game data (lightmaps etc.)
  • New Added the command line parameter -cachedir for specifying the shared data folder
v1.17.28
  • Improved Game does now distuingish better between shared and private data (particularly on linux)
  • Changed Reorganized data folders (particularly, the D2 textures will now reside in a subfolder of the the texture folder named 'D2')
  • Changed Command line parameter '-userdir' will now specify the private data folder (player profile, savegames, screenshots, game config, etc.)
  • Changed Command line parameter '-hogdir' has been removed
  • Changed Command line parameter '-datadir' can be used to specify the shared data folder of D2X-XL (where it will look for textures, sounds, missions, etc.).
    Regard that -datadir now has the function -userdir used to have.
  • Changed Descent 2 hires sounds now reside in 'textures/D2'. You need to move all files as well as any of the folders '64', '128' and '256' from 'textures' to 'textures/D2'.
v1.17.27
  • Fixed Glow didn't work in camera generated textures
  • Fixed Glow didn't work in side by side rendering modes
  • Fixed Low resolution camera outputs were rendered at a quarter of the destination face's side
  • Fixed Folder names specified with the -userdir command line switch were resulting in malformed folder names (Linux only)
  • Fixed If the parameter '-multithreaded' wasn't given in the multithreaded version, multithreading didn't get disabled as it should have, and some multithreading related variables weren't properly initialized
  • Changed D2X-XL won't change the main window caption on Linux anymore when the player profile changes or a new level is started
  • Changed Most of the calculated D2X-XL data that is now stored in D2X-XL's cache folder (lightmaps, light data, meshes, mission states) will now be stored in appropriately named subfolders of the cache folder
  • Improved Glow looks nicer
  • New D2X-XL now supports flac
v1.17.26
  • Changed Version prefixes in the mission list now consist of two letters ('D1', 'D2', 'XL') and are enclosed in round brackets
v1.17.25
  • Fixed There were more instances where D2X-XL could consume excessive amounts of memory
  • Fixed The high score list management could cause memory corruption
  • Fixed Removed a few source code problems inhibiting a successful compilation on Linux
v1.17.24
  • Fixed Not all textures loaded for a level were properly released when leaving the level, causing occasional program crashes when loading or playing the next level
v1.17.23
  • Fixed The program could hang when starting a level after having played another level before
v1.17.22
  • Fixed The program could hang when loading or leaving a level
  • Improved Flash effects fade smoother now
v1.17.21
  • Fixed D2X-XL crashed when encountering corrupted level data
v1.17.20
  • Fixed Soft shadow rendering didn't work anymore
v1.17.19
  • Fixed Lightning effects could have invalid waypoint info which could crash the program's waypoint manager
  • Fixed Glow didn't always work when set to 'full'
  • Fixed The glow renderer didn't want to cooperate with the cockpit views and with side by side rendering
  • Changed The glow effect can now only be turned on or off (previously, it had three settings)
v1.17.18
  • Fixed In the multi-threaded program versions, lighting effects could cause the program to hang
v1.17.17
  • Improved The light of effect created by flares decays smoother now and flickers slighty
v1.17.16
  • Fixed When downloading a mission from a multiplayer session's game host, D2X-XL kept looping the mission download forever
  • Fixed D2X-XL failed to load multiplayer missions it had downloaded
v1.17.15
  • Fixed Sound effects in levels with an outdated format weren't played Fixed: Briefing text was printed with an extra space after each letter, making it hard to read?
  • Fixed The lock indicator was hardly visible in fullscreen cockpits when HUD icons were rendered at the bottom of the screen?
v1.17.14
  • Fixed Graphical energy gauges weren't rendered in fullscreen cockpits
  • Fixed Yellow cockpit window frames were occasionally rendered around the scene instead of the cockpit window
  • Fixed You could toggle away from the cinematic view during the player death sequence
  • Fixed The lock indicator was hardly visible in fullscreen cockpits when HUD icons were rendered at the bottom of the screen
v1.17.13
  • Fixed Due to bugs in the font handling, the program could crash arbitrarily when playing a mission
  • Fixed The rear view wasn't rendered properly
  • Fixed Side-by-side rendering for 3D TVs didn't work properly
  • Fixed Menus weren't shown in the left eye's view in side-by-side rendering mode
  • Fixed Glow rendering didn't work properly anymore
  • Fixed You couldn't select data in list boxes (e.g. the mission list) with the mouse anymore
  • Fixed Some text gauges were rendered too large in the status bar cockpit
  • Fixed The transparency renderer used glow effects for cockpit windows
  • Fixed Glow effects were only rendered partially when using a cockpit
  • Fixed Some HUD text gauges were garbled
v1.17.12
  • Fixed Missile view didn't work anymore
v1.17.11
  • Fixed The program crashed when rendering briefing robots
  • Fixed Cockpits weren't displayed anymore
v1.17.10
  • Fixed Loading hires animation textures caused excessive temporary memory consumption
v1.17.9
  • Fixed The sound system could overrun
  • Fixed Excessive memory consumption of the texture management could lead to program crashes
  • Fixed A renderer bug could cause program crashes
v1.17.8
  • Fixed Removed a few bugs in texture management occasionally causing distorted textures
v1.17.7
  • New Added a command line/settings file option to disable/enable Oculus Rift support (-oculus_rift 0|1)
v1.17.6
  • Fixed A bug in the string handling tab processing could cause crashes in the menu system (this affected e.g. the multiplayer game browser)
v1.17.5
  • Fixed Reticle elements didn't get hilighted for armed weapons
  • Fixed Robots were rendered too big in the Descent 2 briefings
v1.17.4
  • Improved When rendering to an Oculus Rift device, D2X-XL will automatically use the Rift's native resolution
  • Changed Oculus Rift and NVidia shutter glass based stereo rendering will only be offered in the render options menu if the required hardware is available
  • Fixed The program crashed during startup
  • Fixed New save games were broken
  • Fixed The game could crash when starting a new mission
  • Fixed Soft particle blending didn't work with side by side rendering
v1.17.3
  • New Enabled a FOV control for the Oculus Rift render path in the render options menu (enable expert mode to see it)
  • Fixed The program crashed when computing lightmaps
  • Fixed The glow renderer didn't work with the Oculus Rift render path
v1.17.2
  • Improved Stereo mode menu display works much better now
  • Improved Side by side rendering memory requirements were halved
  • Improved The HUD contains more information in Oculus Rift mode
  • Improved Head tracking feedback via the HUD has been improved in Oculus Rift mode
  • Fixed Credits, highscores and similar screens weren't properly displayed in stereo mode
v1.17.1
  • Improved Currently armed weapons and bombs are displayed as icons in the Rift HUD
  • Improved Energy, shield and afterburner levels are now displayed as colored numbers in the Rift HUD. The colors correspond to the type of energy
  • Improved Flags onboard the ship are now visible in the Rift HUD
  • Improved The missile lock indicator is now visible in the Rift HUD
  • Fixed The frames around the cockpit windows could be displayed in stereo TV side by side mode.
  • Changed The Rift deadzones are bigger now
  • Changed The Rift head tracking can be recalibrated by pressing CTRL+F12
v1.17.0 — Added support for Oculus Rift 3D headsets
  • New D2X-XL now supports Oculus Rift 3D headsets
  • New The controls configuration now comprises a dialog for Oculus Rift settings
  • New The Oculus Rift head tracking position can be re-calibrated by pressing CTRL+F10 in-game
  • Changed The cockpit renderer now has three settings: 'off' (hide all), 'minimum' (only reticle), 'full' (display all)
  • Changed The 3D device selection doesn't offer a choice for every anaglyph glasses color combination anymore (select these in an additional menu entry)
  • Fixed Menus won't get wider anymore when pressing the Enter key while inside them
v1.16 28 releases
v1.16.27
  • Fixed D2X-XL couldn't load levels that did not have at least one static light source (out of memory error)
v1.16.26
  • Fixed Auto leveling didn't work right
v1.16.25
  • Fixed Player ships couldn't move at all or got instantly destroyed when starting to move after loading a savegame made with a game version > v1.16.16
v1.16.24
  • Fixed When loading older savegames, robots often were passive
v1.16.23
  • Fixed Robots spawned during a mission (e.g. by robot generators or boss robots) often started in disarmed mode, rendering them passive
v1.16.22
  • Fixed Loading savegames created with the most recent versions of the program crashed the program
  • Fixed Seismic activities caused by triggers weren't properly saved in savegames and restored when loading such a savegame
v1.16.21
  • Fixed Robots with physical attacks (i.e. Diamond Claws didn't attack other robots after having been reprogrammed)
v1.16.20
  • Fixed Homing weapons didn't follow their targets anymore
  • Fixed When reprogramming a robot, other robots that should still attack the player became passive
v1.16.19
  • Fixed Reactors didn't attack players anymore
v1.16.18
  • Fixed Reprogrammed robots often just idled instead of attacking other nearby robots
v1.16.17
  • New Robots can now be disarmed and reprogrammed to attack other robots via triggers
  • New Seismic activity can now be initiated via a trigger
v1.16.16
  • Fixed When colored segment rendering was turned off, colored walls were rendered between adjacent water and adjacent lava segments
  • Fixed With standard lighting, faces bearing rotated overlay textures had their base textures erroneously rotated, too
v1.16.15
  • Fixed Static particle effects didn't work anymore
v1.16.14
  • Fixed This time, D2X-XL simply removed all robot makers from a level when loading it ... ;-)
v1.16.13
  • Fixed D2X-XL still didn't always process robot makers properly (because the amateurs from Parallax have stored improper robot maker data in their levels and have implemented an overly complicated and inconsistently handled robot maker to segment relation ship)
v1.16.12
  • Fixed Players, guidebot and robots could get stuck in a narrow passage in D2:CS level 12 (actually a problem with broken level geometry in that place)
  • Fixed The thief stole builtin equipment and weapons
  • Changed Made the thief messages brighter
  • Changed The 'built in headlight' switch has been removed from the gameplay options menu; use the player loadout menu instead to add a headlight to player ships
  • Improved D2X-XL will now generally seed the random generator with 32 bit random values (using the elapsed time [ms] since program start)
  • Improved In D2X-XL levels thieves will also steal ammo racks (excess weapons and ammo will be dropped into the level)
v1.16.11
  • Fixed Weapon information wasn't always reliably transmitted in multiplayer games
v1.16.10
  • Fixed The program crashed when robots fired at the player in Pumo's Kartsal demo level 3 (and probably in other levels, too)
  • Fixed Powerup and robot drop probabilities were (a bit) too low
  • Fixed Huge custom models popped in and out of sight when the standard collision model was enabled
  • Fixed Robot maker info still wasn't always processed properly
  • Changed The 'spaniard' cheat will not destroy static, undestructable objects anymore
v1.16.9
  • Improved The wireframe of special segment will always be fully rendered in the wireframe automap
  • Improved Geometry collision detection should work better now
v1.16.8
  • Fixed Robot maker info wasn't always processed correctly
  • Fixed Descent 1 rendered exit sequences went out of sync
  • Fixed Bump forces in player - robot collisions were too low
  • Fixed Bump force calculation for the advanced collision model was only half correct
v1.16.7
  • Fixed D2X-XL didn't always find and use all robot makers present in a level
v1.16.6
  • Fixed Theft messages often were incomplete
  • Fixed The screen flickered when returning from a secret level
  • Fixed The reactor countdown didn't stop when entering a level teleporter after having destroyed the reactor
  • Fixed The program crashed when the player died while a menu was open
  • Fixed Bumping into robots didn't inflict any damage to the player ship
v1.16.5
  • Fixed Basic lighting information wasn't properly processed
  • Fixed Post-level briefings were affected by the mine flashing effect of the countdown sequence
  • Fixed When the player died in a secret level, instead of showing the 'return to level ...' message the screen started to flicker
v1.16.4
  • Fixed Credits that were rendered after finishing a mission weren't visible on the screen
v1.16.3
  • Fixed Lightmap calculation didn't always work right and could produce dark triangles where there should have been light
v1.16.2
  • Fixed Wireframe automap could show unnecessary lines when displaying segments with triangular faces
v1.16.1
  • Fixed Triangular segment sides in a level messed up the lightmaps
v1.16.0 — Support for triangular segment sides introduced.
  • New D2X-XL now supports segments with triangular sides (down to tetrahedrons)
v1.15 348 releases
v1.15.350
  • Fixed Removed white screen flashing during light data calculation
  • Fixed Removed nasty bright flashes when mine brightness was pulsating during the reactor countdown sequence
v1.15.349
  • Fixed Explosion lightning effects weren't always rendered
  • Fixed Removed a bug causing occasional crashes in the transparency renderer
v1.15.348
  • Improved When another player becomes the game host during a multiplayer game, the original game host's game settings will now persist
v1.15.347
  • Fixed Lightmap calculation occasionally created dark outlines around faces
v1.15.346
  • Fixed Light data calculation was still broken (in a different way though ...)
  • Fixed Player shields and energy were reset when entering a new level even if they were above 100%
v1.15.345
  • Fixed Multi-threaded light data calculation was broken
  • Fixed Sounds were audible when they shouldn't
v1.15.344
  • Fixed With standard lighting levels tended to be too bright
  • Improved Light data memory footprint is a bit smaller now
v1.15.343
  • Fixed The program could crash during mesh calculation
v1.15.342
  • Fixed Mesh improvement works more reliable for high mesh quality levels
  • Improved D2X-XL needs less memory for huge levels
v1.15.341
  • Fixed More than 127 fuel centers made D2X-XL crash
  • Fixed No transparency and effects were rendered in the textured automap view anymore
  • Fixed The 'show reticle' check box in the cockpit options menu didn't work
  • Changed Under MS Windows the 64 bit executable and DLLs will now reside in the subfolder 'x64' of a standard D2X-XL installation
  • Improved Light data will now consume less memory for large levels
v1.15.340
  • Fixed Removed a bug in the transparency renderer that could cause program crashes
  • Improved Light data precalculation is parallelized better now, resulting increased calculation speed on multi-core systems
v1.15.339
  • Changed When a robot has an individual specification of what to drop when it dies, the robot's type based drop specification will be disregarded for non D2X-XL levels
v1.15.338
  • Fixed D2X-XL stripped the player of all keys upon entering a secret Descent 2 level
  • Improved D2X-XL now supports levels with up to 20,000 segments
v1.15.337
  • Fixed At the highest lightning quality setting, no explosion clouds and sparks of shots hitting obstacles were rendered
  • Fixed The PSALM often created excess laser powerups in multiplayer games
  • Changed Smart weapon switch will be turned off by default
v1.15.336
  • Fixed When rendering post process effects while anaglyphic stereoscopy was enabled, the image stood still and just flickered
  • Improved At the highest lightning quality setting, real lightning effects replace the sprite based lightning effects for spawning players and robots and disappearing powerups
v1.15.335
  • Fixed The PSALM still didn't work right (powerups were erroneously removed or added to the mine)
  • Improved Lightmaps will be turned into gray scale images when colored lighting is turned off (in the render options menu)
v1.15.334
  • Fixed Player weapons were respawned by the PSALM (Powerup Spam And Loss Minimizer) instead of the exploding ship
  • Fixed Reactors sometimes were rendered as small hulks
v1.15.333
  • Fixed Missiles didn't always respawn in multiplayer games
  • Fixed Exploding player ships didn't drop the guns they had picked up
  • Fixed D2X-XL sometimes failed to find the mission belonging to a savegame despite it being present
v1.15.332
  • Fixed When downloading a mission that was already present, but outdated, the program crashed (often after reporting an invalid HXM file)
v1.15.331
  • Fixed The program occasionally crashed when writing to the log file
  • Fixed The program occasionally crashed when rebuilding its OpenGL context
  • Fixed The program spammed missiles and keys in multiplayer matches
  • Fixed Spreadfire shots were invisible when hires textures were disabled
  • Changed Players that are unreachable for three minutes will be dropped from the game and will have to quit and rejoin
v1.15.330
  • Fixed Energy powerups that were placed in the mine by the level author and got picked up respawned endlessly in multiplayer games
  • Fixed Flags that were pickup in CTF games respawned endlessly
  • Fixed Keys placed in a mine were converted to a robot instead of a shield boost in non-coop multiplayer games
  • Fixed A successful mission download looped back to the mission download forever
  • Fixed Players couldn't join multiplayer games using maps without a reactor or boss ('you are missing packets')
  • Fixed When destroying a destructible overlay texture, all visible faces of the affected segment were rendered with the destroyed overlay (and not just the one bearing it)
v1.15.329
  • Fixed Vulcan ammo disappeared in multiplayer games
  • Fixed Missiles disappeared in multiplayer games
  • Fixed You couldn't allow mercury missiles in multiplayer games in the 'objects to allow' multiplayer setup dialog
  • Improved Mine powerups will only respawn in multiplayer games when mines previously dropped from them have exploded
  • Improved Missiles will only respawn in multiplayer games after they have exploded
v1.15.328
  • Fixed Players could pick up regular lasers even when they had superlasers until they had reached the standard laser level 4
  • Fixed The 'Died in mine' message didn't appear when the player died in the mine during the countdown sequence
v1.15.327
  • New D2X-XL now supports long level filenames in hog files
v1.15.326
  • Fixed The program crashed when toggling fullscreen mode twice while a menu was active
  • Fixed When picking up a laser or super laser, the new laser level shown in the HUD message was one too low
  • Improved When run in fullscreen mode, the game will switch to windowed output in order to avoid leaving the desktop at the game's screen/window resolution
v1.15.325
  • Fixed Sound from explosion objects was only played once
  • Fixed Proximity mines weren't moved by nearby explosions
  • Fixed 2D oroximity mine sprites were rendered transparent
  • Fixed The game crashed in anaglyph rendering mode when displaying transparent stuff (like e.g. smoke particles)
  • Fixed With standard collision handling you could fly straight through reactors
v1.15.324
  • Fixed D2X-XL now can drastically reduce the file sizes of precomputed level data (meshes, light data, lightmaps) by using compression. Enable with command line or d2x.ini switch '-compress_data {0|1}'
v1.15.323
  • Fixed Players never dropped super lasers in multiplayer games
  • Fixed The download manager locked itself when a download was cancelled
  • Fixed Depending on aspect rate, the program could crash when a robot was hit by a missile and the missile view was displayed in a cockpit window
  • Changed D2X-XL will now search for missions in its mission downloads folder first (to avoid overriding downloaded maps with different versions of the same map found in folders with lexically smaller names)
  • Improved D2X-XL will now properly keep track about lasers and super lasers picked up (standard Descent assumes full standard laser loadout as soon as a player picks up super lasers)
v1.15.322
  • Fixed The stuff a destroyed player ship dropped in multiplayer only appeared on that player's computer
  • New The game host can now exclude any ship type from being used in multiplayer games (if all are excluded, only the standard Pyro is allowed)
v1.15.321
  • Fixed A player dropped a shield and an energy powerup in multiplayer games everytime he changed his ship (exploit for gaining shield and energy)
v1.15.320
  • Fixed Binary format savegames couldn't be loaded anymore
  • Fixed The endlevel score screen didn't have a frame anymore
  • Fixed Every multiplayer participant changing D2X-XL specific settings locally (like e.g. collision handling), replicated his entire D2X-XL settings to all other players, whether he was the game host or not
v1.15.319
  • Fixed The program crashed when loading a level if particle effects were enabled and the program had been launched with the -lowmem switch set to '1'
  • Fixed When killing the final boss in D2:Counterstrike and not reaching the exit in time, the final level was restarted
  • Fixed The player name in the high scores screen was blinking too fast
  • Changed Unless in nostalgia or multiplayer competition mode, distant Earth Shaker impacts will rock the mine less (depending on distance)
  • Improved Joystick deadzone handling is a numerically more precise
  • New Added the command line switches -movies (inverse to -nomovies) and -briefings (inverse to -noscreens)
  • New Colored segment rendering can now be suppressed via the mission configuration (-colored_segments 0|1)
v1.15.318
  • Improved Speeded up transparency rendering by about 10% on multi core cpus
v1.15.317
  • Fixed When glow was enabled, 3D shield powerups looked pale or even bright white
v1.15.316
  • Changed Critical network data version will now be supervised. Players with different network data versions than the game host will not be able to join that D2X-XL game
  • New Game speed can now be scaled to up to three times the standard speed (in increments of 0.5)
v1.15.315
  • Fixed The program could crash in multiplayer games when a player joined the game or respawned after having died
v1.15.314
  • Fixed A forgotten debug switch caused all kinds of problems
v1.15.313
  • Fixed The program could crash when loading addon bitmaps from locations with a long folder name
v1.15.312
  • Fixed Player files were reported as being damaged after having been killed and/or having scored kills in a multiplayer game
v1.15.311
  • Fixed With advanced collision handling, flying through powerups briefly accelerated the player ship
  • Changed No multithreading will be available in the standard D2X-XL application (d2x-xl.exe)
  • Improved Made the networking code more robust
v1.15.310
  • Fixed You couldn't pass through powerups you couldn't collect
  • Fixed When disabling 3D powerup rendering in-game and hires textures were enabled, no powerup sprites were rendered for those powerups hires sprites were available for
  • Fixed When not in a game, changing the player ship type in the gameplay menu had no effect
v1.15.309
  • Fixed Robots didn't fire and could hardly be hit anymore
  • Fixed Players could pick up powerups behind impassable walls (e.g. gratings) if the powerups were sticking out of the segment a bit
v1.15.308
  • Fixed A player could collect powerups he shouldn't be able to reach (like the full map powerup in Descent 2, level 2)
v1.15.307
  • Fixed Secret level entries in mission files with multiple references to regular levels weren't properly processed, causing such a mission to be rejected by d2x-xl
v1.15.306
  • Fixed Bosses occasionally teleported to areas they shouldn't be able to access
v1.15.305
  • Fixed The program could crash when processing explosion sound effects
v1.15.304
  • Fixed The particle renderer could occasionally crash the program
  • Fixed The program could crash when loading levels containing effect objects
  • Improved Sound will decay more smoothly
v1.15.303
  • Fixed Now the program crashed when starting it in full XL mode ...
v1.15.302
  • Fixed The program crashed when loading a level in pureD2 or nostalgia mode
  • Fixed Processing lightning effects with invalid parameters (more branches than nodes specified) could crash the program
v1.15.301
  • Fixed Sounds located in the same segment as the player often weren't audible
v1.15.300
  • Fixed Sounds from behind closed doors were audible
  • Fixed Marker weren't rendered with their number in the automap
  • Fixed Instead of moving the existing one to the current drop position, dropping a spawn marker when a spawn marker wasn't already present in the level created another spawn marker
  • Fixed When the player ship was changed inside the mission, the player spawned in the previously chosen ship when respawning after having been destroyed
  • Improved Players cannot pick up energy boosts used for marking a path
  • Improved Path finding used for sound handling is much, much faster now (this had shown to be a major performance hog before)
  • Improved Sound from a segment with more than one sound source will not be overly loud anymore
  • Improved The range of the Guidebot has been increased from 200 to 1000 segments from its current position, making it more likely that it will find stuff for you in huge missions like e.g. Anthology
  • New Players can have a path to an arbitrary path marked with the new 'minotaur' cheat
v1.15.299
  • Changed During lightmap calculation lights will also contribute to faces hidden behind walls that may disappear or become transparent when playing the level
v1.15.298
  • Fixed OOF based hires models weren't always rendered properly
  • Fixed Message triggers with non-existant messages could crash the program
v1.15.297
  • Fixed D2X-XL will not crash anymore when a robot drops non-existant robot types (caused by errors in the level) when dying
v1.15.296
  • Fixed The program will not terminate itself after encountering invalid powerups that are dropped from exploding robots anymore
v1.15.295
  • Fixed Cloaked walls weren't always rendered properly
  • Fixed With basic lighting, colored walls and segments weren't rendered
  • Fixed The program crashed when trying to launch a multiplayer game with the German localization enabled
  • Improved Added a German localization for the updater
v1.15.294
  • Fixed Robots that died with a death roll kept rolling (instead of exploding) as long as they were hit
  • Fixed When particle effects were turned off, the amount of debris couldn't be changed anymore because the corresponding effects menu entry got hidden
  • Fixed Even if effects were disabled, extra debris was created during explosions
  • Improved Explosions from destroyed robots will now move towards the player while they are visible, giving a more realistic explosion effect
v1.15.293
  • Fixed The program crashed when invoking certain menus (e.g. the keyboard configuration) when using localized messages (hint: Install the latest d2x-xl data package)
v1.15.292
  • Improved Loading screens shuffling is now more random
v1.15.291
  • Fixed Colored segments still weren't always rendered right
  • Improved Descent 2 custom background images will now be shuffled for missions that have no custom background images
v1.15.290
  • Fixed D2X-XL crashed when a destroyed robot dropped items not available in D2X-XL (due to errors in the mission)
v1.15.289
  • Fixed Rendering colored segments (water, lava) didn't work right anymore
  • Fixed Re-enabled some code to unstick objects, so player ships (hopefully) won't get stuck in robots anymore when colliding with them
v1.15.288
  • Fixed When enabling custom weapons and playing a level that has some, then leaving the level, disabling custom weapons, and playing the same level again, custom weapons were still enabled
  • Changed The option that makes gatling guns start to fire with a delay has been moved from the sound to the gameplay options menu. When this option is enabled, gatling gun fire will be delayed even if the gatling rotation sound is turned off or not available; in that case you will just not have an audio feedback for that like you have when the spinning sound is there.
  • New The new game menu now also has an option to disable custom weapons
v1.15.287
  • Fixed Some areas in rendered movies were rendered black instead of white
v1.15.286
  • Fixed The credit screen's background image wasn't rendered properly
  • Fixed You couldn't enable mods in the new game menu anymore
  • Fixed The last custom background used while playing a mission was kept for the main menu after playing
v1.15.285
  • Fixed When particle collision handling was enabled, the program could hang or crash
v1.15.284
  • New You can now disable custom weapon mods via the gameplay options and more multiplayer options menus
v1.15.283
  • Fixed Players frequently couldn't fire shots and/or couldn't be hit in multiplayer games (usually this went away when closing the multiplayer session and starting a new one without terminating the program)
  • Changed D2X-XL will not override custom weapon info (from custom HAM files) for multiplayer games by resetting weapon info to the Descent 1/2 default values anymore
v1.15.282
  • Fixed With lightmap based lighting levels were completely bright
v1.15.281
  • Fixed Levels containing pre-computed colored light (from DLE-XP) were rendered pitch black when the lighting method was set to 'basic'
v1.15.280
  • Fixed When shadows were enabled, firing flares or transparent shots (lasers etc.) led to all kinds of rendering flaws
v1.15.279
  • Fixed When moving diagonally into a wall, the ship often briefly hung or stopped instead of smoothly sliding along the wall
v1.15.278
  • Fixed When firing Gatling shots into a skybox while effects were enabled (and thus light tracers were rendered), the mine walls disappeared due to being overlapped by the skybox and (semi-) transparent faces (e.g. gratings)
v1.15.277
  • Fixed Sometimes objects were rendered that weren't visible to the viewer
  • Fixed 'repair center' segments from standard levels will be converted to regular (non-functional) segments when reading them. This fixes a flaw in standard level format where segments could be marked as 'repair center' although repair centers weren't supported by standard Descent and prevents this flaw from being exploited by using D2X-XL in multiplayer games where some participants are using other Descent versions
v1.15.276
  • Fixed When taking a lot of screenshots, the program encountered a severe error due to a memory leak, throwing the player back to the main menu
v1.15.275
  • Changed At highest render quality, glow will be applied to the textured automap, too
  • Improved When the HUD is turned off, automap screen shots will not show keyboard control information
v1.15.274
  • Changed Screenshots will now show the D2X-XL label and Descent web site URL in their lower right corner
v1.15.273
  • Fixed The rear view stayed black when shadows were enabled
v1.15.272
  • Fixed When finishing the Descent 1 campaign, the start instead of the end briefing was displayed
  • Fixed The program could crash when the level was changed after the player had died
  • Fixed When dieing in a Descent 1 secret level after having destroyed the reactor, the program tried to put the player in a wrong level or even crashed
v1.15.271
  • Fixed The game could crash when loading a level with mesh improvement quality set to high
  • Fixed The pathfinding wasn't properly reconfigured when entering or leaving secret levels, which could cause program crashes
v1.15.270
  • Fixed The game could crash when the joystick configuration menu was opened or closed
v1.15.269
  • Fixed The game crashed when loading a game via the quit/config/load/save menu after the player ship had been destroyed and before it had exploded
v1.15.268
  • Fixed The program reported a missing background image file and halted in -pureD2 mode
  • New Added cockpit menu option allowing to hide target indicators behind obstacles
v1.15.267
  • Fixed Hitting triggers still didn't work quite right
v1.15.266
  • Fixed Triggers weren't always hit by shots (shooting through gaps in gratings and forcefields was probably also affected by this bug)
v1.15.265
  • Fixed The program could crash when loading savegames or transferring the player to a new level
  • Changed Target and damage indicators will now shine through walls to some extent
v1.15.264
  • Fixed Collision detection didn't always work right
  • Fixed Player ship shield and energy were set to the standard values when the player entered a new level even when the player had gathered more than the standard amounts of them
  • Improved Robots stuck in walls will be moved out of the walls
  • Improved Target, damage and missile lock indicator transparency now increases with growing distance of the target to the viewer
v1.15.263
  • Fixed A few menu options didn't stick
  • Fixed A few menu help messages were wrong
v1.15.262
  • Fixed Loading a savegame containing both bosses that did and bosses that did not ended a level when being destroyed could crash the program
  • Changed Energy draining robots will not have a constant lightning effect, but lightning arcs reaching to their target when actually draining it
  • Improved Sound handling is more precise and more efficient
v1.15.261
  • Fixed The render options menu didn't always work right
  • New Added a simple way point system for moving lightning effects
v1.15.260
  • Fixed Sound effects tied to objects (e.g. lighting effect objects) weren't played
  • Fixed Repair center lightning effect was yellow instead of light blue
  • Improved Perlin based lightning generation now works as it should
  • New Added a thickness property for lightning bolts and expanded the level and demo formats accordingly
  • New At highest render quality, the Omega lightning effect will now have a slow moving, massive lightning bolt surrounded by faster electric discharges
v1.15.259
  • Fixed A log message contained a formatting error
  • Fixed The menu for reordering secondary weapons couldn't be invoked anymore
  • Fixed Demos couldn't be viewed anymore
  • Fixed Player ship size could occasionally get messed up with the consequence of the player not being able to move through narrow level areas
  • Improved D2X-XL game information is sent less frequently during multiplayer games
v1.15.258
  • Fixed The end level score screen wasn't always displayed
v1.15.257
  • Fixed The program occasionally crashed right after starting
  • Fixed The program crashed when trying to send XML game info while a tracker game was being hosted
  • Fixed The program occasionally crashed when disconnecting players
v1.15.256
  • Fixed The player ship occasionally kept exploding upon entering a multiplayer game
  • Fixed When saving a multiplayer game in the first save slot, the other players wouldn't save the game
  • Fixed When loading a multiplayer game from the first save slot, the other players wouldn't load their corresponding multiplayer save game
  • Fixed When a player loaded a multiplayer save games, loading the other players' save games failed and the players had to quit and rejoin
  • Fixed When loading a multiplayer game while a menu was active, the program crashed
  • Fixed Players did not always properly reconnect after having loaded a multiplayer save game
v1.15.255
  • Fixed The game could crash in the multiplayer options menu when trying to host a multiplayer game
  • Improved Internal menu handling is safer now, making the menu system more robust
v1.15.254
  • Fixed The program crashed when the screenshot path + filename was longer than about 90 characters and a screenshot was to be made
v1.15.253
  • Fixed The program crashed when playing back a demo after having entered and left a level
v1.15.252
  • Fixed The update downloader didn't find updates on Sourceforge.net
  • Improved Added a progress bar for program update downloads (Windows and Linux)
v1.15.251
  • Fixed The program crashed while trying to join a multiplayer game when the old style menus were enabled
v1.15.250
  • Fixed The mission download failed (due to a general bug in timeout handling)
v1.15.249
  • Fixed A syntax flaw in a shader program made the shader unusable
v1.15.248
  • Fixed Explosion effects on objects weren't rendered
  • Fixed Splash damage of huge explosions (e.g. from Mega missiles) wasn't computed correctly
v1.15.247
  • Fixed Transparent stuff was rendered incomplete (e.g. only one triangle of a transparent face was shown)
v1.15.246
  • Fixed Missiles and gun shots couldn't move into skybox segments anymore
  • Fixed Missiles and gun shots in skybox segments were invisible
  • Improved Reintroduced an optimization for stereoscopic rendering to the transparency renderer
v1.15.245
  • Improved Decreased the light data memory footprint by about 40%
v1.15.244
  • Fixed The transparency renderer consumed a whopping 290 MB of memory which could cause program crashes when it couldn't allocate its buffers
    (its memory consumption has now been decreased to around 10 MB)
v1.15.243
  • Fixed A bug in secret level handling could cause program crashes
v1.15.242
  • Fixed Removed a few bugs that under rare circumstances could cause program crashes
v1.15.241
  • Fixed Joystick deadzones weren't properly set after loading a player profile
  • Fixed Fire wasn't rendered properly when soft particle blending was disabled
  • Changed Reverted a collision handling related change that apparently prevented proper sliding of the player ship along walls and around corners
  • Improved HUD messages won't show on screenshots
  • Improved HUD and RADAR will not be rendered during the player ship explosion sequence anymore
  • New Robots firing fusion guns will have a 3D shockwave effect
  • New Mods can now have level specific loading screen background images
  • New Mods can now have level specific loading screen background images
v1.15.240
  • Fixed The heavy fighter's shield could be charged to 200% with an energy -> shield converter
  • Improved Player ships will not endlessly bounce off walls when being driven against them while having thrust
v1.15.239
  • Fixed The program could hang and/or crash when the player collected powerups
v1.15.238
  • Fixed Objects got stuck in powerups
v1.15.237
  • Fixed On rare occasions, D2X-XL crashed when the player fired a gun
  • Fixed Segment and side centers could be wrong (due to integer overflows)
v1.15.236
  • Fixed Various bugs and flaws in hitbox based collision detection and handling were removed
v1.15.235
  • Improved Static objects cannot be penetrated during collisions anymore
  • Improved The 'spaniard' cheat will not destroy geometry objects (i.e. objects with AI 'static' and strength 0)
  • Improved Geometry objects do not count towards the robot tally
v1.15.234
  • Improved Static objects will now have somewhat better collision handling
  • Improved Static objects will not fire back when being shot at
  • Improved Static objects will be treated like geometry when being shot at
  • Improved Static objects will not cast shadows
v1.15.233
  • Fixed The program could hang or crash when trying to read broken mission info
  • Fixed No lightmaps were computed by the non-OpenMP program version when multi threading was enabled (via d2x.ini)
  • Fixed Objects with a strength of 0 caused program crashes; such objects are now handled as indestructible
v1.15.232
  • Fixed Glow effects were clipped improperly at any except the fullscreen cockpit mode
v1.15.231
  • Fixed The shockwave effect wasn't rendered at the proper position for all cockpit modes except the fullscreen view
  • Improved The shockwave effect looks better (hard to see due to its speed, but trust me, it does ;-)
v1.15.230
  • Fixed The program could crash when moving from a level containing destructible lights to the next level
v1.15.229
  • Fixed Transparent faces frequently were opaque at the hightest lighting setting
v1.15.228
  • Fixed At the highest lighting setting, there was no light at all
  • Fixed Game folder detection could fail on Linux and OS X
v1.15.227
  • Fixed Ambient light in front of instead of behind light sources was dimmed
v1.15.226
  • Fixed Transparent walls often were rendered opaque
v1.15.225
  • Fixed The change in v1.15.223 broke light calculation for ambient light contribution to faces behind light sources
v1.15.224
  • Fixed The program could crash when computing lighting information
  • Fixed Colored transparent walls were fully transparent and white when lightmap based lighting was used
  • Fixed Energy sparks weren't displayed properly on monitors (camera outputs)
  • Fixed Waterfall smoke wasn't rendered properly
v1.15.223
  • Improved There will be no abrupt brightness decrease between light emitting faces and their adjacent faces anymore
v1.15.222
  • Fixed Some forgotten test code randomly caused weird light effects, getting worse when playing for a while
v1.15.221
  • Fixed Lightmaps caused black seams at face edges
  • Fixed Dynamic light sources caused hard light transitions between faces
  • Fixed Faces adjacent to light emitting faces often were too dark
  • Improved Lightmaps will now be blurred which takes care of the jaggies in lightmaps quite nicely, and produces a softer shadowing effect
v1.15.220
  • Fixed Some lightmap calculation flaws were removed
  • Fixed Dynamic lights caused flickering when multi threading was used
  • Fixed D2X-XL ignored the max threads settings from d2x.ini if the hardware supported more threads than D2X-XL was allowed there to use
v1.15.218
  • Fixed The new lighting code didn't work right for dynamic lights
  • Fixed Objects weren't lit by player ship headlights anymore
v1.15.217
  • Fixed Depending on player position and view direction, the main view could occasionally be pitch black
  • Changed Lightmap quality has been bumped up one notch, e.g. each setting now produces lightmaps which are four times as detailled as before
  • Changed Bullet time and slow motion will now be turned off when the reactor has been destroyed and will not be available during the mine destruction phase
  • Improved Lightmap calculation is more precise (the price of which is that it is also quite a bit slower)
v1.15.216
  • Fixed Glow effects often were badly clipped at standard glow setting
v1.15.215
  • Fixed The program hung on Linux after loading the game data and before displaying the main menu
v1.15.213
  • Fixed Objects weren't lit by geometry lights
  • Fixed 3D points weren't always properly projected to the 2D window (due to integer overflow problems)
v1.15.212
  • Fixed Visibility precalculation and subsequently lightmap generation didn't always work properly
v1.15.211
  • Fixed Earth shaker bomblets bounced around until their lifetime had expired
v1.15.210
  • Fixed Palettes with different than the standard transparency color keys weren't rendered right
  • Fixed The planetary surface and sun occasionally were miscolored during the Descent 1 mine exit sequence
  • Fixed The minimap in the cockpit displays wasn't always shown
  • Fixed The cockpit window position description sometimes was '(NULL)'
  • Improved When deleting a pilot, D2X-XL will ask whether to delete that pilot's savegames, too (and not just do it)
  • Improved You can now override the Descent 1 exit textures by placing appropriately named textures in the main or mod texture folders ('moon02.tga' for terrain and 'sun.tga' for the sun)
v1.15.209
  • Fixed The single threaded program rendered doorways opaque
v1.15.208
  • Fixed Robot generators oocasionally ceased to work (particularly when playing long multi-level missions)
  • Improved The shield, energy and afterburner gauges look better and are more meaningful now
v1.15.207
  • Fixed The framecap didn't work right on very fast machines
  • Fixed The glow renderer didn't work right, leading to all kinds of problems when rendering transparent stuff
  • Fixed 3D thruster flames were flickering when standard glow was enabled
  • Changed The glow renderer will only be available on hardware and with OpenGL drivers supporting multiple render targets
  • Changed Glow will appear a little softer
v1.15.206
  • Fixed When using the intra-level teleport cheat ('subspace') and leaving the menu by pressing the Escape key, instead of remaining where he was the player was teleported somewhere
  • Fixed Stuff glow was applied to occasionally wasn't rendered
  • Fixed 3D missile thruster flames weren't rendered properly
  • Fixed Player ship 3D thrusters occasionally had the missile thruster color
v1.15.205
  • Fixed Materialization centers were randomly exchanged
  • Fixed When in free camera mode, homing missiles targetted the spectator instead of the player ship
v1.15.204
  • Fixed Robot and equipment generator info wasn't always processed properly
v1.15.203
  • Fixed Equipment generator info wasn't processed properly anymore
  • Fixed The visibility culling didn't always work right (which among others could lead to messed up lighting)
v1.15.202
  • Fixed The screen aspect ratio wasn't computed correctly for all cockpit settings except the fullscreen one
  • Fixed As a result of that, the radar was distorted
  • Fixed Homing weapons turned in insane angles
v1.15.201
  • Fixed Homing weapons didn't lock on targets when the program was executed single threaded
v1.15.200
  • Changed Replaced command line switch '-nobotai' with '-disable_robots'
  • Improved D2X-XL will handle faulty materialization center information better
  • New Added command line switch '-disable_powerups', disabling all powerups in the game completely (including keys!)
v1.15.199
  • Fixed Removed a potential source of side by side configuration errors being reported when launching D2X-XL and/or D2X-XL not launching properly (MS Windows only)
v1.15.198
  • Fixed Depending on OS and compiler used to build D2X-XL (e.g. g++ on Linux), debris didn't move away from its origin's explosion center
v1.15.197
  • Fixed The pause message box wasn't shown when pausing the game
  • Fixed The smoke transparency settings made in the smoke details menu had no effect on the appearance of smoke in the game
v1.15.196
  • Improved Reduced shader changes when rendering particles
v1.15.195
  • Fixed The new multi threaded target tracking code crashed
v1.15.194
  • Improved When multi threading is enabled in the game, target tracking of homing weapons is now handled by multiple threads
v1.15.193
  • Fixed A few shaders wouldn't compile on certain ATI graphics hardware
v1.15.192
  • Fixed The program crashed when encountering invalid robot or equipment generator information in a level
v1.15.191
  • Fixed The program could crash when using multi-threading while rendering shadows
  • Fixed No splash damage from big explosions was applied anymore
  • Fixed Some effects that should weren't rendered additively at basic and standard lighting settings
  • Fixed Encountering robots that had no guns (e.g. the Class 2 Supervisor) could crash the program
  • Fixed D2X-XL could crash when the player tried to pick up certain powerups
  • Improved Target tracking is now faster
v1.15.190
  • Improved Big missile, boss and player explosions now have a beefier explosion sound
v1.15.189
  • Fixed Robot Vulcan and Gauss didn't fire light tracers
  • Fixed Sounds often were too low in wide open areas (particularly if these were built out of huge segments)
  • Fixed The score screen wasn't displayed anymore after finishing a level
  • Changed BPer shots and smart mine blobs now emit light (which they didn't before)
  • Improved Chose a better sound for huge (e.g. boss) explosions
v1.15.188
  • Fixed Shadows often had holes
  • Changed Energy sparks will rotate at high render quality
  • Improved Particle rendering is faster for huge numbers of particles
v1.15.187
  • Fixed D2X-XL now always correctly determines the orientation of TGA textures
v1.15.186
  • Fixed When loading a level, instead of showing progress bars the screen flickered rapidly
  • Fixed When starting a game, some custom sounds (e.g. the missile sound) were inaudible
  • Fixed Glow didn't always work
  • Changed Tweaked the amount of debris coming from destroyed robots and players
  • Changed The standard brightness setting is now at the middle of the render option menu's brightness slider, allowing to make a level darker too and not just brighter
  • Improved The particle system now needs significantly less state switches and buffer flushes at high quality settings
v1.15.185
  • Fixed Instead of custom models from the mission file, D2X-XL displayed its default hires ships
  • Changed Robot gatling smoke trails are now solely controlled via the gatling smoke trail check box in the effect options menu
  • Changed Blurring of shadows now depends on shadow quality (higher quality -> stronger blur)
  • Improved Shadow volume calculation is now faster on most hardware
v1.15.184
  • Fixed Explosions will not create several object fuselages as debris anymore
  • Fixed Non light emissive gun fire (e.g. Gatling rounds) will not create shadows anymore
  • Fixed Depending on the render quality setting, the 'basic' shadow setting was changed to 'full' by the program
  • Changed Missile explosions do not create a blue shockwave effect by themselves
v1.15.183
  • Fixed Objects were shadowing themselves where they were illuminated
  • Fixed Lighting didn't always work right anymore when multi threading was enabled
v1.15.182
  • Fixed The scene was occasionally rendered in monochrome
  • Fixed Objects (still) weren't properly lit
  • Improved Shadows will now be blurred when glow is enabled
  • Improved Shadows will now only be cast by bright dynamic light effects (weapon fire, explosions, headlights), which is creating a very dynamic shadowing effect
v1.15.181
  • Fixed D2X-XL wasn't using the Descent 2 mod for Vertigo
v1.15.180
  • Fixed The reticle lit up red when targetting the guidebot (i.e. a friendly)
  • Fixed You couldn't launch cooperative games anymore with missions marked as 'coop' in the mission file
v1.15.179
  • Fixed The program crashed on various occasions (frequently while or after loading or starting a new game after having played a level)
  • Fixed The program didn't display anything; instead the output window rapidly flickered
v1.15.178
  • New At the highest particle effect quality setting, smoke trails have bright fire clouds at their origin (beware: frame rate killer with many smoke trails)
v1.15.177
  • Improved RADAR will leave room for HUD icons and message texts
  • New You can now chose from different radar colors (see the cockpit options menu)
v1.15.176
  • Fixed The RADAR was partially off-screen for cockpit views other than the fullscreen view
  • Changed The RADAR has been made a bit smaller
  • Improved The RADAR's visibility has been enhanced with a dark background
  • Changed ALT+R will only toggle RADAR range and not position any more
  • New The size of the radar can now be adjusted
  • New Added RADAR settings (position, size, range) to cockpit options menu
v1.15.174
  • Fixed Objects weren't lit by headlights anymore
  • Fixed Snow didn't look right anymore (as it used a wrong particle texture)
  • Changed The game didn't allow for more than 15 debris fragments total; for debris amount settings other than 'standard' this limit has been removed
  • Improved The RADAR looks much better and more 3D
v1.15.173
  • Fixed Objects weren't lit by headlights anymore
  • Changed Explosion shrapnel has been replaced by the possibility to increase the amount of debris created by exploding objects
  • New Added a new explosion shockwave effect courtesy of the guys from the Freespace Open Project
v1.15.172
  • Improved Missile smoke trail length isn't depending on missile speed anymore
  • Improved Shrapnel stresses the system less
v1.15.171
  • Fixed Robot Gauss and Vulcan shots didn't create a smoke trail
  • Fixed Missile smoke trails didn't have a red glow where they were emitted anymore
  • Improved Optimized smoke creation
  • Improved Rocket smoke trail shines reddish near the thrusters
  • New Added smoke details menu (only available in expert mode)
v1.15.170
  • New Added parameter '-collision_model {0|1}' to per mission configuration, allowing level authors to control collision model usage (0: hit sphere, 1: hit boxes)
v1.15.169
  • Improved Added player info to XML game info
v1.15.168
  • Fixed Configuration parameters weren't properly evaluated
  • Fixed Under certain circumstances shield spheres flashed brightly white when glow was enabled
  • Fixed Parts of the level were occasionally rendered transparent when glow was enabled and lightning was visible
v1.15.167
  • Fixed Not all available missions were shown in the mission list anymore
  • Fixed Some levels still couldn't be loaded
v1.15.166
  • Fixed D2X-XL couldn't load levels anymore
v1.15.165
  • New D2X-XL now supports XML game status requests, returning ping, score, kills, deaths and country information of all participants of a match in progress
v1.15.164
  • Fixed The shockwave effect lasted way too long
v1.15.163
  • Fixed With per pixel lighting textures often were distorted
  • Fixed Instead of returning to the main menu when quitting from playing a level, the program was immediately terminated
  • Improved It is sufficient to specify a game host's IP address and port number to have D2X-XL automatically join that host's game after launch
v1.15.162
  • Fixed Many transparent 2D effects (explosions etc.) weren't rendered anymore
v1.15.161
  • Fixed D2X-XL didn't correctly enter netgames when begin executed with direct netgame launch parameters
  • Fixed D2X-XL could hang after leaving a level
  • Fixed Shockwave effect wasn't render at the proper location in cockpit and widescreen views
  • Fixed Lightning glow was too dark when general glow effect rendering was disabled
  • Fixed The program wasn't automatically closed after the player had left a game that had been automatically started
v1.15.160
  • Fixed The screen wasn't updated when shockwave effects were present, but invisible to the player
  • Fixed Many weapons that shouldn't created shockwaves
v1.15.159
  • Fixed The HUD wasn't properly displayed when the shockwave effect was rendered
v1.15.158
  • Fixed Depth testing in the shockwave shader often failed
v1.15.157
  • Fixed The effect menu's explosion shockwave option lacked the qualifiers (none/basic/full)
  • Improved The shockwave shader now does depth testing to avoid distorting geometry or objects in front of an explosion
  • Improved Soft blending should be significantly faster now due to removal of duplicate depth buffer reads
v1.15.156
  • Fixed Helix energy consumption wasn't doubled in multiplayer games
  • Fixed D2X-XL game clients added themselves to trackers as server and replied to XML game info queries with partially corrupt responses
  • Fixed Player ships and robots couldn't rotate around any axis when colliding with 3D powerups
  • Fixed 3D powerups stopped rotating when colliding with player ships or robots
  • Improved Lightning effect looks better
  • New Added frame post processing
  • New Added shockwave effect for explosions etc.
v1.15.155
  • Fixed Players trying to join a server after having been a server themselves responded to XML game info requests for a short while
v1.15.154
  • Fixed Collision detection and visibility testing for objects didn't work right
v1.15.153
  • Fixed The program didn't start unless the program folder was explicitly specified using the -userdir parameter
v1.15.152
  • Fixed Some weird code issue located in a global overloaded operator caused the program to crash
  • Improved Decreased the CPU load caused by the game menus
v1.15.151
  • Fixed XML game info queries weren't handled right
  • New D2X-XL can now be launched externally and will immediately connect to a game host specified by command line parameters
v1.15.150
  • Changed Made some adjustments of the XML game info format
v1.15.149
  • Fixed The program crashed when the Guidebot was very close to player at level start
  • Fixed The program crashed when opening a door that had a non-animated texture at its backside (like in Plutonian Outbreak 2)
  • Fixed The program crashed when loading polygon models that had submodels without any faces (like in Plutonian Outbreak 2)
v1.15.148
  • Changed Added and changed a few XML game info fields
v1.15.147
  • New Added support for external game info queries; XML formatted game information is provided for these
v1.15.146
  • Fixed The in-game help screen listed CTRL+P instead of PAUSE as pause key
  • Fixed Per level sounds of Descent 1 mods weren't used
  • Fixed Suppressing certain ship types via mission or level config files didn't work in all cases
  • Fixed The gameplay options menu crashed when only one ship type was allowed
  • Fixed The ship selection in the gameplay options menu didn't work right when a ship was unavailable
  • Improved D2X-XL will make sure that the player always gets an available ship assigned when entering a new level
v1.15.145
  • New Added support for per mission and per level configuration files
v1.15.144
  • Fixed Objects the center of which were in invisible segments, but that extended into visible segments weren't rendered
  • Fixed D2X-XL will not create binary model files from custom model files contained in hog files (and hence not put the binary files in D2X-XL's main folder)
  • Fixed Energy and shield values still weren't right in the status bar and full cockpits
  • Improved Unified the blur shader for less shader state changes
v1.15.143
  • Fixed With full or status bar cockpits, glow wasn't rendered at the right place, but at an offset to the glowing object
v1.15.142
  • Fixed Destroyed reactors disappeared after a short while
v1.15.141
  • Fixed You weren't always awarded the full rescue bonus even if you had rescued all hostages from a level
  • Fixed Energy centers in Descent 1 levels were often rendered both with the old animated spark texture and the new spark effect
v1.15.140
  • Fixed Transparent walls were invisible with basic and standard lighting
v1.15.139
  • Fixed At basic and standard lighting, door animations weren't visible
v1.15.138
  • Fixed Scrolling in the netgame browser garbled the browser display
  • Fixed Graphical shield gauges were under/overflowing for the light and heavy ships
v1.15.137
  • Fixed Players frequently couldn't connect to multiplayer games in progress
v1.15.136
  • Changed When the game host disconnects, only a player using the server port as local port can become the new game host
v1.15.135
  • Fixed The game host didn't always properly open its UDP connection, causing other players to be unable to connect to him
v1.15.134
  • Fixed Download still wasn't always working (blame the wrong documentation of SDLNet_TCP_Recv for it)
  • Fixed When the game host disconnected from a multiplayer game, he couldn't reliably reconnect
  • Fixed On Linux, folders using Windows delimiters (backslash) weren't properly removed from ASE models' texture file names, causing hires models not to be loaded
  • Improved The transparency renderer will avoid unnecessary depth buffer reads
v1.15.133
  • Fixed The renderer was extremely slow when rendering transparency on low-end graphics hardware (like Intel IGPs) even when using pureD2 mode or turning off shader usage
  • Improved Depth buffer reads will now be profiled and automatically disabled if they take too long
  • Improved D2X-XL will fall back to alsa if pulse audio cannot be initialized
v1.15.132
  • Fixed The mission download didn't work reliably and could even hang
v1.15.131
  • Fixed Server address information got mixed up when the program queried several servers from a tracker
  • Improved Mission download is now done via TCP which is much more reliable than UDP
v1.15.130
  • Fixed The game host was flooding the other players with ping requests while waiting for them to join during level transition
  • Fixed In multiplayer games, players often took a long time to connect or to enter the next level during level transition
v1.15.129
  • Fixed Mines weren't lit in nostalgia/pureD2 mode
  • Fixed The textured automap was available in pureD2 mode
  • Fixed Level songs from mods weren't played when a global playlist was present
  • Fixed No secret level songs from mods were played (these should have the name 'slevel##.ogg', where '##' is a two digit, zero padded level number)
  • Fixed Light data precalculation could loop forever
  • Fixed The distance calculation (via DACS segment path finding) for lightmaps didn't work correctly, often causing lights to cast ambient light where they shouldn't have
  • Improved Lightmap calculation will be (potentially) faster and more precise
  • New Added a render menu option for adjusting lightmap calculation precision (only available in expert mode)
v1.15.128
  • Fixed A few menu help messages were off, and others were too long w/o line breaks
  • Fixed The HUD equipment icons were miscolored in levels that were using another than the default palette
  • Fixed When changing the player profile, you could gain access to all the levels the previous player had reached even if you hadn't reached them yourself
  • Fixed Demo recordings taken in levels containing effect objects were broken (effects will intentionally not be displayed during demo playback though)
  • Fixed Directed exits didn't work in a mission's last level
  • Fixed Players were sent to the next level in the level sequence when dieing after destroying the reactor or last boss regardless of any directed exits in the level
  • Fixed When a level couldn't be entered while trying to enter a multiplayer game, the program could crash
  • Changed Moved the mission download controls to the miscellaneous options menu
v1.15.127
  • Fixed Due to a typo, the '-enable_freecam' switch didn't work
  • Fixed The advanced collision detection didn't work reliably
  • Improved You cannot drive parts of the player ship into objects by rotating it around an axis
v1.15.126
  • Fixed Errors in robot info data (submodel joint and angle info) could cause program crashes (e.g. in 'Descent: The Enemy Within')
v1.15.125
  • Fixed The update function used an outdated URL to access and download program updates
  • Fixed The built-in multiplayer tracker URL was outdated
v1.15.124
  • Fixed Level areas not explored by the player, but seen by the Guidebot were shown in the automap when the cockpit's Guidebot view was turned on
v1.15.123
  • Fixed Video sound was distorted
  • Changed Re-introduced the "-enable_freecam" command line switch allowing to turn off the free cam
v1.15.122
  • Fixed Energy centers didn't refuel player ships to their capacity depending on ship type, but always to 100
v1.15.121
  • Fixed The fullmap powerup was removed from players when entering a new level even if it was specified as built-in equipment
v1.15.120
  • Fixed When a player with a local port different from the server port became the game host, other players couldn't reconnect to his game after having disconnected
  • Fixed Damage lightning wasn't deleted from the system in all cases causing lightning handling to process more and more lightning, causing laggy gameplay
  • Changed The amount of damage lightning on an object has been decreased to avoid overburdening the game with their management on weaker systems
v1.15.119
  • Fixed The program could crash when operating an exit trigger via a master trigger
v1.15.118
  • Fixed When the game host disconnected in a UDP tracker game and another player subsequently became game host, the game became invisible on the tracker
  • Fixed When the game host disconnected in a UDP tracker game and another player subsequently became game host, players that disconnected couldn't reconnect
  • Fixed Player shield status wasn't always properly reported to other players in multiplayer games
  • Fixed Thruster flames of other players often weren't properly rendered in multiplayer games
v1.15.117
  • Fixed Players could pick up weapons in multiplayer games they were already carrying
v1.15.116
  • Fixed Cameras weren't always properly rendered on older NVidia hardware
  • Fixed In non-expert mode, stereoscopic rendering didn't always work
v1.15.115
  • Fixed Complex polygon models of energy weapons weren't completely rendered (e.g. fusion blobs from Pumo's Descent weapon mod)
  • Improved Multiplayer level transition handling has been improved to avoid players having to wait in the score screen forever
v1.15.114
  • Fixed Data packets containing information about powerups dropped by destroyed robots weren't properly processed in UDP based games
  • Fixed Not all players could enter the next level in coop games after a level had been destroyed and the players had gathered in the score display
v1.15.113
  • Fixed Players sometimes couldn't move in multiplayer games
v1.15.112
  • Fixed Stuck robots exploded right away instead of trying to free themselves
v1.15.111
  • Fixed Bossed in Descent 1 levels often self-destructed for no apparent reason when trying to find or destroy the player
v1.15.110
  • Fixed Transparent objects (like e.g. the modded laser bolts in Pumo Mines) weren't always rendered anymore
v1.15.109
  • Fixed Some network data wasn't properly processed by a new client connecting to a game host which could cause inconsistencies between host and player game states
  • Fixed Headlights didn't always work right in multiplayer
  • Fixed Player name and 'typing' message weren't centered on player ships in multiplayer games
  • Fixed The game host only sent information about its current ship state (ship type, weapons, damage) when the hosting player first fired a weapon, equipped a another weapon or selected a different ship
v1.15.108
  • Fixed Player ship data was corrupted after loading a multiplayer save game
  • Fixed Fixed: You couldn't separately set soft blending for smoke, sprites and sparks as expert user and with highest render quality set
  • Changed Previously, for gun shots coming in groups (like lasers), only one shot produced an impact sound. Now, each separate shot will produce on (can cause sound to build up)
v1.15.107
  • Fixed At highest render quality, no particle fx, light trails, coronas or 2D gun shots (sprites) were visible
v1.15.106
  • Fixed Transparent parts of hires models will now be rendered properly
  • Fixed The automap wasn't rendered properly anymore
  • Improved Hires ship headlight beams will now be blurred when glow is enabled
v1.15.105
  • Fixed The program crashed when trying to load MetalBeast's Wolf Beta 1
v1.15.104
  • Fixed Object triggers that were to be operated when their object was destroyed weren't operated
v1.15.103
  • Fixed Triggers often didn't work
v1.15.102
  • Improved Added code to make sure the game doesn't try to spawn non-existent robots or powerups in materialization centers (and crash when trying to)
v1.15.101
  • Improved D2X-XL does some plausibility checking on trigger data when reading a level or save game to avoid program crashes caused by faulty level data
v1.15.100
  • Fixed Particles weren't always rendered properly (stuttering/disappearing particle effects)
v1.15.99
  • Fixed Shrapnel wasn't rendered any more
  • Fixed Fire effect wasn't rendered properly
v1.15.98
  • Fixed Thruster flames often were rendered at a wrong angle or not at all
  • Improved Displaying a lot of different particle effects will not slow down the game as much as it did before
v1.15.97
  • Fixed When changing the ship type in-game, the ship subsequently exploded again and again until the game was over
v1.15.96
  • Fixed The renderer was messed up and the program could crash when hires textures were disabled
  • Changed Particles emitted in a skybox segment will now disappear when leaving the segment their originating from (this allows better control of where effects and snow are visible)
v1.15.95
  • Fixed Debris sometimes blocked the player's sight
  • Improved Debris is handled better
v1.15.94
  • Fixed Thrusters weren't rendered when glow was set to standard
  • Fixed Rendering damage lighting with glow resulted in a messed up image
v1.15.93
  • Fixed The program could crash or hang when loading a level that only contained robot and no geometry triggers
  • New Added support for rain and snow particles effects
  • New Added new textures and sounds for rain and snow particle effects (find them in d2x-xl-data-1.15.93.7z)
v1.15.92
  • Fixed Real-time glow didn't work with camera views
  • Fixed Changing the camera quality from low to high could result in distorted camera output
v1.15.91
  • New D2X-XL can now render glow effects (e.g. for lighting, shields and explosions). Enable in the effect options menu (only available at render quality 'high' or better)
  • Fixed OpenMP versions of the game could hang when rendering lightning
  • Improved You can now chose two glow quality settings (standard will clip the output area, high will render over the entire screen)
v1.15.90
  • Fixed Lightning branches weren't properly rendered
v1.15.89
  • Fixed Faces containing see-through areas became completely transparent when lit with the headlight
  • New Added a 'readonly' mode where D2X-XL will not try to write any data to disk (will slow down model and level loading). Enable by placing '-readonly' in d2x.ini
v1.15.88
  • Fixed Exiting a Descent 1 level that had been entered coming from a secret level bumped the players back to the level they just exited
v1.15.87
  • Improved 3D shield boost powerup is better visible
  • New Hoard orb can now be rendered as 3D model (sphere)
v1.15.86
  • Fixed Due to a recent addition, multiplayer was broken
  • Changed Camera outputs will now only be displayed across their entire face regardless of any resulting distortion
  • Changed Replaced messages 'Prepare for Descent' with 'Loading...' and 'Setting up Renderer' with 'Prepare for Descent'
v1.15.85
  • Fixed There was a small bug in ship physics
  • Fixed The program didn't reliably switch to the screen resolution stored in the active player profile at program start
v1.15.84
  • Changed When changing the ship in-game, the player will not lose a life, but respawn with the energy and shield the abandoned ship had (up to the maximum allowed for the new ship)
  • Changed The light fighter will only have a maximum energy capacity of 90/180 units
  • Changed The light fighter will not be able to carry Fusion guns
  • Changed The standard ship will not be able to carry triple Fusion guns
  • Changed Other than in nostalgia mode, the ammo rack will only increase the standard ship's transport capacity by 50% (was 100% before)
  • New Added support for variable player ship energy capacity
  • New Added support for third ship type ('heavy fighter' with max. 150/300 shield, max. 120/240 energy, 90% of standard ship speed, built-in ammo rack)
  • New You can now specify ase model file names for standard, light and heavy fighters in d2x.ini (-medium_ship, -light_ship, -heavy_ship)
v1.15.83
  • Fixed The program crashed when trying to display the exit door animation during the initial Descent 1 briefing
v1.15.82
  • Fixed Auxiliary cockpit views were transparent when using unenhanced stereoscopic rendering
  • Fixed Effects weren't properly rendered when using stereoscopic rendering
  • Fixed Players who had triple fusions could only drop one fusion gun
  • Fixed Players who had triple fusions would only drop one fusion when their ship was destroyed
  • Fixed Savegames weren't properly restored anymore
  • Fixed Damage lightning wasn't shown all over hires models
v1.15.81
  • Fixed Auxiliary thrusters didn't fire as they should during certain flight maneuvers
  • Changed Switching to another ship in-game will cost the player a life
v1.15.80
  • Fixed Auxiliary views didn't show gun fire, missiles and effects (effects will only be shown at highest render quality)
  • Changed The inventory can be turned off (meaning invuls and cloaks collected by the player aren't stored but used immediately)
  • Improved Pressing F4 will now drop markers that do not rotate. CTRL+F4 will drop rotating markers. ALT+CTRL+F4 will drop a spawn marker. CTRL+R in the automap will toggle the highlighted marker's rotation
  • New Support for Joffa's and MetalBeast's 'Phantom XL' Pyro model (ship can be chosen when creating a new game or in the gameplay options menu)
v1.15.79
  • Fixed Joystick axes weren't processed properly anymore
v1.15.78
  • Fixed The program crashed when rendering thrusters
  • Fixed Laser bolts weren't rendered additively anymore
v1.15.77
  • Fixed D2X-XL didn't determine correctly whether a compiled model file (modelXXX.bin) was older than the corresponding ASE file
  • Fixed Missiles were launched too far in front of their mounting points
  • Fixed Objects weren't always properly lit
  • Fixed Lightning effects belonging to the last object in the game's object list weren't removed when they should
  • Fixed When playing a multi-level mission and starting at level X, exiting level X+1 would always bounce you back to level X+1 instead of advancing you to level X+2
  • Fixed Leaving a D1 secret level could get you to any level (not just the proper next one)
  • Fixed Reactor countdown didn't work reliably
  • Changed Removed the fixed physics frame time due to various problems with it
v1.15.76
  • Fixed Missile smoke was emitted in 'chunks'
v1.15.75
  • Fixed Objects kept travelling when the game was paused
  • Fixed Explosion lightning effects didn't disappear and randomly got attached to objects in the mine
  • Fixed Triggers that were operated by master triggers and that should only affect the player who had operated the master trigger affected all players in multiplayer games
  • Fixed Using a screen size override different from the screen size stored in the player profile could lead to render faults (missing textures, missing models, etc)
  • Changed A screen size override from the command line or d2x.ini will now supersede settings from player profiles that are loaded via the menu and remain active until the user explicitly changes the screen resolution
  • New Added support for directed exits allowing to target any level in a mission and not just the following one
  • New Added support for segments damaging the shield and decreasing the energy of a player ship
v1.15.74
  • Improved D2X-XL will now start in fullscreen mode at the highest possible screen resolution (unless told otherwise in d2x.ini)
v1.15.73
  • Fixed Monitors were misaligned when changing camera quality in-game
  • Fixed Joystick deadzones weren't properly set after reading a player profile
  • Fixed Joystick deadzones weren't properly sync'd in the joystick options menu
  • Fixed Custom screen resolutions will not be messed up anymore
  • Changed Physics calculations will now be done at at a fixed rate of 40 fps
  • Improved D2X-XL will now properly offer all available fullscreen resolutions
v1.15.72
  • Fixed In anaglyph 3D mode controls configuration menus weren't displayed in-game
  • Changed You can now turn the cockpit's object tally display off in the cockpit options menu
v1.15.71
  • Fixed D2X-XL will not demand the Vertigo high resolution movie file (d2x-h.mvl) to be present
v1.15.70
  • Fixed Menu hotkeys for alternative languages didn't work
  • Fixed English and German language files weren't up to date anymore
  • Changed Brightness increase for 3D rendering can now be explicitly enabled or disabled in expert mode
v1.15.69
  • Fixed Occasionally a visible face wasn't rendered (particular if the related side consisted of two rather convex triangles)
v1.15.68
  • Fixed The program could crash while proceeding to the next level of a Descent 1 mission when using the exit movies and having to compute lightmaps for the new level
v1.15.67
  • Fixed The program could crash when rendering excessive amounts of smoke while multi-threading was active
v1.15.66
  • Fixed A bug in robot AI processing could cause program crashes in coop games
  • Fixed A networking bug that caused objects present in the mine to differ between the participants of coop games
  • Fixed 'scoregoal' network message processing didn't take increased player count for UDP/IP games into account
v1.15.65
  • Changed In-level teleports will not use the same destination segment twice in direct succession
v1.15.64
  • Fixed In anaglyph 3D rendering mode, menus could be partially hidden behind the full cockpit or status bar
v1.15.63
  • Fixed Small rendering flaws in mouse and joystick config menus
  • Fixed No transparent and overlay faces were rendered in the fully bright textured automap
v1.15.62
  • Fixed The program frequently crashed when using a lot of lightning (for Omega cannon or explosions)
  • Fixed The program occasionally crashed due to a bug in robot AI (when trying to make non-sniping robots snipe)
v1.15.61
  • Improved Moving lightning bolts around works better now (needed e.g. for Omega lightning and damage lightning)
v1.15.60
  • Fixed Objects were always rendered fully bright
v1.15.59
  • Fixed A bug in the renderer could cause segments and objects inside of them to be rendered twice
  • Fixed Objects were frequently rendered twice when multi-threading was used to render them
v1.15.58
  • Fixed With anaglyph 3D rendering, ship cockpit and status bar weren't rendered while a menu was opened in-game
v1.15.57
  • Improved Enhanced brightness adjustment is available for basic lighting now
v1.15.56
  • Fixed 3D objects sometimes were rendered 'inside out'
v1.15.55
  • Improved Brightness handling has been improved (screen will look less 'foggy' at high brightness levels)
  • Improved Brightness will be automatically adjusted for anaglyph 3D rendering to compensate for the brightness loss caused by the glasses
v1.15.54
  • Fixed Lightning bolts were too fat
v1.15.53
  • Fixed Every visible object was rendered twice when coronas were enabled
  • Fixed Shield effect wasn't rendered properly
  • Fixed Omega lightning impact point will now move around as the ship moves and turns when it isn't locked on a target
v1.15.52
  • Fixed The high pitched shield warning wasn't played when the shield dropped below 10%
  • Fixed Path finding erroneously used multi-threading, resulting in choppy rendering
  • Fixed The program occasionally crashed when a boss spawned robots and the level had object triggers
  • Fixed The program could crash when hitting the vulnerable spot of the alien boss 2 and the Vertigo end boss
v1.15.51
  • Fixed Too few sparks were rendered in energy and repair centers
  • Fixed Shield warning sound will stop to be played after pausing and pausing the game
  • Changed Removed multithreading toggle ALT+M since it didn't work right anymore due to changes in multithreading
v1.15.50
  • Fixed 120 fps framecap was reset to 60 when leaving the render options menu
v1.15.49
  • Fixed Additive textures were rendered several times on top of themselves, causing excessive glow
  • Fixed The Gatling bullet drop effect could cause program crashes
  • Changed Explosion lightning doesn't fork
  • Changed Added 120 fps setting to the render options menu's framecap control
v1.15.48
  • Fixed Air bubbles were too big
  • Fixed Basic lighting was broken
  • Improved Model rendering is significantly faster when three or more threads are available
  • Improved Sound and robot path finding speed has been doubled
v1.15.47
  • Fixed D2X-XL was constantly rebuilding lightmaps for level w/o skyboxes
v1.15.46
  • Fixed Sometimes thruster flames were extremely long and/or big in the automap
  • Fixed Turning off lightning in-game could crash the OpenMP versions of the program
  • Improved Position tracking has been accelerated, speeding up particle processing
v1.15.45
  • Changed Shortened Gatling gun light tracers a bit
v1.15.44
  • Fixed Monitors didn't show smoke when anaglyph 3D rendering was enabled
v1.15.43
  • Fixed Bubble particle effects crashed the program
  • Changed Player thrusters are now purplish (part of the 3D thruster effect made by pokeman7452)
  • Improved D2X-XL now only uses one thruster texture
  • Improved Thanks to pokeman7452, the hires Pyro's thruster fan blades rotation looks smoother now (re-download the Pyro)
v1.15.42
  • Fixed Lightning didn't always properly light its environment
  • Fixed Some invisible walls that were made visible via a trigger weren't displayed after having been turned visible
  • Changed Only the smoke particles of fire effects will rotate
v1.15.41
  • Fixed Overlays on transparent faces weren't always rendered
  • Fixed Forked lightning rendering was broken
v1.15.40
  • Fixed The OpenMP versions of the program crashed when Perlin function based lightning was rendered
  • Fixed The OpenMP versions of the program didn't render Perlin function based lightning properly
  • Improved Forked lightning looks better
v1.15.39
  • Fixed Depth blending didn't work right, causing edges where coronas hit walls
  • Fixed Fire particles were rendered with black or white squares around them at smoke setting 'basic'
  • Fixed Lightning with style 'jaggy' didn't scale with amplitude
  • Changed The reticle will now be rendered at screen distance in 3D mode
  • Changed Player names will not be shown on the ships in Coop games if that option not selected by the game host
  • Improved Perlin function based lighting looks better
v1.15.38
  • Fixed With basic lighting only half (one triangle) of each geometry face got rendered
  • Fixed The headlight could render untextured transparent faces opaque
  • Fixed Overlay textures sometimes weren' rendered
  • Fixed The standard D2X-XL version (not the OpenMP ones) swapped the red and blue channels of hires and custom textures
  • Fixed Light emitting hires textures (e.g. for weapons) didn't emit light (only with the standard D2X-XL version, not the OpenMP ones)
  • Fixed Perlin function lightning creation (type 'smoothe') didn't work
  • Fixed Forked lightning rendering didn't work
  • Improved OpenMP versions will render a bit faster (achieved by reducing max. threads to 4 - hyperthreading just doesn't cut it :P)
v1.15.37
  • Fixed Non-animated smoke particles didn't rotate
  • Improved Tweaked missile smoke
v1.15.36
  • Fixed Dynamic light effects often didn't work
  • Fixed Flares were miscolored
  • Fixed File selectors and list boxes caused massive load on the graphics hardware
  • Fixed The headlight rendered faces transparent and/or white
  • Changed Powerup coronas are smaller
  • Changed Toned down headlight glare effect
  • Improved Missiles use a new, somewhat less obtrusive particle image
  • New Smoke setting 'full' now properly lights smoke particles, 'standard' renders the smoke always bright (as before)
v1.15.35
  • Fixed Robot generators never stopped to work (regardless of level type and difficulty level)
  • Fixed Lightning with plasma didn't have distinct bolts
v1.15.34
  • Fixed If anaglyph 3D deghosting was set to 'high', neither the mine nor in-game menus were rendered
v1.15.33
  • Fixed Morphing robots were invisible
  • Fixed On insane difficulty, robot generators worked forever in Descent 1 missions (they only should in Descent 2 missions)
  • Improved Lightning rendering is more efficient now
  • Improved Shrapnel rendering needs less resources
  • Improved Rocket and robot smoke trails are appearing smoother
v1.15.32
  • Fixed 2D thruster flames weren't rendered properly
  • Fixed The program was freezing frequently when turning anaglyph 3D rendering on
  • Fixed The countdown sequence was initiated when the Guidebot moved through the mine exit
  • Fixed The cockpit energy bar wasn't always growing shorter as energy got used up
  • Changed The amount of shrapnel created for an exploding robot will be better balanced
v1.15.31
  • Fixed Distant transparent stuff wasn't rendered in the automap
  • Fixed Animated faces weren't animated in the automap
  • Fixed When the Guidebot shot a (non-permanent) trigger, the trigger was destroyed but not activated
  • Fixed Omega lightning wasnn't rendered properly
  • Improved Fire effect looks better
v1.15.30
  • Fixed Smoke particles close to the player weren't rendered
  • Fixed Ship engine sound was constantly stuttering
  • Fixed Ship engine sound wasn't linked to effects sound volume
  • Fixed Sound volume generally was too low (half of what was set in the sound options menu)
  • Fixed Setting the sound volume to zero resulted in the sound output volume being maxed out
  • Improved Added a better jet engine sound
v1.15.29
  • Fixed When 3D thruster flames were enabled, the screen got cluttered with big white faces
  • Changed Undamaged player ships will not have a smoke trail anymore when moving
  • Changed Changing stereo separation (only available in expert mode) in the render options menu will now immediately change the renderer output
  • New Pyro RL thruster fan blades are rotating now (you need to download and install the updated hires Pyro to see this feature)
v1.15.28
  • Fixed In free camera mode, splash damage of explosions close to the camera position was applied to the player ship
  • Fixed The primary weapon wasn't properly displayed in the fullscreen cockpit when graphical cockpit gauges were enabled
  • Fixed The game often crashed when entering a secret level
  • Fixed 3D shield orbs weren't rendered
  • Changed Energy and repair center lightning effect will only be shown when the player ship in them actually gets recharged
v1.15.27
  • Fixed Player explosion packets when a player was leaving the game weren't properly formed
  • Fixed Overlays weren't always rendered properly
  • Fixed Fusion damage wasn't handled properly in multiplayer games
  • Fixed Fusion lightning effects weren't properly displayed in UDP/IP multiplayer games
  • Fixed Shield spheres were too dark
  • Fixed The program occasionally crashed (usually during combat)
  • Fixed Some HUD texts weren't drawn
  • Fixed No geometry was rendered during demo playback
  • Fixed Particle effects that should be visible weren't rendered on rare occasions
  • Fixed You couldn't should proximity bombs and smart mines when they were rendered as 2D sprites
  • Fixed Hitbox collision was used in nostalgia/pureD2 mode if it had been selected in a game session using standard mode before
  • Fixed The advanced damage model was used in nostalgia/pureD2 mode if it had been selected in a game session using standard mode before
  • Fixed Radar sometimes was incompletely rendered
  • Improved Static effects will now be rendered during demo playback
  • Improved The particle system will utilize multicore CPUs better and hence render particle effects (particularly smoke) faster
  • Improved Smoke effects fade out smoother
  • Improved Lightning looks better
  • Improved Lightning is rendered faster
v1.15.26
  • Fixed D2X-XL didn't always find the Descent 1 briefing movies
  • Fixed Briefing robots weren't rendered properly (had no textures)
v1.15.25
  • Changed No data will be read from the binary player profile (*.plr) except the info about the highest level a player has reached in each mission he has played
v1.15.24
  • Fixed Rendering 3D shield spheres could freeze the program
v1.15.23
  • Fixed Non-polygonal energy weapon shots weren't rendered
  • Fixed Smoke was flickering
v1.15.22
  • Fixed Smoke was still rendered with black squares around it in the 64 bit program version
  • Improved Effects are rendered somewhat faster in anaglyph 3D
v1.15.21
  • Fixed A flaw in the shader manager led to shader effects not always working properly (e.g. causing black squares around smoke particles)
v1.15.20
  • Fixed No transparent stuff was rendered when enabling and then disabling anaglyph 3D rendering
  • Fixed The game crashed when spawning robots in a materialization center
v1.15.19
  • Fixed Player ship orientation wasn't properly rendered in the automap when the wireframe was shown
  • Fixed Robot and powerup positions weren't rendered in the automap when the wireframe was shown
  • Fixed Powerup coronas often weren't rendered at all or had the wrong color
  • Fixed Sound wasn't controlled via an extra thread any more, causing stuttering when entering or leaving slow motion
v1.15.18
  • Fixed The program could crash when loading a level if basic lighting was selected
v1.15.17
  • Fixed Anaglyph rendering didn't work anymore
  • Fixed 2D powerups weren't rendered anymore
  • Fixed Shield spheres weren't rendered anymore
  • Improved Non-enhanced anaglyph rendering is faster now
  • New Command line switch '-quad_buffering' to enable quad buffered stereo rendering on graphics hardware supporting it
v1.15.16
  • Fixed With standard lighting many faces weren't rendered
  • Fixed Disabling all effects in-game didn't turn off energy sparks, but enabled the old style energy sparks
  • Improved The renderer keeps track of all relevant OpenGL states
  • Improved The renderer only uses client side render buffers now
  • Improved The automap wireframe is rendered about 50% faster now
v1.15.15
  • Improved The automap will be rendered faster when many faces are visible
v1.15.14
  • Fixed Thrusters shone through objects when render quality was set to highest and smoke was rendered
  • Changed Removed support for red/blue and red/green anaglyph 3D glasses
  • Changed Removed the command line option '-expertmode'
  • New Added an expert mode control to the misc options menu giving access to additional menu options
  • New Added support for green/magenta anaglyph 3D glasses
  • New Implemented quad buffered rendering for shutter glasses (not available on all hardware)
  • New Implemented Dubois optimization for red/cyan anaglyph rendering
v1.15.13
  • Changed If expert mode is not enabled, only the 3D glasses type can be changed (all other settings default to reasonable values)
v1.15.12
  • Fixed Stereo separation and screen distance will not be reset anymore when turning off anaglyph 3D rendering
  • Fixed Robot appearance effect wasn't rendered properly (alpha instead of additively blended)
v1.15.11
  • Fixed No spheres for player ships, powerups and other objects were rendered in the wireframe automap
  • Fixed Light and smoke trails weren't properly blended
v1.15.10
  • Improved Shader management has been optimized, resulting in fewer shader switches
  • Improved Renderer draws faces with and without overlays in two separate passes to minimizes shader switches
  • Improved Depth blended rendering of smoke and energy sparks creates significantly less shader switches
v1.15.9
  • Fixed Particles were distorted (twice as wide as high)
v1.15.8
  • Fixed The program could crash when the player encountered robots w/o weapons
  • Fixed The program could crash when trying to render a powerup that uses D2X-XL addon bitmaps
  • Changed Homing missiles will turn a bit less aggressively
  • Improved Reticle distance looks better in anaglyph 3D rendering
v1.15.7
  • Fixed Frequent crashes during multiplayer games
  • Fixed Multiplayer messages weren't displayed while being typed
  • Fixed Framerate, marker messages and cruise state weren't displayed
v1.15.6
  • Improved Asymmetric frustum will now be properly set for anaglyph 3D rendering
  • New Added toe in projection for anaglyph 3D rendering (may provide better stereo separation for distant structures at the cost of a negligible distortion of the view)
  • New Added options to chose anaglyph 3D rendering projection and screen distance
v1.15.5
  • Fixed Game crashed in pureD2 mode (apparently nobody uses this mode ...)
  • Fixed You couldn't turn off missile lock indicators
v1.15.4
  • Fixed No cockpit was rendered in blue/red and green/red anaglyph 3D modes
  • Fixed The game crashed when trying to select 3D glasses if no glasses had been chosen before
  • Fixed The program could freeze when a lot of smoke effects were visible
v1.15.3
  • Fixed No cockpit was shown when menus were opened in-game
  • Fixed Cockpit window background wasn't properly cleared in anaglyph 3D rendering mode
  • Fixed The HUD overlaid the automap
  • Changed The reticle will not be displayed while menus are open in-game
  • Improved Stereo separation can now be set in smaller steps (a smaller stereo separation creates less ghosting)
v1.15.2
  • Fixed Rendering cockpit windows messed up the anaglyph 3D view
v1.15.1
  • Fixed Vulcan ammo was getting less and less during multiplayer games.
  • Changed Vulcam ammo can only be picked up if the player can take the entire clip
  • Improved Added support for more anaglyph 3D glasses
  • Improved Added enhanced anaglyph rendering mode and anaglyph rendering brightness adjustment
v1.15.0 — Anaglyph 3D Rendering introduced.
  • Improved Mine walls will not disappear any more when using the chase cam view (except when the view point is out of the mine)
  • New Added support for anaglyph based 3D rendering (experimental; control it via the render options menu)
v1.14 202 releases
v1.14.204
  • Fixed The OpenMP versions of the program could hang when trying to display the automap
v1.14.203
  • Fixed The program crashed when opening the cockpit options menu after having played a game
  • Fixed When using the enter key as a ship control, no text was printed in that control's field in the input configuration dialog
v1.14.202
  • Fixed With standard lighting, levels were only partially lit by the OpenMP versions of D2X-XL
  • Fixed Camera outputs were sometimes displayed rotated sideways
v1.14.201
  • Fixed The program could hang when a level contained equipment generators
  • Fixed The afterburner sound wasn't played reliably in multiplayer games
v1.14.200
  • Fixed D2X-XL will not place powerups half in walls any more
v1.14.199
  • Fixed When the game host had turned on radar in multiplayer games, it was always displayed at the radar position on the game host's cockpit
  • Changed Fixed spawn points and powerup respawn delays can now be set in the multiplayer D2X options menu
  • New Cockpit window types can now be set in the cockpit settings menu
v1.14.197
  • Fixed The program could freeze when a player ship was destroyed
v1.14.196
  • Fixed D2X-XL could crash when loading levels containing invalid triggers
  • Fixed Vulcan/Gauss ammo was set to 5000 when loading a savegame while Vulcan/Gauss were set as built-in equipment
  • Improved Savegames now contain information whether mod usage was enabled for the saved mission
v1.14.195
  • Fixed You cannot change the built-in equipment settings in-game during non-coop multiplayer sessions anymore
v1.14.194
  • Fixed The program could freeze when a player ship was destroyed
v1.14.193
  • Fixed Powerups will not be able to float into blocked segments anymore
  • Improved Savegames will not be written each time a player dies anymore during UDP/IP multiplayer games, thus reducing potential temporary program freezes
v1.14.192
  • Fixed Textures sometimes were partially messed up (had gray stripes)
  • Fixed OGG music wasn't played by the 64 bit versions of D2X-XL
v1.14.191
  • Fixed A bug in the sound channel management could cause sound problems and program crashes
v1.14.190
  • Fixed OpenMP version of D2X-XL crashed on Linux
  • Changed Disabling setup test (with '-check_setup 0') will now completely disable message boxes on Linux, this avoiding any OpenMotif related problems
v1.14.189
  • Fixed Kills in multiplayer games crashed the game
  • Fixed D2X-XL could crash when OpenMP multithreading was enabled and more than two cores were available
v1.14.188
  • Fixed Mines dropped randomly by destroyed player ships in multiplayer games sometimes moved extremely fast for the other participants
v1.14.187
  • Improved Stuff dropped by an exploding player ship will now behave more similar (e.g. drift to the same directions) for all participants of a multiplayer game
v1.14.186
  • Fixed Sometimes powerups that should have been dropped weren't in multiplayer games
  • Fixed Player profile occasionally got damaged after multiplayer games
  • Fixed If cheats had been enabled for multiplayer games, they even worked in competition mode
  • Improved In UDP/IP multiplayer games, stuff dropped by an exploding player will not be created randomly by each participant, but will be replicated and behave exactly as it does for the exploding player (Descent 2 handled this differently to reduce network load)
v1.14.185
  • Changed Decreased UDP/IP packet size
v1.14.184
  • Improved Joining netgames has been accelerated
  • New Packet loss is displaye on the HUD in multiplayer games
v1.14.183
  • Fixed The program crashed when trying to connect to a game host
v1.14.182
  • Fixed Powerups etc. disappearing too soon in multiplayer games
  • Fixed Multiplayer games getting out of sync and players being unable to join and/or sync properly with a running game
  • Fixed Game crashing on Linux when displaying OpenMotif message boxes
  • Changed Multiplayer game sync'ing packets will now be sent faster (depending on the host's packets per second setting)
  • Changed Plasma blobs will fly straight again
v1.14.181
  • Fixed The game crashed when connection errors occured while starting or joining a multiplayer game
v1.14.180
  • Changed Plasma projectiles will follow a spiraling trajectory (only singleplayer and if the Plasma gun hasn't been modded)
  • Improved Objects will be removed from multiplayer games more reliably
v1.14.179
  • Fixed Missions with long names could crash the program in the new game menu
  • Fixed Player names were cut off in the HUD
v1.14.178
  • Fixed Sorting players by score didn't work
  • Fixed Sometimes ships of disconnected players remained visible
  • Fixed The netgame info dialogs didn't work
v1.14.177
  • Fixed Teams didn't get balanced when new players joined
v1.14.176
  • Fixed The score goal was too low
  • Fixed Presence of demo data wasn't properly checked
  • Fixed Presence of addon texture data wasn't properly checked
  • Fixed A few Linux related issues
v1.14.175
  • Fixed Players were always put on the blue team in team games
v1.14.174
  • Fixed The multiplayer game host's maximum play time setting didn't stick and D2X-XL always assumed 5 minutes
v1.14.173
  • Fixed Multiplayer games could only be joined by one player less than allowed by the game host even if the level allowed for more
  • Fixed Player colors weren't shown on low resolution ships in multiplayer games
v1.14.172
  • Fixed Player ship colors and cockpit elements weren't rendered properly in multiplayer games for players 9 and up
v1.14.171
  • Fixed Players who joined a multiplayer game after another player had been disconnected could have the wrong ship colors
v1.14.170
  • Fixed The game crashed when the ninth player entered a multiplayer game
v1.14.169
  • Fixed D2X-XL always used only 8 player start positions even if there were more in a level
  • Improved D2X-XL will now disconnect any players in excess of a level's start positions that had been admitted to the game by the host before launching the game
  • Improved D2X-XL will not admit players in excess of a level's start positions to a game in progress
v1.14.168
  • Fixed When trying to join a multiplayer game, players always got an error message about a level version mismatch
v1.14.167
  • Improved D2X-XL will now use max. 8 players in standard level and max. 16 players in D2X-XL levels, thus staying compatible with other Descent 2 versions
v1.14.166
  • Changed D2X-XL will now support up to 16 players in multiplayer games
v1.14.165
  • Fixed When thief bots were suppressed, vital items carried by thief bots in a mine (like e.g. keys) weren't dropped
v1.14.164
  • Improved Score goal will be checked even if the reactor has been destroyed
v1.14.163
  • Improved D2X-XL will now check the kill goal in multiplayer games more reliably
v1.14.162
  • Improved D2X-XL will try to check TGA image integrity and only read valid image files
v1.14.160
  • Fixed Transparency wasn't rendered properly in single threaded mode
    (Delete the contents of the subfolders 256, 128 and 64 of the textures folder if you are experiencing this problem)
v1.14.159
  • Fixed Object triggers could get messed up when being loaded from savegames
v1.14.158
  • Changed Increased max. segment count to 8000
  • Improved Waterfall effect rendering
v1.14.157
  • Fixed Object trigger actions depending on the object being damaged to a certain amount weren't executed
  • Improved Savegame loader is more stable when encountering messed up boss data
v1.14.156
  • Improved Object trigger handling is more robust now
v1.14.155
  • Fixed Bosses that didn't end the level didn't die
  • Fixed Bosses that didn't end the level when destroyed and were spawned in robot generators didn't fire
  • Fixed The program could crash when bosses were spawned in robot generators
v1.14.154
  • Fixed Master trigger semaphores didn't work
  • Fixed Recently gained score wasn't displayed properly
  • Changed Teleporting to a marker now costs 50.5 energy and 25.5 shield
  • Changed Robot triggers cannot be delayed
v1.14.153
  • Fixed D2X-XL will now take proper care of semaphores for master triggers from older level and savegame versions
v1.14.152
  • Fixed Master trigger semaphores didn't work right, causing master triggers to be erroneously activated
v1.14.151
  • New Added a semaphore value to master triggers (the trigger will only be enabled when the semaphore is zero)
v1.14.150
  • Fixed Fixed: Robot master triggers now work
v1.14.149
  • Fixed The ship could be driven halfway into huge faces
  • Fixed Boss robots had no explosion sounds during their death roll and when detonating
v1.14.148
  • Fixed Shots and flares often didn't pass through gaps in textures (e.g. grates or fans)
v1.14.147
  • Improved Static smoke will not pop up when emerging anymore, but fade in softly
v1.14.146
  • New Added waterfall particle effect
  • Note Updated: New OS X version available
v1.14.145
  • New Added support for robots with boss behaviour that do not end a level
v1.14.144
  • New Added two D2X-XL addon sounds ('computer.wav' and 'energy.wav')
v1.14.143
  • Fixed Effects didn't work any more
v1.14.142
  • Fixed One-shot flythrough sound triggers still didn't work
v1.14.141
  • Fixed '-check_setup 0' had no effect (important: This option only has an effect when used from the command line, not from d2x.ini!)
  • Fixed Gatling smoke trails were rendered even if smoke effects were completely disabled
v1.14.140
  • Fixed 2D hostages weren't always properly lit
  • Fixed One-shot fly through sound triggers didn't work
  • New Autoplay teleport object triggers will be executed at level start, causing the object to appear in one of the teleport trigger's target segments
  • New Normal triggers can now point to objects (currently only working for enable and disable triggers pointing to effect objects, allowing to toggle their effects)
v1.14.139
  • New Added command line option '-check_setup {0|1}', disabling (0) or enabling (1) D2X-XL's check for required files and copying them to their proper subfolders
v1.14.138
  • Fixed Collisions with powerups could cause critical damage
v1.14.137
  • Fixed A spurious crash when leaving the game with the resolution set to 1920x1200
  • Fixed A crash in the netgame options menu when the hoard data wasn' available
  • Fixed Collisions with powerups could cause critical damage
  • Fixed Afterburner charge wasn't set to maximum when having the afterburner (as built-in equipment) and respawning or entering a new level
  • Changed Increased the maximum number of missions in the mission list from 300 to 500
v1.14.136
  • Fixed Permanent sounds that had been started via a sound trigger weren't played anymore when loading a save game that had been taken with the sounds playing
v1.14.135
  • New Added fire particle effect (feel free to make a better one ;)
  • New Added fire sound to D2X-XL sound files ('sounds2/d2x-xl/fire.wav'), allowing to add a fitting sound to fire particle effects
v1.14.134
  • Fixed The framerate display always was enabled when starting or loading a game
  • New D2X-XL will now print the message 'Press F1 for help in menus' in menu screens
v1.14.133
  • Improved In standard Descent, Vulcan ammo packs collected in multiplayer games weren't respawned when the ammo contained in them was used up by a player; D2X-XL will now keep track of Vulcan ammo collected and used up and respawn Vulcan ammo packs just like missiles
v1.14.132
  • Fixed Hires sounds were loaded if present even if hires sound was disabled via d2x.ini
  • Fixed Capturing a flag scored only one instead of five points
v1.14.131
  • Fixed A bug in the sound system causing choppy sound after extended periods of intense fighting
v1.14.130
  • Changed Moved d2x-xl specific sounds to sounds2d2x-xl
  • Improved Sound handling
  • New Added a bunch of d2x-xl addon sounds
  • New Added volume control for ambient sound to sound & music options menu
v1.14.129
  • New Sound creation for triggered events can now be suppressed
v1.14.128
  • Improved Homing missile turn speed will be constant even at less than 40 fps
v1.14.127
  • Fixed Triggered sounds that should have only been played once were replayed everytime a savegame containing such triggers was loaded
  • Fixed Trigger sounds weren't played anymore
  • Fixed Sound from ambient sound sources was crackling and building up
v1.14.125
  • Fixed When a save game was restored that had been saved with the player having acquired a super laser while lasers were set as built-in weapons, the player lost the super laser
  • Fixed The program crashed in multiplayer when a player picked up a missile four pack, giving him more missiles than he could carry and the program tried to leave the excess missiles in the mine
  • Fixed Faces were flickering at highest render quality when viewed close up
  • New Added support for sound effect objects
v1.14.124
  • Fixed In the physics options menu, auto-Levelling mode 'to mine' didn't stick
  • Fixed Corrected the auto-levelling menu help texts
v1.14.123
  • Fixed Ogg music wasn't always played on Windows Vista and Windows 7 (d2x.ini:-midifix 1 required)
  • Fixed Unless effects volume was explicitly changed in the sound options menu, there was no sound in movies, briefings and levels when the game was run with midifix and music was turned off
v1.14.122
  • Fixed The HUD stayed turned off after Descent 1 exit sequences
  • Fixed The self extracting D2X-XL installation archive couldn't be launched on Windows 7
v1.14.121
  • Changed Addon textures will not be considered vital for program operation anymore
  • Improved Added graphical message boxes for Linux
v1.14.120
  • Fixed The program hung when a plr file was found in its main folder
  • Fixed The setup check will now detect the Descent 2 demo files
  • Fixed Downloading program updates didn't work anymore
v1.14.119
  • Fixed Flash effects were sometimes taken into the menus
  • Fixed Damage icons were visible after the player's death
  • Fixed The sound system didn't always properly update permanent sounds
  • Changed Only the player ship will have blue thruster flames now, all other objects have orange ones
v1.14.118
  • New Added update checking for Linux (newer source packages will only be downloaded, unpacking it and building the program is up to the user)
v1.14.117
  • Fixed With basic lighting D2X-XL kept rendering coronas for lights that had been turned off via a trigger
  • Fixed The new game menu's 'enable mod' checkbox had not always been properly displayed or hidden
  • Changed The file descent.cfg will not be considered vital for a D2X-XL installation anymore as it will be created by D2X-XL when it is missing
v1.14.116
  • New Added a check for program updates and a function to download and install program updates (Windows only)
  • New Added a file setup check for Linux
v1.14.115
  • Fixed D2X-XL was considering descent2.p11 and descent2.p22 vital and was terminated when it couldn't find them, but actually they aren't
  • Fixed The new game menu offered an invalid level range when being opened after a network game had been played
  • Fixed In Descent 1 missions robots that were at some distance fired huge salvos at the player
v1.14.114
  • Fixed When the minemine cheat was active, no powerups were dropped by robots. That included keys and other important stuff, which now will be dropped regardless of the minemine cheat
  • New D2X-XL will now check whether all required files are available and create any required folders and copy those files there if necessary. Depending on what files are missing, a list of those files will be displayed and D2X-XL will terminate if vital files aren't available. Please note that this feature currently is only available for the MS Windows version and also works with the -userdir parameter.
v1.14.113
  • Fixed Multicast networking didn't work properly
  • Fixed Multiplayer game data formats were incompatible across hardware platforms and operating systems
v1.14.112
  • Fixed The number of available threads with OpenMP wasn't properly determined
  • Fixed The 32 bit and 64 bit D2X-XL version's mesh files were different
  • Fixed Multicast netgames didn't work properly
  • Fixed Under certain circumstances the game host's multiplayer options menu would be rapidly redrawn and the program would hang
  • New On Windows Vista and Windows 7 you can make D2X-XL control the general sound and midi volumes separately by setting the command line switch -midifix ([0|1})
v1.14.111
  • Fixed In Descent 1 missions sometimes shots were fired at the player from out of nowhere
  • Fixed The shadows setting was reset from 'full' to 'basic' when D2X-XL was restarted
  • Fixed UDP networking didn't work in the 64 bit program versions
v1.14.110
  • Fixed The new game menu didn't always offer the option to start a new game at any level up to the highest level the player had explored in that mission
v1.14.109
  • Fixed The OpenMP and Intel versions crashed when robots were destroyed while explosion shrapnel was enabled
v1.14.108
  • Fixed Non-permanent sounds started via a trigger were re-started everytime the game was paused, the player respawned or a savegame was loaded
v1.14.107
  • Fixed D2X-XL now properly processes the -userdir parameter, allowing it to be run from an arbitrary location and not just the D2X-XL installation root folder
  • Fixed D2X-XL crashed when using more than two threads
  • Fixed The program froze when multi-threading was used and a robot was destroyed with full lightning effects being enabled
v1.14.106
  • Fixed Permanent sound triggers didn't work at all anymore
  • Fixed The in-menu help text for the framecap/V-Sync control is now correct
  • New Added a D2X-XL version for 64 bit Windows
v1.14.105
  • Fixed Faces with transparency controlled by an alpha channel were opaque
  • Fixed OMP and Intel versions were freezing when lightning was visible or at least casting light on the scene
  • Fixed Permanent sound triggers wouldn't start a sound when being shot again after having played their sound
v1.14.104
  • Fixed Modded D1 robots that should do a death roll didn't disappear after having been killed
  • Fixed When launching the same D1 missions several times from the new game menu, a Descent 1 mod wasn't loaded during any but the first launch even if specified in the new game menu
v1.14.103
  • Fixed No sound was audible when loading a Descent 1 savegame from the main menu
  • Improved Made sure that hires textures with small flaws in their alpha channels were not erroneously considered transparent (which could cause robots behind closed doors to see the player)
v1.14.102
  • Fixed OpenMP versions crashed when executing parallel code
  • Improved You can now set the number of cores available to D2X-XL with the -multithreaded switch
v1.14.101
  • Fixed The 'show reticle' option got enabled each time the cockpit options menu was left
v1.14.100
  • Fixed Transparent polygonal models (e.g. laser shots) were opaque when rendered against smoke
  • Fixed Cockpit bitmaps weren't filtered and hence looked very 'low res'
  • Changed You can disable the reticle again in the cockpit options menu
v1.14.99
  • Fixed Unchecking the 'enable effects' checkbox in the effect options menu didn't turn coronas off
  • Fixed Powerups were rendered as low res models when effects had been globally turned off in the effect options menu
  • New d2x-xl-w32-omp.exe offers multithreading that will scale better with available CPUs/CPU cores (don't use on systems with more than 4 cores total)
v1.14.98
  • Fixed Transparent faces were visible through walls at highest render quality when smoke was rendered
v1.14.97
  • Fixed Transparent faces were too dark or not rendered at all with per pixel lighting when smoke was visible
v1.14.96
  • Fixed Invoking the render options menu in-game could crash the program
v1.14.95
  • Fixed The warning sound on low shields option didn't stick when entering the new game menu and leaving it without starting a game
  • Improved Tweaked the explosion blast effect (d2x-xl data update required)
  • New Added a checkbox to the effect options menu allowing to completely turn all effects off (smoke, lightning, coronas, energy shields, light trails, gatling tracers, energy sparks, etc.)
v1.14.94
  • Fixed The framerate setting in the render options menu didn't stick when expertmode had been set in d2x.ini
  • Changed Particle light trails are a bit shorter
  • New Added a light color control to the render options menu allowing to turn off colored light or turn off colored light for wreapons only or overall
v1.14.93
  • Fixed Lightmap calculation did not properly handle custom textures containing transparency -> textures will now be loaded before computing lightmaps
  • New Added support for 'autoplay' triggers (i.e. triggers that are automatically operated by D2X-XL - feature is intended to be used in conjunction with timed triggers)
v1.14.92
  • Fixed Coronas of dim lights were too dark
v1.14.91
  • Fixed The framecap slider didn't work properly in notebook-friendly mode
v1.14.90
  • Fixed Flat shaded (untextured) faces of polymodels were plain white (e.g. laser shots)
v1.14.89
  • Fixed D2X-XL didn't properly compute lighting for objects, often displaying them too dark
  • Fixed Camera outputs sometimes were rendered all over the mine
  • Changed Demo recording will now be stopped when the player leaves the current level
  • Improved D2X-XL will now detect more reliably when to recompute a level's light data, lightmaps and meshes
v1.14.88
  • Fixed The game could crash at higher AI aggressivity settings when the player attacked a reactor
v1.14.87
  • Fixed Close door triggers could cause program crashes
  • Changed In D2X-XL levels, close door triggers will now immediately start closing the doors they target
v1.14.86
  • Fixed Delayed triggers only worked if the delay was more (instead of less) than 15 minutes
v1.14.85
  • Improved Upscaled demo data fonts now are better readable
  • Changed Trigger delays will only be recognized in D2X-XL levels
  • Changed Limited max. trigger delay to 15 minutes
v1.14.84
  • Fixed The standard game sounds weren't played right
  • Fixed When using the demo data, there was no sound at all
v1.14.83
  • Fixed D2X-XL didn't work with the demo data anymore
  • Improved Fonts are scaled up when using the demo data
v1.14.82
  • Fixed Ambient sounds weren't played anymore
  • Fixed Descent 1 levels often didn't load
v1.14.81
  • New Provided a Descent 1 or 2 mod is available it can be selected for use with unmodded missions
  • New Added blue and red thruster flames to d2x-xl.hog (blue is default)
  • New Added INSTALL file with installation instructions for Linux to the source archive
v1.14.80
  • Fixed The game froze when using the rear view
  • Fixed Doors that were set to open in DLE-XP were rendered as closed
  • Fixed Automatic doors that were set to open in DLE-XP didn't automatically close after a while
v1.14.79
  • Fixed The headlight didn't work right with transparent faces
  • Fixed Loading savegames often resulted in crashes
  • Fixed D2X-XL occasionally hung when trying to quit from a level
v1.14.78
  • Fixed Guns and missiles often didn't respawn properly in multiplayer games
  • Fixed Illusionary lava walls damaged the player even when disabled
  • Fixed Shield damage and energy drain triggers affected every player in multiplayer games and not just the one activating them
  • Fixed Lightning that was set to be mute started to emit sound after the player had died
  • Fixed Players didn't die when shield damage triggers reduced their shields below zero
  • Fixed Blinking lights worked reversed from what was set with DLE-XP
  • Fixed If the width/height ratio of the render window was very big, faces at the periphery of vision often weren't rendered
  • Changed Shield damage triggers now add/subtract the given percentage of a player ship's default shields (100) to/from the ship activating the trigger
v1.14.77
  • Fixed The new delayed trigger code could cause crashes when countdown, message or sound triggers were operated
  • Changed Triggers with a delay time of less than 100 ms will not be delayed
  • Changed Added the loadout options submenu back into the gameplay menu
v1.14.76
  • Fixed Delayed triggers with a delay of less than 750 ms weren't operated
  • Fixed The demo file format now properly handles the additional 'multiplayer' wall flag
v1.14.75
  • Fixed If there were more than one marker in the mine, only the first rotated
  • New Added support for doors that ignore markers sitting in them when closing
  • New Added support for timed triggers
  • New Added support for multiplayer-only objects
  • New Added support for triggers that enable and disable other triggers
v1.14.74
  • Fixed Sometimes a displaced shield glow effect was rendered
  • Improved At other than standard AI aggressivity, robots will notice the player when his headlight is on
  • Improved At other than standard AI aggressivity, robots will notice the player from behind when he is very close to them
v1.14.73
  • Fixed Master triggers weren't permanent even if having been marked as such in DLE-XP
  • Fixed Faces bearing energy sparks as secondary texture weren't rendered when the energy spark effect was enabled
v1.14.72
  • Fixed The program could crash when a robot was destroyed
v1.14.71
  • Changed The reticle will not highlight anymore when pointing at cloaked targets
  • Improved Boss robots won't cloak during their death roll anymore
v1.14.70
  • Improved Mods will now be generally enabled for custom missions and can be enabled for built-in missions in the new game menu
v1.14.69
  • Fixed Lightmap calculation was broken
v1.14.68
  • Fixed Advanced coronas sometimes had sharp edges
  • Fixed Soft particle rendering didn't always work as intended
v1.14.67
  • Fixed Scaled up HUD texts were spilling over in adjacent HUD areas when another than the highest corona quality was used
v1.14.66
  • Fixed No reticle was displayed when the new additional reticle bitmaps weren't present
  • Fixed Shields weren't properly rendered when no shader support was available
  • Fixed Guns weren't firing properly anymore (projectiles were missing)
  • Fixed Smoke wasn't rendered properly when shader support was unavailable
  • Changed Decreased the time a shield is visible after a hit when no shader support is available
v1.14.65
  • New D2X-XL can highlight the reticle in red when a target is in the player's line of fire (single player and coop only; install the new hires reticle textures to enable this feature)
v1.14.64
  • Fixed The renderer goofed up when moving to the next level or loading a savegame in-game
v1.14.63
  • Fixed D2X-XL potentially didn't properly connect to other Descent 2 versions in multiplayer games due to a small incompatibility
  • Changed Simplified the transparency renderer to avoid rendering flaws
v1.14.62
  • Fixed The program could crash in pureD2 mode or on hardware not offering sufficient shader support
  • Fixed Scaled up HUD texts were too wide in pureD2 mode, clobbering the cockpit display
v1.14.61
  • Fixed Incompatibilities to other Descent 2 versions in the vector math prohibiting playing multiplayer games with users of other Descent 2 versions
  • Fixed Transparency still wasn't rendered properly in single threaded mode
  • Fixed Picking up powerups or killing robots could crash the game
v1.14.60
  • Fixed D2X-XL could produce rendering flaws with standard lighting and on hardware not supporting shader programs
v1.14.59
  • Fixed Robots didn't fire through grates in Descent 2 levels
v1.14.58
  • Fixed The program could crash when rendering cloaked objects with damage lightning
  • Fixed Not all visible faces were rendered in huge levels when multithreading was enabled and standard lighting was chosen
v1.14.57
  • Fixed The program could crash when rendering shield effects while a skybox is visible
v1.14.56
  • Changed You now have better fine control over the frame rate in notebook-friendly mode
v1.14.55
  • Fixed Critical damage wasn't reset when a player ship respawned after it had been destroyed
v1.14.54
  • Improved Increased stability due to rewritten OpenGL interface (should fix crashes on NVidia hardware when firing missiles)
v1.14.53
  • Fixed Memory constantly decreasing due to a (probably graphics driver related) flaw in object rendering
  • Fixed Moved the critical damage icon a little down to avoid overlapping with the reticle's single missile indicator
  • Fixed A few text position and alignment issues in the cockpits occuring when scaling up texts
v1.14.52
  • Fixed Removed some lag occurring after entering or loading a new level by preloading all addon sounds
v1.14.51
  • Fixed Some guns still didn't consume ammo
  • Fixed Built-in equipped guns weren't properly handled when removing excess powerups in multiplayer games
v1.14.50
  • Fixed Gauss and Vulcan as well as a few energy weapons did not consume ammo
  • Fixed Shield and energy drain triggers were handled the wrong way round for both D1 and D2 (values were added instead of subtracted)
  • Fixed The critical damage repair delay wasn't properly saved and restored from savegames
  • Improved D2X-XL will now process all properties of Descent 1 triggers that have multiple flags set
v1.14.49
  • Changed Critical damage now gets repaired faster (1.5 secs delay between each repair)
  • Improved Tweaked critical the damage system
  • Improved Texts in full and statusbar cockpits are now scaled according to game window resolution
  • New When graphical gauges are disabled, numerical critical damage values are displayed below the reticle
v1.14.48
  • Fixed Once charged, the Fusion cannon stayed charged
  • Changed The critical damage icon will now be shown right below the reticle
  • Changed Critical damage repair time has been decreased to two seconds per health increase
  • Changed Green damage icon now denotes full health, yellow means minor, red significant and purple severe damage
  • Improved The damage icon now looks way better
  • New Added Fusion overcharge lightning effect (only with full lightning effect setting)
v1.14.47
  • Changed Robots are less likely to target other robots due to critical aim damage
  • Improved The zoom reticle now will only light up when targeting robots, reactors and opponents
  • New Critical damage will be repaired at a rate of 1 step every 3 seconds (repair amount per step equal to damage amount per hit)
  • New Added a critical damage display to the HUD
  • New Added alignment to mine option back in and reorganized alignment settings
  • New Added '-nomusic' ini switch to completely disable MIDI music
v1.14.46
  • Improved Light calculation has been significantly improved
v1.14.45
  • Fixed The light visibility handling caused light sources to light areas invisible to them
  • Fixed Light emitting faces cast speculars on themselves which could cause lighting flaws
  • Improved Robots attacking other robots should now work better
  • New Added an enhanced damage model (enable in physics options menu)
v1.14.44
  • Fixed Advanced collision handling didn't work properly
  • Fixed Shield effect didn't work properly with advanced collision detection
  • Fixed Cockpit windows will not be displayed for full screen HUDs in zoom mode
  • Improved Tweaked new lightmap calculation method
v1.14.43
  • Fixed Rounding error induced flaws in lightmaps caused dark spots where there should have been light
  • Changed Lightmaps now will shine through doors - that seems to be the better compromise
  • Improved Prettified the zoom scope
v1.14.42
  • Improved Standard (non-particle based) light trail appearance
v1.14.41
  • Fixed Faces adjacent to light emitting faces were too dark when using lightmaps
  • Changed Added a scope to the zoomed view
v1.14.40
  • Fixed Program crashed when last digit of 'DetailLevels' in descent.cfg (sound channel code) was less than 4
  • Fixed Check box changes did not stick in the sound and music settings menu when a slider was changed after the change
  • Changed Low shields warning sound option (sound and music settings) will now only be displayed in the when graphical gauges are enabled (cockpit settings)
  • Changed Tweaked missile smoke
  • Changed Faces with a light emitting texture as base texture and no light emitting overlay texture will be considered 'ambiently lit' and not light other such faces (that way you can create some background light without ugly artifacts)
  • Improved Shields now only light up around the point where they were hit
  • Improved Lightmap generation now takes the actual shape of light emitting faces into account
  • New Zoom crosshairs now light up red when a target is in the line of fire
v1.14.39
  • Fixed Some weapons didn't fire properly anymore
v1.14.38
  • Fixed Zooming out when switching to a weapon that doesn't support zoom now works properly
  • Changed Made missile smoke particles somewhat smaller
  • Improved Made the 3D thruster shorter
  • New Added a special reticle for zoom mode
v1.14.37
  • Fixed Missiles, lasers and fusion shots could go through walls if the muzzle or launch pod they came from were close enough to that wall
  • Improved 3D thruster flame now is textured and looks better
v1.14.36
  • Fixed The program crashed when destroying a blastable wall that had no wall at its opposite side
v1.14.35
  • Fixed Enhanced collision handling caused objects to have difficulties separating after a collision
  • Fixed Enhanced collision handling caused the player to be slowed down when hit from behind
  • Fixed The sound system could saturate, keeping to play sounds that should have been stopped
  • Fixed 3D shield powerups didn't move when dropped by a robot (most apparent when all shields dropped by the thief stayed in the same place, overlapping each other)
  • Changed The 'minemine' cheat will not turn invisibility on anymore
  • New Added zoom and headlight switch sounds
v1.14.34
  • Fixed Monitors were rendered even if they were invisible for the player
  • Fixed The missile lock indicator (rotating triangles) wasn't reliably rendered if monitors were visible
  • Changed The player ship won't shake under water if no thrust is applied
  • Changed To prevent the mine being spammed with powerups, no powerups are created or dropped while the player uses the 'minemine' cheat
v1.14.33
  • Fixed Monsterball didn't respawn in its initial location after a team has scored
  • Changed Re-simplified hit detection and collision handling (standard hit detection includes standard collision handling, advanced hit detection means advanced collision handling)
v1.14.32
  • Fixed Improved hit detection occasionally bounced the player around like mad
  • Improved Separated collision handling from hit detection in the physics menu
  • Improved Collision handling
  • Improved Homing weapons will now track monsterballs
v1.14.31
  • Fixed Cockpit windows were visible when the dead player camera view was used
  • Fixed Player ship lightnings weren't shown when spectating in free camera mode
  • Fixed Omega lightnings weren't rendered when mod data was available for the mission being played
  • Improved If cockpit window position is set to center and two windows are to be displayed, D2X-XL will move them apart to make them both visible
v1.14.30
  • Fixed The player ship could still be driven into some walls (e.g. the big pipes in Boiling Point's first level)
v1.14.29
  • Fixed The player ship and robots could be driven half into walls and the player couldn't fire his weapons
v1.14.28
  • Fixed (Hires) missile size values were too large, resulting in missiles not being able to pass through narrow passages like in the original game
  • Fixed Smooth zoom setting again didn't stick
v1.14.27
  • Fixed The program crashed while loading levels
v1.14.26
  • Fixed D2X-XL could crash when trying to operate triggers changing non-existant walls
  • Fixed D2X-XL didn't always play the proper level song, particularly for secret levels
  • Fixed You couldn't disable SDL_mixer usage via d2x.ini
  • Fixed Player names in HUD weren't always rendered on top of the player ships
  • Fixed New and rejoyning players were added to teams using auto balancing when auto balancing was off
  • Fixed When a player rejoined a multiplayer game, the time he had spent in the mine was reset, not allowing him to destroy the reactor even if he should be able to
  • Fixed Fixed: Homing missiles turned to well
  • Fixed The ship thruster sound suddenly got very loud when the ship wasn't moving
v1.14.25
  • Fixed Smooth zoom setting didn't stick
  • Changed Reenabled music fading option
v1.14.24
  • Fixed Per mod music playlists didn't work and even crashed the program
v1.14.23
  • Changed Added smooth zoom option to gameplay options menu
  • New Added music playlists for mods (playlist must be named 'playlist.txt' and reside in mod folder, songs have to reside in the subfolder 'music' of the mod folder)
v1.14.22
  • Improved Per pixel lighting
v1.14.21
  • Fixed Robots didn't always drop the stuff they contained in coop games
  • Fixed The program crashed when loading a multiplayer game several times
v1.14.20
  • Fixed When D2X-XL created a new descent.cfg file, it crashed on every subsequent launch due to an invalid sound channels value in the detail levels entry (32, allowed are 2 - 4).
v1.14.19
  • Fixed Rendering 2D powerup sprites could crash the program
  • Fixed Rendering the 2D slow motion or bullet time powerup sprites crashed the program
v1.14.18
  • Fixed Replacements for Vertigo robots weren't properly loaded from mod hxm files
v1.14.17
  • Fixed Robot and weapon models from mod HAM files weren't properly displayed
  • Fixed Mod txb files weren't found
  • Changed In notebook-friendly mode (misc. options), the number of sound channels can be set (music & sound options)
v1.14.16
  • Fixed Ambient sounds didn't always start to play after loading a savegame
  • Fixed Vulcan and Gauss ammo was always restored to 5000 when loading a savegame and Vulcan or Gauss gun were set as built-in equipment
  • Fixed Light from forcefields wasn't properly turned on and off when the forcefields were toggled
  • Fixed The program crashed when the credits were viewed a second time
  • Fixed Smart blobs from Diamond Claws could destroy triggers, but didn't operate them
  • Fixed Robots randonly got passive when a minimap display was enabled
  • Improved D2X-XL will now only suppress Omega lightnings for mods when the Omega blobs have actually been modded
v1.14.15
  • Fixed Rendered Descent 1 exit sequence wasn't played anymore
v1.14.14
  • Fixed Program crashing due to weapon fire hitting cambots or gun muzzles sticking out of the level
  • Fixed Distorted sound due to Phoenix blobs getting stuck
  • Fixed Sound wasn't properly restored after playing a mod, causing sound distortion
  • Fixed Player ship drag (inertia) control didn't work
v1.14.13
  • Fixed The robots' player detection didn't always work well with advanced hit detection
  • Fixed Robot briefings were repeat and played w/o audio when using the Descent 1 briefing movies
v1.14.12
  • Fixed Program frequently crashing during death roll of final Descent 1 boss
  • Fixed Faces becoming transparent with per pixel lighting when lit by dynamic light sources (e.g. flares)
  • Fixed Transparent faces turning dark at certain view angles
  • Fixed Sound volume always got set to 100% when starting a new game
  • Fixed Program crashing when rendering OOF robot models (would happen in Sirius' mission 'Anthology' when displaying the full, textured automap)
  • Fixed Program crashing when rendering the full, textured automap with basic lighting
  • Fixed Program crashing when leaving a level that contains OOF robot models
  • Fixed When you selected a mission from an arbitrary missions folder, then return to the main menu and chose 'singleplayer mission', you could start the previously selected mission, which could cause a program crash
  • Fixed Light trails got reset from 'advanced' to 'basic' when leaving the program
v1.14.11
  • Fixed Monsterball appearing in non-Monsterball multiplayer games
  • Changed '-multithreaded 1' now keeps effects being handled sequentially; use 'multithreaded 2' for full multithreading (may cause the program to briefly freeze from time to time)
v1.14.10
  • Fixed The Program occasionally crashed when rendering lightning while multithreading was enabled
v1.14.9
  • Fixed Dropping a weapon didn't not remove the weapon from the player ship (so you could drop an infinite number)
  • Changed Max. Omega firing duration now is 5 seconds in singleplayer and coop games
v1.14.8
  • Fixed More shader quirks
  • Fixed Program crashing when displaying certain custom animations from POG files
  • Changed Ship will not shake under water when standing still
v1.14.7
  • Fixed The renderer didn't work any more
v1.14.6
  • Fixed A shader program quirk that could lighting problems and program crashes
v1.14.5
  • Fixed Hires animations of exploding lights and monitors weren't played
  • Fixed When D2X-XL was compiled on a 64 bit operating system using a 64 bit compiler, Descent 1 robots didn't properly target the player
v1.14.4
  • Changed Menu background images will now be read from textures/wallpapers on Windows and OS X and from ~/.d2x-xl/wallpapers on Linux
v1.14.3
  • Fixed It could happen that instead of proximity mines, smoke grenades were used in singleplayer
  • Fixed The guidebot could be accessed in Descent 1 missions
v1.14.2
  • Fixed D2X-XL closed doors that were supposed to stay (partially) open
  • Fixed Textures on faces with overlay textures weren't rendered properly on rare occasions
  • Fixed Game frequently crashing when rendering lightnings while multithreading is enabled
  • Changed Player ships will now show short wing tips if the player has no quad lasers, standard lasers if the player has no superlasers, superlasers otherwise
v1.14.1
  • Changed Removed the April fool code
  • Fixed Robots weren't properly lit by static light sources
  • Fixed Custom robot data from mods wasn't properly unloaded when playing an unmodded mission after a modded one
v1.14.0 — Better Memory Management - Full Modding Support - Simplified UI - Greater Stability.
  • New D2X-XL's memory management has been vastly improved, with drastically reduced memory requirements and load times
  • New D2X-XL fully supports modding all aspects of Descent 1 and 2, from textures over models to sound and music
  • New The UI has been massively simplified and is much more accessible
  • New Stability has been much improved due to a massive amount of code having been refactored to C++
  • Note Fixed bugs in the following program areas that could cause program crashes:
    • Note texture handling
    • Note planetary surface rendering during Descent 1 exit sequences
    • Note lightmap calculation
    • Note hoard data loading code
    • Note AI path finding code
    • Note Descent 1 exit sequence rendering
    • Note Texture manager when loading levels with robot generators
    • Note Model manager when loading low res models
    • Note Smoke manager when rendering static smoke
    • Note High resolution model handling (particularly OOF models)
    • Note Playback of demos taken in levels with cameras
    • Note ~
  • Note Fixed bugs in the following program areas that could cause rendering glitches:
    • Note The FOV was too small (90° instead of 105°)
    • Note Lightmap falloff is smoother now
    • Note Lightmap computation could cause messed up lightmaps
    • Note Descent 1 levels often were too bright due to a fault in the texture brightness table (d2x-xl.hog)
    • Note Bullet casings weren't rendered any more
    • Note Shrapnel didn't form a nice sphere around explosion centers
    • Note Smoke left by other players in multiplayer games wasn't always properly removed
    • Note Menus weren't properly restored in nostalgia mode
    • Note In non-nostalgia mode, low res background images were used in Descent 1 briefings, leading to bad background image quality
    • Note Font colors weren't properly read from palettes
    • Note Briefing subtitles sometimes changed their color
    • Note Flares sometimes didn't emit light
    • Note Static smoke and lightning effects didn't work in multiplayer games
    • Note Smoke particles popping in and out of sight
    • Note Per pixel lighting was turned off in levels not containing at least one indestructible, non flickering static light
    • Note Compressed custom textures weren't always properly expanded
    • Note The full cockpit display had small flaws
    • Note Triggered lights weren't handled properly
    • Note Descent 1 textures were messed up when using high res textures and having played a Descent 2 level before
    • Note Transparent faces sometimes were too transparent
    • Note Robot limbs disconnecting when using the optimized shadow proof robot models
    • Note ~
  • Note Other bug fixes:
    • Note Robot generators occasionally spawned the wrong robots
    • Note The tracker availability test for multiplayer game hosts didn't work
    • Note Multiplayer didn't work anymore (clients froze)
    • Note Multiplayer clients didn't have any static smoke or lighting effects
    • Note Using "-use_swapfile 1" doesn't limit the texture quality anymore
    • Note Gatling tracers were rendered even if disabled in the effect options menu
    • Note Destroyed lights in mines loaded from savegames emitted light
    • Note Players couldn't damage their own ships with guided missiles
    • Note Changing high resolution textures often weren't displayed during demo playback
    • Note The Descent 1 AI was too aggressive
    • Note Multiplayer connectivity was bad
    • Note Next level wasn't found when dying in a secret Descent 1 level after the countdown had been triggered
    • Note ~
  • Note Improvements:
    • Note D2X-XL will now ask whether to overwrite existing demo files
    • Note Fusion charge effect now takes on the color of custom fusion blobs
    • Note Cockpit appearance (particularly full cockpit)
    • Note Radar appearance, position and size
    • Note ~
  • Note New stuff:
    • Note D2X-XL now supports textures in PNG format
    • Note "-FSAA {0|1}" switch to d2x.ini allowing to turn 4X FSAA on or off (disable if SDL cannot set video mode)
    • Note "-lowmem {0|1}" switch to force unloading of unneeded textures from memory
    • Note "-preload_textures {[0..5]}" switch to control texture memory consumption
    • Note "-fademenus <t>" to fade menus in t milliseconds
    • Note Pressing Alt+T while in automap view toggles between textured, textured + wireframe, and wireframe views
    • Note Pressing Ctrl+T asks you for a marker to teleport to (requires 25 energy per jump)
    • Note Pressing Ctrl+F4 drops a respawn marker at your position where you will reappear after dying
    • Note Pressing PrtScrn now takes screenshots (replaces Alt+F9)
    • Note You can now invoke the configuration menu from the automap view by pressing F2
    • Note You can now sync the framerate to the display's refresh rate (MS Windows only; move frame cap slider to the very left)
    • Note You can now choose from English (U.S.), French, German and Dvorak (U.S.) keyboard layouts (miscellaneous menu)
    • Note 3D shield boost powerups similar to the ship's and robots' shields (enable in "render options - powerups")
    • Note Colorblind, epileptic and notebook-friendly operation modes (enable in "miscellaneous & accessibility" menu)
    • Note ~
v1.13 128 releases
v1.13.127
  • Fixed Briefings weren't displayed in nostalgia mode
  • Fixed The mine wasn't rendered in nostalgia mode
v1.13.126
  • Fixed Explosion shrapnel effect didn't work anymore
  • Fixed The mission last played wasn't always remembered correctly
  • Fixed The program froze when sprite smoothing was enabled and both energy sparks and lightnings were visible
  • Fixed A bug that could cause program crashes during Descent 1 exit sequences
  • Fixed The mine exit wasn't rendered during Descent 1 exit sequences
  • Fixed Gatling shots often went through targets without damaging them if improved hit detection was enabled
  • Changed Halved bubble size
  • New Added a sound for air bubble effects
v1.13.125
  • Improved You can now select very high lightmap quality
  • Improved Tweaked the bubble behaviour a little
  • New Bubble wiggling and wobbling can now be controlled via the smoke render options menu
v1.13.124
  • Fixed Objects sometimes were rendered multiple times
  • Improved Gatling light tracers look better now
  • Improved Particles leaving a level will be immediately discarded
  • New D2X-XL now supports various particle emitter types (currently smoke, water spray and air bubbles)
v1.13.123
  • Fixed Powerups that were behind transparent walls sometimes appeared to be in front of them
v1.13.122
  • Fixed When Descent 1 robot AI was enabled, robots often were rather passive instead of turning towards the player, chasing and firing at him
  • Fixed Missile cockpit views didn't work
v1.13.121
  • Improved Tweaked the transparency renderer
  • Improved Smoke rising from faces bearing water textures is now significantly thicker making it look more like water spray
v1.13.120
  • Fixed Camera objects didn't deliver an image anymore
v1.13.119
  • Fixed Robots sometimes ceased to fire at players
  • Fixed Smart mine and smart missile bomblets had (almost) no corona
v1.13.118
  • Fixed Reactors didn't fire at players any more
  • Fixed In-game messages were too wide
v1.13.117
  • Fixed Removed another bug from object book keeping
  • Fixed Smart mines didn't work right anymore
  • Fixed Energy shots didn't bounce off boss robots with that 'sweet spot'
  • Fixed Smart mine bomblet corona was too small
v1.13.116
  • Fixed Removed some test code that had messed up the networking
  • Improved Object book keeping is more efficient now
  • New Added quick save/quick restore
  • New Added shortcut keys to savegame selection menu
v1.13.115
  • Changed Smoke will be rendered fully bright again as it just looks better
  • Changed Tweaked missile smoke drift
v1.13.114
  • Fixed Smoke always was rendered fully bright regardless of the actual brightness around it
v1.13.113
  • Fixed The 'show skybox' option in the automap render menu had no hotkey
  • Fixed Static smoke transparency set in DLE-XP was ignored by D2X-XL
  • Improved Very small faces now emit more smoke now than they used to
v1.13.112
  • Fixed After turning smoke off and on again, soft smoke rendering got enabled upon entering the effect options menu
  • Fixed Descent 1 robot briefings could be messed up if the briefing was rendered after a level had been played with real-time shadowing enabled
v1.13.111
  • Fixed Lightmaps weren't properly computed when multi-threading was enabled
v1.13.110
  • Fixed Overlay textures occasionally had the wrong orientation
  • Fixed When multi-threading was enabled, visible faces got processed twice and corona rendering could freeze the program
  • Fixed Camera output wasn't properly rendered in the pure vertex lighting render path
  • Improved Far away soft-blended particles will not shine through geometry in front of them anymore
  • New Added an option to allow for full resolution camera views again
v1.13.109
  • Fixed Transparent faces sometimes weren't rendered
v1.13.108
  • Fixed The game could crash when the automap was displayed and per vertex lighting was enabled
v1.13.107
  • Fixed Due to some forgotten debug code, no high resolution models and coronas were rendered and strange HUD messages were occasionally displayed
v1.13.106
  • Fixed When a different screen size was specified in d2x.ini than in the player profile, D2X-XL messed up the graphics or crashed in-game
  • Fixed The texture manager didn't keep track of all textures
v1.13.105
  • Fixed A bug in the texture management could cause program crashes when switching resolutions, toggling fullscreen or starting a game
  • Improved Made the texture management more robust
v1.13.104
  • Fixed Players dropped lasers on death when they had built-in superlasers
  • Fixed Players will now drop 4 concussion missiles less than they carry with them to compensate for the concussion missiles they receive when spawning
  • Improved The midi volume will not be set to 0 when stopping music playback or starting a video
  • New You can now toggle music fade out in the sound and music options menu
v1.13.103
  • Improved Robots will not move into each other anymore when chasing the player
v1.13.102
  • Fixed The Gauss cannon only damaged boss robots on difficulty setting 'trainee'
v1.13.101
  • Fixed The number of sound channels set in the sound and music options menu didn't get saved
v1.13.100
  • Fixed Medium quality corona rendering didn't work (coronas shone through walls)
v1.13.99
  • Fixed A few faulty OpenGL calls that could result in high corona quality rendering not functioning properly
  • Fixed Gun shot light trails could cause walls to become transparent if high corona quality and soft sprite rendering were enabled
v1.13.98
  • Improved The countdown sequence will be started if a singleplayer or coop savegame is loaded that has exits, but no living bosses or reactors
  • Improved D2X-XL will not load savegames anymore that have been saved with a different maximum segment count than currently set in d2x.ini (This will however only work with savegames made with v1.13.98 and up)
v1.13.97
  • Improved D2X-XL recovers better from errors in savegames
v1.13.96
  • Fixed Thruster smoke wasn't moving away from idling player ships
  • Fixed Robots targeted the camera position instead of the player ship in free camera mode
  • Fixed The camera instead of the player ship was wiggling in free camera mode
  • New You can now toggle the HUD clock display by pressing ALT+T
v1.13.95
  • Fixed Visible objects occasionally weren't rendered
v1.13.94
  • Improved Found a better solution for the stutter problem with high corona quality
v1.13.93
  • Fixed The game could stutter when high corona quality was enabled
v1.13.92
  • Fixed Static smoke was way too thick
v1.13.91
  • Fixed 2D objects (e.g. shield powerups) behind transparent walls weren't rendered
v1.13.90
  • Improved You can now jump to secret levels with the freespace cheat by entering negative level numbers
v1.13.89
  • Fixed D2X-XL crashed when the player re-entered a secret level
v1.13.88
  • Fixed D2X-XL crashed when trying to load Descent 1 levels that had no segment side flagged as 'end of exit tunnel'
v1.13.87
  • Fixed Faces containing transparency occasionally weren't rendered
v1.13.86
  • Fixed Standard AI aggressivity turned robots into sitting ducks
  • Improved Multi threading is now used for lightmap calculation if available
v1.13.85
  • Fixed The new AI aggressivity code still didn't work as intended (robots could freeze in standard mode)
v1.13.84
  • Fixed A bunch of errors and warnings appearing in OS X compiles
  • Fixed All changes made for v.83 had been gone and had to be redone
  • Fixed Player ships didn't wiggle in nostalgia mode if wiggling had been turned off in non-nostalgia mode
  • Fixed Descent 1 briefings weren't properly displayed in nostalgia mode
  • Fixed Displaying robots in Descent 1 briefings crashed the program
  • Fixed If a level contained several boss robots and multiple boss robots were disabled or the level was a standard level, only one of the bosses behaved like one (i.e. cloaked, teleported and created robots); also, killing one boss didn't kill the others
v1.13.83
  • Fixed Most shader programs had gotten messed up in the previous release, leading to dysfunctional hardware headlight and per pixel lighting
  • Fixed Parts of objects behind semi-transparent faces weren't rendered
v1.13.82
  • Fixed Menus weren't displayed in nostalgia and pureD2 mode
  • Fixed The Toggles menu looped infinitely in nostalgia mode when the user tried to check an option there
  • Fixed If the HUD had been turned off in standard mode, it wasn't rendered in nostalgia mode either
  • Fixed The radar was rendered in nostalgia mode
  • Fixed All flawed textures of the shadow proof robot models (thanks to Yokelassence) - install the latest d2x-xl.hog
  • New AI aggressivity can now be increased via a slider in the gameplay options menu
v1.13.81
  • Fixed Removed the recent AI fix as it made the AI insanely hard
v1.13.80
  • Improved Robots (particularly charging ones) will not get stuck behind ledges when trying to attack and be easy prey anymore
v1.13.79
  • Fixed Built in guns and equipment checked to be available in-game weren't added to the player ship
  • Fixed The program crashed when trying to enable energy spark rendering in the effect options menu
  • Fixed The player only received one mercury missile when picking up a pack of four mercury missiles
  • Fixed Addon sounds (like the Gatling spin sound) were distorted after entering or leaving slow motion or bullet time
v1.13.78
  • Fixed When rendering transparent faces with a decal, other transparent items could get miscolored or not be rendered at all
  • Fixed Faces that had a transparent base and opaque overlay texture were erroneously considered transparent
v1.13.77
  • Fixed Disabled some (flight path smoothing) code that could cause robots to get stuck when trying to approach the player
v1.13.76
  • Fixed A bug causing a dead lock occuring when rendering damage lightnings for cloaking objects with multi threading enabled
v1.13.75
  • Fixed Transparent faces sometimes weren't properly rendered when mesh optimization was enabled and cloaked objects were visible
  • Improved Added some code to avoid divisions by zero in the slow motion sound handling
v1.13.74
  • Fixed Do to too rigid error checking, D2X-XL wasn't always reading all custom textures from POG files
  • Fixed Powerups could be seen through walls
v1.13.73
  • Fixed On Linux and Mac OS X the wrong folder was used as texture cache root folder
  • Fixed If built-in equipment had been added after saving a game, it wasn't given to the player when restoring save games
  • Changed If -nobotai is set in d2x.ini, the player will not be awarded points for destroying robots or reactors
v1.13.72
  • Fixed Depending on mine geometry and view angle, visible parts of a level weren't rendered (often resulting in a brief black flickering when moving around)
v1.13.71
  • Fixed Some 3D hires powerups (guns, equipment) spun wildly when powerup shadows were enabled
v1.13.70
  • Fixed When picking up proximity or smart mine packs, the player only received one instead of four mines
  • New Added an option to get rid of any thieves in a level to the gameplay menu (only single player and coop)
v1.13.69
  • Improved Edge softening can now be enabled separately for sprites (e.g. explosions, gun shots), energy sparks and smoke
  • Improved D2X-XL will now prefer custom models over hires models
v1.13.68
  • Fixed The sound system wasn't properly reconfigured when entering slow motion or bullet time
  • Fixed The audio thread wasn't started at program start if audio multi threading was enabled
v1.13.67
  • Fixed Transparent faces weren't rendered anymore
  • Fixed Gun shot light trails were white instead of properly colored when smoke was rendered
  • New Energy sparks can now slowly move around (enable in the effect render options menu)
v1.13.66
  • Changed The spark rendering method (resulting in a 5 to 10 percent speed up). You will need to update to the latest d2x-xl.hog
v1.13.65
  • Fixed Solid light trails were a solid white when smooth particle rendering was enabled
  • Changed Light trail particles and Gatling gun bullet cases won't be smoothed any more
v1.13.64
  • Fixed D2X-XL created folders named '64', '128' and '256' in the game's drive's root folder instead of the model folder
v1.13.63
  • Fixed Smoke was regularly briefly turning black for a few frames if per vertex lighting with lightmaps was used
  • Improved Particle life time is now also taken into account when computing static smoke's maximum particle count (before, instead of being constant smoke density dropped with increasing particle life time)
v1.13.62
  • Fixed Smoke effects got messed up when loading save games of levels containing static smoke
  • Improved Tweaked smoke density/speed balance further
  • New Added soft particle rendering for smoke, explosion effects and other sprites like e.g. 2D gun shots
v1.13.61
  • Fixed The program could crash when using multithreading due to an internal cache being overwritten by concurrent threads
v1.13.60
  • Fixed Static smoke density wasn't properly balanced against its speed
v1.13.59
  • Improved When a player ship isn't moving, the thruster smoke trail drifts a little away from it
  • New The gatling guns now have a smoke cloud at their muzzles when firing
v1.13.58
  • Fixed Transparent faces frequently weren't properly rendered when transparent decals were rendered, too
v1.13.57
  • Fixed The transparency renderer now finally handles transparent open doors (masks) and textures with decals properly
  • Changed The 'temp' folder has been renamed to 'cache'
  • Changed Compressed textures will now be stored in subfolders named '256', '128' and '64' of the texture base folders ('textures', 'textures/d1' and 'models')
v1.13.56
  • Fixed Transparent walls with a decal still weren't rendered transparent in the per pixel and pure per vertex lighting paths
v1.13.55
  • Fixed Transparent walls became opaque when lit with the hardware headlight
  • Fixed The hardware headlight doesn't affect particle light and gatling smoke trails anymore
  • Improved Until now, transparent walls that had an overlay were rendered opaque. Instead, only the overlay texture will now be rendered transparently
v1.13.54
  • Fixed Custom models using more than 12 different textures could crash the program (hard coded limit from the original Descent 2)
  • Fixed Loading high resolution models could cause program crashes due to buffer overflows occurring if the requested model wasn't actually available
v1.13.53
  • Fixed D2X-XL sometimes removed the transparency information (alpha channels) from hires textures it scaled down
  • Fixed The Monsterball sometimes drifted away from its spawn position
  • Changed Disabled the old render path
  • Changed Damage lightnings won't light the environment anymore more
  • Changed You now have to push the Monsterball in the opposing team's goal to score
  • Improved The Monsterball is now placed at the exact location where the level author placed it (and not in its segment's center anymore)
  • Improved Sound multithreading can now be controlled via the multithreading options menu
  • Improved Forcefields can now have a key property and be team specific
v1.13.52
  • Fixed Descent 1 robot briefings didn't work anymore
v1.13.51
  • Fixed Hostage scores wasn't always handled properly when returning from a destroyed secret level
v1.13.50
  • Fixed Some sounds played at level start could be muted because audio system configuration which is running in a parallel thread took too long
v1.13.49
  • Fixed Custom robot boss AI settings were reset to default values when loading a level
v1.13.48
  • Fixed Indestructible ghost ships could appear during multiplayer matches (not sure whether it's really fixed, but I hope so)
  • Fixed The game could freeze during multiplayer games
  • Fixed Transparent faces sometimes weren't rendered if per pixel lighting was enabled
v1.13.47
  • Changed Framerate gets capped at 30 fps during demo recording
v1.13.46
  • Fixed The left cockpit window wasn't displayed properly with the full cockpit
  • Improved Briefings should now be played back smoother with the new menu style
  • New D2X-XL now allows to play Descent 1 missions using the Descent 1 robot AI
v1.13.45
  • Fixed Gatling smoke trails always were on regardless of the setting in the render effects menu
  • Changed Halved the number of packets sent per second to connecting players in UDP multiplayer games to avoid packet loss on the receiver's end
v1.13.44
  • Fixed UPD default port still was wrong
  • Fixed Some wrong arithmetic (multiplication instead of addition) applied to a timeout value lead to severe connection problems
  • Note Inproved: Now supporting up to 7 simultaneous join requests
v1.13.43
  • Fixed UPD connections didn't work anymore
v1.13.42
  • Fixed Players joining a running multiplayer game could spawn inside other players
  • Improved UPD connection speed now depends on packets/second setting and should therefore usually be faster
  • Improved Added code to prevent connection flooding by the same player
v1.13.41
  • Fixed Opening and damaged doors looked transparent when lit by the hardware headlight with per vertex lighting
  • Fixed Turning on the hardware headlight with per vertex lighting temporarily switched to the per pixel lighting render path which could cause rendering flaws and crashes
  • Fixed The transparency renderer could freeze the program with per pixel lighting enabled
v1.13.40
  • Fixed Particle light trails were black
  • Improved The gatling tracers look a little better
v1.13.39
  • Fixed Player ships produced too much smoke when sitting still
  • Fixed A crash in the OS X version occurring when trying to connect to a multiplayer game
v1.13.38
  • Fixed A crash occuring when looking through transparent faces or grates, or when destroying them
  • Fixed A spurious crash occuring when precomputed mesh files were used
  • Improved Gatling tracer appearance
  • New Added gatling shot smoke trails (configuration - render options - effect options)
v1.13.37
  • Fixed Rendering transparent faces could freeze the program if per vertex lighting with lightmaps was enabled
v1.13.36
  • Fixed Removed lag caused by initializing per pixel lighting and lightmap shaders in-game (will be initialized during level loading or render context rebuilding)
  • Fixed Per pixel lighting shaders were used for rendering transparency even if per vertex lighting had been chosen
v1.13.35
  • Fixed Joining or rejoining a multiplayer game in progress that already had two or more players playing frequently failed
v1.13.34
  • Fixed When leaving a game while slowmotion is active and starting or loading another one, the sound stayed slowed down
v1.13.33
  • Fixed The program could freeze while synchronizing with a multiplayer game in progress
  • Fixed If several players simultaneously tried to join a running multiplayer game, none of them would succeed
  • Fixed Players with high ping times to a game host could have the problem of never successfully joining a running game
  • Fixed The netgame info dialog (invoked when pressing PAUSE in multiplayer games) was messed up
  • Fixed A failed attempt to join a running multiplayer game could inhibit further join attempts by the same or other players
v1.13.32
  • Changed No warnings or error messages will be displayed any more when clicking on an area in the game browser not displaying a valid network game
v1.13.31
  • Improved Made sure to decouple multi threading code from single threaded code execution as much as possible
v1.13.30
  • Fixed Static smoke sometimes was extremely thick if effects were computed multi threaded
  • Fixed A few smoke handling multi threading issues
v1.13.29
  • Fixed Bright automaps were messed up for per vertex lighting with lightmaps
  • Fixed Bright automaps weren't bright for full per vertex lighting (w/o lightmaps)
v1.13.28
  • Fixed The program hung with multi threading enabled if smoke induced lag was to be decreased and the player saw his or her own smoke trail
  • Changed Earth shaker bomblet smoke trail is thinner now
v1.13.27
  • Fixed The program crashed when a player tried to pick up an access key
v1.13.26
  • Fixed When starting or joining a multiplayer game after first having played a singleplayer or coop game and having collected cloaks or invuls there, it could happen that the cloaks and invuls got dropped in the multiplayer game from the player ship
  • Improved Multi-threading now works better
  • Changed Due to performance reasons, missiles may again not have smoke trails while travelling through skyboxes
v1.13.25
  • Fixed Missiles often had no smoke trail while moving through skyboxes
  • Fixed Smoke often was too dark or too bright
v1.13.24
  • Fixed Sometimes robots that should be visible weren't
v1.13.23
  • Fixed When having idling robots move around, they could move half their size into walls
v1.13.22
  • Improved High quality corona rendering (coronas shine through faces in front of them less)
v1.13.21
  • Fixed The program crashed when a controls customization menu was invoked
v1.13.20
  • Fixed Lightmap calculation for per vertex lighting was slightly flawed
  • Fixed Skyboxes weren't rendered if hardware headlights were enabled and a headlight was switched on
  • New Added code to measure memory consumption (peak memory consumption will be written to the log file at end of program run)
v1.13.19
  • Fixed Improved the function moving out-of-level objects to a proper location: Objects will now be moved just into their segment and not be placed right in the center
  • Fixed Camera and effect objects will not be moved at all because these may be out of level
  • Fixed Camera triggers having the face they sit on as projection target will be treated as mirrors and their image will be properly flipped
  • Fixed Fixed a bug in lightmap calculation
  • Improved Shield spheres are brighter now when hit
v1.13.18
  • Fixed The Omega cannon didn't hit reactors
v1.13.17
  • Fixed Lightmaps were too bright
v1.13.16
  • Fixed Tweaked dynamic lighting some more
v1.13.15
  • Fixed Missiles launched from the player ship were too large
  • Fixed Fixed another small bug in lightmap calculation
  • Fixed Smoke always had the color of the last light source passing it
v1.13.14
  • Fixed Lightmap calculation contained a small bug
  • New Lightmaps can now be combined with per vertex lighting
v1.13.13
  • Fixed The game could crash when loading a level with a precompiled mesh that contained sliding faces (e.g. lava or water falls)
  • Fixed Some 3D models were rendered with weird spikes poking out of them
  • Fixed Shield spheres weren't rendered additively any more
  • Fixed Displaying the mine in the automap could crash the program if mesh optimization or per pixel lighting were enabled
v1.13.12
  • Fixed The automap showed areas behind closed doors although these areas hadn't yet been explored
v1.13.11
  • Fixed Medium corona quality caused rendering flaws
v1.13.10
  • Fixed The render was pretty messed up, rendering robot fragments all over the place, leaving out faces ...
v1.13.9
  • Fixed Robots weren't shown in Descent 1 briefings
  • Fixed Dynamic lighting didn't work if mesh improvement was applied
  • Fixed Robots and powerups weren't shown in the wireframe automap although displaying them there was enabled
v1.13.8
  • Fixed Transparent faces often were ill colored or not rendered at all
  • Fixed Walls of type "close" that had transparency were rendered opaque
  • Fixed Transparent wall coloring was slightly off
  • Changed In widescreen (letterbox) cockpit mode, no frame will be drawn around the automap
v1.13.7
  • Fixed The player shield sphere was moving with the camera in free camera mode
v1.13.6
  • Fixed You couldn't switch secondary weapons anymore if smart mines were auto-selectable and selected
  • Fixed Down arrows were missing in the 'never auto-select' text of the weapon ordering menus
v1.13.5
  • Fixed The program crashed when trying to display Descent 1 robot briefings
  • Fixed The rear view zoom didn't work
  • Fixed Shield spheres were everywhere except around their model in the rear view
  • Fixed Opaque faces often weren't rendered with per pixel lighting
  • Fixed Transparent faces sometimes were invisible or not lit correctly
  • Fixed Sometimes the wrong number of light sources was processed with per pixel lighting enabled
  • Fixed Weapon carrier's (e.g. player ships') side- and upwards acceleration will be ignored when firing missiles with decreased launch speed (or dumb missiles would drift heavily off their target).
v1.13.4
  • Fixed Sound triggers still didn't work
  • Fixed Lamps sometimes weren't casting light
  • Improved Model spheres are now more precise and get computed faster
  • New Computed model data (e.g. model spheres) can now be cached on hard disk (enable with the d2x.ini switch '-cache_models 1')
v1.13.3
  • Fixed Headlights weren't always lighting objects in their cone
  • Fixed Low resolution 3D powerups were too small
  • Fixed The program frequently crashed when rendering smoke while shadows were enabled
  • Fixed Robot sizes and shields still hadn't always been properly computed
  • Fixed Debris wasn't rendered anymore
  • Fixed Debris smoke didn't get rendered, too
  • Fixed With improved hit detection, players kept colliding with other 3D objects when moving away from them after a collision even if there was quite a distance between the player and the other object (e.g. a robot)
v1.13.2
  • Fixed Panels and colored lights in general were too dark
  • Improved Accelerated per pixel lighting by about 5 to 10 percent
v1.13.1
  • Fixed Walls were popping when being dynamically lit
  • Fixed Walls were suddenly (instead of gradually) turning brighter when approaching them
  • Fixed Sometimes transparent faces weren't rendered when lit by a hardware headlight
  • Changed Made the panels somewhat brighter
v1.13.0 — Per Pixel Lighting!
  • New D2X-XL now supports full per pixel lighting combined with light maps for static lights
  • New Level lighting now is controlled by global brightness and color tables for Descent 1 and Descent 2 light sources and has been tweaked
  • New Setting light colors is now supported for all level types
  • Fixed Descent 1 levels were way too bright
  • Fixed Sound triggers didn't work anymore
  • Fixed The light options menu could freeze the program
  • Fixed Max. lights per face and per object got messed up when enabling standard lighting
  • Fixed Hardware headlights didn't work in multiplayer if two or more player had turned them on simultaneously
v1.12 111 releases
v1.12.110
  • Fixed Most faces were black/transparent with standard lighting in the new render path
v1.12.109
  • Fixed The renderer froze when multi threading was enabled
  • Fixed Morphing robots with more than 200 polygons crashed the program or at least caused the robots to not get rendered
v1.12.108
  • Fixed Skyboxes weren't properly rendered with per pixel lighting
  • Fixed The game could crash when viewing huge mines in the automap
  • Fixed Transparent faces were frequently missing in the automap
v1.12.107
  • Fixed Light trails looked weird when travelling through smoke
  • New Added a new marker model
  • New Markers can now rotate, giving a 360 degree view of their environment (enable in the gameplay options menu)
v1.12.106
  • Fixed Lightmaps looked weird
  • Fixed Sometimes light trails used another transparent texture
  • Fixed The headlight could make lit faces turn dark with per pixel lighting
v1.12.105
  • Fixed The game could hang when rendering transparent faces
  • Fixed Cached light data wasn't read any more
  • Fixed ASE models were rendered way too slow
  • Fixed The headlight didn't properly light 3D models with per vertex lighting
  • Improved Powerup lights will be distinguished depending on emitter ('naturally' glowing powerup or not)
  • Improved Increased rendering speed by up to 20 percent
  • Improved Increased rendering speed with per pixel lighting by up to 10 percent
  • Improved Depending on amount of visible variable light sources, rendering speed has been increased by up to another 50 percent
  • Improved Max. number of light sources per object can now be controlled separately in the light options menu
v1.12.104
  • Fixed Vulcan and Gauss barrels didn't rotate exactly around their longitudinal axis
v1.12.103
  • Fixed Levels had no light with vertex lighting in the old render path
  • Fixed Particle light trails were almost black
  • Fixed Transparent and additive walls were opaque
  • Fixed If hires sounds are enabled, D2 sounds will be used in Descent 1 levels even if D1 sounds were requested in d2x.ini
  • Fixed Shots sometimes were displaced from the gun's muzzle they were fired from
  • Fixed Robot joints sometimes were disconnected
v1.12.102
  • Fixed Light casting variable walls weren't properly handled
  • Fixed The mesh optimization slider was not available for per vertex lighting
  • Fixed Transparent faces sometimes were too dark
  • Improved Increased the rendering speed by about 40 percent depending on the number of faces rendered (the more faces the higher the increase)
v1.12.101
  • Fixed The max. lights/face slider got messed up when switching lighting methods
v1.12.100
  • Fixed Demo playback didn't work anymore
  • Fixed The game frequently froze while rendering robots
v1.12.99
  • Fixed Another bug in the light manager leading to too many lights being used
v1.12.98
  • Fixed Faces were illuminating by lights behind them
  • Fixed Mesh optimization will be disabled if standard lighting is chosen
  • Fixed The light options menu's lights per pass and per faces sliders should now work properly
v1.12.97
  • Fixed Dynamic light handling was slightly flawed
  • Fixed Static lights still weren't always properly categorized
  • Fixed A few help texts were messed up
  • Improved Revamped the lighting method handling
  • Changed Adjusted the light options menu accordingly
v1.12.96
  • Fixed Rendering bullet casings for Vulcan and Gauss guns crashed the program
  • New Added a multi threading control menu for test purposes
v1.12.95
  • Fixed Playlists still didn't work
  • Fixed When firing a missile and having missile view enabled while Gauss or Vulcan gun were equipped, the zoom could be changed
  • Fixed No 3D objects were visible in auxiliary views (like the rear or missile view)
v1.12.94
  • Fixed The software headlight didn't work
  • Fixed The program crashed when loading huge levels (e.g. Sirius' Anthology) with mesh optimization enabled
  • Improved If a level is too huge for mesh optimization, the level's mesh will not be optimized
v1.12.93
  • Fixed A bug in variable dynamic light detection
  • Fixed A bug in dynamic light handling that could cause light to be brighter than it ought to be
  • Fixed The lighting system crashed the program when multi threading was enabled
  • Improved Static dynamic light detection works better now (walls bearing lights will now be examined more closely to determine whether they are volatile or not)
v1.12.92
  • Fixed The program could crash due to memory corruption when firing missiles while powerup respawning was active (either during a multiplayer game or if it was enabled for single player games in the gameplay options menu with the "always respawn powerups" option)
  • Improved Pressing Alt+R now toggles through fps, transp. polys, faces and lights per face displays
v1.12.91
  • Fixed The hardware headlight didn't always work properly
  • Fixed Level songs from playlists weren't played
  • Improved The light visibility calculation works better
v1.12.90
  • Fixed The Monsterball wasn't rendered
  • Fixed The hardware headlight didn't properly light untextured transparent faces
  • New Improved mesh data can now be preserved. Add '-cache_meshes 1' to d2x.ini for this
v1.12.89
  • Fixed Turning on auxiliary cockpit windows (e.g. rear view or mini map) messed the main view up
  • Improved Tweaked the OpenGL style lighting formulas
v1.12.88
  • Fixed Destroying lights messed the entire lighting up
v1.12.87
  • Fixed A bug in the lighting system caused the program to crash
  • Fixed Removed excessive shield sphere creation logging
v1.12.86
  • Fixed Levels were distorted for all cockpit settings except full screen mode
v1.12.85
  • Fixed The mesh optimizer wasn't working in the release code, so the program crashed when enabling mesh improvement
v1.12.84
  • Fixed A bug in lighting bullet casings that could crash the program
  • Fixed Some areas that should have been lit stayed dark when mesh improvement was enabled
  • Fixed Sometimes walls containing transparency were incompletely rendered when mesh improvement was enabled
  • Fixed Camera outputs weren't always properly projected when mesh improvement was enabled
  • Fixed Light source clustering didn't work
  • Fixed The monsterball wasn't rendered at it's actual position, but moved around depending on player position and facing
  • Improved Robot shots are combined in light clusters now too, further decreasing the number of dynamic light sources
v1.12.83
  • Fixed a bug causing doors to flicker when first opened and that could even crash the program
  • Fixed the light calculation by moving the scaling from the model view to the projection matrix
  • Fixed a bug in POF model conversion causing low res models to have missing faces
  • Improved Netgame information dialog has more info, better coloring and a better layout
  • New Related light sources (e.g. laser bolts or plasma blobs) will now be bundled into one light source
  • New Added a mesh optimizer splitting huge faces into smaller ones (depending on mesh quality setting from the render options menu). Be very careful with settings higher than "medium" ;)
v1.12.82
  • Fixed Objects sometimes weren't placed at their proper location and segment and hence weren't rendered and couldn't be picked up although they were in the mine
  • Fixed Depending on available RAM, texture quality will be decreased automatically on Windows systems if required
  • Improved The menu help for the texture quality option is now more informative
v1.12.81
  • Fixed The game crashed when trying to render the exterior terrain in D1 missions' end level sequence
  • Fixed The exit tunnel was very dark in D1 exit sequences
  • Fixed Parts of the exterior terrain of D1 exit sequences was missing
  • Fixed The D1 exit sequences' exterior terrains' moons and planets were rendered as two halves
  • Fixed The player ship could be given D2 weapons as built-in equipment in D1. If one of these was the superlaser, the ship didn't have any lasers at all
  • Changed The program version info will not be printed into background images of score displays and the like anymore
v1.12.80
  • Fixed On Windows, d2x-xl could be terminated with an error message 'the application failed to initialize properly' even if the Microsoft Visual C++ 2008 Redistributable Package and the .NET 2.0 framework were properly installed
v1.12.79
  • Fixed The program crashed when trying to display Descent 1 robot briefings if the new render path was enabled
  • Fixed The exit terrain info for Descent 1 missions sometimes wasn't properly loaded
v1.12.78
  • Fixed D2X-XL couldn't find descent.tex or descent.txb any more
v1.12.77
  • Fixed Changed some code in kconfig.cpp to avoid crashes due to invalid data from player profiles
  • Note Hint: To avoid crashes on Linux when using SDL_mixer, the SDL_mixer source code from www.descent2.de should be used to install SDL_mixer on Linux (extract source code, sh autogen.sh, ./configure, cd to SDL_mixer source folder, make, sudo make install)
v1.12.76
  • Fixed The program could still crash when trying to display weapon info in the HUD
  • Fixed Opening the configuration menu could crash the program
v1.12.75
  • Fixed The program could crash when displaying the automap render options menu
v1.12.74
  • Fixed The program was crashing on Linux when trying to display weapon info in the HUD
  • Fixed The program could crash when rendering bullet casings while firing the Vulcan or Gauss gun
  • Fixed If the program was compiled and linked using the automake created makefiles, the link step failed
v1.12.73
  • Fixed Powerups occasionally were bouncing around when loading a new level or a save game
v1.12.72
  • Changed No coronas will be rendered in auxiliary views (like rear view or small missile view)
v1.12.71
  • Fixed Omega lightnings weren't rendered anymore
  • Fixed Reactor countdown wasn't triggered by destruction of the reactor anymore
v1.12.70
  • Fixed Sometimes custom polymodels weren't rendered properly in the new render path
  • Fixed Robots now properly fire Omega cannons, and do so with proper lightning effects
  • Fixed Omega lightnings are now being properly handled in multiplayer games
  • Improved Addon sounds will now be cached (were loaded from file everytime they got played before)
v1.12.69
  • Fixed If light coronas were enabled and medium corona quality was chosen, the inner part of laser shots wasn't visible
v1.12.68
  • Fixed The program crashed right at start when progress bars were disabled
  • Fixed Message box texts were too small
v1.12.67
  • Fixed Only objects, but no geometry were rendered in the main rear view if shadows were enabled
  • Fixed Additively blended textures weren't grayed out in the automap
  • New Added a progress bar for the initialization at program start
  • New Added an option whether to gray out unexplored mine areas in the automap or not
v1.12.66
  • Fixed Level checksums weren't computed properly, leading to players using other Descent 2 versions not being able to join D2X-XL hosted multiplayer games and vice versa
v1.12.65
  • Fixed If missile start speed was decreased, instead of flying off, earthshaker bomblets frequently detonated immediately when their parent missile hit a wall
  • Changed Earthshaker bomblets will now always start at full speed
v1.12.64
  • Fixed Boss robots didn't work any more
v1.12.63
  • Changed Version info will now be printed in all menus
  • New Added a hint to www.descent2.de to the menu screens
v1.12.62
  • Fixed Reactors were removed from standard levels even if there was no boss robot
v1.12.61
  • Fixed Reactors weren't removed from standard levels that also contained a boss robot
  • Fixed Clients were disconnected in coop games when trying to rejoin the game and enter the next level after a reactor or boss had been destroyed
v1.12.60
  • Fixed When turning cameras off in-game, monitor faces kept showing the camera view instead of their regular texture
v1.12.59
  • Fixed The countdown sequence sometimes didn't work
  • Fixed Destroying reactors that had their level destruction flag cleared still started the level destruction countdown
  • Fixed The text "typing..." appearing over a player ship when the player was typing or in a menu didn't blink
  • Changed Converted the project to a c++ project and fixed a few code flaws the c++ compiler revealed (Linux users should read the related worklog entry)
v1.12.58
  • Fixed Robots didn't properly cloak, particularly if shadow rendering was turned on
v1.12.57
  • Fixed A few nore automap issues
  • New You can now chose your ship color for singleplayer games
v1.12.56
  • Fixed Unexplored visible parts of the textured automap are now rendered black and white (provided shader programs are available)
  • Fixed When viewing the automap while having the full map powerup or entered the full map cheat code, unexplored parts of the automap weren't rendered blue (wireframe) or b/w (textured)
  • Fixed The medium quality corona rendering didn't work properly, causing coronas to be visible through solid faces
  • Improved The high quality corona rendering
v1.12.55
  • Fixed Gatling speed up setting will now be exchanged between participants of a multiplayer game
  • Fixed Player names are better visible now in multiplayer games
  • Fixed The "player wants to join" message is better visible now for the game host
  • Fixed You couldn't turn the textured automap off if the radar was disabled
  • Changed Robots don't use the custom Gauss and Vulcan sounds anymore
v1.12.54
  • Fixed Thruster flames were too far behind missiles at launch
  • Fixed The gatling mechanics sound was played when arming the Gauss or Vulcan directly after having stopped to fire
  • Fixed The Gauss and Vulcan barrels stopped to soon after the player had ceased to fire
v1.12.53
  • Fixed The credits weren't fully displayed
  • Fixed Gauss/Vulcan barrels weren't properly animated in multiplayer games if barrel speedup was enabled
  • Fixed You couldn't always connect to multiplayer games with a restricted number of participants even if there were player slots left
  • Fixed The Gauss/Vulcan barrel speedup sound wasn't played at the position of the player causing it
  • Fixed If two guns were bound to the same key, you could rapid fire them by toggling those two weapons using that key
v1.12.52
  • Fixed The program crashed when the credits screen was invoked
  • Fixed Weapon states are now properly transferred between multiplayer clients
  • Improved Custom Gauss and Vulcan sound handling
  • New Added D2X-XL credits to the credits screen
v1.12.51
  • Fixed No Gauss or Vulcan firing sound was played if custom gatling sounds were enabled even if 44 khz hires sound wasn't
v1.12.50
  • Fixed Coronas were colored even if colored lighting was disabled
  • Fixed Sometimes environment sounds were replaced by some addon sound (you heard e.g. a Gauss gun or lightning buzzing instead of hissing lava)
  • Fixed Gauss and Vulcan ammo wasn't updated properly when firing the Gauss or Vulcan gun
  • Fixed Addon player sounds (ship engines, Gauss/Vulcan firing sound) were stopped when flying through a fuel center and having lightning effects enabled
  • Changed Gatling speedup is now host controlled (that means if the host wants it, everybody will have it, and the other way round)
v1.12.49
  • Fixed Light color and brightness of static lights occasionally weren't properly computed, so mines were too bright and all lights were white
  • Fixed Gauss and Vulcan consumed ammo during spinup
  • Fixed The program often crashed when using the sound and music menu
  • Fixed When dropping the Gauss cannon while also having a Vulcan gun, no ammo was left for the Vulcan gun
  • New You can now turn off the spinup sound for Vulcan and Gauss
v1.12.48
  • Fixed The reticle didn't show the status of super lasers
  • Fixed Additive wall blending didn't work
  • Fixed The wall transparency slider in the render options menu worked the wrong way round
  • Changed The player will not collide with other objects any more (and hence cannot pickup powerups) while in spectator mode
  • Changed Gauss and Vulcan will start to fire with a small delay (0.6s) in single player mode and in multiplayer games hosted by a player using D2X-XL
  • Improved Made the Vulcan/Gauss barrels speed up before and slow down after firing
  • Improved The Vulcan barrel will now spin twice as fast as the Gauss barrel when the Vulcan is fired
  • New Added support for improved Vulcan and Gauss firing and barrel mechanics sounds
v1.12.47
  • Fixed Missiles fired from low resolution ships were too small
  • Fixed The hardware headlight often only worked for the server player in multiplayer games
  • Changed Increased packet size for UDP connections (older D2X-XL versions will not be compatible any more!)
  • Improved Fiddled around with the networking code, trying to improve handling of packet loss occuring while trying to join a network game
v1.12.46
  • Fixed The spark effect didn't work properly when the rear view window was visible
  • Fixed When the last missile of a kind was fired and automatic weapon switching was enabled, a missile of the next kind was fired immediately after the previous one
v1.12.45
  • Fixed The team colors on the new ASE Pyro were off by one
v1.12.44
  • Improved Missiles will now start with their launch platform's speed if realistic missile launch is enabled (so you cannot overtake them anymore when launching them while flying forward)
v1.12.43
  • Fixed Missiles were launched from the ASE Pyro in front of their mounts (re-download the hires pyro)
  • Fixed Missile thruster flames are now rendered properly during missile launch from the ASE Pyro
  • Improved Robot and player shields now will blink on and off while the object is cloaking or decloaking
v1.12.42
  • Fixed Some powerup coronas were constantly flashing white
  • Improved Tweaked OpenGL lighting a little more
  • Improved Shrapnel now has more different directions
v1.12.41
  • Fixed Message boxes sometimes weren't displayed, particularly after multiplayer connection failures
  • Fixed Faces with a great difference in width and height weren't lit even if they had light sources sitting right on them
  • Changed Spawn markers now can only be set in singleplayer or coop games and when the player is alive
  • Improved Multiplayer connection handling
v1.12.40
  • Fixed A bug in the AI could cause the program to crash
  • Fixed Sniper robots did not always act properly
  • Fixed Not all weapon states were reported to other players in multiplayer games
  • Fixed Disconnecting players dropped built-in lasers and super lasers
  • Changed Made lava falls less transparent
  • Changed Increased the maximum number of missions per hog file to 100 and the maximum number of secret levels to 20
  • Improved The custom level music handling now uses a text file named <mission name>.sng - one song per line, empty line if midi level song should be played
  • Improved Removed lag that occurred when seeing a shield sphere or weapon for the first time after a level had been loaded, screen resolution had been changed or fullscreen had been toggled
v1.12.39
  • Fixed The program crashed when the player encountered a certain kind of robot (snipers)
v1.12.38
  • Fixed Robots with charge attacks (like e.g. the Diamond Claws) didn't charge the player
  • Fixed After using the performance settings menu, mines occasionally were completely dark or foggy
  • Fixed No bullet casings were ejected from the player's ship unless external view was enabled
  • Improved Added an option to have standard or super lasers at the wing tips depending on what the player has
v1.12.37
  • Fixed Robots with kamikaze or melee attacks and no guns or missiles didn't start to chase the player after they had lost and regained sight of him
v1.12.36
  • Improved When a missile is launched and weapon display is enabled, the missile's mounting point will stay empty for a short while
  • Note Updated: The new ASE format Pyro has been updated to support the latest features
v1.12.35
  • Fixed The Omega cannon wasn't recognized as fuselage mounted, hence the inner lasers weren't rendered if the Omega cannon was equipped and lasers were selected for the wing tips
  • Fixed High resolution muzzle flashes weren't rendered properly
  • Improved Additive explosion and fireball rendering
v1.12.34
  • Fixed The player ship had blue instead of white stripes in singleplayer games
  • Fixed If the player didn't have quad lasers, no lasers were rendered at the wing tips even if they were selected as wingtip models
  • Fixed Increased Vulcan and Gauss barrel rotation speed
  • Fixed No inner wing guns were shown if laser wingtips were selected and the spread or helix gun were equipped
  • Fixed When saving a game while in spectator mode, the spectator's instead of the player ship's position was written into savegames
  • Improved Vulcan/Gauss bullet casing's spatial orientation varies more
v1.12.33
  • Fixed Instead of super lasers, standard lasers were shown on the ASE pyro
  • Fixed Models consisting of only one submodel didn't have hitspheres and hitboxes (which made them rather hard to hit :P)
  • Fixed The player ship was always rendered at the viewer position in spectator mode when it was cloaked
  • Fixed The ASE hostage model was far offset from the coordinate origin and hence had a huge hitbox and floated in the air
  • New Added support for switchable gun models on the new ASE pyro
  • New You can now specify a launch speed for missiles, making them launch slower and not at full speed
  • New Vulcan and Gauss gun now have an optional dropping bullet shell effect
  • New Vulcan and Gauss now have rotating barrels when using the new ASE pyro
  • New A new submenu (config - render - ship) has been added
v1.12.32
  • Fixed Diameters of models with submodels (i.e. many robots) still weren't properly computed
  • Fixed The program crashed when hires models were enabled and non-ASE models were used
  • Fixed '2.00' was shown in the the HUD when a robot fired its guns
v1.12.31
  • Fixed Model diameters are properly computed when using 3D powerups, hires or custom models
  • Improved Tweaked particle light trails
  • Improved Tweaked Omega lightning source position
  • New Added support for switchable gun models on MetalBeast's new hires pyro
  • New Added support for team-specific coloring of MetalBeast's new hires pyro
v1.12.30
  • Fixed Proximity and smart mines exploded almost immediately after having been dropped
v1.12.29
  • Fixed Robot AI was messed up a little (robots didn't evade shots well, the thief didn't flee when being shot at, ...)
v1.12.28
  • Fixed Players could hit their ships right away when firing the Phoenix or guided missiles in slow motion or bullet time modes
  • Improved D2X-XL now utilizes thruster submodels from ASE missile models for thruster flame positioning
  • Improved Tweaked shot coronas and light trails some more
v1.12.27
  • Fixed The program constantly crashed w/o apparent reason
v1.12.26
  • Fixed Low resolution doors disappeared when not completely closed while the hardware headlight was turned on; ditto coronas
v1.12.25
  • Fixed Picking up slow motion or bullet time devices still wasn't accompanied by a pickup sound
  • Fixed Laser light trails didn't have the right colors
v1.12.24
  • Fixed Depending on explosion type, explosion objects were converted to some 3D object if 3D powerups were enabled
  • Fixed Depending on explosion type, some regular texture was rendered for an explosion object instead of the proper explosion animation
v1.12.23
  • Fixed Light trails weren't colored anymore
  • Improved Tweaked light trails a little
v1.12.22
  • Fixed No thruster flames were rendered for ASE models
  • Fixed When entering the same secret level from two different levels, the player was dropped in level one when leaving the secret level after having entered it from the second level
v1.12.21
  • Fixed Thruster flames were too far behind missiles
  • Improved Gun shot models (lasers, fusion) will now be pre-loaded too, further reducing in-game lag when first seeing these
v1.12.20
  • Fixed Model preloading could crash the program when loading a level after having played another level
  • Fixed Turning off light trails turned off gun shot coronas
v1.12.19
  • Fixed If the 3D energy spark effect was turned on in-game, the spark textures still were rendered together with the 3D sparks
v1.12.18
  • Fixed Addon bitmaps weren't properly restored after changing the screen resolution or toggling fullscreen
  • Fixed Particle light trails were rendered even if light trails had been turned off
  • Changed Increased the brightness of gun hit explosions
v1.12.17
  • Fixed The hires robot model #82 (Omega Defense Spawn) wasn't loaded by D2X-XL
  • Fixed Trigger messages were shown in auxiliary windows and not just in the main view
  • Fixed Boss robots with spawn bot triggers pointing to properly setup robot generators still spawned their standard robots
  • Fixed Turning the textured automap on in the automap menu crashed the program
v1.12.16
  • Fixed The object model pre-build step could crash the program
  • Fixed The automap didn't always show all explored areas
  • Fixed Energy sparks were rendered outside of their segments
v1.12.15
  • Fixed Spark effects were rendered for level areas not visible for the viewer
  • Fixed Object lightnings were rendered for objects areas not visible for the viewer
  • Fixed No spark effects were rendered in the textured automap even if requested
v1.12.14
  • Fixed Demos containing static objects weren't played back
  • Fixed Demos weren't played back because the frame timer wasn't properly reset when starting demo playback
  • New Added a three dimensional spark effect for energy and repair centers (toggle in effect render options menu; texture by -Joffa-).
v1.12.13
  • Fixed The automap wasn't always displayed correctly in very huge levels
  • Fixed Marker numbers hadn't been displayed anymore in the automap
  • Fixed The alternating missile launch points of the new ASE pyro were exchanged
  • Improved Changing the automap view width now works faster (10 percent steps)
  • Improved The rear view window is now properly flipped, offering the point symmetry of a rear view mirror (meaning you will see in the left of the mirror what is to the left behind you)
  • Improved Model preloading now is more complete, thus decreasing in-game lag when seeing new robots, weapons or powerups
  • New The automap now shows how many percent of the mine have been explored by the player
  • New You can now teleport your ship to a marker (select the marker in the automap and press Ctrl+T; 25 energy consumed per jump)
v1.12.12
  • Fixed Removed a few code flaws causing the program to crash after playing a long time and loading savegames often
v1.12.11
  • Fixed Program occasionally crashed when firing missiles in levels with skyboxes
  • Improved Cameras now have significantly smaller memory requirements at the cost of decreased resolution
v1.12.10
  • Fixed Exit door was opened when the first boss or reactor was destroyed in multi-boss levels even if multiple bosses were enabled
v1.12.9
  • Fixed Removed a bug in the lightning code that could cause program crashes
  • Fixed Changing automap view range didn't work
  • Improved Automap view range can now be changed using the keypad minus and plus keys, too
v1.12.8
  • Fixed The target indicator calculation for Mega missiles didn't work
v1.12.7
  • Fixed Custom ship sound disappeared when turning off music
  • Fixed Custom level music was replaced by midi level song when turning music off and on again while having custom ship sound on
  • Fixed Hires sound channels are reversed and will be reversed back by D2X-XL
  • Fixed Game occasionally crashed during multiplayer games (it may still do so, but not because of this particular bug anymore ;)
v1.12.6
  • Fixed Spawn markers weren't removed when starting a new game
v1.12.5
  • Fixed The ASE format pyro thruster flames didn't point to the right direction
  • Fixed ASE format models weren't lit properly
  • Fixed You didn't see other players' armed missiles in multiplayer games
  • Fixed You can now set built-in guns and devices for singleplayer games, too
v1.12.4
  • New Added support for the new ASE format Pyro with different missile submodels (download the latest version from the model download area)
v1.12.3
  • Fixed OGG custom level music playback was stopped when turning music off and on again, or when entering or leaving slow motion/bullet time
  • Fixed Eagle's high resolution Pyro is too large as well and will be scaled down appropriately
  • Fixed The program crashed when loading a level containing custom hires models after having played such a level
  • Fixed ASE thruster submodels weren't recognized
v1.12.2
  • Fixed Hires model textures weren't properly restored across level loads and screen mode and screen resolution changes
  • Fixed Low resolution model hit spheres, hitboxes and shield spheres were off
  • Fixed The new ASE high resolution Pyro is too large and will be scaled down by the program until we have a properly sized model
  • Fixed A bug in SDL_mixer 1.2.8 causing crashes (particularly if entering or leaving slow motion/bullet time while game sounds were being played)
v1.12.1
  • Fixed A bug in SDL_mixer 1.2.8 causing crashes during exit sequences
  • Fixed Turning on music could crash the program or start a level song instead of the menu music even if not in a game
v1.12.0 — Added ASE Support.
  • New D2X-XL now supports the ASE model and scene format for custom high resolution models
  • Fixed Addon powerup sprites could cause program crashes
v1.11 126 releases
v1.11.125
  • Fixed Program could crash when starting a game or loading a savegame
  • Changed Rotating spawn marker indicator now is orange rather than yellow to make it easier to distinguish from targets
v1.11.124
  • Fixed Robot gun muzzle and missile port positions were off
  • Fixed The hardware headlight screwed up auxiliary views (e.g. the rear view)
  • Changed The optimized model format is now created before a game starts to avoid in-game lag
  • Changed D2X-XL now uses SDL 1.2.13 and SDL_mixer 1.2.8
  • Improved Energy sparks are now rendered additively
v1.11.123
  • Fixed D2X-XL did not always detect all light sources in a level
  • Changed Temporary music files now are stored in d2x-xl's temp folder if it is available
  • Improved Gun point calculation for hires robot models now works better
v1.11.122
  • Fixed The program froze when a robot tried to fire a gun or missile
  • Fixed Powerups weren't shown on the automap in coop games even if that option was enabled
  • Improved The appearance of muzzle flashes by making them a little more transparent
v1.11.121
  • Fixed Objects occasionally were invisible when using hardware object lighting
  • Fixed Hitboxes and object sizes weren't always computed properly in the new render path
  • Fixed Reactor countdown didn't always work for all players in a multiplayer game
  • Fixed Muzzle flashes are now rendered on the player ship in spectator mode
  • Improved Eagle's hires pyro now has proper gun and missile port positions
  • Improved D2X-XL will now synchronize all multiplayer game participants' reactor countdown with the game host
v1.11.120
  • Fixed Custom level song was replaced by Descent level music when turning midi volume on while in game
  • Fixed No sound was played when picking up a slow motion or bullet time device
  • Improved Removed the short break occuring when entering or leaving slow motion or bullet time that was caused by reconfiguring the audio system (hooray for multi threading!)
v1.11.119
  • Fixed Music will now fade in and out
  • Fixed Music will be handled better during slow motion
v1.11.118
  • Fixed The game froze as soon as some 3D object came in sight
  • Fixed Additive wall rendering still wasn't handled correctly
  • Fixed Program occasionally crashed when rendering untextured faces
v1.11.117
  • Fixed The hardware headlight didn't work anymore
  • Fixed Custom spawn points didn't work anymore
  • Fixed Robots occasionally flickered rapidly (particularly in textured automap view)
v1.11.116
  • Fixed Setting built-in guns and devices in multiplayer games didn't work right
  • Fixed The program frequently crashed after players had died and should respawn during multiplayer games
v1.11.115
  • Fixed Level areas behind closed transparent doors weren't rendered
  • Fixed D2X-XL did not always correctly detect whether a level contained colored light sources
  • Fixed Custom level intro and extro movies weren't played in the correct order
v1.11.114
  • Fixed Lasers and missiles still behaved weird
v1.11.113
  • Fixed You couldn't fire guns or missiles normally any more
v1.11.112
  • Fixed The automap wasn't rendered if the hardware headlight was enabled and switched on
  • Fixed The Omega cannon wasn't properly recharged when entering a new level
  • Fixed Robots noticed the player through solid walls if it had an opaque overlay texture and a transparent base texture
  • Fixed Multiplayer savegame restoration problems at least partially solved (make sure all players have joined before restoring)
  • Fixed If a savegame was made with 3D powerups enabled and present, and that savegame was loaded with 3D powerups disabled or missing, the related objects weren't visible in the game anymore
  • Fixed Loading multiplayer savegames now properly restores weapons and scores for all players (players need to have joined before loading the savegame)
  • Fixed If a custom level intro movie was played, the level briefing wasn't shown
  • Fixed Custom level extro movies were only shown for the last level of a mission
  • Fixed Shield and energy bonuses occasionally erroneously weren't awarded
  • Fixed Object radii and hitboxes are properly computed for custom robots now
  • Improved Hit detection just got better, once again
v1.11.111
  • Fixed Using the 2D slow motion and bullet time powerups frequently crashed the program
  • Improved Optimized the headlight code
  • New Added support for additively rendered walls
v1.11.110
  • Fixed 2D powerups were all transparent after restoring a multiplayer save game
  • Changed Force fields and lava overriden by custom textures will not be rendered additively to avoid problems
  • New Pressing Ctrl+F4 will now drop a spawn marker
v1.11.109
  • Fixed Objects with AI "still" weren't sitting still at all
  • New Added object AI type "static" making objects completely passive
  • New Added support for new slow motion and bullet time powerups
v1.11.108
  • New Markers with label "SPAWN" now serve as custom spawn points in single player and coop games
v1.11.107
  • Note The sound and music options menu was messed up a little
  • Fixed Headlight shaders didn't work in multiplayer
  • Note Improved headlight shader code now gets adjusted to number of players on the fly
  • Improved Force fields and lava curtains are now rendered additively in the new render path
v1.11.106
  • Fixed You couldn't see through grates, once again
  • New Custom sound volume can now be adjusted in the sound and music configuration menu
  • New Added support for different player and robot missile sounds
v1.11.105
  • Fixed When entering a new level, the Omega cannon gets fully recharged
  • Fixed When using the full weapon or equipment cheats, afterburner and Omega cannon get fully charged
v1.11.104
  • Fixed If the Omega was allowed to destroy incoming missiles, missiles didn't properly home in on targets any more
v1.11.103
  • Fixed The physics options menu's missile destruction and hit detection radio buttons were connected
v1.11.102
  • Changed Moved the sound channel number selector to the sound configuration menu in non-legacy mode
  • Changed The sound channel number selector is not available anymore while playing a game
  • Changed Moved the computer performance adjustment stuff from the Miscellaneous menu to the newly created Performance Settings menu
  • Changed The Detail Levels menu will now be unavailable in non-legacy mode
  • New Added another engine sound for the big missiles (Smart missile and better; toggle in the sound configuration menu)
  • New Added an engine sound for the player ship (toggle in the sound configuration menu)
v1.11.101
  • Fixed Objects behind doors and grates were invisible
v1.11.100
  • Fixed Missile flight sound will now be played for missiles fired by robots too
  • Fixed After playing a Descent 1 mission, the Descent 2 menu music wasn't played anymore
  • Fixed Descent 1 and 2 music were mixed up
  • Fixed If music playback is enabled, the humming briefing background sound will not be played
v1.11.99
  • Fixed Instead of coronas, large uniformly colored rectangles were drawn in automap, and occasionally even in the normal mine view
v1.11.98
  • Improved Certain custom sounds (e.g. missile flight) will now decay logarithmically
v1.11.97
  • Fixed Transparent faces at the limits of the visible area frequently weren't rendered in the new render path (was most obvious when moving backwards)
  • Fixed Opaque custom textures that were loaded over transparent textures were treated as transparent
  • Fixed The monsterball wasn't textured any more
v1.11.96
  • New The Omega cannon can now home in on incoming missiles and destroy them. The physics options menu has been expanded by this option
v1.11.95
  • New Omega cannon firing duration can now be varied between 1 and 15 seconds (regard that it will drain about 11 energy per second, so 15 secs ~ 165 energy)
v1.11.94
  • Fixed Smoke that should have been colored was gray
v1.11.93
  • Fixed Removed a bug causing crashes when objects hit walls (usually when being bumped around by explosions)
  • Fixed The program crashed on some systems when computing segment visibility for OpenGL style lighting
  • Fixed The program crashed when loading a level after having played another level containing custom hires robots
  • Fixed The hardware headlight created ugly black artefacts
v1.11.92
  • Fixed Only the first slave of a master trigger was activated
  • Fixed Sounds started by sound triggers looped forever regardless of the trigger setting
v1.11.91
  • Fixed Sky boxes weren't rendered
  • Fixed Ship was moving extremely slow in water and lava segments if fluid physics were enabled
  • New Added message, sound and master triggers
  • New Added controls for setting cockpit window position and alignment to the cockpit options menu
v1.11.90
  • Fixed The plx file wasn't deleted when a player profile was deleted in the pilot selection dialog
v1.11.89
  • Fixed Custom textures from pog files containing super transparency weren't transparent anymore
v1.11.88
  • Fixed Big faces containing transparency sometimes weren't rendered if the player was very close to them
v1.11.87
  • Fixed Ships, robots and powerups occasionally bounced around like mad after hitting an obstacle
  • Fixed Headlights were spewn from destroyed player ships if built-in headlights were enabled
  • Fixed Descent 2 robot sounds were played instead of Descent 1 sounds after dieing in a Descent 1 mission although Descent 1 sounds were requested (via the use_d1sounds command line switch)
v1.11.86
  • Fixed Tracker IP addresses weren't properly parsed from the command line or d2x.ini
  • Fixed Removed a few code flaws; some of them potentially causing crashes (particularly on OS X)
v1.11.85
  • Improved Hires models now have hires debris in the new render path
v1.11.84
  • Fixed The program didn't always properly detect whether the player had a headlight
  • Fixed Possession and activation of a headlight wasn't always propery shown in the equipment icons
v1.11.83
  • Fixed You couldn't shoot through gaps in force fields and grates anymore
  • Fixed Removed a bug in transparency handling that could cause memory corruption and crashes
  • Improved Decreased memory fragmentation
v1.11.82
  • New Entering the cheat codes 'flash' (D1) or 'jinglebells' (D2) will cause the program to mark a path from the player to the exit with energy powerups
v1.11.81
  • Fixed The ship could penetrate walls at certain geometry (sharp angles with several small segments involved where the ship was in a different segment than the penetrated wall)
v1.11.80
  • Fixed Variable light handling for standard lighting was messed up for ages and could cause program crashes
  • Fixed Removed various potential crash causes from the code
v1.11.79
  • Changed Re-enabled the -render_indirect option to help with hardware headlight rendering on NVidia hardware. Real time shadowing will however be unavailable with indirect rendering
  • Improved Significantly sped up high quality corona rendering
  • Improved Decreased memory consumption during light data calculation for OpenGL style lighting
v1.11.78
  • Fixed The headlight didn't work anymore in the old render path if OpenGL style lighting was enabled
  • Fixed The Guidebot could be hit by direct fire and thus too easily be destroyed
  • Fixed Robots destroyed each other even if that behaviour was disabled in the gameplay options menu
  • Fixed Removed a bunch of memory leaks
v1.11.77
  • Fixed Certain Descent 1 triggers (found e.g. in mission Orion Nebula, level 4, in front of the yellow key) could crash D2X-XL
v1.11.76
  • Fixed Transparency wasn't always handled correctly anymore after a recent code change in this area
v1.11.75
  • Improved D2X-XL will now automatically detect and update outdated cached textures
v1.11.74
  • Fixed The hardware headlight didn't always light all transparent faces, you could see dark faces instead of the headlight's shine
  • Fixed Syntax flaws in the lighting shader codes could lead to the shaders not being available in the program
  • New Custom OOF models can now be read from hog files
v1.11.73
  • Fixed Program could hang for several minutes any more when closing down while running multi threaded
  • Changed You can now toggle usage of colored light with the OpenGL style lighting in the light options menu
  • Improved Rockets and missiles fired into the sky (i.e. into the skybox through a transparent face) will not explode at that face anymore, but indeed travel into the sky and disappear
v1.11.72
  • New Added trigger type 'set spawn point'
v1.11.71
  • Fixed Mines were completely dark when rendered with static lighting enabled and colored light disabled
  • Fixed Single homing and guided missiles and mercury pack weren't casting proper shadows (install the latest d2x-xl.hog from the Windows D2X-XL distro)
v1.11.70
  • Fixed D2X-XL failed to load mines with more than 5461 (32767 / 6) segments
  • Changed Removed the old skool Pyro GX because it was so flawed that I cannot be bothered to fix it
v1.11.69
  • Changed Expanded precompiled lighting data file format to avoid inconsistencies when switching between standard and OpenGL style lighting
v1.11.68
  • Fixed Shield spheres and smoke were rendered at the spectator's position in free camera mode
  • Fixed No shadows were rendered in the new render path
  • Fixed Colored static lighting was too pale in the new render path
  • New Added support for a neat low resolution Pyro modeled after Eagle's high resolution Pyro by AegisRuneStone (it's contained in d2x-xl.hog - get it from the Windows distro)
v1.11.67
  • Fixed Colored lighting didn't work if static lighting was enabled
v1.11.66
  • Fixed The texture cache manager mixed mask and regular bitmaps when tracking memory consumption, leading to wrong assumptions of available memory
  • Fixed The ship got stuck when trying to pass through huge numbers of powerups it wasn't able to pick up because it was full already
  • Fixed 3D hostage models were rotating
  • Fixed When turning off 3D powerups, 3D hostage models kept being displayed instead of the 2D hostage sprites
  • Fixed If standard lighting was enabled and colored lighting was turned off, levels were always fully bright and gun fire didn't light its vicinity in the new render path
v1.11.65
  • Fixed If bright automap was enabled, colored and transparent walls were white and opaque in the textured automap
  • Fixed Shutting down the program could take several minutes if multi threading was enabled
  • Fixed Some hires model textures still were distorted
v1.11.64
  • Fixed No hires models except the Pyro were used by D2X-XL
  • Fixed Low res 3D objects containing transparency (e.g. the marker) weren't displayed anymore in the new render path
  • Fixed Hires 3D powerup model textures were messed up
v1.11.63
  • Fixed Transparency in hires models wasn't always handled properly, leading to e.g. the hires player ship being rendered partially transparent
  • Fixed Stripes on hires pyro wings were distorted (re-download the hires pyro or hires models archive to get the fix)
v1.11.62
  • Fixed Savegame level screenshots sometimes were distorted
v1.11.61
  • Fixed Old style menus weren't displayed any more when returning from a game - the screen stayed black
v1.11.60
  • New Added support for OOF robots (no animations yet)
v1.11.59
  • Fixed Connecting to multiplayer games didn't always work
v1.11.58
  • Fixed The game crashed when computing segment visibility and running multi-threaded
  • Fixed No light coronas were shown if standard lighting was enabled
v1.11.57
  • Fixed The game frequently and predictably crashed when using the old render path
v1.11.56
  • Changed Removed indirect rendering due to hard to overcome hardware limitations
v1.11.55
  • Fixed The screen was garbled after calling a menu while in game
  • Fixed Shadowing didn't work if indirect rendering was enabled
v1.11.54
  • Fixed The radar wasn't visible if high corona quality was enabled
v1.11.53
  • Fixed Cameras weren't rendered with the new indirect rendering
  • Fixed After calling the menu from in-game, occasionally only garbage was rendered to the screen
  • New Added switch '-render_indirect 0|1' to d2x.ini, allowing to disable the indirect rendering
v1.11.52
  • Improved Rendering speed at high corona quality has about doubled
v1.11.51
  • Fixed Corona depth blending wasn't enabled
  • Changed High quality corona setting isn't accessible if the hardware doesn't support it
v1.11.50
  • Improved Occluded corona areas can now softly fade through use a shader program
  • Changed The corona options menu now has a corona quality slider instead of 'hard' and 'soft coronas' radio buttons
v1.11.49
  • Fixed Lightnings didn't cast light if cameras were present and enabled
v1.11.48
  • Fixed High resolution sounds were played with a significant delay due to the sound buffer size being too big
v1.11.47
  • Fixed Crash that could occur if multithreading was enabled and only a small part of the mine was visible
  • Fixed Levels weren't properly lit if OpenGL style or colored lighting were enabled when first playing a Descent 1 level after program launches, or when switching from playing a Descent 1 to a Descent 2 level or vice versa
  • Fixed Camera outputs didn't get rendered anymore
  • Fixed Another bug causing door background textures to appear in door openings
  • Improved Light data precalculation is now faster and more precise
  • Changed Smoke will now be less transparent and smoke particles will decay less at first and more when they reach the end of their life span
  • New Added options to enable built-in headlights and suppress energy consumption by headlights
v1.11.46
  • Fixed Cloaked robots were visible against transparent stuff (e.g. smoke behind them)
  • Fixed Thruster flames weren't always at the proper place
v1.11.45
  • Fixed The download function didn't work anymore
  • Changed Player and robot shields will now always flash orange when hit
v1.11.44
  • Fixed Objects weren't displayed properly but moved around with the player
  • Fixed Occasional crash during multiplayer games
v1.11.43
  • Fixed Hardware object lighting didn't always work right (particularly if object coronas were visible)
  • Fixed Monitor images will now be rotated according to a monitor faces texture coordinates
  • Fixed Hardware headlight cone was too wide when lighting objects
  • Fixed Hardware lighting for hires objects didn't work properly (due to a flaw in hires object surface normal calculation and handling)
  • New Shield spheres can now optionally be rendered only when hit and will nicely fade (set in effect options menu)
v1.11.42
  • Fixed Open doors occasionally showed their background texture
v1.11.41
  • Fixed The hardware headlight dimmed bright areas at its periphery
  • Fixed Rock, metal and water textures won't have coronas anymore even if they emit light
  • Fixed The program could crash in multiplayer games hosted by a non-D2X-XL user
v1.11.40
  • Fixed The game occasionally locked up when displaying debris of destroyed robots
v1.11.39
  • Fixed The program crashed if shader usage was disabled and a game was started or loaded
  • Fixed Particle light trails often used the wrong particle image if smoke was visible
  • Fixed Object lightnings often remained after their object had been destroyed
  • Changed Light trail particles will not get lit by the hardware headlight (which just turned them into fat white blobs)
v1.11.38
  • Changed D2X-XL will now primarily look in the config subfolder for d2x.ini
  • Changed D2X-XL will now primarily look in the data subfolder for the Descent 1 and 2 game data (*.hog, *.pig, etc.)
v1.11.37
  • Fixed 3D objects weren't properly lit by hardware headlights
  • Fixed Smoke wasn't properly lit by hardware headlights
  • Fixed There could still be headlight light remains if weapons were fired while the headlight was on
  • Fixed Loading Descent 1 levels' exit terrain data occasionally crashed the program
  • Fixed Program crashed on systems not supporting graphics shader programs or if they were disabled
v1.11.36
  • Fixed Hires models didn't get loaded anymore
  • Fixed With OpenGL style lighting, headlight left light remains when it was turned off and on again while there were lightning effects in the mine
  • Fixed The hardware headlight didn't work for doors or grates that were laid over a base texture
  • Changed The hardware headlight cone now is significantly narrower and round instead of elliptic
  • Changed The hardware headlight now has a specular effect at its center, making it appear brighter
  • New Double click now directly selects an existing savegame to be used for saving
v1.11.35
  • Fixed Inline quick help stated Alt+P instead of Ctrl+P for toggling pause mode
v1.11.34
  • Fixed Some missiles (e.g. homing and guided missiles) didn't fit through gaps in grates
  • Fixed The mine was completely black in the new render path if the legacy menu style was used or progress bars were disabled
  • Fixed Score wasn't shown in cockpit-less game views
  • Fixed With OpenGL style lighting, headlight left light remains when it was turned off and on again
  • New Added a nice round headlight, using a shader program for per pixel lighting
v1.11.33
  • Fixed Objects were invisible when viewed from certain angles
v1.11.32
  • Fixed Original Descent 2 and D2X 0.2.6 savegames couldn't be loaded anymore
  • Fixed Boss teleport areas weren't restored properly from original Descent 2 and D2X 0.2.6 savegames
v1.11.31
  • Fixed Particle driven energy trails often left stationary particle blobs
v1.11.30
  • Fixed Skyboxes were black if shadowing was turned on
v1.11.29
  • Fixed Respawning the thief bot (happens e.g. in D2:CS secret level 3 'Mephisto Hardcore' when killing the thief) could crash the game
  • Fixed Shadows caused black artifacts and semi-transparent faces to disappear around the player ship in levels with skyboxes
  • Fixed Guidebot and Thief messages weren't printed anymore
  • Changed Robots will target the player ship and not the spectator position in free camera mode anymore
  • Changed If the player is in free camera mode he won't get bumped around by hits his ship takes anymore
  • Improved Smoke particles can now rotate, making smoke look more realistically moving (see the smoke options menu)
v1.11.28
  • Fixed You couldn't move the ship's nose up or down anymore
v1.11.27
  • Fixed Multiplayer games could crash if fast pitch was turned off due to a division by zero
  • Fixed Colored lighting was enforced in the new render path even if standard lighting was chosen
v1.11.26
  • Fixed Transparent walls had their texture being shown in the new render path and with transparency depth sorting enabled
v1.11.25
  • Fixed Shield spheres weren't visible against a skybox background
  • Fixed Robot part animation still was flawed (and apparently remains to be for shadow proof models due to a problem with pivot point definition)
  • Fixed The shadow proof TRN Racer model was flawed (find it in d2x-xl.hog)
  • Fixed The hires folders weren't handled properly and hence hires sounds couldn't be found by D2X-XL
v1.11.24
  • Fixed Shadows were cast on skybox faces
  • Fixed Transparent textures, or textures containing holes could be seen on the back side of their face, leading to such textures be visible in the wrong places
  • Fixed Physics options menu showed a double 'D' for 'debris life'
  • Fixed Moving robot parts weren't animated properly in the new render path
  • Fixed Monitors showed last camera image if cameras were enabled and got disabled
v1.11.23
  • Fixed Really huge levels could be imcompletely lith with OpenGL style lighting
  • Fixed Game crashed when rendering Descent 1 end level sequences in the new rende path
  • Fixed Some textures that didn't emit light had a very bright corona (e.g. switches)
  • Fixed Corona brightness is now scaled with the corona's light's brightness
  • Fixed Star background frequently wasn't displayed in the scores display shown after finishing a level
  • Fixed RenderSegmentFaces was declared both in render.c and fastrender.c, causing compilation on Linux to fail
  • Fixed Fireballs and explosions didn't cast light with OpenGL style lighting enabled
  • Fixed If a multitextured face had a texture containing transparency as its base texture, the base texture often overlaid the decal texture
  • Fixed The level checksum used for multiplayer game consistency checking wasn't computed properly anymore, so you couldn't join multiplayer games hosted by other or older Descent program version
  • Fixed Camera outputs had light coronas on them, obscuring the image
  • Fixed There was a duplicate shortcut key 'c' in the screen resolutions menu
  • Improved Added smoke and lightning visibility culling
v1.11.22
  • Fixed Grates or faces with a partially transparent overlay texture often weren't rendered properly in the new render path
  • Fixed Monitors often weren't displayed properly
  • Fixed The game crashed if the new render path was used and the screen resolution was changed or fullscreen was toggled in-game
  • Fixed There were two 1280x768 entries in the screen sizes menu, where one should have been 720x480
  • Fixed Custom display modes didn't get restored when restarting the program
  • Improved In the new render path, monitors are aligned better to their face
v1.11.21
  • Fixed In the new render path the player was occasionally placed in a skybox if the level contained one.
v1.11.20
  • Fixed Multiplayer didn't work any more
  • Fixed Some energy weapon shots were too dark
  • Fixed Energy weapon shot coronas were too dark
  • Fixed 3D powerups appeared too big
  • Fixed Shots sometimes were invisible
  • Fixed The animated parts of some robot models were too close to the robot's body
  • Fixed Damage lightnings went across the air, not across the robots
  • Fixed Levels were too bright with OpenGL style lighting
  • Fixed Light was slightly flickering if multi threading was enabled
  • Changed Shield spheres will now be additively blended, giving them more glow
  • Changed Removed specular highlight for hardware lit powerups
  • Improved Increased sphere rendering speed
  • Improved Improved the consistency checking of the pre-computed light data files (*.pre)
  • New Added an explosion lightning effect for robots, reactors and player ships
v1.11.19
  • Improved 3D powerups now have a soft specular highlight with hardware accelerated object lighting
v1.11.18
  • Fixed Hardware object lighting could crash the program
  • Fixed Objects disappeared or were too bright or dark when switching from hardware to software object lighting and back
  • Fixed Many light sources weren't regarded as such with OpenGL style lighting turned on
v1.11.17
  • Fixed Cloaked objects still didn't cloak properly
  • New Added hardware supported lighting for 3D objects (enable in lighting options menu)
v1.11.16
  • Fixed Certain level areas or the entire mine were completely black with standard lighting
  • Fixed Ship was jumping around, mine was partially black and other weird effects due to faulty face normal computation (probably even caused CTDs).
  • Fixed Light and object corona intensities can now be set separetely
  • Fixed Fixed a bug in thruster position calculation causing CTDs
  • Fixed Robots didn't properly cloak in the new render path
  • Changed Removed obsolete functions (effect options: shockwaves and smoke options: collision detection)
v1.11.15
  • Fixed Hires objects weren't converted to fast model format
  • Fixed Sometimes objects became invisible at certain view angles
  • Fixed Doors sometimes didn't close although they should
  • Fixed More bugs in lighting handling that could cause CTDs or program freezes
v1.11.14
  • Fixed Program was freezing when using damage lightnings
  • Fixed Walls (doors) sometimes disappeared when they should have been visible or stayed visible (closed) when they should disappear (open)
v1.11.13
  • Fixed Certain grates couldn't be shot through anymore
  • Fixed Custom menu background became white when turning fullscreen mode on
  • Fixed Savegame picture was messed up again
  • Fixed Transparent walls were too transparent in old render path
  • Fixed Occasionally (non-planar) scrolling faces scrolled the wrong way
  • New Soft coronas (courtesy of Jaz from the D2X-XL forum)
  • New Added a separate option for OpenGL style powerup lighting
v1.11.12
  • Improved Rendering speed when displaying explosion shrapnel has been increased
v1.11.11
  • Fixed Game crashed when loading big levels
  • Fixed Faces containing transparency weren't properly rendered in the automap
  • Fixed The menu option setting weapon powerup coronas had no effect
  • Fixed Transparent HUD elements and menu boxes occasionally were too bright
  • Fixed Colored segments still weren't rendered properly, leading to flickering faces
v1.11.10
  • Fixed Program was hanging or extremely slow with multi threading enabled
  • Fixed OpenGL style lighting didn't work properly anymore
v1.11.9
  • Fixed '-gl_alttexmerge 0' did not work in the new render path
  • Fixed Doors were still semi-transparent while open or opening/closing
  • Fixed Improved hit detection didn't work properly any more due to a bug in low resolution model handling
  • Fixed Savegame format was messed up just enough to make savegames using the new object trigger file format unreadable
  • Fixed Colored segments weren't rendered properly, leading to flickering faces
  • Changed Disabled SSE instruction usage for non-Windows systems (too many compile time problems)
v1.11.8
  • Fixed Removed bug in the lightning code causing CTDs
  • Fixed Levels with old format object triggers weren't read properly any more
  • Changed Decreased amount of dynamic lights created by lightnings
  • New Separated weapon and energetic powerup coronas and added a weapon coronas option to the effect options menu
  • New Improved object trigger file format is used in savegames now too
v1.11.7
  • Fixed Camera outputs weren't rendered properly anymore
  • Improved Explosion blasts look better now due to a different blend mode and an improved blast texture
  • New Added new file format for more flexible support of object triggers
v1.11.6
  • Fixed Software culling in the legacy render path didn't work properly, leading to disappearing faces
  • Improved Lasers are now rendered using full additive blending
v1.11.5
  • Fixed Skybox faces were erroneously used as light sources with OpenGL style lighting
  • Fixed Skybox wasn't always visible through completely or partially transparent faces
  • Fixed Improved transparency handling in the new render path
v1.11.4
  • Fixed Depending on view angle, open doors showed their background texture instead of the level area behind them
  • Fixed Opening/opened low resolution doors were semi-transparent
  • Fixed Walls with transparency weren't detected as such, leading to objects behind them being invisible
  • Fixed The full cockpit and bar hud were messed up
  • Fixed Wall coronas weren't visible any more in the new render path
  • Fixed 3D Powerups were rendered 'inside out' and changed their orienentation depending on the view point
  • Fixed Automap turned itself off right after having been launched
  • Fixed Player ship was too bright with OpenGL style lighting
v1.11.3
  • Fixed Removed crash happening after finishing Descent 1 levels
  • Fixed Descent 1 exit sequences were very dark
  • Fixed Bug in door handling lead to everything being rendered very dark
  • Fixed Doors looked closed, or revealed their background texture although open(ing)
  • Fixed 3D objects were pitch black with OpenGL style rendering
  • Fixed Textures didn't scroll in the new render path
  • Fixed Transparent faces with a transparent overlay were erroneously considered opaque
  • Fixed Automap wasn't properly rendered in the new render path if a skybox was present
  • Fixed Skybox wasn't rendered in the new render path
  • Fixed Lightnings messed the dynamic lighting system up, making it slower if lots of transient lighting emitting objects (e.g. weapon shots) were handled
  • Fixed Animations of doors that were intended to be overlays to a base texture, but used as base texture, got messed up
  • Fixed Robots weren't shown in cockpit windows
  • New Added options to display smoke and lightnings in cockpit windows
v1.11.2
  • Fixed Removed some more rendering bugs
  • Fixed Light from lightnings remained after the lightnings had disappeared or moved away
  • Fixed Custom (POG) 2D powerups were rendered pitch black
  • Improved Multi threading will now be employed for lightning calculations if available
v1.11.1
  • Fixed Faces were frequently rendered with wrong textures in the new render path
  • Fixed Miscolored faces and unhandled color key transparency in the new render path
  • Fixed Fading cloaking walls didn't work with dynamic lighting or the new render code
  • Fixed Improper lighting with standard lighting
  • Fixed Monitors (camera output) wasn't rendered properly in the new render path
  • Fixed Source code incompatibility with gcc (Linux)
  • Fixed The number '30' was permanently printed at the screen top
  • Improved Doors look better now (particularly grated doors)
  • Changed Particle trails and thruster flames will now be rendered using additive blending
v1.11.0 — Major Renderer Rewrite!
  • New The mine and object renderers have been rewritten, using efficient OpenGL render calls and multi-tasking, bringing 50% and more speed increase (enable with '-renderpath 1' in d2x.ini)
  • New Added powerup shadowing toggle to shadow options menu
  • Improved Better coronas (glare) (courtesy of Jaz)
  • Changed Many light emitting objects will now be additively blended, giving a more realistic effect
  • Fixed Brightness of some faces changed depending on player position with OpenGL style lighting
  • Fixed The texture shrinking function had a bad bug messing up textures w/o alpha channel
  • Fixed Descent 1 end level sequence didn't have explosions anymore
  • Fixed Descent 1 end level song was played out of sync
  • Fixed Shield symbol in cockpit and bar huds didn't flash when player's invulnerability timed out
  • Fixed Ship symbol in cockpit and bar huds didn't flash when player cloaked or the cloak timed out
  • Fixed Missile lock indicator wasn't displayed anymore
  • Fixed Crash caused by OpenGL style lighting
  • Fixed Lightnings didn't emit light
v1.10 27 releases
v1.10.26
  • Fixed Program crashed when computing lighting information for very large levels
  • Fixed No smoke effects for objects were visible anymore
  • Fixed Objects briefly disappeared when passing certain locations
  • Fixed Cloaked objects weren't properly cloaked anymore
  • Improved Menus will load faster
v1.10.25
  • Fixed Player stats will not overlay robot tally display anymore
  • Fixed Custom light textures weren't recognized
  • Fixed Dynamic lighting didn't not use all available light information
  • Improved Increased object renderer speed
  • Improved Corona blending is now softer
  • New Added optional additive blending for coronas
  • New Weapon coronas will now generally be additively blended
v1.10.24
  • Changed Powerup corona intensity now also controlled by corona intensity slider in effect options menu
  • New Added 'very low' and 'low' OpenGL style light ranges
v1.10.23
  • Fixed Removed lag caused by 3D powerup and shield textures being loaded on the fly in-game
  • Improved Changing OpenGL light range in-game will now properly re-light the level
v1.10.22
  • Fixed Removed a minor flaw in shrapnel rendering
v1.10.21
  • Fixed The transparency renderer didn't recognize all transparent walls
v1.10.20
  • New Added corona intensity setting 'very low' to the effect options menu
v1.10.19
  • Fixed Light data computation for OpenGL-style lighting or static colored light could freeze the program. You need to delete all precomputed D2X-XL light data from your system.
v1.10.18
  • Fixed Multi-thread light detection didn't work properly for small levels (< 16 segments)
  • Improved Doors will not be rendered by the fully depth sorting transparency renderer
v1.10.17
  • Fixed The transparency renderer did not properly reset OpenGL client array states, causing light trails to be opaque and discolored when turning it off
  • Fixed Hostages couldn't be picked up if their high resolution 3D model was used and improved collision detection was enabled (same for all objects with high resolution models that were by default rendered as 2D sprites)
  • Fixed High resolution hostage sprites didn't animate
v1.10.16
  • Fixed A bug that caused D2X-XL to hang on 64 bit systems when trying to render lightings (actually on any system where RAND_MAX > 32768)
  • Fixed High resolution objects were too dark with standard lighting
  • Changed On Linux, custom menu background images will now be read from D2X-XL's temp folder (/.d2x-xl/temp)
v1.10.15
  • Fixed OpenGL lighting was messed up, leading to colored lighting not working among others
v1.10.14
  • Fixed Hires objects were transparent if OpenGL-style object lighting was enabled
  • Changed You can now change OpenGL-style light range and object lighting in-game (singleplayer games only)
v1.10.13
  • Fixed Smoke was flickering worse than ever with OpenGL style lighting
  • Improved Moving skybox faces will now move much slower to make e.g. moving clouds look more realistic
v1.10.12
  • Fixed Objects weren't properly lit and generally too dark with OpenGL style lighting
  • Fixed Objects or effects (e.g. smoke) could flicker with OpenGL style lighting
v1.10.11
  • Fixed Optimized OpenGL style rendering
  • Fixed Maximum number of object lights for OpenGL style rendering had been ignored
  • New Added support for smoke emitting faces
v1.10.10
  • Fixed Removed a crash bug from the depth sorted transparency renderer
  • Fixed Smoke from destroyed robots could still turn bright
  • Fixed Shrapnel wasn't created anymore if full transparency depth sorting was enabled
  • Improved Fully depth sorted transparency rendering works a little better
v1.10.9
  • Fixed Smoke from damaged robots turned bright after the robot had been destroyed
v1.10.8
  • Fixed Polygon splitting didn't work properly for triangles
  • Fixed The transparency renderer did not always properly set all states
  • Improved Sound of lightning emitters with no visible lightning bolts will now be disabled until some lightnings are sparked again
v1.10.7
  • Fixed Multi-threaded OpenGL light precalculation could occasionally hang
  • Fixed Removed a bug causing rare CTDs
  • Improved Smoke looks a little better again through giving the particles a random orientation and making darker smoke less transparent
v1.10.6
  • Fixed With OpenGL style lighting, light emitted by lightnings remained after lightings had disappeared
  • Fixed Dynamic lights did not affect average segment light (which was e.g. used for computing smoke particle color)
  • Fixed Hires models were always loaded if progress bars were off
  • Fixed Light trails were opaque if lightning effects were rendered while full transparency depth sorting was enabled
  • Fixed Lightning rendering can now be turned on for the textured automap
  • Fixed Omega lightnings didn't properly follow moving targets
  • New Added OpenGL lighting data caching
  • New OpenGL lighting data computation can now be sped up by using multiple threads
v1.10.5
  • Fixed In-hog file custom movies weren't played
  • New Changed in-hog file custom movie filename extensions to 'mvi' (intro) and 'mvx' (extro)
  • New Added corona effect for powerups
v1.10.4
  • Fixed Animated sprites (e.g. explosions) weren't always rendered properly if fully transparency depth sorting was enabled
v1.10.3
  • Fixed Occasionally polygons weren't rendered if transparency depth sorting was enabled
  • Fixed Polygons that should have been rendered transparent (e.g. water or lava falls) weren't transparency depth sorting was enabled
  • Fixed CTD occuring when trying to turn on headlight without having energy while transparency depth sorting was enabled
  • Fixed Respawn delay was ignored for non-random lightings
  • Fixed Polygons occasionally were highly transparent or invisible, or almost completely dark if transparency depth sorting was enabled
  • Fixed Thruster flames weren't always visible if full transparency depth sorting was turned on
  • New If transparency depth sorting is enabled, Alt+P turns on a display showing the transparent polygons rendered each frame
  • New Added support for level-specific intro (.mvl) and extro (.mve) movies
  • New Added support for hires (TGA) briefing background images
v1.10.2
  • Fixed Frame rate could drop extremely if full transparency depth sorting was enabled
  • Fixed Light trail help text was too long
  • Fixed If shadows were enabled, the radar was only visible inside shadows
  • Fixed The smoke texture was missing from d2x-xl.hog, hence smoke effects weren't available
  • Fixed Some powerups that shouldn't were rendered transparent
  • Changed Lightning forks are brighter now
  • New Added Descent 1 cheat code 'guile'
v1.10.1
  • Fixed Standard levels were almost completely dark (only overlay textures were visible)
v1.10.0 — Lightning Effects!
  • New Added lightning effects in various flavors and colors
  • New Added fully depth sorted rendering of transparent render objects
  • New Added a switch to brighten hires models (configuration -> render options -> lighting)
  • Improved Light trails look better again
  • Fixed Under certain circumstances, not all smoke particles in view were rendered
  • Fixed Smoke transparency settings weren't saved across program launches
v1.9 290 releases
v1.9.290
  • Improved Tweaked shrapnel count settings
  • Improved Tweaked smoke rendering
  • Improved Tweaked the low resolution homing and guided missile and missile pack models
v1.9.289
  • Fixed Smoke options menu did not hide/display options depending on object type specific smoke toggles
  • New Added smoke controls for debris smoke
  • New Added separate smoke transparency control for player ships, robots, missiles and debris
  • New Added an explosion shrapnel count control to the effect options menu
v1.9.288
  • New Added a smoke transparency control to the smoke render options menu
v1.9.287
  • Improved Significantly improved smoke render quality particularly if several smoke emitters are active by introducing a fast method of depth sorting all visible smoke particles
  • New Added smoke quality control to smoke options menu
v1.9.286
  • Fixed The low resolution flash missile and flash missile packs had a few coloring faults
  • Improved Smoke looks better now (that 'tunnel' effect caused by rendering further away smoke particles after closer ones has been very much diminished)
v1.9.285
  • Fixed Shields were rendered for cloaked robots
  • Fixed Animated hires textures frequently weren't rendered properly after changing the screen resolution or toggling full screen mode
  • Fixed Gauss/Vulcan often didn't afflict damage although hitting an object with improved hit detection enabled
  • Fixed Custom level songs supplied via a playlist weren't played
  • Improved Tweaked shrapnel smoke rendering
  • New Enhanced hires sound switch ('-hires_sound 1' will now play 16K, 22 KHz sound, '-hires_sound 2' will play 16K, 44 KHz sound);
    that means that you can now e.g. use Descent 3 sounds with D2X-XL if you want to
v1.9.284
  • Fixed Removed gaps in smoke streams (particularly visible with static smoke)
  • Fixed Removed bug causing smoke particles of fast smoke streams to move backwards
  • Fixed Checking/unchecking static smoke in the effect render menu didn't turn static smoke on/off
  • Fixed Light trails and coronas of unanimated weapon sprites (e.g. the spreadfire blobs) could be miscolored
  • Improved Smoke speed now has way greater range
  • Improved Static smoke rendering
  • New Added new trigger type allowing to adjust smoke brightness
  • Fixed Alpha channel got flattened (only 0 or 1) when shrinking TGA textures
  • Fixed Custom weapon projectile textures could cause black coronas and light trails
  • Improved Missile smoke trails (missile speed and trail length are now taken into account when rendering missile smoke)
v1.9.283
  • Fixed High resolution weapon sprites weren't properly rendered and animated
  • Fixed Custom weapon sprites' coronas and light trails didn't always have the proper color
  • Fixed Missiles didn't cause splash damage anymore
  • Fixed Average color computation of high resolution textures yielded too dark values for textures containing transparency
  • Improved Smoke is better distributed at the generation point, making its appearing look more natural
  • Improved 2D Thruster flame looks better now
v1.9.282
  • Fixed Added shadow proof reactor models to d2x-xl.hog (they had somehow gone awol)
  • Fixed Shield corona intensity didn't change according to shield strength
  • Improved Corona rendering for 3D weapon models (lasers, fusion blobs) looks better now
  • Improved Tweaked the low resolution missile models
v1.9.281
  • Fixed Hires explosions and weapon energy blobs didn't cast light
  • Changed D2X-XL will now place temporary files in a subfolder of the home or program folder named 'temp'
  • New You can now place level songs in hog files (need to bear their level's name; only ogg supported)
v1.9.280
  • Fixed Hires explosions weren't animated
  • Changed Smoke particles look different now (and a bit better, I think)
  • Improved Smoke from thrusters has a more distinct orange color near the thruster
v1.9.279
  • Fixed Player shields weren't rendered if shadows were enabled
  • New Added coronas to shield spheres
v1.9.278
  • Fixed The low resolution homing and guided missile models didn't cast proper shadows
  • Fixed Older savegames couldn't be loaded anymore due to a recent bug fix
  • Fixed Added a few Linux related bug fixes
  • Changed On Linux, the texture cache is placed in the home folder
  • Changed Improved the explosion shrapnel appearance (changed the particle deceleration and added frame rate limitation)
  • Improved Tweaked the low resolution powerup and missile models
  • New Added low resolution 3D models of proximity and smart mines and their powerup packs to d2x-xl.hog
v1.9.277
  • Fixed The hitbox based hit detection didn't always work for very fast missiles and projectiles
  • Fixed Removed a small flaw from the hires texture shrinking code
  • Fixed The door22 hires texture's alpha channel was reversed, leading to that hires door not being properly rendered. Find it in the hires doors rar file in the downloads area
  • Improved Tweaked the missile turn speed settings
v1.9.276
  • Fixed Homing missile turn rate wasn't frame rate independent after all
  • New Added an improved earth shaker bomblet mode (configuration -> gameplay options)
v1.9.275
  • New Added shadow proof reactor models to d2x-xl.hog
v1.9.274
  • Fixed Save games of missions that had a name with 8 or more characters couldn't be loaded
  • Fixed Rendering lores 3D powerups didn't work properly
  • Fixed Changing the object corona setting in the effect render options menu exited that menu
  • Improved Made a small improvement to explosion shrapnel rendering
  • New Added 3D models of all missile packs to d2x-xl.hog
  • New Added an improved earth shaker bomblet model to d2x-xl.hog
v1.9.273
  • Fixed The shrapnel effect was still slowing down the game increasingly the more robots had been destroyed
  • Fixed If there were a great lot of light emitting objects, the player ship was spinning out of control or the program crashed
  • Changed To avoid massive slowdowns, no shrapnel effects will be created during application of the 'spaniard' cheat
  • Improved Smoke will have a little more different shades of gray to make it look more natural
v1.9.272
  • Fixed If hires models were turned off and 3D powerups were turned on, many powerups weren't rendered
  • Fixed Light coronas were rendered in darkness games
  • Fixed Explosion shrapnel caused a second detonation sound when destroying robots
v1.9.271
  • Fixed Removed a very small memory leak
  • Fixed The shadow proof fire boss robot model had a few flaws (contained in d2x-xl.hog)
  • Fixed If hires models were disabled and 3D powerups were turned on, missile powerups dropped by players were shown as 2D sprites instead of 3D models
  • New Added improved shadow proof smart missile, mercury missile, mega missile and earth shaker models to d2x-xl.hog
v1.9.270
  • Fixed Shrapnel effect wasn't affected by slow motion/bullet time
  • Improved 2D thruster flame rendering
  • Improved Added thrusters to a few robot models (contained in d2x-xl.hog)
v1.9.269
  • New Added explosion shrapnel effect (configuration -> render options -> effects)
v1.9.268
  • Fixed Ship smoke was rendered at the viewer position and not behind the player ship in spectator mode
  • Improved Thruster flames look better and are better aligned to robot thrusters now
v1.9.267
  • Changed Energy consumption of slow motion and bullet time have been doubled
  • New Robots will now have thruster flames
v1.9.266
  • Fixed When using hires models or textures and doing a lot of savegame reloading, the program was erroneously terminated with an error message about lack of texture memory
v1.9.265
  • Changed The look of the thruster flames
  • Changed The look of the explosion blast
v1.9.264
  • Fixed You couldn't set another than the standard lighting method if lightmaps were permitted (via setting '-enable_lightmaps 1' in d2x.ini)
v1.9.263
  • Fixed Program crash occurring when the savegame data doesn't match the related level
  • Improved Error message appearing if the savegame data doesn't match the related level
  • Changed 'Trying to cheat' message to 'Player file has been damaged'
v1.9.262
  • Fixed The separate language files (descent.tex.ger and descent.tex.eng) were out of sync with the built-in game texts
  • Fixed The menu help messages were partially out of sync with the menu entries
v1.9.261
  • Fixed Light brightness computation for suppression of color saturation didn't work as intended
  • Fixed You couldn't chose the 'no color saturation' option in the lighting options menu
v1.9.260
  • New Added light saturation control options for OpenGL style light rendering
v1.9.259
  • Fixed Robots that charged the player sometimes just idled even if the player was close enough to be noticed by them, and didn't even react if being fired at
v1.9.258
  • Fixed Robot shadows weren't properly rendered if robot shield rendering was enabled
v1.9.257
  • Fixed Missiles didn't create a blast flash when hitting an object (only created one if hitting a wall)
  • Changed I didn't like the blast flash, so I put another one in d2x-xl.hog (you can override it by putting a texture named 'blast.tga' in the data folder)
v1.9.256
  • Fixed The game was occasionally crashing when OpenGL style rendering was enabled
  • Fixed d2x-xl.hog was messed up, causing missing blasts and coronas
  • Fixed Weapons will now be fired from the player ship position in spectator mode
  • Fixed Level song will be restarted when leaving slow motion or bullet time
v1.9.255
  • Fixed You couldn't move the ship in free camera mode (enable free camera mode by adding '-enable_freecam 1' to d2x.ini, toggle by pressing Ctrl+Alt+S in-game)
  • Fixed The shadow proof ITSC didn't have 'eyes' or gun ports (contained in d2x-xl.hog)
  • Improved Inner part of super laser and fusion shots stand out more (contained in d2x-xl.hog)
v1.9.254
  • Fixed Game crashed when shooting blastable textures that had been overloaded with custom textures
  • Fixed Blastable doors that had been overloaded with a single frame hires texture were shown as intact although they had been destroyed
  • Fixed Permanent sounds (e.g. forcefield hum) disappeared when the player had died and respawned
v1.9.253
  • Fixed Cockpit views didn't work properly with demo data
  • Improved Player shield looks much better now
  • New Added robot shield rendering (enable in configuration -> render options -> effects)
v1.9.252
  • Fixed Missiles left a permanent light source after detonating if explosion flash was turned off
  • Fixed Player ship was turned into debris when destroying a robot while debris life time was increased (but player didn't die)
  • Improved The explosion flash effect looks a little better (new texture)
v1.9.251
  • Fixed Robots didn't show any attack animations (particularly noteable for those with melee attacks)
  • Fixed Energy particle trails were invisible if master slider usage in smoke options was disabled
  • Fixed d2x.ini didn't get read anymore
  • Improved Explosion blast looks better (I think)
v1.9.250
  • Fixed Explosion flash effect could kill the player
  • Fixed A debug HUD message was appearing while explosion blasts were rendered
v1.9.249
  • Changed '-nobotai' will now also disable robot generators and inhibit boss robots from spawning other robots when being attacked
  • New Added explosion flash effect (configuration -> render options -> effects)
v1.9.248
  • Fixed Object lighting didn't work properly anymore
v1.9.247
  • New Added command line switch -use_swapfile allowing D2X-XL to use more than just the physical memory available at program start
v1.9.246
  • Fixed Descent 1 textures weren't properly converted to Descent 2 textures, resulting in unavailable color information for light emitting Descent 1 textures
  • Fixed External terrain in rendered Descent 1 exit sequences was very dark if colored or OpenGL style lighting were enabled
  • Fixed External terrain in rendered Descent 1 exit sequences occasionally wasn't rendered
  • Fixed Parts of the HUD and the Radar were visible during rendered Descent 1 exit sequences
  • Fixed The planet visible in the background of rendered Descent 1 exit sequences was split in two halves
  • Fixed Smart mines dropped by robots were always rendered low res even if hires models were enabled and available
v1.9.245
  • Fixed The guidebot could trigger switches that were intended to be only triggered by the player
v1.9.244
  • Fixed Custom (pog) hires doors replacing lores doors with fewer frames hadn't all their frames rendered when animating
v1.9.243
  • Fixed Demos taken in multiplayer games couldn't be played back anymore
v1.9.242
  • Fixed The monsterball was placed randomly in monsterball levels even if a monsterball object was present in the level
v1.9.241
  • Fixed OpenGL style lighting didn't work any more
  • Fixed Smart missile plasma blobs didn't have a corona when these were enabled
v1.9.240
  • Fixed Crash occurring when freeing the monsterball data if no monsterball textures had been found
  • Fixed Animated hires textures weren't animated anymore
  • Improved Optimized the renderer a little
  • Improved Screenshots will now be saved using the level name they're taken from
  • New Energy trails can now alternatively be rendered using the particle system
v1.9.239
  • Improved Screenshots will now be saved using the level name they're taken from
v1.9.238
  • Fixed Selecting an auto leveling mode also affected hit detection mode selection and vice versa
  • Fixed The 'Gauges...' text in the cockpit options menu was messed up
  • Fixed You couldn't increase the screen resolution when in a menu by pressing Ctrl+F2 anymore
v1.9.237
  • Changed Added 5 and 10 secs to debris life choices
  • New Added support for static explosion objects
  • New Added drag modifier to decrease player ship drag up to inertia flight
v1.9.236
  • New Added support for DTX patch files
v1.9.235
  • Fixed Descent 2 shield damage and energy drain triggers didn't work as intended
  • Fixed Removed a small flaw in slow motion sound handling
  • Changed Increased slow motion and speed energy consumption
v1.9.234
  • Fixed Auto-leveling didn't work correctly
  • New Added support for hires sounds
v1.9.233
  • Fixed Medium hulks were rendered in the place of static smoke generators if smoke or static smoke were turned off
v1.9.231
  • Fixed Mines were slightly transparent
  • Fixed Mines didn't receive a missile lock indicator
  • Fixed Potential targets of guided missiles steered by the player in the main view didn't receive a missile lock indicator
  • Fixed Destroyed hires prison doors were rendered as intact when saving them in a savegame and reloading that savegame
  • Fixed The radar got rendered into camera and guided missile views
  • Fixed Energy trails and coronas of some weapons were miscolored
  • Fixed In missions with several levels that were not stored in a hog file you could only play the first level; D2X-XL did not find the others
  • New Added more auto levelling methods
  • New You can now change the transparency of the new style menus by pressing Ctrl+T (Command+T). Repeatedly pressing it will decrease transparency until the menus are opaque and then make them fully transparent again
v1.9.230
  • Improved Texture pre-caching again
v1.9.229
  • Improved Decreased in-game lag when textures get loaded on the fly by improving texture pre-caching
v1.9.228
  • Fixed Program execution was terminated due to lack of texture memory when loading hires models
  • Fixed Program execution was terminated due to lack of texture memory during frequent loading of missions or savegames
  • Fixed Descent 1 robot briefings showed partially invisible robots if OpenGL style rendering was enabled
v1.9.227
  • Fixed Mines were rendered transparent
v1.9.226
  • Fixed Descent 1 missions comprising several levels not stored in a hog file didn't get loaded
  • Changed The difficulty setting from the new game and the gameplay menus are now sync'd
  • Changed The difficulty setting stored in a savegame will now override the one from the gameplay menu if that savegame gets loaded
v1.9.225
  • Improved Handling of TrackIR head tracking gear
v1.9.224
  • Fixed Black parts of low resolution powerups were transparent
  • Fixed Plasma, Phoenix, Spreadfire, Helix and Omega blobs weren't slightly transparent any more
v1.9.223
  • Fixed Sounds, doors, powerups, the Omega cannon and other animated stuff did not slow down when speed was enabled
  • Fixed Auto leveling setting wasn't preserved across program launches
  • New Added aim and look modes to TrackIR handling
  • New Added more possibilities to tweak head tracking
v1.9.222
  • Fixed The red robot lasers didn't have a corona or light trail
  • Fixed Reactor shots and slow fireballs fired e.g. by the P.E.S.T. now have a corona
  • Fixed The minemine cheat did not turn invulnerability and cloak permanently on
v1.9.221
  • Fixed Once set, auto levelling couldn't be turned off any more
  • Fixed D1:First Strike and D2:Counterstrike briefings weren't shown any more
  • Fixed Entering an energy center while the Guidebot had been assigned a task (e.g. finding a key) could crash the game
v1.9.220
  • Fixed Auto levelling got turned on when entering the physics options menu and couldn't be turned off anymore
v1.9.219
  • Fixed Briefings in custom Descent 1 missions weren't played
  • Fixed Some weapons were rendered with a white box around them
  • Fixed The bomb selection key (default: '8') did not properly toggle bombs
  • Fixed When automap texturing was turned on, no robots or powerups were shown on the minimap
  • Improved Sensitivity handling of the mouse in joystick emulation
  • Improved Completely revamped the controls configuration menu, splitting it up in several menus, one for each controller type
  • New Added support for NaturalPoint TrackIR head tracking systems (MS Windows only)
v1.9.218
  • Fixed The deadzone radius of the joystick emulation by mouse wasn't the same for all mouse positions
  • Improved The deadzone indicator of the joystick emulation by mouse is now rendered using a nice texture
  • New You can now adjust the deadzone size of the joystick emulation by mouse in the input configuration menu
v1.9.217
  • Fixed The shadow proof replacement models of the Fusion Hulk (a.k.a. Mini Boss) and the Cloaked Lifter had flaws
  • Fixed Small mines still got a corona
  • Fixed When saving a level with some open hires door (e.g. blocked by a marker), the door was rendered as close after reloading that savegame (you could still fly through it though)
  • Fixed When a given hires door was opened, you could shoot through all other doors of the same type in the entire level
  • Fixed Briefing bitmaps will not be rendered with transparency any more
  • Fixed Robots and exit doors weren't rendered in Descent 1 briefings anymore
  • Changed Increased slow motion and speed power consumption
  • Improved Robots will now try to avoid hitting other robots if robot to robot damage is enabled
  • New You can now adjust the corona intensity (configuration -> render options -> effects)
v1.9.216
  • Fixed A few lava textures in the first level of my singleplayer mission Warp Shockwave did not cast the proper light color
  • Fixed Mines were rendered with coronas
  • Fixed When D2X-XL tried to render a corona for the hires 3D model of the smart mine pack, the renderer got all mixed up
  • Fixed The mine was rendered completely black if shadows were turned on
  • Improved Markers now have a neat green corona
  • Improved Moved a lot of options from gameplay and some from miscellaneous to the newly created physics options menu
  • Improved Moved 'headlight on when picked up' from miscellaneous to gameplay options menu
v1.9.215
  • Fixed Player ship and other objects suddenly were at a different location or even out of level
  • Fixed Objects were penetrating each other if hitbox based collision detection was enabled
  • Fixed Savegame preview images contained transparency
  • Fixed HUD messages were 'thrashing' if two messages were repeatedly and alternatingly printed
  • Fixed Descent 2 instead of Descent 1 weapon strengths were used in Descent 1 levels
v1.9.214
  • Fixed A few small and one pretty massive memory leak that could quickly consume available memory particularly on smaller machines
  • Fixed The Guidebot's 'mission accomplished' sound when finding a goal the player had specified hadn't been played for all instances
  • Fixed The Guidebot's mission state had not been reset after completion of a mission the player had assigned to it, which was occasionally leading to the Guidebot not completing new objectives
  • Fixed The program occasionally crashed when entering 'gowingnut' twice
v1.9.213
  • Fixed There were a few minor issues with corona rendering
  • Improved Added early collision detection for objects that are very close together (and probably stuck in each other)
v1.9.212
  • Fixed The horizontal size of mouse indicator wasn't properly calculated for the 'handle mouse like a joystick' mode
  • Improved The dead zone for 'joystick mouse' will no be displayed as a transparent yellow circle if the mouse indicator is enabled
v1.9.211
  • Fixed Speedboosts did not work in multiplayer games if competition mode was off (should have been if competition mode is on)
  • Fixed Boss robots stayed inactive in multiplayer coop games
  • Fixed Missile target lock indicator always targetted other players instead of robots in multiplayer coop games
  • Fixed Some robots' shots didn't have coronas or light trails
  • Fixed Shield and energy gauges weren't drawn filled when respawning after having died with low energy or shields
  • Fixed Sounds were distorted if SDL_mixer was disabled or wasn't available
  • Fixed Minemine cheat would toggle invulnerability and invisibility and will now always turn or leave them on
  • Improved Minemine cheat will now enable triple fusion, slow motion and speed
v1.9.210
  • Fixed The ship could be driven slightly into walls, immobilizing it
  • Fixed D2X-XL wrote a file named 'd2x-temp.mid' in the root folder
  • Fixed Language files weren't processed correctly and lead to d2x-xl being terminated with an error message about an invalid number of game texts
v1.9.209
  • Fixed Coronas were too bright
  • Fixed Lighting options menu displayed 'lightmap range' instead of 'light range' if OpenGL style lighting was chosen
  • Changed Decreased energy consumption of slow motion and speed
v1.9.208
  • Fixed Slow motion and speed energy consumption were not processed correctly
  • Fixed Slow motion and speed were not properly turned off if any of their prerequisites were missing
  • Changed Slow motion and speed consumption now scale with the difficulty level (trainee: 1/sec, insane: 2/sec)
v1.9.207
  • Fixed Key bindings for slow motion and speed weren't correctly remembered
  • Fixed 'Slowing down' and 'speeding up' messages not always correct
  • Fixed A few default controls were bogus and could cause strange effects like having no smoke even if enabled
  • Fixed Slow motion and speed were consuming way too much energy
  • Fixed Slow motion and speed were consuming energy even if turned off
  • Fixed Homing missile turn rate was not affected by slow motion
  • Changed The energy->shield converter is now required for using slow motion and the afterburner for speed
  • Changed Slow motion and speed now need just more than 10 energy to work
  • Changed Doubled energy consumption of slow motion and speed
  • Changed Slow motion and speed will now get turned off when invoking the automap
  • Changed Updated the configuration used for a new player profile to reflect the latest changes
  • Changed The player ship will not move position or orientation any more if hit while the player is viewing the automap
  • Improved Interaction of slow motion and speed controls (see the worklog)
  • Improved Way better low shield warning sounds - courtesy of Mike Neumann (only available if SDL_mixer is available and enabled)
  • Improved Low shield warning sounds now are also available if the text gauges are enabled
  • New Slow down and speed up sounds for the slow motion and speed modes (only available if SDL_mixer is available and enabled)
  • New Triple fusion mode! If enabled, picking up a second Fusion Gun makes the Fusion fire three instead of two blobs. In multiplayer games, this feature is host controlled.
  • New Added Speed ('hestheone') and triple fusion ('scottmeup') cheat codes
v1.9.206
  • Fixed Lasers, flares and missiles could still be fired at full speed by both player and robots if slow motion was enabled
  • Fixed Windows distro seemed to contain debug SDL and SDL_mixer dlls requiring msvcr71d.dll instead of msvcr71.dll
  • Improved Windows distro now also contains SDL and SDL_mixer dlls that should not require msvcr71.dll for 16 bit Windows OS-s
  • New You can now set the strength of the slow motion effect (configure - gameplay options)
v1.9.205
  • Improved Object coronas can now be enabled separately
  • Improved Skybox rendering can now be turned off in the automap
  • New Slow motion and speed modes allowing to slow everything down, and to exclude the player from the slow down (single player only)
v1.9.204
  • Fixed Low resolution prison door was turning transparent when shot in Descent 1 levels
  • Fixed 3D powerups hidden in unlit secret areas were completely dark if OpenGL style object lighting was enabled
  • Fixed Level version filter always cleared when exiting the new game menu
  • Fixed Menu music restarted periodically if no demos were present and the intro movie couldn't be played
  • Fixed Lightmap option was displayed in the lighting options menu when '-enable_lightmaps 0' was set
  • Improved You cannot disable both Descent 1 and Descent 2 mission selection anymore
  • New Command line switch '-auto_demos 0|1' to control automatic playback of demos and intro movie when the program is idling in the main menu
v1.9.203
  • Fixed Program was crashing after having chosen a mission in the new game menu
  • Fixed Joystick settings were not preserved across program starts and player changes
  • Improved Entire program configuration are now set to useful values when creating a new player
v1.9.202
  • Fixed Program failed to load savegames if playing the savegame's level type (Descent 1 or 2) hadn't been enabled in the new game menu
  • Fixed Message 'trying to cheat, eh?' was displayed after creating a new player
v1.9.201
  • Fixed Coronas were rendered on invisible walls
  • Changed Level version filter options have been moved to the new game menu
  • Changed In coop games, players can now use all D2X-XL features regardless of the game host's settings
  • Improved Demos will now run even if the required level type (Descent 1 or 2) has been disabled
  • Improved Coronas are now rendered slightly behind lasers so that they don't drown the laser's colors
  • Improved New player file format that is much more tolerant towards changes or addition of new data
v1.9.200
  • Fixed Game was prone to crashing or locking up when returning from secret levels
  • Improved Automap labelling now has transparent background
  • Improved Debris will now react correctly to collisions with players and robots
  • New Frame rate will be displayed in automap too if turned on
  • New Limited automap framerate to 40 fps to make sure it can be properly maneuvered
  • New Missile lock indicators showing potential targets for homing missiles (toggle in configuration -> render -> cockpit -> target indicator options)
v1.9.199
  • Fixed Switching from a missile to another one and back sometimes didn't switch to the initially selected missile
  • Fixed Robot lasers weren't transparent anymore
  • Fixed Mini automap in HUD windows was textured when automap texturing was turned on
  • Improved Powerup display can now be toggled separately for automap and radar
  • New Increased debris life (can be adjusted in render effects menu), complete with debris afterglow
v1.9.198
  • New D2X-XL can now render smoke effects in the textured automap
v1.9.197
  • Fixed Objects with hires models couldn't be hit if hitbox based collision detection was turned on
  • Fixed If hitbox based collision detection was turned on, collisions were frequently registered although there was none
  • Fixed Radar was rendered into the automap
v1.9.196
  • Fixed Hitbox based collision method did not work for players in multiplayer
  • Fixed Mines couldn't be shot or detonated by ramming when hitbox based collision detection was turned on
  • Fixed Cameras did not work anymore
  • Improved Finish level cheat (delshiftb) will now orient the player ship towards the level exit after placing it in front of it
  • New Corona rendering can now be turned on in the textured automap
  • New Added a radar display that deserves the name
v1.9.195
  • Fixed Dynamic object lighting didn't work
  • Improved Textured automap view now shows the player's ship instead of an arrow
v1.9.194
  • New Automap can now also be rendered fully textured
v1.9.193
  • Fixed Explosions weren't as transparent as they should have been
  • Fixed Energy weapon shots weren't transparent
  • Fixed If hires models were enabled, Vulcan ammo clips were rendered instead of Medium Hulks in Descent 1 levels
  • Fixed Shot coronas sometimes visible through walls
  • Changed Flare now slightly transparent
  • Changed Flares now have coronas and light trails
v1.9.192
  • Fixed Robot guns weren't always alternating properly
v1.9.191
  • Changed Made the shot coronas more transparent
  • New Fusion shots will not rotate around their longitudinal axis
v1.9.190
  • New Energy weapon shots will now also be rendered with a corona if light coronas are enabled
v1.9.189
  • Fixed If -fix_models 1 was specified, D2X-XL was using some robot models for lasers and missiles when using the demo data
  • Changed Weapon icons will not be available with the demo data as some icon bitmaps are not available there
v1.9.188
  • Improved Massive code cleanup removing most GCC warnings, some potential problems and a few minor bugs
v1.9.187
  • Fixed Since the Vertigo robot generator fix, savegames from other Descent versions couldn't be read by D2X-XL anymore
v1.9.186
  • Fixed Objects didn't cast light with OpenGL style lighting enabled if dynamic object lighting was turned off
  • Fixed Base textures of faces with two combined textures always rendered fully bright with -gl_alttexmerge 1
v1.9.185
  • Fixed Robot generators that were meant to exclusively produce Vertigo robots didn't produce anything due to a flaw in the level file format. D2X-XL will now randomly produce any of the Vertigo robot types used in such a level.
  • Fixed Couldn't shoot through see-through areas of hires textures (e.g. through gaps of grates) anymore
  • Fixed Player ships could be half driven into walls (once again - sigh)
v1.9.184
  • Fixed A few bugs in corona rendering, making it look more natural and less obtrusive particularly for large light casting areas
v1.9.183
  • Fixed Occasionally geometry behind explosions wasn't visible in the explosion's transparent areas, causing black areas in or around explosions
  • Fixed Program crashed if a level was launched with coronas enabled and the corona texture wasn't found
  • Improved Explosion color will now depend on the explosion fireball's average bitmap color and not be red regardless of weapon fired
  • Improved Tweaked corona rendering to make coronas less obtrusive
v1.9.182
  • Improved Light corona rendering
v1.9.181
  • Fixed Game launching immediately if pressing 'D' in the new game menu while having a mission selected
  • Fixed Program crashing when trying to enable lightmaps in the lighting options menu
  • Fixed Program crashing when loading certain missions (e.g. Boiling Point)
  • Improved Tidied the lighting options menu
  • New Added light coronas
v1.9.180
  • Fixed Weapon efficiency display setting wasn't saved to disk
  • Fixed Occasionally, one of the two smoke clouds from the player ship thrusters disappeared when firing a missile
v1.9.179
  • Fixed Non-light textures in non-D2X-XL levels that had been given a brightness with DLE-XP weren't regarded by the OpenGL style lighting or light colorization function
  • Fixed Shooting tightly packed groups of robots with the Fusion damaged some of the robots several times with the same shot
  • Fixed Sometimes shots didn't damage targets they should have (if the target didn't move and it's center point was in a different segment than the shot's center point)
  • Improved Smoke of objects that are standing still will disperse slower now which looks better
  • New Optional, improved object hit detection using hit boxes instead of hit spheres
  • New Weapon hit/miss/efficiency display
v1.9.178
  • Changed -gl_alttexmerge automatically disabled on graphics card that do not support it (e.g. Geforce 2 MX series)
v1.9.177
  • Fixed Some opaque hires textures were erroneously flagged as containing transparency
  • Fixed Boss robot info wasn't always properly restored from save games
  • Fixed When caching textures of a face with an overlay texture, instead of the overlay texture, the base texture was loaded twice, resulting in a performance loss (the overlay still got loaded at a later point of time)
  • Fixed Demo format conversion still didn't work
  • Fixed Demo controls didn't reliably work (fast forward/reverse, etc.)
v1.9.176
  • Fixed Demo conversion did not always work
v1.9.175
  • New Added command line switch '-revert_demos 0|1' allowing to convert demo from the new D2X-XL format to the Descent 2 legacy format
v1.9.174
  • Fixed Rear view and auxiliary were displays messed up since last update
v1.9.173
  • Fixed Weapon displays will not overwrite the rounded corners of the cockpit's display bezels anymore
v1.9.172
  • Fixed Program was crashing when robots were damaged due to some robot generator effect (like hitting another robot that is just being spawned)
v1.9.171
  • Fixed Smart mines shown in cockpit weapon display when proximity mines were armed and vice versa. (This fix may have also cured the mine swapping occurring when loading a save game)
  • New Added cheat code 'lemontree' giving the player an afterburner and unlimited afterburner charge
v1.9.170
  • Fixed Aspect ratio of letterbox (widescreen) cockpit mode for screen resolutions/game window sizes with an aspect ratio other than 3:4
v1.9.169
  • Fixed Cockpit elements were not at their proper places at screen resolutions/game window sizes with an aspect ratio other than 3:4
v1.9.168
  • Fixed Some HUD elements were stretched when using widescreen resolutions
  • Improved Made auxiliary HUD windows with fullscreen cockpit view a little smaller for widescreen resolutions
  • Changed Missiles cannot be shot down in competition mode anymore
  • New Added 'shoot msls' text to extended netgame information
v1.9.167
  • Fixed When loading a savegame of a level containing boss robots, the bosses got dysfunctional
  • Fixed D2X-XL type levels were occasionally crashing D2X-XL
  • Fixed Game was crashing when the player ship was destroyed and was dropping powerups
  • New Option allowing players to shoot down incoming missiles
v1.9.166
  • Fixed Some animated textures (e.g. lava) not working properly
  • Fixed Shader usage (-gl_alttexmerge) not working properly
  • New Added an alternative executable (d2x-xl-win16.exe) that might work on Windows 9x/ME
v1.9.165
  • Changed Inventory capacity now depends on difficulty level
  • Improved Decreased memory consumption of textures by over 25%
  • New You can now specify the max. number of supported segments (i.e. max. level size) at program start, allowing you to decrease memory consumption of static program data
  • New Command line switch '-model_quality [0..3]' allows to decrease memory consumption and load time of hires models at the cost of render quality
v1.9.164
  • Fixed Player ship wasn't properly cloaked when using the cloak or minemine cheats
  • Fixed Thrusters of cloaked objects weren't cloaked
  • New Command line switch '-cache_textures 0|1' allowing to make D2X-XL create texture files containing the shrunk hires textures for each texture quality level, speeding up subsequent hires texture load operations
v1.9.163
  • Fixed Boss robot didn't die if multiple bosses were disabled
v1.9.162
  • Fixed In cockpit and landscape views, occasionally faces weren't rendered at the borders of the field of vision
  • Fixed Dynamic object lighting was used even if it had been disabled
  • Fixed Average segment color wasn't used for object lighting if colored lighting was enabled and dynamic object lighting was disabled
  • Fixed Missile smoke disappeared immediately when the missile exploded
  • Changed Primary fire control buffers are now flushed if the player runs of out ammo for the equipped primary weapon
v1.9.161
  • Fixed Under certain circumstances, UDP/IP networking code was sending data to other game participants besides the intended receiver, e.g. resulting in players receiving several points per kill
  • Fixed Occasionally smoke puffs of objects that had been destroyed remained stationary in the mine
  • Fixed Headlight was not working in darkness games
v1.9.160
  • Fixed If texture merging via shaders (-gl_alttexmerge 1) was disabled or dysfunctional, overloaded animated textures where the replacement animation had less frames than the original one wasn't rendered properly
  • Changed Repair centers are now displayed with a bluish outline in the automap
  • New (Optional) death penalty system for coop games
v1.9.159
  • Fixed Restoring a savegame of a level containing multiple bosses some of which had been destroyed could result in some bosses being indestructable
  • Fixed Object triggers that should have been activated on destruction of the object weren't working if the object also had triggers that were to be activated if the object got damaged (but not destroyed)
v1.9.158
  • Fixed If playing several singleplayer levels containing reactors in a row, reactors could get inactive
v1.9.157
  • Changed Program will now be terminated if a critical error is encountered
v1.9.156
  • Fixed Automap and mine rendered too far (the latter leading to slowdowns when rendering complex mines)
v1.9.155
  • Fixed Guidebot was frequently firing at the player although it shouldn't
  • Fixed Guidebot couldn't be damaged by the player
  • Fixed Reactors from older savegames could cease to work
v1.9.154
  • Fixed Guidebot messages miscolored/too dark
  • Fixed Program occasionally crashing when a robot generator spawns a robot (e.g. in Descent 2:Counterstrike Level 21)
v1.9.153
  • Fixed Program crashed when splash damage from explosions was applied to the player
v1.9.152
  • Fixed Removed erroneously given error messages about missing robots (e.g. cambot.hxm)
v1.9.151
  • Fixed If setting '-enable_shadows 0' in d2x.ini while having had smoke enabled in the smoke render options menu, certain effects (weapon light trails, damage indicators) weren't shown
  • Fixed The state of equipment generator controlled by triggers wasn't always properly set if the switch or object owning the switch had been destroyed
  • Fixed Occasionally custom textures weren't displayed properly (e.g. from Kruel's Kryllidian Krusade or Encounter At Far Point 2)
  • Changed Flares fired by the guidebot do not damage the player ship even if they hit it
v1.9.150
  • Fixed The missions from Descent 2:Counterstrike containing a boss robot also had a reactor
v1.9.149
  • New You can now assign alternative joystick controls to game functions (in other words: Two different joystick controls per function)
v1.9.148
  • Fixed Program occasionally crashing when switching to 'radar' view in one of the cockpit windows
v1.9.147
  • Fixed Standard Descent 2 and Vertigo bosses whos properties were modified with DMB2 or DLE-XP did not show any of the special behaviour their unmodified counterparts did (like immunity to certain weapon types, or that special vulnerable spot)
v1.9.146
  • Fixed Error messages about invalid segments in GetSegMasks()
v1.9.145
  • Fixed Blurred textures when moving/turning while having more than 60 fps
  • Fixed Robots could see the player through closed doors
  • Fixed Increased robot awareness couldn't be turned off
v1.9.144
  • Fixed Multiplayer did not work on 64 bit Linux
v1.9.143
  • Fixed Main Descent 2 mission was not shown in the menu if the descent2.hog file didn't have the size of one of the official descent2.hog version
  • Fixed Ammo count shown for the type of missile with the same priority as superlasers if no missiles of that type available and the player had superlasers
v1.9.142
  • Fixed Sound got completely muted shortly after the reactor countdown had started if using SDL_mixer
  • Fixed Ship getting stuck and not being able to pass through narrow passages or certain doorways
  • Fixed Ship not wiggling in multiplayer games
  • Fixed Reactor disappearing when loading a savegame that was made after the reactor had been destroyed
  • Fixed Static smoke particles were too large if smoke wasn't set to disperse (but to shrink away)
v1.9.141
  • Fixed Minemine cheat remained active when starting a new game or loading a savegame
  • Fixed No proper message was displayed when a switch affecting equipment generators was operated
  • Improved Wall collision handling
v1.9.140
  • Fixed Robots (particularly apparent with Bosses) firing missiles too often
  • Fixed Objects that had an individual item to spawn assigned to them did not spawn any items that were tied to their generic type (i.e. if all Diamond Claws should spawn a Class 1 Drone on destruction, and one of them should spawn a cloaking device, the one spawning the cloaking device would not spawn Class 1 Drones)
  • Fixed A few segments in levels 2 and 7 of Boiling Point had the wrong type which could lead to the player being destroyed where it shouldn't have been possible to happen
v1.9.139
  • Fixed Player ships could be driven halfway into walls and obstacles (oh my, I had been hunting this bug for months, and it was driving me crazy!)
  • Fixed Player ship jumping around when colliding with robots or gun shots
  • Fixed Equipment generators generally didn't work
  • Changed Improved a few things in my mission 'Boiling Point'
v1.9.138
  • Fixed Reloading saved multiplayer coop games didn't work
  • Changed Entering 'minemine' a second times turns the cheat off again
v1.9.137
  • Fixed Robot triggers that should have been activated when the robot got destroyed didn't get activated
  • Changed Allowed countdown triggers to be attached to regular walls, not just to objects
v1.9.136
  • Fixed If picking up a superlaser with regular lasers equipped, another weapon was auto-selected if that weapon had higher priority than super lasers
  • Changed Using the 'minemine' cheat will now constantly replenish all weapons, shields and energy
v1.9.135
  • Fixed Occasional crash caused by bug in physics simulation code
  • Fixed Player occasionally freezing with 0 shields and not dieing
  • Fixed If more than one reactor was present in the mine, only one of them would fire
  • Fixed Player being bumped around violently due to collisions, occasionally penetrating walls
  • Changed Limited max. number of cloaking and invulnerability devices in inventory to 5 without and 10 with ammo rack each
  • Improved Robots hit by gun fire from the player will now always fire back and approach player regardless of distance, and will only stop if losing the player out of sight for a certain amount of time
  • New Added countdown object trigger to allow for individual reactors to start the mine destruction countdown when destroyed
  • New Added robot spawn trigger type for objects (object will spawn robots if damaged)
  • New Added robot teleport trigger type for objects (object will teleport away if damaged)
  • New Added damage threshold for robot spawn and teleport triggers (action will be taken if object damage exceeds given percentage)
  • New Cheat code 'minemine' giving you all inventory items, all weapons, making you invulnerable and cloaked all at once for convenience
v1.9.134
  • Improved Static smoke visuals
v1.9.133
  • Fixed Robots penetrated half through walls
v1.9.132
  • Fixed Equipment generators got shuffled around
  • Fixed When changing the value of the respawn delay slider in the gameplay options menu, it's label was replaced with 'max. smoke grenades'
  • New Added smoke objects allowing to have smoke appear at arbitrary places in a mine
  • Fixed Pressing Shift+F4 in a mine w/o a guidebot caused the program to crash
  • Fixed Config items with duplicate ids didn't get restored (e.g. those where you assign two controls to a game function)
v1.9.131
  • Fixed Added proper keys for taking screenshots and pausing the game to the quick help window you get when pressing F1 in-game
v1.9.130
  • Fixed Occasional crashes caused by overloading animations with TGA animations that have less frames than the original animations
  • Fixed If a robot spawned a boss robot, the boss robot was not acting properly
  • Changed Moved object tally one line down and fps display one line up
v1.9.129
  • Fixed Multiplayer score sync'ing code didn't work
v1.9.128
  • Fixed Debris smoke setting wasn't accepted, robot smoke setting was used for it instead
  • Fixed Difficulty setting from gameplay options menu overrides setting from new game menu when starting a new game
  • Fixed HUD gauges flashed on low values even if flashing was disabled in the cockpit options menu
  • Fixed Guidebots summoned in Descent 1 missions (using Shift+F4) were created damaged
  • New Added command line switch '-enable_freecam 0|1' to allow free camera movement independant of ship position (toggle with Alt+Ctrl+S; only works in singleplayer or coop games)
v1.9.127
  • Fixed Homing missiles didn't track their targets anymore
v1.9.126
  • Fixed Inventory wasn't available in cooperative multiplayer games
v1.9.125
  • Fixed If more than one homing missile were underway, only one of them actually tracked its target
  • Fixed Occasional crash caused by robot triggers
  • Fixed Robot triggers occasionally not working
  • New Added missile turn speed adjustment control to gameplay options menu (will not affect non-coop multiplayer games)
v1.9.124
  • Fixed D2X-XL did not properly keep track of more than one reactor in a mine in d2x-xl levels and with multiple bosses enabled
v1.9.123
  • Fixed Player shield and energy reset to 100 when entering a secret Descent 1 level even if the values were higher than 100
  • Fixed Occasional crash caused by repeatedly loading different levels containing animated custom textures
  • Improved Robots spawned by exploding robots will not be destroyed by that explosion any more
  • New Object triggers can now be attached to reactors, too
v1.9.122
  • Fixed You could carry more than the max. permissible amount of mines
  • Fixed Opening the light render options dialog in-game could lead to initially enabled OpenGL style lighting being turned off
v1.9.121
  • Fixed Equipment generators weren't automatically started if not targetted by a robot maker trigger
  • Fixed Equipment generators weren't properly saved in savegames and hence not properly restored
v1.9.120
  • Fixed No missions except the default ones were found on OS X and Linux
  • Fixed Invalid polygon model error on some Mac OS X Descent installations
  • Fixed Level checksum error on PPC Macs during multiplayer games
  • Fixed Multiplayer clients freezing in certain levels (e.g. Descent 1 level 1)
v1.9.119
  • Fixed Powerups were rendered too large
v1.9.118
  • New Object size of custom models will be automatically computed in-game
v1.9.117
  • New Added switches that change wall textures
v1.9.116
  • Fixed You couldn't control banking with joystick buttons anymore
v1.9.115
  • Fixed Boss robots that were spawned by other robots weren't properly handled if multiple bosses were enabled
v1.9.114
  • Fixed Equipment generators stopped to work when loading or starting another game w/o leaving the program
  • Fixed Robot generators didn't work anymore
  • Fixed Repair centers didn't always work
  • Changed Increased max. segment count to 6000
v1.9.113
  • Fixed Crash when changing screen resolution or toggling full screen if smoke rendering was enabled
v1.9.112
  • Fixed Rapid fire on and off messages were exchanged
  • Improved Wall collision handling (in rare circumstances, objects could penetrate walls)
v1.9.111
  • Fixed You couldn't shoot your own mines any more
v1.9.110
  • Fixed Crash due to optimizations (cough) in smoke rendering
v1.9.109
  • Improved Smoke rendering
  • New Added configurable smoke grenade drop limit
v1.9.108
  • Fixed Depending on view angle, smoke was slightly displaced in regard to the object it belonged to
v1.9.107
  • New Added smoke grenades. If this feature is enabled, proximity mines will be turned into smoke grenades. To avoid smoke spamming, you cannot carry more than four of them, and can only drop up to two simultaenously
v1.9.106
  • Fixed Game crashed when turning off mouselook or entering a level in multiplayer
  • Fixed Couldn't configure joystick axes anymore
  • Fixed If mouselook was on, there was no turn speed limitation for the joystick as well
v1.9.105
  • Fixed Level didn't end if multiple boss option was active and last boss was killed (only D2X-XL levels were affected)
v1.9.104
  • Fixed Crash when disabling mouse or changing mouse settings if D2X-XL couldn't find any joysticks
  • Improved Made sure ship turn rates are identical to D2X-Rebirth
  • New Added configuration menu to multiplayer options menu
v1.9.103
  • Fixed game crashes when reloading a save game since introduction of equipment generators
  • Fixed Program scrolling through weapon priority ordering menus forever
v1.9.102
  • Fixed If you didn't have a joystick, or had disabled it in D2X-XL unchecking fast pitch had no effect
  • Fixed Hires vulcan ammo model wasn't recognized
v1.9.101
  • Fixed You couldn't destroy boss robots in standard levels if a reactor was present in the mine as well
  • New Added powerup generators (similar to robot generators)
v1.9.100
  • Fixed Boss robots weren't working properly any more
  • Fixed Laser bolts weren't semitransparent any more
v1.9.99
  • New You can now force flickering lights to always stay bright. This is particularly useful for people suffering from epilepsy
v1.9.98
  • Fixed You couldn't turn on smoke in competition mode
v1.9.97
  • Fixed Flaws in handling of multiple bosses
  • Fixed kill boss cheat ('dodgethis') ended the level
  • Fixed Ship and robot thrusters were rendered too dark
v1.9.96
  • Fixed Robots were always brightly lit regardless of their vicinity's brightness
  • Improved Smoke appearance, again
v1.9.95
  • Fixed If multiple bosses were in the level, all bosses stopped firing at the player once the first boss was down
  • Fixed Robots damaged other robots even if it was turned off
  • Fixed Creation of smoke on robots due to damage
v1.9.94
  • Improved Enabled scrolling through file and item selection boxes with the mouse wheel
  • Improved Tweaked smoke appearance a little more (for the 'disperse smoke' setting)
v1.9.93
  • Fixed When saving a game with smart mines equipped and reloading that game, prox mines were equipped instead
  • Fixed When playing back an demo in compatible format, empty damage indicators were displayed if damage indicators were enabled. Damage indicators are now disabled for compatible format demo playback
v1.9.92
  • Fixed Static colored lighting wasn't computed for variable lights
  • Fixed When finishing a level of a multi-level mission in coop mode, you weren't advanced to the next level
  • Improved Enabled scrolling through menus with the mouse wheel
v1.9.91
  • Fixed After long level loading times (e.g. due to enabled OpenGL lighting), multiplayer participants got disconnected
  • Fixed You couldn't turn on smoke in multiplayer games if it had been off at game launch
v1.9.90
  • Fixed Instead of enforcing ship wiggling in multiplayer games, it got turned off
v1.9.89
  • Fixed Dynamic light sources didn't cast light any more if colored lighting was turned on
  • New Added D2X-XL specific game info to the game browsers netgame info dialog (press 'I' to review)
v1.9.88
  • Improved Players have now more control over game settings during multiplayer games (i.e. you can now turn many features locally off even if the game host has turned them on). This affects mostly graphical enhancements of D2X-XL like smoke, shadows, weapon effects and the like
v1.9.87
  • Fixed D2X-XL specific options were still present in the more multiplayer options menu
v1.9.86
  • Fixed Multiplayer option for towing flags wasn't recognized
  • Fixed Potential crash in D2X multiplayer options menu
  • New Multiplayer competition parameter disabling certain D2X-XL extensions for multiplayer games
v1.9.85
  • Fixed Light source influence calculation wasn't called if progress bars weren't enabled
  • Fixed after loading a save game, weapon icons didn't show which mine type was armed
  • Fixed Calculation of maximum robot strength was wrong, leading to damage indicators not reflecting the actual amount of damage a robot had taken (particularly boss robots were affected)
  • Changed Ship wiggling cannot be turned off in multiplayer games any more (not that it would make a difference ...)
  • New Added progress bar for loading hires models
v1.9.84
  • Fixed It could happen that demos recorded in nostalgia mode were written using the enhanced D2X-XL demo format
  • Fixed No target indicators and smoke visible if '-enable_shadows 0' set while shadowing had been left enabled in the shadow options menu
  • Fixed Shadows were disabled by default (like when specifying '-enable_shadows 0') - they are enabled by default now
  • New Displaying message box 'loading hires models...' during program startup
v1.9.83
  • Fixed 3D plasma gun model was not displayed
v1.9.82
  • Fixed Mercury missiles had no red exhaust puffs any more in nostalgia mode or if smoke and thruster flames were turned off
  • Fixed Lots of issues with nostalgia mode (like hud icons, smoke or weapon effects still visible, menu hotkeys not working, etc)
  • Note Restored: Old style new game launching procedure for nostalgia mode
v1.9.81
  • New Added command line switch '-pureD2', which is equivalent to 'nostalgia 3', reverting D2X-XL to legacy Descent 2
  • Changed Made sure no D2X-XL specific multiplayer messages are sent if -nostalgia set to 2 or greater or -pureD2 set
  • Changed UDP/IP specific D2X-XL multiplayer messages not sent during IPX (KALI) games
v1.9.80
  • Fixed Other Descent 2 versions could not connect to D2X-XL hosted IPX (KALI) games
  • Fixed Inconsistencies between D2X-XL and other Descent 2 versions in IPX (KALI) multiplayer games (like picked up powerups remained in the mine, etc. Things looking like packet loss)
v1.9.79
  • Fixed Removed bug in player detection code for IPX (KALI) games
  • Fixed Player shield and energy not reset to 100 when entering a secret Descent 1 level
  • Fixed Object tally icons disappeared when loading a new level, changing screen resolution or toggling full screen
  • Improved OpenGL object lighting can now be toggled in-game
  • New Added light range slider for OpenGL lighting
  • New Added command line switch '-enable_shadows [0|1]'. If set to 0, no shadowing is available. Additionally turning off colored lighting will significantly increase level loading speed
v1.9.78
  • Changed Moved all D2X-XL related multiplayer options to a separate submenu of the multiplayer setup menu
v1.9.77
  • Fixed Powerups disappearing permanently during IPX (KALI) games
v1.9.76
  • Fixed Capslock and Numlock didn't work in D2X-XL (SDL related - source code fix is contained in SDL 1.2.11 source archive on my Descent 2 site)
v1.9.75
  • Fixed You couldn't always see through holes of grated doors if the door was closed
v1.9.74
  • Fixed Mixing colored ambient and gun light didn't work right (affected level areas got darker)
  • Fixed Light source influence calculation still was buggy, leading to objects not being lit properly with OpenGL lighting for objects turned on
  • Fixed 2D projection of 3D points didn't work correctly any more after my moving aspect scaling to OpenGL. This affected e.g. position of player names in multiplayer games and visibility culling in the mine
v1.9.73
  • Fixed Pilot name in multiplayer games not always displayed right over the players' ships
  • Fixed Hires pyro didn't get rendered any more
  • Improved Excess powerup checking for UDP/IP games
  • New Function to replace powerups that have vanished from the game due to connection problems (UDP/IP games only)
v1.9.72
  • Fixed Saving demos with compatible format didn't work
  • Fixed You couldn't take screenshots during demo playback
  • Fixed Damage indicators were always empty during demo playback (no fix for compatible format demos)
  • Fixed Demo playback hung when trying to display powerups that had been recorded with 3D powerups enabled
  • Fixed Demo playback crashed when the demo had been recorded with 3D powerups enabled and was showing such powerups
  • Fixed Static lighting wasn't recomputed when loading a level for a demo
  • Fixed Object tallies only were displayed if graphical HUD gauges were turned on
  • Fixed Deleting player profiles and demos via the respective selection menus didn't work
v1.9.71
  • Fixed If the game host changed gameplay settings during multiplayer games, the clients weren't updated accordingly. With the exception of coop games, the game host now cannot change gameplay settings during multiplayer games any more. In coop games, all participants will be updated accordingly
v1.9.70
  • Improved Level loading speed after recent correction of light source influence calculation
  • Fixed Bug in light source influence calculation leading to levels being improperly lit after loading a savegame and the headlight not working properly with OpenGL style lighting enabled
v1.9.69
  • Fixed Object tally icons turned into white rectangles when loading a new level or changing screen resolution
v1.9.68
  • Changed Windows executable doesn't contain SSE instructions any more
  • New Added cheat code 'PITAPITA' to kill all Guidebots present in the mine
v1.9.67
  • Fixed With OpenGL style lighting light sources could affect areas that were geometrically close, but actually hidden from the light source
  • Fixed Automap blips of 3D powerups way too small
v1.9.66
  • Fixed Recomputing static lighting erroneously added light from variable light sources
v1.9.65
  • Fixed With OpenGL style lighting enabled, powerups kept emanating light even if light from powerups was turned off
  • Fixed 3D gun powerup models not displayed although present and hires model display was enabled
  • Fixed Occasional crash caused by a bug in the texture management
  • New Added robot and powerup tally display to the cockpit
v1.9.64
  • Fixed Player ship not visible in guided missile view
v1.9.63
  • Fixed 3D smart mines were very hard to hit
  • Fixed 3D mines moved to fast and too far after having been dropped
  • Fixed Colored lighting didn't work right
  • New Added support for 3D models of all powerups (now all we need is 3D models ... )
v1.9.62
  • Fixed No shadows if shadow clipping was turned off
  • Fixed Fast shadow clipping was flawed
v1.9.61
  • Fixed Exploding hires models had duplicates of the entire model instead of debris reeling off in different directions
  • New Added support for hires smartmines and smartmine packs
v1.9.60
  • Fixed Light colors in D2X-XL levels that got their face colors directly assigned (and not via assigning colors to light textures) could get messed up
  • New Added option to turn off light from powerups to light render options menu
v1.9.59
  • Fixed In standard levels, static lights didn't cast light if OpenGL style lighting was turned on
  • Improved OpenGL style lighting a tad brighter and a little faster
v1.9.58
  • Fixed Bug in initial screen mode detection leading to crashes on OS X (heaven knows why this works on MS Windows)
v1.9.57
  • Fixed 3D powerups occasionally zipping around like crazy, never slowing down
  • Fixed Turning off 3D powerups didn't display the 2D powerup sprites anymore for powerups already in the mine
  • Fixed 3D powerup spin rate reset when turning off 3D powerups
  • Fixed Blending of colored ambient and weapon light still flawed
v1.9.56
  • New Added option to enable old format for demo recordings
v1.9.55
  • Fixed Icon dimming value wasn't preserved across program starts
v1.9.54
  • Improved Guidebot shouldn't hit the player with flares anymore
v1.9.53
  • Fixed Gun fire didn't light its environment if colored ambient light was turned off
  • Fixed Gun fire was always white if colored ambient light was turned on
v1.9.52
  • Fixed Colored lighting didn't work in D2X-XL levels (no shadows of OpenGL style lighting off, no/pale colors if on)
  • Fixed Crash when opening cockpit options menu
  • New Split gauge options menu from cockpit options menu
  • New Non-colored D2X-XL levels will now be colorized by OpenGL style lighting if colored lighting is turned on
  • New Difficulty level setting now gets saved in the player profile
v1.9.51
  • New Added launch game option to new game menu
v1.9.50
  • Fixed Headlight didn't work
  • Fixed With colored lighting enabled, shooting out lights didn't darken the area around them
v1.9.49
  • Fixed Trigger states weren't correctly processed in UDP/IP multiplayer games (i.e. if one player shot a trigger opening e.g. a force field, the force field didn't open for the other players)
  • Fixed Light from invisible objects affecting areas visible to the player wasn't processed, leading to affected level areas changing brightness and/or color depending on player heading
  • Fixed Colored ambient light wasn't correctly mixed with gun light for non D2X-XL levels resulting in areas lit with some color turning white if powerups or weapon light was nearby
  • Fixed Markers weren't rendered
  • Fixed Level music not looping if SDL_mixer enabled
  • Fixed Weapon light was too dim
  • Fixed Players were always offered to select any level from a mission set regardless how far they had actually proceeded through that mission
v1.9.48
  • Fixed If restoring a savegame taken during the death roll of a boss robot, the boss robot was gone, the mine destruction countdown didn't start and the exit door wasn't opened
  • Fixed Objects were too bright with OpenGL style lighting
v1.9.47
  • Fixed Program crash when playing sounds and either sdl_mixer disabled or no mp3 playback requested
v1.9.46
  • Fixed Dynamic lighting code considered segment faces to emit light that didn't
  • Fixed Another flaw in shadow clipping
v1.9.45
  • Fixed Mines were completely dark - no light whatever got rendered
v1.9.44
  • Fixed Shadow clipping was flawed
  • New Split off target indicator and weapon icon menus from the cockpit menu
v1.9.43
  • Fixed Descent 1 secret levels terminated on player death
  • Fixed Crash when entering a level after having viewed a level briefing if user music is enabled
  • New Added more shadow clipping options (only for fast computers)
  • New Added '-creditssong' and '-briefingsong' switches to d2x.ini for specifying user supplied credits and briefing music
v1.9.42
  • Fixed When turning on shadows, smoke turned into white puffs, the screen could be largely black and framerates dropped to a crawl
v1.9.41
  • New Added support for user supplied menu and level songs in MP3 and OGG/Vorbis formats (currently only Windows)
v1.9.40
  • Fixed Game crashed if player died in last or only level of a mission after destroying the reactor/boss robot(s)
v1.9.39
  • Fixed If powerups were rendered as 3D models, homing missile powerups dropped by destroyed robots attacked the player if he got in their field of view
  • New Added shadow proof models of all remaining Vertigo robots to d2x-xl.hog
v1.9.38
  • New Added support for hires missiles
v1.9.37
  • Fixed Vertigo robot videos weren't found
  • New Added shadow proof models of Vertigo robots (Compact Lifter, Heavy Driller, Smelter II, Fiddler, Sniper NG, S.P.I.K.E.) to d2x-xl.hog
v1.9.36
  • Fixed Colored weapon light did not always work properly in Descent 1 missions
v1.9.35
  • Fixed Midi music occasionally didn't work
v1.9.34
  • Fixed The main view frequently started to flash badly, or parts of it weren't rendered when cameras were active
v1.9.33
  • Fixed Automap was not properly rendered if shadows were enabled
  • New Added idle animations for robots (if they've got nothing better to do, they will move around a little, pretending they're watching or working). That's something especially for the singleplayer fans.
v1.9.32
  • Fixed Crash in Descent 1 level exit sequence when trying to render moon/planet surface
  • Fixed Save game bug causing 'corrupted save game data' messages
  • Fixed Level midi music not looping if SDL_mixer is disabled (via d2x.ini)
  • Fixed Cycling through levels in multiplayer didn't work
v1.9.31
  • New Added code to render powerups as 3D models
  • New Added menu to control 3D powerup model rendering
  • New Added cheat code 'itsarock' to toggle cloak
v1.9.30
  • Fixed Replacement models for Vertigo robots weren't loaded from d2x-xl.hxm
  • New Added shadow proof models of both Vertigo bosses to d2x-xl.hog
v1.9.29
  • Fixed Wrong sound played when picking up a hoard orb or entropy virus
  • Fixed If room texture replacement on capture was enabled for entropy games, faces w/o an overlay texture erroneously received a flash, wrench or bio hazard overlay if the room changed ownership
v1.9.28
  • Fixed On some systems, if shadows were enabled the entire mine was darkened, and no shadows were rendered
v1.9.27
  • Fixed Mouse cursor not visible in menus
  • New Added shadow proof models of all Descent 1 robots to d2x-xl.hog
v1.9.26
  • Improved Multiplayer score syncronization between the different players
  • Changed Removed joystick calibration info from quick help window, added chase cam info instead
  • Changed Relaxed test for excess powerups for non UDP/IP multiplayer games to keep spew from destroyed ships from disappearing
v1.9.25
  • Fixed Hang up on Linux and OS X caused by memory detection code
  • Improved Object rendering code
v1.9.24
  • Fixed Crash when playing LOR and then loading a LOR savegame
  • Fixed Crash when playing entropy games with hires textures enabled
  • Fixed Crash when picking up a hoard orb or entropy virus
v1.9.23
  • Fixed Smoke didn't appear if shadows were enabled
v1.9.22
  • Fixed Lit areas showed 'jaggies', i.e. adjacent triangles with completely different brightness/color values
  • Improved Increased shadow rendering speed
v1.9.21
  • Fixed Lasers weren't transparent anymore
  • New Added fantastic new models for Concussion, Homing and Mega Missiles built by Razor from the German descentforum.de
v1.9.20
  • Fixed When playing any other level or savegame after having played the first game after program start with OpenGL style lighting enabled, the levels were very dark
  • Fixed Bug in coordinate transformation code potentially causing all kinds of problems; most noticeably wildly spinning around debris
  • Fixed Error message 'Unknown Option 5' when trying to invoke the multiplayer menu
v1.9.19
  • Fixed Colored lights did not work in D2X-XL levels anymore
  • New Added shadow proof models for all Descent 1 levels up to and including level 7 to d2x-xl.hog
v1.9.18
  • Fixed Another crash bug when using both real time shadows and OpenGL style lighting
  • Fixed Flashing lights didn't work with OpenGL style lighting enabled
  • Fixed Door frames disappeared during door animations with '-gl_alttexmerge 1' set
v1.9.17
  • Fixed Vertex array and point sprite functionality for smoke effects didn't work
  • New Added shadow proof models of all Descent 2 bots to d2x-xl.hog
v1.9.16
  • Fixed Player ship invisible during Descent 1 exit sequence
  • New Shadow proof models of all bots except the Green Spider and the final boss added to d2x-xl.hog
v1.9.15
  • Fixed Crash when enabling shadow proof models
  • New Shadow proof models of TRN Racer, Bulk Destroyer, Ice Spider, Omega, Spawn, and Fire and Ice Boss added to d2x-xl.hog (all bots up to and including Descent 2 Level 12 are covered now)
v1.9.14
  • Fixed Crash when using shadowing and OpenGL style lighting simultaneously
v1.9.13
  • Fixed Automap could not be controlled any more
  • Fixed Shadow clipping was reset when leaving the shadow render options menu
  • Changed With new menu style enabled, single player games will continue to run in the background while the automap is up (pause/unpause game with Ctrl+P)
v1.9.12
  • Improved Shadows will now only penetrate walls in rather rare cases - yay!
  • New Added shadow clipping option to shadow options menu
v1.9.11
  • Fixed Lasers were casting shadows
  • Fixed Shadow proof pyro model had a flaw
  • Fixed Screenshot path was invalid
  • New Added shadow reach option to shadow options menu
v1.9.10
  • Fixed Crash bug in shadow rendering code
  • Fixed Objects behind the player weren't always casting shadows even if the player would see these
  • Fixed No low res models used for hires missile shadow rendering if '-lores_shadows 1' specified
  • Fixed In multiplayer games proximity and smart mines were respawned as soon as a player dropped one mine, allowing players to multiply the mine supply
  • Fixed Crash when enabling both OpenGL style lighting and shadows
  • Changed Screenshot message not printed while automatic screenshots are enabled
  • Changed Revamped the render options menus
  • Improved Shadow rendering code
v1.9.9
  • Fixed Cloaked objects were casting shadows
  • Fixed Smoke was affected by shadows even if in front of them (no shadows at all on smoke now for technical reasons)
  • Fixed Player ship invisible for owner during death animation
  • Fixed Made sure reactors get only turned into shield orbs if a boss robot is present in the mine
  • New Added shadow proof models of Diamond Claw, Sidearm Modula and the Descent 2 level boss (that means that the Descent 2 levels 1 - 4 are now covered)
v1.9.8
  • Changed Shadow proof model management (apart from the player ship, the fixed models will only be used for shadow rendering, not for rendering the actual object)
  • New Added shadow proof models of Smelter and Sidearm to d2x-xl.hog
v1.9.7
  • Fixed Shadowing was broken ...
v1.9.6
  • Fixed Self-shadowing did not work
  • New Added option to toggle player ship shadowing
  • New Added shadow proof models of Thief bot to d2x-xl.hog
v1.9.5
  • Fixed Crash when destroying a robot with a the replacement models
  • New Added shadow proof models of Guidebot, IT Droid, P.E.S.T. and P.I.G. to d2x-xl.hog
  • New Switches to enable shadowing for missiles and reactors
v1.9.4
  • Fixed Robot shadowing setting wasn't saved in player file
  • New Added options to toggle missile and reactor shadowing
  • New Added an option to have shadows for hires models created from their lores counterparts; control with '-lores_shadows 0|1' in d2x.ini
v1.9.3
  • Fixed Robots and powerups not visible in automap anymore
  • Fixed Control configuration screens black when called from in-game (F2) with old style menus enabled
  • Improved Light source selection if number of light sources per object for shadow rendering greater than one
v1.9.2
  • Fixed Light trails, shock waves, thruster flames and Gauss/Vulcan tracers weren't visible when real time shadowing was enabled
  • Changed Removed shadow rendering debug options from advanced render options menu
v1.9.1
  • Fixed Shield spheres and target and damage indicators weren't always visible when real time shadowing was enabled
  • Fixed Powerups moving around depending on player position
  • New Added support for replacement polygon models (D2X-XL will look for them in a file named 'd2x-xl.hxm' which is contained in d2x-xl.hog). Usage can be toggled with '-fix_models 0|1'
v1.9.0 — Real time shadowing!
  • New Added volumetric real time shadowing. (This is not as good as it sounds, because due to flaws in virtually all Descent 2 models it doesn't work for these)
  • Fixed No screen message was printed when a screenshot was taken
  • Fixed No screen messages were printed when a energy->shield converter or a headlight were picked up
  • Fixed When deleting one of several markers, you could not switch to the camera view of any markers following the deleted one
v1.8 59 releases
v1.8.58
  • Changed Alternative brightness handling wasn't so good, so I removed it again
v1.8.57
  • Fixed Program crash at startup or when loading a level with hires texture usage enabled
v1.8.56
  • Fixed 'PrtScrn' instead of 'Alt+F9' listed in in-game quick help screen
  • Fixed Removed 'Player should be dead' debug message
  • Fixed Guidebot could trigger level exit sequence
  • Improved Handling of brightness setting with OpenGL style lighting enabled
v1.8.55
  • Fixed Scores weren't displayed between levels
v1.8.54
  • Fixed Automatic transparency did not work in all cases
v1.8.53
  • Fixed Crash when unchecking 'use master sliders' in smoke render options menu
v1.8.52
  • Fixed Window/screen size from d2x.ini was overridden by player file
  • Fixed No subtitles were displayed for movies started via the main menu
  • Fixed Open doors and grates showing background texture instead of transparent areas on certain systems
  • New Added smoke trail length setting for missiles
v1.8.51
  • Fixed Menus didn't show check boxes, sliders, etc.
  • Fixed Missiles leaving explosion trail if missile view enabled
  • Fixed Program occasionally crashing when activating triggers
  • Changed Removed SSE code as it caused more problems than it cured
v1.8.50
  • Fixed Crash when launching a device configuration menu and subsequently leaving it after having done all desired adjustments
  • Fixed Crash on 64 bit Linux when exiting the game
  • Fixed Random crashes caused by objects moving around
v1.8.49
  • New Added command line switch '-enable_sse 0|1' to control SSE instruction usage
v1.8.48
  • Fixed Program crashes due to invalid triggers (i.e. bugs in missions)
  • Improved Accelerated a few math functions by using SSE SIMD code (currently Windows only)
v1.8.47
  • Fixed Cloak and invulnerability states not properly restored from savegames
  • Fixed Using the invulnerability cheat turned invulnerability off if it was previously turned on using an invulnerability powerup
  • Fixed Invulnerability enabled by a cheat expired after some (long) time
v1.8.46
  • Fixed Errors during camera creation not handled properly (tried to use camera anyway)
  • Fixed Supervisor robot acting as shield powerup in levels with a boss robot (should have been a regular shield powerup)
  • Fixed Reactor damage indicator not working properly
v1.8.45
  • Fixed Program crashes caused by morphing flawed custom robot models
  • Improved Vulcan/Gauss ammo now displayed red in weapon icons if below 1000
v1.8.44
  • Fixed Recomputing static lighting including color didn't work
v1.8.43
  • Fixed particle handling bug fix could cause crashes
  • Fixed Object lighting ceased to work after playing the first mission (i.e. when playing a mission and then starting another mission or loading a savegame)
v1.8.42
  • Fixed Bug in particle handling that can mess up OpenGL and cause program crashes (particularly on Linux)
v1.8.41
  • Fixed Energy sparks didn't cast light in Descent 1 levels
  • Fixed When using the new game menu to restart a mission that had been played previously and not explicitly reloading it because it was still listed there, the mission couldn't be found
v1.8.40
  • Fixed Hires powerups not properly displayed in Descent 1 missions
  • Fixed OpenGL style lighting not working properly in Descent 1 missions
  • Fixed 'Honestbob' cheat will now give double ammo if ammo rack present
  • Fixed Difficulty level setting from new game menu wasn't preserved
v1.8.39
  • New Added option to only display target and damage indicators for objects that have been hit
  • New Added command line switch '-sound44k' to enable 44.1 KHz internal sound sampling
v1.8.38
  • Fixed Random crashes
v1.8.37
  • Fixed Assertions and random crashes caused by a newly introduced bug in the pathfinding code
v1.8.36
  • Fixed Jumping to top of menu when changing darkness setting in more multiplayer options menu
  • Fixed Damage indicators could not be enabled separately from target indicators in more multiplayer options menu
  • Fixed Guidebot didn't work anymore
  • New Added alternative smoke dissipation behaviour
v1.8.35
  • Fixed Descent 1 secret level save game/level advancement bug
  • Fixed '-gl_alttexmerge 1' did not work anymore
  • Improved New game menus (select mission, select level, select difficulty) all put into one tidy dialog
  • Improved Energy trails
  • Changed What had been energy trails are now 'shock waves'
  • New Tracers for Vulcan/Gauss fire
v1.8.34
  • Fixed No light with OpenGL style lighting enabled
v1.8.33
  • Fixed Ambient sounds could be heard from extremely far away and were very loud
  • Fixed Player ship was affected by nearby speed boost areas when firing lasers through them
  • Fixed Headlight with OpenGL style lighting
  • Fixed Object triggers didn't work ...
  • Improved Loading speed of D2X-XL levels and save games with OpenGL style lighting disabled
  • Improved Much better smoke distribution for missile smoke trails, better scaling with density and size
v1.8.32
  • Fixed Light got brighter every time a level was reloaded or a new mission was started
  • Fixed Many robot lasers didn't have light trails, and some robot missiles didn't have smoke
  • Fixed For some smoke density settings, the text overlapped with the slider in the smoke options menu
v1.8.31
  • Fixed OpenGL light data wasn't properly reset when loading another level
  • Fixed Some lasers didn't have light trails
  • Improved Light trail appearance
v1.8.30
  • Fixed Smoke options menu occasionally messed up
  • Fixed Monsterball appearing in all multiplayer games at random positions
  • New Robots and monsterballs are now affected by teleports and speed boosts!
v1.8.29
  • Fixed Program crashing with no apparent reason
  • Fixed Objects could fly through each other
  • Fixed Couldn't play using demo data anymore
  • Fixed No lasers or missiles visible when using the demo data
  • Fixed Missiles didn't have thruster flames even if these were enabled
  • Fixed Level loading progress bar had a minor flaw
  • New Light trails for energy weapons
  • New Smoke density and particle size can now be adjusted separately for ships, robots and missiles
v1.8.28
  • Fixed Extreme bounciness with new hit angle calculcation
  • Fixed Monsterball texture lost when changing screen resolution, toggling fullscreen or loading a new level
  • Improved Monsterball will now rotate and change orientation when moving around
  • Improved Handling of objects that are penetrating walls
  • New Option to turn hit angle calculation on and off
v1.8.27
  • New Monsterball is a true 3D sphere now
  • Changed Decreased weapon influence on Monsterball
  • Improved Monsterball now moves in the proper direction if hit laterally
v1.8.26
  • Fixed Various bugs in OpenGL style lighting leading too lights being too dark
  • Improved OpenGL style lighting faster in areas with few breakable or flickering lights
  • New D2X-XL can now recompute the lighting of standard levels, adding color, w/o the user having the enable OpenGL style lighting
  • New Smoke trails from debris
  • New Damaged reactors are smoking
  • New Target and damage indicators for reactors (purple)
v1.8.25
  • Fixed Ship could only rotate, but not move any more
  • Fixed Object positions not properly updated when loading a save game from a running game
  • Fixed A bunch of memory leaks
  • Fixed Thruster flames of cloaked players were shown
  • New Added switch '-check_ports' to include ports in network address comparisons for UDP/IP network games
v1.8.24
  • Fixed Sometimes it was hard or close to impossible to shoot out a light or shoot through a grate
  • Fixed Couldn't use headlight if OpenGL style lighting enabled
  • Fixed Headlight too dark with OpenGL style lighting
  • Fixed Thruster flames didn't change proportional to speed
  • Fixed Some missile types fired by robots didn't have a smoke trail
  • New Temporarily added some HUD messages to aid in tracking down the ship freezing bug
  • New Smoke can now be displayed during demo playback
v1.8.23
  • Fixed Guidebot damage indicator still overflowing
  • Fixed Game exit menu not always having the exit option highlighted
v1.8.22
  • Fixed Lights weren't always properly placed
  • Improved OpenGL style lighting (many lights were too dark)
v1.8.21
  • Fixed OpenGL style lighting view angle dependant
  • Fixed Progress bar overflowing when using OpenGL style lighting
  • Fixed Additional smoke render options not displayed when entering the smoke render options menu with smoke turned off and then turning it on
  • Fixed Damage indicators overflowing if player shields > 100%
  • Improved Thruster flames
  • Improved Smoke - again
  • New Missiles will have new thruster flame, too
  • New Added options to load and save games to exit query menu
v1.8.20
  • Fixed Internal restrictions occasionally causing crashes when destroying robots
  • Fixed Guidebot target indicator way to long
  • Fixed Screen resolution menu bug (Disraptor)
  • Fixed 'd2x-xl' not allowed in game folder name (Disraptor)
  • Changed Moved smoke options to a separate menu
  • New Option to decrease smoke induced lag when moving backwards
v1.8.19
  • Fixed Transparency of custom textures wasn't properly detected and handled
  • Improved Thruster flames
v1.8.18
  • Improved Ship thruster flames
  • Changed menu option 'render entire mine' renamed to 'render transparency correctly'
v1.8.17
  • Fixed Crash when shooting destructible or see-thru hires textures
  • Fixed Shield spere will not hide smoke and thruster flames anymore
  • Improved Shield sphere appearance
  • Improved Smoke ... again
  • Improved OpenGL style lighting
  • Changed Handling of smoke density setting
v1.8.16
  • Fixed Flare light did not decay slowly with new style lighting
  • Fixed Lightmap rendering did not work properly anymore
  • Fixed Some weapons had no impact on the Monsterball
  • Fixed When loading a savegame where the superlaser is the currently selected weapon, firing the laser will switch to the next gun once
  • Fixed Weapons got stuck in powerups
  • Fixed Object triggers weren't properly read
  • Fixed If enough proximity or smart mine packs were available, you could endlessly create new prox or smart mine packs by first maxing out your mine load and then dropping one mine and flying through the 2nd pack
  • Fixed Headlights could still be turned on and drain energy in darkness games even if disabled
  • Fixed Teams did not score when the opposing team pushed the Monsterball into their goal area
  • Fixed ship getting stuck or even half penetrating walls, e.g. at corners, but also at flat walls
  • Fixed If saving while cloaked/invulnerable and reloading that savegame, the cloak/invulnerability effect immediately expires
  • Fixed Appearance of energy weapon shots (are now fully bright again)
  • Improved You can now play darkness games with old-style lighting
  • Improved OpenGL style lighting and lightmap options are now mutually exclusive in the render options menu
  • Improved Smoke performance and appearance
  • Changed Increased max. number of fuel centers to 350 and of robot generators to 100 for D2X-XL levels
  • New Function to automatically create a screenshot every X seconds (adjustable)
v1.8.15
  • Fixed Bug in player file handling
  • Improved You can now change headlight cone size in darkness games
  • Improved You can now turn off light emitted by powerups in darkness games
  • Improved Target and damage indicators can now be turned off for cloaked objects
  • Improved Target and damage indicators can now be turned off for the opposing team in multiplayer team games
  • Improved Equipment icons will now get lit if equipment is being used
  • New Flags can now be towed behind player ships in CTF games
v1.8.14
  • Fixed Target indicator setting was assigned to damage indicator setting every time the cockpit or more multiplayer options menus were opened
  • Fixed Enabling cheat codes in multiplayer didn't work
v1.8.13
  • Fixed D2X-XL tried to build shader programs even if the gfx hardware did not support the required extensions, which could cause program crashes
  • New Added triangular target indicators with integrated damage display if damage indicators are enabled
v1.8.12
  • Improved Smoke appearance
v1.8.11
  • New Added target and damage indicators
v1.8.10
  • Fixed Crash if new lighting and progress bars enabled and light sources set to 32 when loading a mission, exiting it, loading a mission again
v1.8.9
  • Improved Smoke appearance
v1.8.8
  • New Added team doors to multiplayer team games. These are simply doors requiring a red or blue key to open
  • New Added option to enable cheat codes in multiplayer games
v1.8.7
  • Improved In darkness games, player ships don't emit light and are always equipped with a headlight
v1.8.6
  • Fixed When the player died in a D1 mission, D2X-XL tried to forward him to the next level, resulting in attemps to load level 0 or loading just some arbitrary level
v1.8.5
  • Fixed Wrong scoring scheme in Monsterball games (teams now score in the goal area with their team color)
  • Fixed When a player picked up a flag in CTF games, he subsequently carried the flag, yet the flag remained in the level
  • Fixed Cloaks and Invuls collected in a secret level were lost when returning from the level
  • Fixed Player ship thruster flames were casting light, which they shouldn't (compatibility issue)
  • Fixed Potential cause for crash bugs or program freezes if new lighting method is enabled
v1.8.4
  • Fixed Levels containing colored lights rendered dark if both new lighting method and progress bars were enabled
  • Fixed Automap not rendered
  • Fixed Newly created/updated D2X-XL levels couldn't be loaded
  • Improved Loading speed of big levels and levels with lots of lights if new lighting method enabled
v1.8.3
  • Fixed Levels containing colored lights rendered dark if enabling new lighting method
  • Fixed No colored light in levels containing colored lights if disabling new lighting method
  • Fixed Color information not properly read from older levels containing colored lights
  • Fixed Flaw in handling player profiles causing some information to get lost
  • Improved Fireballs of any kind (explosions, muzzle flashes, etc.) now are properly colored
  • New Multiplayer game property 'darkness' completely disables all static lights, so players have to rely entirely on headlights, flares, weapon lights and sound
v1.8.2
  • Improved You can now disable colored ambient and weapons lights for the new lighting method, too
v1.8.1
  • Fixed Mine could be pitch black if new real-time lighting enabled
  • Fixed Smoke flickering
  • Fixed Max. real-time lights reset to 4 if disabling and re-enalbing real-time lighting
v1.8.0 — New real-time lighting method
  • New Added OpenGL style real-time lighting, offering full colored lighting and increased realism for all Descent missions. Please regard that this feature is heavily CPU dependant, so may not work satisfactorily on slower machines.
v1.7 11 releases
v1.7.10
  • New Added thruster flames to all missiles
  • Improved Smoke appeareance
v1.7.9
  • Fixed Ships getting stuck in open space
  • Fixed Program hanging when reading corrupted object trigger data
  • Fixed Recently introduced transparency flaws
  • Fixed '-altLanguage' not recognized
v1.7.8
  • Fixed Ship getting stuck all the time
  • Fixed Weapon shots hardly visible
v1.7.7
  • Fixed Crash when playing intro movie with subtitles enabled
v1.7.6
  • Fixed Various Monsterball bugs. When starting a Monsterball game, the server player should open the Monsterball options menu and reset everything to default values to remove the effects of the fixed bugs!
  • Fixed Wrong weapon light colors determined
v1.7.5
  • Fixed Object triggers weren't properly read, causing them not to work
  • Fixed Crash when entering tunnel to reactor room in D2:Counterstrike Level 10
v1.7.4
  • Changed Increased default monsterball size slightly again
  • Fixed Pyro impact force default was off
  • Fixed Leaving a secret Descent 1 level did not forward you to the next level
  • Fixed Replaced CRLF line endings in Linux make and config files by LF line endings
v1.7.3
  • Improved Made the monsterball a tad smaller
  • Improved Made monsterball size adjustable
v1.7.2
  • Improved Collision handling, avoiding constantly bumping hardly moving objects, or objects moving away from each other
v1.7.1
  • Improved Monsterballs will now be removed from level for non-Monsterball games
v1.7.0 — New Monsterball game mode
  • New Added Monsterball game mode similar to the one found in Descent 3
  • Fixed Players didn't see any missiles fired from other players except concussion missiles
  • Fixed Crash when leaving entropy options menu
  • Fixed Players leaving stationary smoke puffs when firing missiles in multiplayer games
  • Fixed Crash when calling the netgame browser after first having selected a multiplayer mission as game host
v1.6 197 releases
v1.6.196
  • Fixed Powerups disappearing during UDP/IP multiplayer games
v1.6.195
  • Fixed When dieing in a secret Descent 1 level, you weren't forwarded to the next level, but bumped to the level you came from like in Descent 2
v1.6.194
  • Improved Added workaround for flawed custom (pog) textures
  • Improved Laser/Superlaser weapon icons are now mutually exclusive
  • Improved If smart weapon switch is enabled and the Gauss/Helix cannon are available, the Vulcan/Spreadfire weapon icons are not displayed
  • New Added a 5th joystick axis for flight control users
  • New Added joystick controls for using cloaks and invuls (this may mess up the player files - d'oh)
v1.6.193
  • Fixed Hoard HUD icon not displayed properly when switching screen resolution or toggling fullscreen
  • Fixed Powerups going awol in UDP/IP multiplayer games
  • Fixed Excess missiles from 4packs disappearing if the player cannot pick them all up
v1.6.192
  • Fixed Weapon being switched when picking up a weapon with higher priority than the selected one even if automatic switching disabled
  • Fixed Player not being able to rejoin a UDP/IP game
v1.6.191
  • Improved Minimized packet loss induced powerup multiplication for UDP/IP games
  • Fixed Doors not animated during demo playback
  • Fixed No hires missiles shown during demo playback
  • Fixed HUD icons turning white when changing render quality in-game
  • Fixed Crash when opening a door that has a regular texture at its opposite side
v1.6.190
  • Improved Decreased packet loss induced powerup multiplication
v1.6.189
  • Fixed Old style menus not rendered properly since palette code changes
  • Improved Demo files now hardware independant
v1.6.188
  • Fixed Crash on OS X and Linux at program start
v1.6.187
  • Fixed Cloaks and invuls in inventory disappeared upon entering a new level
v1.6.186
  • Fixed Exit sequence not played when exiting a secret Descent 1 level after having destroyed its reactor
  • Fixed Player was not returned to the level he came from, but to level one after destroying a secret Descent 1 level
  • Fixed Descent 1 sounds not used in secret Descent 1 levels even if corresponding switch demanded it
v1.6.185
  • Fixed Frames of TGA animations from pog files were displayed upside down
v1.6.184
  • Fixed Brightness effects from game affected main menu (if you e.g. quit the game while there was a flash missile effect on screen, the main menu was overly bright)
v1.6.183
  • Changed Save function now automatically enabled for secret Descent 1 levels
  • Improved Color of menu items can now be set individually
v1.6.182
  • Fixed Miscolored multiplayer score screens
  • Fixed Text with white background in the status bar HUD
  • Fixed Client couldn't turn dual missile launch off locally if server had turned it on
  • Fixed D2X-XL expected pig file names to be uppercase on Linux systems
v1.6.181
  • Fixed Terrain not rendered in outside view of Descent 1 exit sequence
  • Fixed Playing briefing music instead of level music when entering a secret Descent 1 level after having viewed its briefing
  • Fixed When entering a secret Descent 1 level, 'Alternate exit found!' is now displayed instead of the Descent 2 message
  • Fixed Energy and shields had not been restored upon entering a secret Descent 1 level
v1.6.180
  • Fixed Level and mission name not displayed in automap
  • Fixed D2X-XL didn't use the proper pig file for a level if it wasn't based on 'groupa.pig'
  • Fixed No mine rendered if cockpit enabled on Mac OS X when using Mac Descent data
  • Fixed Transparent areas of overlay textures rendered black on Mac OS X when using Mac Descent data
v1.6.179
  • Fixed Program crashes when loading Descent 1 missions
v1.6.178
  • Improved Palette and color handling. All palette related problems, like miscolored menu texts or Descent 1 exit terrains should now be a thing of the past. Above that, D2X-XL is now using the original Descent 1 palette for Descent 1 missions.
v1.6.177
  • Fixed Descent 1 briefings not displayed if briefing audios installed, but Descent 1 briefing movies missing
  • Improved Changed menu color handling to using RGB instead of palettized color values
v1.6.176
  • Improved Colon handling in multiplayer messages
v1.6.175
  • Fixed Texture handling bugs
v1.6.174
  • Fixed Crash when loading a Descent 1 level after having played another Descent 1 level
v1.6.173
  • Improved Removed white edges around hires missiles and from transparent areas of other textures
v1.6.172
  • Fixed Decreasing texture quality didn't decrease texture memory consumption
  • Fixed Couldn't send more than four spawned items to remote players when destroying a robot containing stuff in coop games
v1.6.171
  • Fixed Occasionally playing extra life pickup sound when picking up Gauss/Vulcan ammo
  • Fixed D2X-XL game info not properly transmitted/processed on big endian machines
  • Fixed Occasionally dropping hoard orbs instead of powerups in multiplayer games
  • Fixed Bug in robot handling network code for big endian machines
  • Fixed Invalid polymodel bug occuring during morphing animations on big endian machines
  • Changed Removed 'UDP/IP connection quality improvement' as it caused more problems than it cured
v1.6.170
  • Fixed Crash if using hires Mega missile and firing a missile of another type
v1.6.169
  • New Added support for hires Mega missile model
v1.6.168
  • Fixed Program crashing when loading levels using custom reticles
  • Fixed Program quitting with an out of texture memory error when loading a level after having played a level containing custom (pog) textures
v1.6.167
  • Changed Switched to SDL 1.2.11
v1.6.166
  • Fixed If using hires textures and opening a door, all other doors in the level with the same texture opened as well
  • Fixed When returning from a secret level, all equipment (like headlight, ammo rack, etc.) gathered there got lost
v1.6.165
  • Fixed Custom TGA textures (from pog files) had the red and blue color information flipped
  • Fixed If first turning rendering teleports' target areas on the teleports on and then off, the teleports' target images remained on the teleports
v1.6.164
  • Fixed Program crashes when displaying the single hires homing missile powerup made by Aus-RED-5
v1.6.163
  • Fixed Flaws in texture memory management leading to program crashes
  • New You can now use hires textures in Descent 1 missions. The Descent 1 textures have to reside in a subfolder of the textures folder namend 'd1'
v1.6.162
  • Fixed Bug in memory management preventing Descent 1 missions to be loaded
  • Fixed Memory leaks
  • Fixed Input dialog for client port of UDP/IP games via tracker had wrong caption
  • New Logging of networking data for diagnosing problems occuring during multiplayer games
v1.6.161
  • Improved UDP communication quality improvement code
  • Fixed Flaws in split hud messaging mode
v1.6.160
  • New Regular game and player messages can now be displayed in separate hud areas
  • Improved Coloring of player messages
v1.6.159
  • Fixed OS X executable crashed on Intel Macs
  • Improved Program launch speed increased
v1.6.158
  • Fixed The shield orbs replacing prohibited weapons in multiplayer games had different sizes depending on the replaced object's size instead of the original shield orb size
v1.6.157
  • Fixed You could see parts of the front view in auxiliary windows (like the rear view)
  • Fixed You saw the base texture through see-thrus areas of hires textures used as overlays
  • Improved Texture memory management
v1.6.156
  • Fixed Program exiting when trying to load any level after issuing a warning about an invalid texture format if '-gl_alttexmerge 1' is set
v1.6.155
  • Fixed UDP/IP communication quality improvement not working properly; particularly if mixed with players not using the improvement function
  • Fixed Warning messages not displayed properly
  • Fixed Multitexturing shader syntax bug preventing '-gl_alttexmerge 1' to take effect
  • Fixed Animated scrolling hires textures with several scroll speeds not animated if '-gl_alttexmerge 0' used or shaders failed to be loaded
v1.6.154
  • Fixed White square instead of virus orb displayed in entropy games after screen size changes, fullscreen toggle, or start of a new match
  • Fixed Crash when guidebot tries to say that it cannot find a path to the exit (e.g. if the reactor is destroyed in D2:CS level 21 without having cleared the path to the exit)
v1.6.153
  • Fixed No hoard orbs were dropped by destroyed player ships in hoard games
  • Fixed No netgame info and player list were displayed when pressing 'I' and 'U' respectively in the netgame browser
  • Fixed Destroyed player ships left two smoke puffs behind in multiplayer games
  • Fixed Pressing F8 in multiplayer games brought the ship to an abrupt halt
v1.6.152
  • Fixed Discolored edges of opening doors, grates, etc. if '-gl_alttexmerge 1' is set
  • Improved Texture resizing function now handles transparency better
v1.6.151
  • Fixed Crucial networking bug preventing Mac users to host multiplayer games
  • Fixed wrong text 'use inventory' instead of 'use invul' in keyboard configuration menu
  • Fixed Text labels 'use cloak' and 'use invul' in keyboard config menu were exchanged
v1.6.150
  • Improved UDP/IP network code
  • Changed D2X-XL now tries to allocate 80% of the available memory for textures (before 50% on Win32 and 128 MB on all other OS's)
v1.6.149
  • Fixed Program crashes if fast pitch is turned off
v1.6.148
  • Fixed -gl_reticle switch had no effect any more
  • Fixed Various multiplayer game problems related to transmission of D2X-XL specific netgame data (like permissions to use D2X-XL features)
v1.6.147
  • Fixed Reactor countdown not stopped when entering a teleporter
  • Fixed Game time not stopped when game paused
  • Fixed Game time not displayed in HUD
  • Fixed Quadlaser icon still not visible in D1 missions (make sure to install the most recent d2x-xl.hog)
  • Changed On Linux, the game data folder is now '/usr/local/games/d2x-xl', and not '/usr/local/share/d2x-xl' anymore
v1.6.146
  • Fixed Massive bug in Linux networking causing all kinds of problems with UDP/IP games
  • Fixed Menu display glitches when scrolling menus with old menu style enabled
  • Fixed Old style menus not restored if the game window was covered by other application windows
v1.6.145
  • Fixed If calling up the savegame function, the game was saved even if the user tried to abort it by pressing Escape
  • Fixed All robots in a mine visible on automap
  • Fixed Games in netgame browser constantly briefly disappearing
  • Fixed Game occasionally crashing when rendering robots with another than the highest detail level set
  • Fixed No quadlaser inventory icon in Descent 1 missions
v1.6.144
  • Fixed Savegame bug allowing to enter a destroyed secret level
  • Fixed Savegame bug preventing to properly load a saved multiplayer (coop) game
v1.6.143
  • Fixed Crash when using lightmaps and hires textures and '-gl_alttexmerge 1'
  • New diagnostic log file output added to netgame browser and client connection stuff
  • New D2X-XL will now display error messages in case of connection and level download failures
v1.6.142
  • Fixed Teleporter camera output
v1.6.141
  • Fixed For flowing textures where several speeds exists, only the first frame is hires, the others are lores (only if -gl_alttexmerge 1 enabled)
  • Fixed CR/LF instead of LF linebreaks in Linux make files
  • Fixed conf.h missing in Linux make file archive
  • Fixed Guidebot saying he cannot reach marker 1 when actually he cannot reach the boss/reactor
  • New Teleporters can now show live images from their jump destination
v1.6.140
  • Fixed Flowing/scrolling animations got faster every time a savegame was loaded or a new game was started
  • Improved Laser level shown in weapon icons
v1.6.139
  • Fixed Only first frame of hires animations displayed, others were lores
v1.6.138
  • Fixed Game crashing when using hires object animations (e.g. for powerups)
v1.6.137
  • Fixed No objects (players, weapons, powerups, etc.) displayed during demo playback
  • Improved Widescreen support (kudos to Cranky Hermit for supplying this fix)
v1.6.136
  • Fixed Problems with screen resolution menu, like resolution reset to 320x200 or immediately dropping out of it when invoking it
v1.6.135
  • Fixed Couldn't load saved multiplayer games
  • Fixed Memory leaks ...
v1.6.134
  • Fixed Another memory leak
  • Fixed Guidebot did not always find a path to its goal even if one existed
v1.6.133
  • Fixed A few more memory leaks
  • Fixed Bugs in new savegame format causing savegames to not being restored properly on PPC Macs
v1.6.132
  • Fixed Hoard orbs were purple instead of green
v1.6.131
  • Fixed Memory leak when using hires animations with '-gl_alttexmerge 0'
  • Fixed Memory leak when invoking a control configuration menu
  • Fixed Losing cloaks and invuls gathered in secret levels
  • Fixed Regaining equipment stolen in secret level when returning from secret level
  • Fixed Losing cloaks instead of invuls when being killed while having invuls in the inventory
  • New Save game format now hardware independant
v1.6.130
  • Fixed Hoard orbs being occasionally displayed in non-Hoard/Entropy multiplayers games, showing up as purplish orbs or white blocks
  • Fixed Network play on Mac OS X works now!
v1.6.129
  • Fixed Occasional game crashes caused by hires animations if '-gl_alttexmerge 0' is used (occurred frequently when launching D2X-XL from DLE-XP)
v1.6.128
  • Fixed D2X-XL registering as a server with all available trackers even if only trying to join a UDP/IP game
v1.6.127
  • Fixed Guidebot name getting messed up due to changes in player file format (D2X-XL will fix such guidebot names)
  • Fixed Program crashing when entering the 'gowingnut' or 'helpvishnu' cheats
  • Fixed Guidebot name lacking in guidebot messages
  • Fixed Embedded color codes in HUD messages not interpreted correctly
v1.6.126
  • Fixed Program crashing if it doesn't find the message files
  • Fixed Program exiting w/o message when encountering a critical condition (like not finding the game data) very early after start: On Windows, a standard message box will be opened, on Linux and MAC OS X an error message will be printed to stderr
v1.6.125
  • Fixed Program freezing when entering a level
v1.6.124
  • Fixed Robot triggers didn't work (again)
v1.6.123
  • Fixed Built-in tracker address of Koolbear's D2X-XL tracker service was slightly off
v1.6.122
  • Fixed Hires pyro not rendered properly by the MAC OS X version
  • Improved Endian handling code
v1.6.121
  • Fixed If the player had invuls or cloaks in his inventory quit the level and started a new game, he still had them in the new game
  • Fixed Crash on MAC OS X when loading D2X-XL levels containing camera bots
  • Fixed Couldn't read custom textures from POG files on MAC OS X
  • Fixed Descent 1 textures weren't displayed properly
  • Fixed Animated doors in Descent 1 missions caused D2X-XL to crash
  • Fixed OS X binary now a universal binary again
  • Improved MAC Descent 1 will now be automatically detected (no need for '-macdata' switch)
v1.6.120
  • Changed The first frame of a hires door will now always be treated as being opaque (unless the entire wall has been applied transparency to)
v1.6.119
  • Fixed Closed doors erroneously marked as transparent
  • Improved Dynamic lighting support for large D2X-XL levels with lots of dynamic (breakable or flickering) lights
v1.6.118
  • Fixed Transparent doors were opaque if closed
  • Fixed Robots couldn't see through transparent doors
  • Fixed Object triggers didn't work any more
v1.6.117
  • Fixed Program crashing when loading a level if using hires textures with -gl_alttexmerge 1 set
v1.6.116
  • Fixed Hires animations not working properly if -gl_alttexmerge 0 set or shader programs couldn't be loaded
v1.6.115
  • Fixed Screen resolution menu again
  • Fixed Camera rendering once more
  • Fixed Object textures overloading wall textures
v1.6.114
  • Fixed Screen resolution menu sometimes cycling through all options, then reporting an invalid screen mode
  • Fixed Animations not rendered any more
  • Fixed Animations from pog files not loaded anymore
  • Fixed Some door frames not rendered with transparent see-through areas
  • Fixed Custom hires animations (from pog files) not rendered with transparent see-through areas (if the super transparent areas did not have alpha 0)
v1.6.113
  • Fixed Couldn't see through holes in grated door if door was closed
v1.6.112
  • Fixed Camera not rendered properly, appearing offset from its position and/or distorted depending on view angle of player
  • Fixed Hires triggers hard to hit or destroyed if just hitting the wall they sit on, but not the trigger itself
v1.6.111
  • Fixed Game freezing when (lots of) mercury missiles are fired
v1.6.110
  • Fixed Mine not displayed in automap anymore
v1.6.109
  • Fixed Crash when entering Project Mandrill:Level 1
  • Fixed Problems with displaying briefing of Project Mandrill
v1.6.108
  • Fixed Hires ship untextured after transition from a level to the next
  • Fixed Occasional program crash if replacing an animated texture with a single frame hires texture
v1.6.107
  • Fixed Hires animations not always fully displayed if using '-gl_alttexmerge 0' (e.g. doors not fully opening)
  • Fixed See-through parts of hires textures opaque if using '-gl_alttexmerge 0'
  • Fixed Robots seeing through hires textures (e.g. closed hires doors)
  • Fixed Program crashing when opening a door or forcefield if -gl_alttexmerge 1 set and using hires textures
v1.6.106
  • Fixed If a door had different textures on each side, the texture of one side was used for the other one, too
  • Note Really fixed: Shots passed hires doors, program occasionally crashing when shooting hires animations
v1.6.105
  • Fixed Crash when trying to display automap in Lunar Outpost Reloaded if a lot of the level was visible
  • Fixed Couldn't shoot through hires grates etc.
  • New Repeatedly typing 'rockrgrl' first draws the entire automap white, then successively increases the automap view distance
v1.6.104
  • New Support for speed boosts that set the ship's orientation
v1.6.103
  • Changed Max. segment count increased to 5000
v1.6.102
  • Fixed Shots sometimes penetrating solid parts of hires textures
  • Fixed Program crashing when shooting hires doors
  • Fixed Hires animations not working properly if using '-gl_alttexmerge 0'
  • Fixed Program oocasionally crashing if using '-gl_alttexmerge 0' and overloading animations with a single frame hires texture
  • Fixed Overloading animations with a single frame hires texture did not work properly if using '-gl_alttexmerge 0'
  • Changed Max. segment count increased to 4500
v1.6.101
  • Fixed Walls using super transparency (e.g. grates or grated doors) weren't rendered any more or turned invisible when animated (opening)
v1.6.100
  • Fixed Transparent walls rendered opaque if '-gl_alttexmerge 1' specified
v1.6.99
  • Fixed Hires doors not animating if '-gl_alttexmerge 0' specified
  • Fixed Program crash when replacing animations with non animated hires custom textures via the pog file
  • Fixed Animations too slow
v1.6.98
  • Fixed Hires animations not playing if '-gl_alttmerge 1' specified
v1.6.97
  • Fixed Descent 1 end movie not listed in movie list, instead Descent 2 intro movie listed twice
  • Fixed Mouse cursor visible during movie playback
v1.6.96
  • Fixed Some sounds being mutilated if a lot of sound is being played back
v1.6.95
  • Fixed Animation playback speed
  • Fixed Mouse indicator position
  • Improved Joystick emulation sensitivity
v1.6.94
  • Fixed Potential cause for program crash during program start
v1.6.93
  • Fixed Program crashing when automatically launching a demo if progress bars enabled
  • Changed Progress bars not available for old menu style anymore
v1.6.92
  • Fixed Problems with filename case when using D2X-XL's automatic level download on Linux
  • Fixed Problems if using UDP connection improvement function, like e.g. inability to connect if server and client are using different settings for this
v1.6.91
  • Fixed Mouse indicator always visible if mouse in joystick simulation mode regardless of show mouse indicator setting in cockpit options menu
v1.6.90
  • Fixed Linux configuration files now create a target named d2x-xl instead of d2x-gl
  • Fixed Show mouse indicator option in cockpit options menu always checked
  • Changed Show mouse indicator option only displayed if joystick simulation by mouse enabled
  • Changed Linux version will now try to create ~/.d2x-xl plus required subfolders for writeable files it may or will create
v1.6.89
  • Fixed Corrupted textures if progress bars are enabled
  • Improved OpenGL reticle visuals
  • New Mouse position indicator to aid using the mouse in joystick simulation mode
v1.6.88
  • Fixed Game crashing when loading a level while being in-game if progress bars are enabled
v1.6.87
  • Fixed Framerate dependency of Omega cannon's homing capability
v1.6.86
  • Fixed White spaces instead of the proper textures in Descent 1 missions
  • Fixed Demo files weren't found
v1.6.85
  • Changed Now using SDL 1.2.10 and SDL_mixer 1.2.7
  • Fixed Jitter when playing back demos (new demo file format not compatible with other Descent 2 versions, but D2X-XL can still playback old format demo files)
v1.6.84
  • Fixed Cloaks and invuls were removed from the inventory when entering a new level
  • Fixed Cloaks and invuls not dropped when ship destroyed
  • Fixed Pickup instead of cloaking/invul sound when using a cloak/invul from the inventory
  • Fixed Crash when loading a level or entering a new level and using hires textures
v1.6.83
  • Fixed Couldn't switch weapons with Super Lasers armed if next weapon was regular lasers
  • Fixed Accessories cheat removed Quad Lasers from the player
  • Fixed Problems with guided missile view if external ship view enabled
v1.6.82
  • Improved Processing speed when enabling progress bars
  • Fixed Inventory icons whited out if starting a mission, quitting it, and starting another mission
  • New command lines switches '-enable_lightmaps' and '-progress_bars'
v1.6.81
  • New Added screen resolution 720x480 (NTSC TV)
  • New Added possibility to specify an arbitrary custom screen resolution
  • Changed The root folder for writeable D2X-XL files is now made invisible on Linux ('~/.d2x-xl/*')
v1.6.80
  • Fixed Warning messages hardly readable
  • Improved Progress bar when loading a level
  • New Progress bar when computing lightmaps
v1.6.79
  • Fixed All hires doors of the same type opened simultaneously when the player opened one of them (only if door texture was overlay texture)
v1.6.78
  • Fixed Crashes and rendering flaws if using hires powerup images (e.g. for the shield boost)
  • Improved Texture quality setting will only affect standard replacement textures (not e.g. smoke particles or other smaller TGA textures)
v1.6.77
  • Fixed Corrupted textures
v1.6.76
  • Changed On Linux, the config, profiles, savegames, demos and screenshots folders (i.e. all folders where D2X-XL may write files to) are now kept in the home directory (i.e. '~/d2x-xl/profiles', etc.)
  • Improved Animated smoke particles made by the fabulous Aus-RED-5 from the DescentBB
v1.6.75
  • Fixed Descent 1 reactor countdown times
  • Fixed Messed up animations if using high-res textures and '-gl_alttexmerge 1' and toggling fullscreen or changing screen resolution
  • Fixed Wrong menu texts for joystick sensitivity if unchecking joy axis sync'ing
  • Fixed Reactor could be deleted from levels during multiplayer due to using older player profiles with the corresponding flag set
  • New Progress bar when loading level textures
v1.6.74
  • Fixed pressing up from 'Toggle Icons' in the keyboard configuration menu still goes left and more stuff like that
  • Fixed Cambots got removed from levels in multiplayer games, leading to game crashes
  • Fixed Screen messages for rapid fire cheat ('wildfire') swapped
  • New Added support for animated smoke particles (required format: 32 bit TGA w/ alpha channel, 64x64 pixels per frame)
v1.6.73
  • Fixed D2:CS movie subtitles played for planetary entry movie when aborting intro movie playback
v1.6.72
  • Changed No smoke effects during demo playback due to really hard to overcome technical limitations
  • Fixed pressing up from 'Toggle Icons' in the keyboard configuration menu goes left
  • Fixed Second afterburner keyboard control didn't work
  • Fixed A few messages that were printed when the player entered a cheat code were wrong
  • Fixed Integrated help text sometimes printed black and therefore hardly readable
v1.6.71
  • Fixed Several data declarations causing D2X-XL to crash on 64 bit Linux systems (fix by zelurker)
  • Fixed Bug preventing date being displayed when loading a savegame (fix by zelurker)
  • Fixed Midi music not looping on Linux even if it should (fix by zelurker)
  • Changed 22 KHz sound is now enabled by default (fix by zelurker)
  • Changed Missile view now available in Descent 1 missions
  • Changed Guidebot now available in all missions (including Descent 1) even if none provided by the level author
  • Changed Joystick configuration menu now displays 'Buttons and Hats' instead of 'Buttons' caption
v1.6.70
  • Fixed Despite removing the reactor disabling menu option, the reactor could still get disabled
  • Fixed HUD icons not available if joining a game in progress (available if joining a forming game, i.e. one where the server is waiting for players in the player list)
v1.6.69
  • Fixed UDP/IP networking bug causing various networking errors, like players not being able to connect to the server, players not seeing each other, players disconnecting, powerups getting duplicated, etc.
  • Removed Option to disable reactor in more multiplayer options menu, since it was causing connection problems
v1.6.68
  • Fixed Integrated help didn't work
  • Changed Cloak and invul inventory not available in multiplayer
v1.6.67
  • New Integrated help system explaining most menu options (press F1 to invoke explanation of highlighted menu option)
v1.6.66
  • Fixed When activating a cloak, two smoke puffs from the player ship remain at the location the cloak was activated until the ship decloaks again
v1.6.65
  • Fixed Version mismatch error when trying to join a multiplayer game
v1.6.64
  • New Mouse can now act similar to a joystick, moving the ship to the directions the (invisible) mouse pointer is moved out of the screen center. The further away the mouse pointer from the screen center, the faster the ship moves.
v1.6.63
  • Fixed Potential crash cause in cockpit options menu
  • Fixed Crash in Descent 2 mission briefings when not using SDL_mixer
v1.6.62
  • Fixed -ini parameter wasn't processed properly
  • Fixed Joystick only worked after opening the joystick configuration dialog, even if marked as enabled
  • Fixed No movies played if direct multiplayer game launch using the -ng... parameters
v1.6.61
  • Fixed All keys gathered before entering a secret level were lost when returning from the secret level
v1.6.60
  • Fixed Crash when trying to load a Descent 1 mission from an rdl file and not a hog file.
v1.6.59
  • Fixed Bug in gameplay options menu potentially causing program crashes with expert options disabled
v1.6.58
  • Fixed Always playing Descent 2 end movie at the end of Descent 2 single player missions
  • New Added -ng_level parameter for GameNet
v1.6.57
  • New Support for Highoctane's GameNet online gaming service
v1.6.56
  • Fixed Mission files containing inline comments couldn't be read (e.g. from the Descent 1 level set 'Total Chaos')
v1.6.55
  • Fixed Cloaking or turning invulnerable didn't work any more if the inventory wasn't used
  • Fixed Game crashing when enabling the mouse in the controls configuration menu
v1.6.54
  • Fixed Unlimited cloaks and invulnerabilities with enabled inventory
  • Fixed Data from player profiles messed up
  • Changed If the inventory is enabled, the shield orb pickup sound will be played when picking up cloaks or invuls as audio feedback
v1.6.53
  • Fixed Crash when enabling mouse in control options menu
  • Fixed Occasional crash when entering the advanced render options menu
  • Fixed Messed up weapon priorities (will be set to default priorities)
  • New Cloak and invulnerability inventory available for Descent 1 missions too
v1.6.52
  • New Added inventory system for cloak and invulnerability powerups, allowing to store them and only use them when necessary
v1.6.51
  • Fixed Interior of open(ing) doors not transparent when using '-gl_alttextmerge 1' and enabling lightmaps
v1.6.50
  • Fixed Crash when entering a multiplayer game
v1.6.49
  • Fixed Powerups occasionally floating away (only happened when both ship wiggling and thruster flames were enabled)
v1.6.48
  • Fixed Areas in Descent 1 movies that should be white appearing black
v1.6.47
  • Fixed Mission directive for Descent 1:First Strike mission 1 not played when rendered intro movie present
v1.6.46
  • Fixed Couldn't enable redbook audio in the sound and music config menu
v1.6.45
  • Fixed Briefings for Descent 1 secret levels not played
  • Fixed Intro movie played if D2X-XL should directly launch a level
  • Improved Added even more output to log file
v1.6.44
  • Improved Added more output to log file
v1.6.43
  • Fixed Program freezes when entering the control configuration menu with expert option display disabled
  • Fixed Descent 1 movies and audios used when nostalgia mode enabled
v1.6.42
  • Fixed Distorted overlay textures with lightmaps enabled and 'gl_alttexmerge 1' setting
v1.6.41
  • Fixed Keyboard ramping reset to 50% when setting to a value below 50% and starting or loading a mission, or restarting the program
v1.6.40
  • Fixed Overlay textures not displayed with lightmaps enabled
v1.6.39
  • New Support for Descent 1 briefings' mission directive audios added
v1.6.38
  • Fixed Couldn't change joystick sensitivity and deadzone when expert mode was disabled
v1.6.37
  • New Support for the PSX Descent 1 movies and briefing sounds provided by deuxsonic
v1.6.36
  • Fixed Final Descent 1 boss didn't spawn robots (will only do so now in Descent 1 missions)
  • Fixed Level 7 Descent 1 boss spawned robots (will spawn robots in D2 missions)
  • Fixed Various problems with handling of overlay textures
  • Fixed Buggy handling of TGA textures on Linux
v1.6.35
  • Fixed Interrupted, stuttering sounds
  • Fixed Homing missile turn radius too big
v1.6.34
  • Fixed Automatic doors sometimes not closing
v1.6.33
  • Fixed 2D objects (e.g. hostages) not always rendered properly
v1.6.32
  • Fixed Occasionally automatic doors stopped working after having been opened once
v1.6.31
  • Fixed Taking screenshots from the automap view didn't work
v1.6.30
  • Fixed Mega missiles fired by boss robots didn't produce a smoke trail
  • Improved Rendering speed increased by up to 50% by optimizing CPU dependant computational bottlenecks in the render code (enable maximal speedup by using the '-mathformat 2' switch). The speed increase depends on machine power and level structure (simple level: small increase, complicated level: big increase)
v1.6.29
  • Fixed Miscolored and distorted borders of camera output
  • Fixed Camera output wasn't mirrored
  • Fixed Player smoke trail, thruster flames and damage explosions were visible when player was cloaked
v1.6.28
  • Fixed black areas around missiles etc., missiles disappearing around open doors
  • Fixed Messed up lightmaps
  • Improved More execution log messages again
v1.6.27
  • Fixed Couldn't delete player profiles
  • Fixed Program settings got messed up when creating a new player
v1.6.26
  • Fixed Hires textures didn't work once again...
  • Fixed 'You scored' sound playing when shields changed, e.g. when respawning or hit by a robot
  • Fixed Crash when invoking joystick control config menu after creating a new player
  • Improved Even more execution log messages
v1.6.25
  • Fixed Smoke and thruster flames inside shield sphere weren't rendered properly
  • Fixed '-gl_alttexmerge 1' was rejected when hires textures were not used
  • Improved OpenGL state changes when using shader programs
  • Changed Player shield status is now sent to other players during multiplayer games, allowing for correct display of shield spheres, smoke, and damage explosions
  • Changed Renamed 'Toggles' menu to 'Miscellaneous' menu
  • New Added default settings selector and computer speed slider to miscellaneous menu, allowing to preset game settings affecting game execution speed depending on a computer's power
v1.6.24
  • Improved Added more stuff to log file output
v1.6.23
  • Fixed Texture merging with 'gl_alttexmerge 0' set
  • Improved Smoke appearance
v1.6.22
  • Improved Smoke performance and appearance
v1.6.21
  • Improved Shader program usage
  • Changed Split an advanced render options menu off the render options menu
  • Changed Increased max. frame rate to 250
v1.6.20
  • Fixed Black borders around powerups and along door edges, blocky black render artifacts
  • Fixed Duplicate text 'smart missiles' in set allowed weapons multiplayer menu
  • Improved Guidebot should not fire flares at player any more
v1.6.19
  • Fixed Hires texture animation didn't work anymore
v1.6.18
  • Fixed Weapons couldn't occasionally be fired
  • Fixed Hires animations sometimes corrupted
  • Fixed Hires textures loaded for D1 missions (only available for D2 missions now)
  • Fixed Skybox not visible through transparent textures (black instead)
v1.6.17
  • Fixed Mines always rendered fully bright
  • Fixed Last set shield sphere properties were applied to all visible players' shield spheres
  • Fixed Flash effect when taking damage or receiving a flash missile hit didn't work anymore
  • Fixed Adjusting the brightness in the render options menu did not work properly
  • Improved Sphere tesselator
  • New Sphere quality derived from texture quality (higher texture quality -> more sphere faces -> less edgy sphere)
v1.6.16
  • New D2X-XL can now render a shield sphere around the ship (normally blue, flashes orange when taking damage, golden when invulnerable)
v1.6.15
  • Fixed Invert control settings not stored
  • Fixed Thruster flames lit up a large area around player ships
  • Fixed Miscolored levels with colored lighting
  • Fixed Disconnecting in multiplayer games while configuring controls or viewing the automap
  • Improved Thruster flames and smoke not rendered in rear view window anymore
  • Improved Menu stability
v1.6.14
  • Fixed Crash in render options menu
  • Fixed Problems with multiplayer games due to uninitialized data
  • Fixed Distorted sounds with many active sound sources when using SDL_mixer
  • Changed External ship view now possible in coop games
v1.6.13
  • Fixed Contrast always maxed out when opening the render options menu in non-expert mode
  • Fixed Couldn't change brightness when opening the render options menu in non-expert mode
  • Fixed Contrast always set to default while in automap
v1.6.12
  • Fixed Transparency not working anymore
  • Fixed Transparency not always rendered correctly, blotting out farther away transparent areas
  • Fixed Mine rendered too dark
  • Fixed Automap not rendered properly
  • Fixed Movement in automap too fast when close up
  • Changed Effect of changing brightness in-game now immediately visible
  • Changed Brightness slider moved to render options
  • New Contrast slider in render options, allowing to change the contrast of the mine
v1.6.11
  • Fixed Crash when starting or loading a mission while using SDL_mixer
  • Improved Rendering speed with enabled lightmaps (depending on area)
v1.6.10
  • Fixed morphing robots sometimes distorted
  • Fixed Overlay textures always rendered fully bright
v1.6.9
  • Fixed Occasional crash or animations using the wrong textures after changing screen size or fullscreen mode in-game
v1.6.8
  • Improved Increased rendering performance with hires textures
  • Fixed Hires doors not animating
v1.6.7
  • Fixed No midi music on Linux due to using an invalid temporary midi music file folder
  • Fixed Ships occasionally freezing
  • Fixed Ships sometimes cannot fire
  • Fixed Hires Pyro neither had a cloaking animation nor a cloaked appearance
  • Fixed Game crashing in Obsidian level 4
  • Fixed Running out of sound channels when using SDL_mixer
  • Changed Multiple bosses setting only effective in D2X-XL levels
  • Changed No fire segments only effective in D2X-XL levels
v1.6.6
  • Fixed Vertex shaders didn't work on all systems, causing hires textures not to be used
  • Fixed Briefings of Descent 1 custom missions not played
  • Changed Guidebots now displayed as blue blips on the automap
v1.6.5
  • Fixed Keyboard ramping settings only available when expert mode disabled, but didn't take effect then
  • Fixed Program crashes caused by invalid triggers in Descent 1 levels
v1.6.4
  • Fixed Sound channels were reused while still in use when SDL_mixer was enabled
  • Fixed Crash when operating single sided doors
  • Fixed Lightmap range slider displayed in render options menu even if lightmaps were disabled
  • Fixed Particle size slider label showing the text 'large' instead of 'very large'
  • Fixed Hostages weren't drawn any more
  • Fixed Turning off player ship smoke in-game had no effect
  • Fixed Turning off low shield warning sound when sound was being played had no effect
  • Fixed Low shield warning sound wasn't played when it was enabled only after the shields had been sufficiently damaged
v1.6.3
  • Fixed rank '(unpatched)' displayed in multiplayer game browser
  • Fixed Thruster flame did not wiggle with stopped ship
  • Fixed Crashes and stuttering sound when using SDL_mixer
  • Improved Hires model rendering speed
v1.6.2
  • Fixed Hires Pyro texturing partially messed up
  • Fixed Pyro model rendered in 1st person view, messing up the HUD
v1.6.1
  • Changed Damage explosions now independent from smoke creation
  • Fixed Not all joystick buttons properly reset
  • Fixed A few (non-critical) memory leaks on program exit
  • Improved Memory utilization by hires models
v1.6.0
  • New Support for hires models in oof format
  • New Expert mode toggle. If unchecked many menu settings will be hidden and reasonable defaults used for them
  • Fixed Smoke didn't disappear when turned off while there was smoke in the level
v1.5 178 releases
v1.5.178
  • Fixed A few menu issues
  • Fixed Transparency didn't work when lightmaps were enabled
  • New More execution log messages when calling D2X-XL with switch '-debug-printlog'
v1.5.177
  • Fixed You couldn't launch a game directly via the command line or DLE-XP anymore (using the -auto_hogfile and -auto_mission switches)
  • Fixed Skybox wasn't visible through partially or completely transparent walls
  • Fixed Low shield warning caused program crash when enabling SDL_mixer
  • Fixed Erroneous messages about overwritten memory in debug version of memory handling
  • New Added some more execution logging (enable with command line switch -debug-printlog; find log in <application folder>/d2x.log or ~/d2x.log)
v1.5.176
  • Fixed Ship uncontrollable after having been destroyed in multiplayer games
v1.5.175
  • New Added an optional warning sound if shields are low (graphical gauges only)
v1.5.174
  • Fixed Hires textures couldn't be enabled anymore
v1.5.173
  • Fixed Smooth zoom didn't work anymore
v1.5.172
  • Improved Smoke rendering speed
  • New Command line switches -point_sprites and -vertex_arrays for alternative, potentially faster smoke rendering
v1.5.171
  • Fixed Game crashing when using hires textures
  • Fixed Hires textures not correctly animated with decreased texture quality
  • Fixed Thruster flames and smoke slightly displaced
  • Fixed Reversed color channels on 25 bit TGA textures (i.e. those w/o alpha channel)
  • Fixed Thruster flames only shown when player ship smoke was activated
  • Changed Thruster flames made longer (wouldn't animate properly otherwise)
  • Improved Ship control in external view
v1.5.170
  • Fixed Miscolored text in briefings
v1.5.169
  • Improved In some menus, if a feature is disabled, all related options are hidden
  • Fixed Removed some forgotten test code that could cause program crashes when the player was killed
  • New Added damage explosion feature (small explosions on damaged ships and robots)
  • New Added thruster flames for player ships
v1.5.167
  • New Added some light gray exhaust smoke to the player ship if it's not (badly) damaged
  • New Made smoke come from both thrusters of player ships
  • New Protection against manipulation of the player ship data
  • Fixed Speed boost slider label in gameplay options menu not always printed
  • Fixed Frequently failed to load savegames
  • Fixed Crashes caused by particle system
  • Fixed Smoke clouds not disappearing though although their source has been destroyed
v1.5.166
  • Fixed Screen resolution 1360x768 had the wrong text in the screen res menu
  • Fixed Automap joystick button didn't work
  • Fixed Modified robot kill cheat causing killed robots to spawn other robots if they contained some
  • New Added seismic effect to robot kill cheat
  • New Particle system allowing smoke (doesn't look perfect yet, but it's a start)
v1.5.165
  • Fixed Wrong message texts leading to program crashes when selecting certain weapons (e.g. Flash missiles)
  • Fixed Some control settings weren't properly read from disk
  • New Added weapon icon toggle and automap control config to joystick config menu
  • New Added weapon icon toggle control to keyboard config menu
  • New Added 1360x768 to supported screen resolutions
v1.5.164
  • Fixed Some message texts contained extra letters (e.g. 'T').
v1.5.163
  • Fixed Keyboard ramping didn't work.
v1.5.162
  • New Library file 'd2x-xl.hog' containing all additional D2X-XL data
  • New Moved all additional D2X-XL data to d2x-xl.hog (like cambot model, inventory bitmap, palettes (*.256), alternate language files, highres images, etc.)
  • New D2X-XL can now use highres briefing images for Descent 1
v1.5.161
  • Changed Tidied the multiplayer start/join menu up
  • New Added some more texts to the English and German language files
  • New Added hotkey support for alternative language files ('~' followed by a capital letter)
  • Fixed Mouse and joystick settings weren't properly read from player files
v1.5.160
  • New General localization support
  • New German localization
  • Changed Multiplayer start menu
  • Fixed Bug in profile handling
v1.5.159
  • Fixed More ambient sounds not being played
  • Fixed Ambient sounds at the wrong places
  • New Translated menus to German (HUD messages will follow. Goal: Allow for full language customization)
  • Changed Fast pitch setting only affects keyboard controls
v1.5.158
  • Fixed Sound stuttering when using SDL_mixer
v1.5.157
  • Fixed Strange behaviour or crash when first entering the multiplayer game browser 'join game', then backing out to the main menu and loading a save game
  • New Added option 'Fast pitch' to gameplay and more multiplayer options menu, controlling the max. vertical pitch speed (to have the original Descent 2 pitch speed, uncheck it)
  • Fixed Many constant ambient sounds (e.g. from waterfalls) weren't played any more
v1.5.156
  • New Graphical HUD gauges can now flash on low values (slow flash if <= 20, fast flash if <= 10)
  • Fixed Player file format not compatible with nostalgia extension
  • Fixed Vertical turn speed was twice as high as in the original game
v1.5.155
  • New Added a cockpit options menu and moved all related options there
  • New You can now turn equipment HUD icons off
  • New You can now change the dimming of the HUD weapon icons
  • Fixed Cockpit windows will not overlap with HUD weapon icons any more
  • Fixed Scroll arrows in menus having a non-scrolling part (like the main menu)
v1.5.154
  • Fixed Gun fire and flares didn't cast light anymore
  • Changed Ammo count in weapon icons only shown for weapons the player has
  • New Instead of texts, afterburner, shields and energy can be displayed as graphical gauges in the fullscreen and widescreen cockpits
v1.5.153
  • Fixed Multiplayer options were reset although nostalgia mode was not enabled
  • Fixed Switches with optional numeric parameter not always correctly evaluated if the optional parameter was omitted
  • Fixed Mouse axes sensitivity values were reset every time the input configuration menu was invoked
  • Improved Netgame search feedback when starting an IPX multiplayer game
v1.5.152
  • Fixed Occasionally wrong level textures when toggling fullscreen or changing screen resolution
  • Fixed Misaligned texts in the game brower
  • Fixed Scroll arrows in menus didn't always work
  • Fixed Keyboard occasionally unavailable in nostalgia mode
  • Fixed Handling of additional robot info (vham) files both when Vertigo data is present and when loading savegames from missions using such a file
  • Improved With the exception of some multiplayer settings, nostalgia settings will not overwrite standard settings in player files anymore
v1.5.151
  • Fixed Ctrl+F7 also started the message input prompt
  • New Command line switch '-nostalgia' allowing to disable D2X-XL features step by step
v1.5.150
  • Fixed Automatic mission download didn't work any more
  • Fixed Ping stats didn't really work
  • Fixed Mouse and joystick were disabled when loading a save game
  • Fixed Toggling bombs also operated the energy to shield converter if it was present
  • Fixed Weapon and equipment icons miscolored in certain missions (e.g. D2:Vertigo)
  • Fixed Player names weren't displayed properly any more in multiplayer games
  • New Active bomb type weapon icon will now also be highlighted
v1.5.149
  • Fixed Joystick and joystick settings not working properly since allowing mouse and joystick to be used together
  • Fixed Program stopping to respond when trying to join UDP/IP games via tracker
  • New Added mouse and joystick type selection to controls menu
v1.5.148
  • New Introduced a timeout for buffered UDP/IP data packets
  • Changed You cannot toggle UDP/IP connection improvement while playing a game
  • Fixed Tracker test for game hosts did (still) not work
v1.5.147
  • Fixed Couldn't load Descent 2:Counter Strike any more
  • New Improved UDP/IP networking integrity (missing data packets will be re-requested); can be toggled in more netgame options or toggles menu
  • New New menu element 'gauge' (can be used like Windows progress bars)
  • Improved Tracker query for game hosts trying to create a UDP/IP game via tracker
v1.5.146
  • Improved Tracker availability check for game hosts
  • Fixed Tracker availability check only performed for game hosts when trying to start a UDP/IP game via tracker
  • Fixed When trying to start a network game w/o selecting a mission, you get an appropriate error message now
v1.5.145
  • Fixed Starting D2:Vertigo via the singleplayer mission selection list didn't work
  • Fixed Built-in missions didn't have Descent version numbers printed in front of them
  • Fixed Descent:First Strike end briefing played at end of every other Descent 1 mission
v1.5.144
  • New You can now use mouse and joystick together
v1.5.143
  • Fixed Couldn't always shoot through openings in grates
  • Fixed Boss robots getting too close, making them appear to charge
v1.5.142
  • Fixed Crash when passing too many command line arguments to D2X-XL
v1.5.141
  • New You can now toggle ping and connection quality display for each netgame player by pressing CTRL+F7
  • New You can now specify a demo filename with the -autodemo switch (-autodemo <filename>)
v1.5.140
  • Fixed Weapon light turning level areas in D2X-XL levels dark that aren't lit by colored light
  • Fixed Weapon light turning level areas dark that are lit with lightmaps
v1.5.139
  • Fixed Couldn't switch between concussion and guided missiles
  • Fixed Switching between spreadfire and helix guns also toggled the armed bomb type
v1.5.138
  • Fixed Joystick and mouse axes couldn't be de-sync'd
  • Fixed Homing and guided missile counts in weapon icons weren't correct
  • Fixed Crash in render options menu
  • Fixed Lighting not working if lightmaps enabled, but colored light disabled
  • Fixed Cameras tied to robots not disabled when the robot is destroyed
  • Fixed Dual missile launch was enabled by default
v1.5.137
  • Fixed Descent 2 briefing were played in Descent 1 missions if 'play Descent 2 missions' wasn't checked
  • Fixed Switching from a super weapon to the normal weapon of same kind using the weapon hotkeys didn't work anymore
  • Fixed If a game host turned mouselook on, it was enabled for all clients using D2X-XL even if they had turned it off locally
  • Fixed pps setting got reset to d2x.ini value every time a game host started a network game
  • Changed Using the 'honestbob' cheat will now double the amount of weapons and ammo given if you have the ammo rack
  • New You can now display the ammo count in the HUD weapon icons (see game options menu)
  • New D2X-XL will look for available trackers when starting a UDP/IP game via tracker
v1.5.136
  • Fixed The client changing the network port for UDP games in the netgame browser with PgUp/PgDn had no effect
  • Fixed Levels using colored lights were always fully bright
  • Fixed Shooting destructible lights in levels using colored lights didn't darken their environments
  • Fixed Descent 2 weapons shown in weapon icons when playing Descent 1 missions
  • Fixed Inconsistencies in secret level handling
  • Fixed Crash when trying to join network games
  • Fixed Couldn't join tracker games any more
  • Note Really Fixed: Loading of missions stored in rdl/rl2 files outside of hog files
  • New The client can now optionally specify a server port by appending it to the server ip address using a colon (e.g. 127.0.0.1:28342)
v1.5.135
  • Fixed Blending of weapon light with ambient light
  • Fixed Descent 1 end briefing again
  • Fixed Every tracker added to the tracker list is initially shown as available though its status is unknown yet
  • Fixed Super laser wasn't always selected in the order given by primary weapon ordering
  • Changed Turn banking in Descent 1 back
  • New Weapon icons can now be ordered as given by primary and secondary weapon ordering
v1.5.134
  • Fixed 1st person part of rendered mine exit sequence rendered partially black if a rear view cockpit window was enabled
  • Fixed Missions stored in rdl/rl2 instead of hog files wouldn't get loaded. Trying to load them however resulted in them being loaded when subsequently trying to load a built-in mission
  • Fixed Descent 1 end briefing
v1.5.133
  • Fixed Crash when leaving the multiplayer game browser while using a custom menu background
  • Fixed Crash when launching D2X-XL without having specified a player with 'player <playername>' in d2x.ini
v1.5.132
  • Fixed Demo recording and playback broken in last version
  • Fixed Custom menu background support broken in last version
  • Fixed Crash when loading a D2X-XL mission after having played a Descent 1 mission
  • Improved Weapon icons now leave space for one line of text at the screen top if placed at the screen top
  • Changed Unavailable weapon icons grayed a little less again
v1.5.131
  • Fixed Player keeping all keys when destroying a level, moving on to secret level, and returning from secret level
  • Fixed Files that should have been deleted (e.g. automatic save games made before entering a secret level) didn't get deleted
  • Fixed Descent 1 mine exit and terrain texture handling
  • Fixed Descent 2 briefing played for Descent 1 missions
  • Fixed Descent 2 demo data support
v1.5.130
  • Fixed Reactor timeout had no effect
  • Fixed Wrong wall/door textures in Descent 1 levels
  • Fixed Exit sequence not played when playing multiplayer using a level from Descent 1:First Strike
  • Fixed Screen occasionally staying black when starting a multiplayer game
  • Fixed Levels not stored in hog files (i.e. stored directly .rdl/.rl2) couldn't be read
  • Changed Grayed the unavailable weapon & equipment icons some more
  • New Custon menu background and some display properties for it (alpha, brightness, grayscale) can be specified in d2x.ini
  • New Descent version of levels can be displayed in level selection menus
  • New Network games using missions not installed on a client's system are now shown orange/red in the game list browser
  • New Automatic level download will now also download missions not stored in hog files (*.rl2, *.rdl)
v1.5.129
  • Fixed Playing cloak sound instead of ambient lava sound in Descent 1 missions
  • Fixed Wrong Descent 2 wall textures after having played a Descent 1 mission before
  • Fixed 'Show movie subtitles' option erroneously linked to 'high movie quality' option
  • Fixed Typeing 'frametime' in Descent 1 missions resulted in a cheat punishment
  • Fixed Menu song not playing any more after showing a movie via the show movies option
  • Fixed Briefing humming not played throughout the briefing
  • Fixed Robot sound instead of humming playing in Descent 1 briefings
v1.5.128
  • Fixed Missile view available in Descent 1 missions
  • Fixed Weapon icons displaced in letterbox (widescreen) cockpit
  • Fixed Crash when firing a missile
  • Fixed Team autobalance option wasn't remembered across program launches
  • Fixed Midi playback using SDL_mixer didn't work on Linux
  • New Weapon icons now available in all cockpit modes
v1.5.127
  • Fixed Crash when morphing newly spawned robots (e.g. in robot generators)
  • Fixed Inventory icons displayed in Descent 1 missions
  • Fixed Bug in hmp to midi conversion causing midi playback of Descent songs to fail on Linux
  • New Screen resolution 2048x1536
v1.5.126
  • New Inventory icons
  • Fixed Descent 2 weapon icons displayed in Descent 1 missions
  • Fixed Couldn't switch weapons with the keyboard when the radar (cockpit window automap) was enabled
v1.5.125
  • New Mouse grabbing will now be turned off when opening a menu while in windowed mode
  • Fixed Sound looping and distance dependant sound volume and panning when using SDL_mixer
  • Fixed Occasional wrong sounds when using Descent 1 sounds in Descent 1 missions
  • Fixed Level songs weren't played any more
  • Fixed Briefings songs weren't played
  • Fixed Descent version specific songs (title, briefing, endlevel, endgame, credits) weren't played properly
  • Fixed Descent 1 endgame briefing was not shown
  • Fixed Descent 1 mine exit rendered using the wrong textures
  • Fixed If a profiles subfolder exists, but is empty, D2X-XL put new player files in the Descent 2 folder instead of the profiles folder
  • Improved Status bar will not display afterburner info in Descent 1 missions anymore
  • New Added weapon icon display for fullscreen cockpit
v1.5.124
  • Fixed Headlight not lighing the illuminated areas white
  • Fixed Spurious crash when displaying an animated high-res texture
  • Improved Game list handling (more entries, longer mission name and mission title)
  • New Game list will show number of trackers found if playing UDP/IP via tracker
v1.5.123
  • New You can now provide a custom menu background image (uncompressed TGA). It has to be named 'menubg.tga' and has to reside in the Descent 2 main or data folder
  • Improved D2X-XL will now remove game hosts that are not available any more from the client's game list
  • Fixed Wrong numbering in the game list
  • Fixed Wrong mission name sometimes displayed in net game info
v1.5.122
  • Fixed Selecting markers in the automap caused weapon switches
  • Fixed Objects didn't animate any more (flares, markers, robot eyes)
  • Fixed Color blending option couldn't be turned off
  • New Added DescentBB tracker (hard coded)
  • New Added ban feature including ban list (ban list stored as text file named 'banlist.txt' in the Descent 2 main or data folder)
v1.5.121
  • Fixed Descent 1 Briefing problems after first having read Descent 2 briefings
  • New Separate sensitivities for mouse X and Y axes
  • New Availability of mouselook in multiplayer games controllable by game host (not available at all if game host doesn't use D2X-XL)
  • New You can now have colored weapon light be blended with the ambient light. This will make weapon light color less apparent but provide a more realistic lighting effect
v1.5.120
  • Improved D2X-XL does now use animated Descent 1 textures in Descent 1 missions
  • Fixed Descent 1 boss sounds. Enable by adding '-use_d1sounds 1' to d2x.ini
v1.5.119
  • Fixed Dual missile launch was always checked in more multiplayer options
  • Fixed Changes in mouse sensitivity were ignored
  • Fixed Reactor countdown skipped time when invoking the guidebot menu with the new menu style enabled
  • Fixed Ship doesn't bank when turning any more in Descent 1 missions
v1.5.118
  • Changed You can now use Descent 1 cheat codes in Descent 1 games; Descent 2 cheats are disabled then
  • Fixed You could get Descent 2 weapons by using cheat codes during Descent 1 games
  • Fixed Selecting the Vulcan Cannon in Descent 1 games with smart weapon switch enabled resulted in D2X-XL trying to select the (unavailable) Gauss Cannon
  • Fixed You couldn't play back all Descent 1 songs listed in the songs selection menu
v1.5.117
  • Fixed Joystick sensitivity and deadzones not linked to master sliders when joystick axes sync'ing enabled and changing the master settings
  • Fixed High score menu background offset to the lower right at resolutions > 640x480
  • Changed Throttle deadzone not doubled when joystick axes unsync'd
v1.5.116
  • Improved Stability of level auto-download when encountering packet loss
  • Fixed Descent 1 trigger handling once more
v1.5.115
  • Fixed Repeatedly loading save games with the cambot (cambot.hxm) present could result in error messages about robot numbers being out of range
v1.5.114
  • Fixed Descent 1 trigger handling
v1.5.113
  • New You can now set sensitivity and deadzone separately for the first four joystick axes (more axes will be mapped to the first four modulo 4). Uncheck 'Sync Joystick Axes' in the controls configure menu to access this feature.
v1.5.112
  • Fixed Automap didn't work any more
v1.5.111
  • Fixed Last used mission was not properly remembered when repeatedly starting multiplayer missions
  • Fixed A bug potentially affecting handling of multiple bosses, reactors and mine destruction timeout
  • Fixed Erroneous error message (heh) when charging shields with the energy converter
  • New Multiplayer option 'Disable Reactor' allows to disable the reactor in multiplayer levels containing one
    (now you can do something about the jerks killing the reactor just when you're really having fun ... )
  • New Multiplayer option 'Cycle through levels' will resume the game with the first level of a mission after the last level has been exited
    (that way you can utilize a level 'rotation' by creating a multi-level mission from all levels you want to include in the rotation)
v1.5.110
  • Fixed Rendering flaws with multi-layered semi-transparent walls
v1.5.109
  • Fixed Game could crash when using more than two joysticks, or joysticks with more than 16 buttons
  • Fixed Credits background white in 640x480
  • Fixed Issue with embedded pointers causing crashes in 64 bit version
v1.5.108
  • Fixed Credits screen with new menu style enabled
v1.5.107
  • Fixed Ship freezing when loading a saved game while playing a multiplayer coop game
v1.5.106
  • Fixed Game crashes when loading saved games while playing a multiplayer coop game
  • Fixed Mission files in subfolders not found when playing back demos or joining multiplayer games
  • Improved Data integrity verification when rejoining multiplayer coop games
  • New Another icon for the Win32 version looking like the D2X-XL logo
v1.5.105
  • Fixed Lightmaps weren't rendered properly anymore
v1.5.104
  • Fixed D2X-XL will now remember the entire path to the last mission chosen, not just the mission name
  • Fixed Mission download function did not work for missions not stored in the root missions folder
  • Changed Moving the cursor up or down past the ends of a filelist will now wrap around
  • Changed When starting a multiplayer game, you can now chose a level in the multiplayer options menu. That way, you don't have to select a level each time you start a multiplayer game if you want to use the same level as in the previous match
  • New Change screen size in-game by pressing Ctrl+F1 (decrease) or Ctrl+F2 (increase)
  • New D2X-XL will display a blinking 'Typing ...' label instead of the player name in multiplayer if the player has opened a menu
v1.5.103
  • Fixed Program crash when using old style quick search in menus
  • Fixed A few attempts to free null pointers
  • Fixed Crash when repeatedly starting multiplayer games
  • Fixed Loading of saved coop games failed or crashed the game
  • Improved Framerate display will now change two times per second to improve readability
  • Changed Window caption will now show the proper application name ('D2X-XL') and the version number on MS Windows
v1.5.102
  • Fixed Boss robots and thieves just disappeared when destroyed
v1.5.101
  • Fixed Text of options with sliders in more game options menu not updated with new menu style and fast menus enabled
  • Changed Instead of Alt+Ctrl+Backspace, D2X-XL can now be instantly terminated with Alt+Ctrl+Enter (suits Linux better )
  • New Added 'Alt+Ctrl+Enter' to in-game help
  • New D2X-XL will now store all multiplayer settings in the player file; this includes game mode, game options, entropy options and permissible weapons as well as host IP address and client port for UDP/IP games. This means you will not have to reenter these settings every time you launch D2X-XL and want to play a multiplayer game
v1.5.100
  • Fixed Song list of the play song menu option didn't show all Descent 1 songs
v1.5.99
  • New Switch '-print_version' will print the program version string to a file named 'd2x-xl-version.txt' in the data folder (application folder if no data folder present)
  • New Pressing Ctrl+Alt+Backspace will immediately terminate D2X-XL ('Boss' key )
v1.5.98
  • Fixed Game host couldn't see names joining players when starting a game
  • Fixed Solid walls sometimes appeared more or less transparent or even invisible
v1.5.97
  • New Added bomb toggling control to joystick configuration
  • Fixed Couldn't load Descent 1 missions any more
  • Fixed Smart file selection in file menus didn't always work
v1.5.96
  • Fixed Sometimes invisible, indestructable or immobile robots yielding no points when destroying them could appear
  • Fixed R- and Z-axis texts in joystick configuration menu exchanged
  • Fixed Printed 'IPX' socket in network menus although UDP connection had been chosen
v1.5.95
  • Changed '-nomovies' switch will now suppress the Descent 1 exit sequence, too
v1.5.94
  • Improved Controls configuration code
  • Improved Joystick axis configuration sensitivity
v1.5.93
  • Fixed Game hanging when selecting a song in the song list
  • Fixed Couldn't leave song list by pressing ESC
  • Fixed Menu options whos text changed depending on the corresponding game settings weren't updated with both the new menu style and fast menus enabled
  • Fixed Couldn't take screenshots while in a menu
v1.5.92
  • New Enabled mouse wheel
v1.5.91
  • Fixed Not all Descent 2 songs from the Play Songs menu songs were properly played
v1.5.90
  • Fixed Descent 1 briefings not shown any more
v1.5.89
  • Fixed Descent 1 exit sequences weren't rendered any more
  • Fixed Crash when trying to show robot movies in Descent 2 briefings
  • Fixed Crash when entering the Descent 1 level exit sequence
v1.5.88
  • Fixed Couldn't start or load Descent 1 games any more
v1.5.87
  • Fixed Menu background images constantly reloaded from disk, slowing down menu rendering
  • New Added SDL_mixer support, (theoretically) allowing to playback midi on OS X and Linux (doesn't work on my Linux box yet for unknown reasons)
v1.5.86
  • Fixed Game crashing when invoking detail levels menu
v1.5.85
  • Fixed Game crashing when invoking help screen in-game
v1.5.84
  • Fixed No text in load game menu
  • Fixed Crash when displaying menus with multi-line options
v1.5.83
  • Fixed Calling up the guide bot menu with fast menus enabled crashed the program
  • Fixed Miscolored edges of see-through textures
  • Fixed Miscolored robots in D1 mission briefings
  • Fixed Miscolored level thumbnails in load game menu
v1.5.82
  • Fixed Firing the primary weapon using a joystick button in multiplayer caused various 'you don't have weapon X' messages to be displayed
  • Fixed Calling up several menus with the new menu style and fast menus enabled resulted in a program crash
v1.5.81
  • New Command line switch '-fastmenus {0|1}' to decrease menu lag with new menu style enabled (makes new menus about 50% faster)
v1.5.80
  • Fixed D2 data not found any more after v1.5.79 fix - d'uh!
v1.5.79
  • Fixed Folder detection, namely when using the -userdir and -hogdir switches
v1.5.78
  • Fixed Controls config menu option 'Customize Above' didn't work properly any more
  • Fixed Overlay textures always drawn fully bright
v1.5.77
  • Fixed 'Holes' in walls with an overlay texture where the bottom texture contained transparent areas
  • Fixed Screenshot format on non Windows OS's
  • Fixed Crashes and display faults with old style menus
  • Fixed Weapon hotkeys treated as input device in the control configuration menu
  • Fixed Warning about using a non-entropy level even if selected game mode wasn't entropy
  • Changed If trying to play an entropy game with a non-entropy level, the game mode is changed to team anarchy
v1.5.76
  • Fixed Screenshots weren't saved (but they work now, really really, I promise! :D)
v1.5.75
  • Fixed Brightness set to minimum after death or new level entry
  • Fixed Input config window size
v1.5.74
  • Fixed Handling of not entropy enabled levels when using them in an Entropy multiplayer game
v1.5.73
  • Removed Fast respawn - caused too many problems in multiplayer
  • Changed Memory management (disabled D2X proprietary memory handling functions)
  • New Parameter '-cdrom <drive name>' allowing to specify the CD ROM drive containing the Descent 2 CD (data)
v1.5.72
  • Fixed Menu positioning after changing screen size
  • Fixed Menu behaviour afting toggling full screen
  • Fixed -grabmouse parameter wasn't parsed properly (was enabled by default though, so could be omitted)
  • Fixed Couldn't select another player on Linux
  • Fixed More palette problems
  • Changed Brightness change now possible again when in a menu
  • New You can now toggle full screen while in a menu with Alt+Enter
  • New Slider in toggles menu to control mission download timeout
v1.5.71
  • Fixed Multiplayer scores screen not displayed properly with new menu styles enabled
  • Fixed Crash when exiting a mine after blowing up the reactor in multiplayer with new menu style enabled
  • Fixed Menu close box position
  • Fixed Selection wrong option when clicking an option with the mouse in certain menus
  • Fixed Hitting a negative speed boost ('bounce back') several times very quickly allowed you to pass through it
  • New 'Smart' file search in mission and player selection will not accumulate typed keys and jump to the first file name starting with the same character sequence. Use the backspace key to truncate the search pattern. Toggle in-menu with CTRL+S
v1.5.70
  • Fixed Save game format bug for D2X-XL levels leading to memory being overwritten, potentially causing all sorts of problems
  • Fixed A few minor bugs
  • Changed 64-bit related code cleanup
v1.5.69
  • Fixed Oh well ... palette problems ...
  • Fixed Missing menu close boxes with new menu style enabled
  • Fixed Printing a number instead of the name of the current network protocol in the netgame browser
  • Improved Menu scrolling
  • Changed General code cleanup to remove all warning messages (Win32)
v1.5.68
  • Fixed Palette problems - what did you think?
v1.5.67
  • Fixed Palette problem after exiting a level with new menu style enabled
  • Fixed Black bars above and below exit movies weren't black with new menu style enabled
  • Fixed Missing menu scroll indicators (arrows) with new menu style enabled
  • New 'Drop Quad and Super Lasers' in gameplay options menu, allowing you to drop the quad and super laser powerups
v1.5.66
  • Fixed Couldn't connect in multiplayer games with new menu style enabled
  • Fixed Discolored menus in multiplayer games
  • Fixed Menus didn't scroll properly anymore
  • Fixed No countdown in multiplayer games when the boss robot was killed and multiple bosses were enabled
  • Fixed Invoking an input configuration menu with the new menu style enabled crashed the program
  • Fixed Input config menus not working with new menu style enabled
v1.5.65
  • Fixed Screenshots!
  • Fixed Time jumps when e.g. resizing the screen or loading a game
  • Fixed Level screenshot thumbnails in save games
  • Fixed Menu lag with new style menus enabled
  • Fixed Garbled briefing text with old menu style enabled
  • Improved Palette handling (hopefully finally resolving palette errors after receiving messages in-game
v1.5.64
  • Fixed More palette issues
  • Fixed Old style menus not working properly
  • Improved Menu background handling
v1.5.63
  • Fixed Reactor countdown not stopped when saving/loading games
  • Fixed Palette problems when displaying messages between levels
  • Fixed Crash when trying to display high scores after 'game over' in a single player game
v1.5.62
  • Fixed Cameras not working any more
  • Fixed When saving and reloading a game, the savegame before the previously saved one was offered as default, not the saved one
  • Fixed Switching screen modes or fullscreen didn't take immediate effect
  • Fixed Level download function not always working
  • Improved Menu sizing and positioning (more menu items visible at higher screen resolutions now)
v1.5.61
  • Fixed Occasional program crash when destroying an object (robot, reactor, etc.)
v1.5.60
  • Fixed Screen flicker/blackening during briefing playbacks
v1.5.59
  • Fixed Screen turning black when invoking keyboard config menu in-game and then returning to the game
  • Fixed Crash when terminating the program after having opened the keyboard config menu in-game
  • Fixed Program version strings appearing not only in main menu background
  • Fixed Custom textures working again
v1.5.58
  • Fixed Briefings not rendered properly with new menu style enabled
  • Fixed Descent 1 end level sequences not rendered properly with new menu style enabled
  • Improved Guidebot menu
v1.5.57
  • Fixed Crash when playing Descent 1 mission briefings
  • Fixed Crash when playing Descent 1 level exit sequence
  • Fixed Crash when opening joystick config menu with new menu style enabled
  • Fixed Dysfunctional configuration menus with new menu style enabled
  • Fixed New style menus not centered when invoked while playing a game in letterbox mode
  • Fixed Missing version and copyright info in main menu
  • Fixed Menu background turning white with new menu style enabled
  • Fixed Old style menus not working properly anymore
  • Fixed Crash during D2 endlevel sequences
  • Fixed Menu background display with new menu style enabled
  • Fixed Choosing 'play singleplayer mission' did not display any missions from the 'files/missions/single' folder
  • Improved Proper camera view sizing regardless of target face dimensions
  • Improved Menu response with new menu style enabled
  • New Pressing the Pause key when in a menu invoked from a running game will now pause/continue the game
  • New You can now pause the game when in a menu
  • New For non-fullscreen cockpit modes, the automap now has the frame and text it had in Descent 2
v1.5.56
  • Fixed Texture corruption when starting multiplayer games with new menu style enabled
v1.5.55
  • Fixed Program crash when opening the game browser when joining a multiplayer game
  • Fixed Incompatible color data handling in level files
  • Fixed Various issues with the new menu style
v1.5.54
  • Fixed Enabling the old camera rendering method (either with -render2texture 0 or automatically when the drivers don't support the new one) lead to a program crash
v1.5.53
  • Fixed When toggling fullscreen on and off again while playing, opening a menu corrupted the screen
  • Fixed Credits display
  • Fixed Flickering time stamp display in load game dialog
  • Improved TGA sub image handling
  • New Transparent menus let you see the game scene and standard background
v1.5.52
  • Fixed Reactor countdown didn't start in multiplayer games if Multiple Bosses game play option was checked
v1.5.51
  • Fixed '-pps' switch not recognized
  • Improved Camera handling code better portable now through use of the framebuffer OpenGL extension
v1.5.50
  • Fixed Colored weapon light did not work anymore
v1.5.49
  • Improved Camera performance (through the use of the render to pixel buffer OpenGL extension)
  • Fixed Camera view orientation issues (left/right exchanged)
  • New Command line switch '-render2texture [0|1]'
v1.5.48
  • Fixed Every camera trigger loaded twice, resulting in halved performance when monitors visible
  • New Added camera speed setting to render options menu
v1.5.47
  • New Texture quality slider in render options menu (allows to scale down hires textures)
v1.5.46
  • Fixed Couldn't switch weapons in multiplayer
v1.5.45
  • Improved Data folder detection on OS X and Linux
  • Changed Smart weapon switch now defaults to FALSE (if TRUE, will override Vulcan/Spreadfire with Gauss/Helix if latter available)
  • Changed Render options menu will now display 'Framecap: none' if frame capping turned off by setting it below 10 fps
  • Fixed When multiple bosses was enabled, countdown after destroying the reactor in levels w/o bosses didn't start
v1.5.44
  • Fixed Moving cameras always rotated around world Y axis, not object Y axis (that may be at an angle to the world Y axis)
  • Fixed Player could move through objects (will now bounce back)
  • Changed Renamed 'Customize D2X Keys' to 'Weapon Hotkeys'
v1.5.43
  • New Support for spinning cameras
  • New If a monitor wall has an overlay texture,the monitor image will be projected to the primary texture, thus allowing for monitor bezels
v1.5.42
  • Fixed DESCENT2 environment variable not used on Linux and Mac OS X
  • Fixed Using arbitrary Descent 2 folder on Mac OS X not working
  • Fixed Couldn't select weapons with hotkey
  • Fixed Using the automap in a cockpit window (again) lead to constant, fast screen resolution switching
v1.5.41
  • Fixed Couldn't cycle primary weapon any more
  • Fixed Customize keyboard option gone awol
v1.5.40
  • Fixed Couldn't load savegame if empty save slots preceeded the selected game
  • Fixed CamBot was loaded everytime a new game was started or a save game loaded, but never unloaded
  • Fixed Issuing Guidebot commands also selected weapons
  • Fixed Error messages about invalid/unknown hog file sizes
  • Fixed Letterbox (widescreen) cockpit mode not restored from save games
  • Fixed Program crash after error messages and warnings
  • Fixed Alternate ini file not found (Linux)
  • Fixed Couldn't leave create new player dialog during program start if no player profiles were present
v1.5.39
  • Fixed Descent data not found if not stored in data subfolder of the D2 main folder
  • New Movie subtitles can be enabled in the render options menu
  • New cfg and ini files can now optionally be stored in a subfolder named 'config' of the D2 main folder
  • New On Linux, the ini file can optionally be placed in the D2 main or config folder and bear the name d2x.ini
v1.5.38
  • Fixed Cambot data not loaded when launching D2X-XL from DLE-XP
v1.5.37
  • Fixed If a startup screen resolution was set in the ini file, the automap would always use that resolution
  • Fixed Mission auto-d/l did not work for missions that were stored in subdirectories of the mission folder
  • Fixed Low-res font and reticle used in 640x480 screen resolution
v1.5.36
  • Fixed Windows version didn't find the game data if it wasn't stored in the data folder
v1.5.35
  • Fixed Screen mode/size related bug
v1.5.34
  • Fixed Data subdirectory handling didn't work properly on Linux and Mac OS X
  • New Support for camera objects with external poly model
v1.5.33
  • Fixed Not all status info was printed on the screen in letterbox mode
  • Fixed Joystick deadzone control gone awol
  • New d2x-xl will now support organizing the game data in subdirectories of the game folder:
    • data: put all game data here (*.pig, *.hog, *.256, etc.)
    • movies: put all movie files here (*.mvl)
    • profiles: put all player profiles here (*.plr)
    • savegames: put all save games here (*.sg?)
    Use of these folders is optional; if d2x-xl finds one of them, it will however only look there for the related data
v1.5.32
  • Fixed Replaced buggy 3D math function
  • Fixed Extended level format incompatible to Mac version
v1.5.31
  • Fixed Frequently changing render quality in the render options menu corrupted the screen
v1.5.30
  • Fixed Mouse look and joystick scaling options were mutually exchanged
  • Fixed Configuring joystick axes didn't work on Linux (and probably Mac OS X)
v1.5.29
  • Fixed Bug in options menu causing Mac version to crash
  • Fixed Bug in math routine causing bots to move erratically on Linux
v1.5.28
  • New More widescreen resolutions
  • New Mac OS X specific code changes
v1.5.27
  • Fixed Camera bot triggers didn't work
v1.5.26
  • Improved External ship view
  • Fixed Calling D2X-XL from DLE-XP with a hog file or level name containing spaces failed
v1.5.25
  • New Render quality option in render options menu
  • New command line switch -render_quality replacing -gl_mipmap, -gl_trilinear, and -gl_simple
  • Fixed Disappearing faces when very many segments are visible
v1.5.24
  • Note Update: Unified source code base for Win32 and Linux
v1.5.23
  • Fixed UDP/IP code
v1.5.22
  • Fixed Path finding bug (Linux)
v1.5.21
  • Fixed Alternating switches changing state more than one time by multiple hits (e.g. by two laser bolts)
v1.5.20
  • Fixed A few Linux portability issues
v1.5.19
  • Fixed Not all save games being loaded (e.g. when 1st save game slot was empty)
v1.5.18
  • Fixed Game hanging when killing a boss
  • Fixed Some multi-boss related bugs in coop games
  • Fixed Game offering the wrong save to load (the one before the current one)
v1.5.17
  • Improved Switching to start up screen resolution specified by command line (less flicker)
v1.5.16
  • Fixed Couldn't load first and last save game
v1.5.15
  • Fixed Couldn't return from secret levels since savegame thumbnail resolution increase
  • Fixed Cryptonite and pumpmeup cheats accessible in multiplayer games
v1.5.14
  • New Save game time display in load game list
  • New Highres thumbnails in load game list
v1.5.13
  • Fixed A few keymappings wrong since allowing a keymapping for the zoom function
v1.5.12
  • Fixed Guide bot didn't work properly since increase of max. wall and trigger number
v1.5.11
  • New Triggers not working reliably since increase of max. wall and trigger number
v1.5.10
  • New Weapon shortcuts and zoom key now configurable
v1.5.9
  • New Fluid physics in water and lava segments (slowed, shaky object movement, damage in lava, appropriate environment sound)
v1.5.8
  • Fixed Colored lighting not applied to walls, e.g. closed doors
  • Fixed Boss robots spawned by a dying boss weren't destroyed due to the boss being destroyed
  • Fixed No countdown when playing the first mission from a subfolder of the mission folder
v1.5.7
  • Fixed Specifying a player profile with the '-player' command line argument did not work when the extension was omitted
v1.5.6
  • New Command line arguments -auto_hogfile and -auto_mission allow for direct launching of a level
  • New Smart weapon switch option in gameplay options menu (skip Vulcan/Spreadfire if Gauss/Helix available)
v1.5.5
  • Fixed Owning a Vulcan cannon would auto switch to a Gauss cannon even if not having one
v1.5.4
  • Fixed Mission browser would display built-in D2 missions even if only D1 Missions was checked.
  • New Improved weapon autoswitch (will skip weaker weapons of same type, e.g. Vulcan if Gauss available)
v1.5.3
  • New Support for alternating triggers.
v1.5.2
  • Fixed Permanent triggers.
  • Fixed Wall handling.
  • Fixed Camera view rendering
v1.5.1
  • New Support for permanent switches (won't get destroyed when shot and can be operated infinitely).
v1.5.0
  • New Multiple robot triggers
  • Fixed Panning the automap didn't work when zoomed out far.
v1.4 84 releases
v1.4.87
  • Fixed Incompatibility with pre-v1.4.84 save games resulting in program crashes or screwed-up level display.
  • Fixed Clicking on '[..]' in the mission list would start D2:Counterstrike.
v1.4.86
  • Fixed Wall texturing bugs introduced when increasing max. wall number.
v1.4.85
  • Fixed Texturing and door animation bugs introduced when increasing max. wall number.
v1.4.84
  • New D2X-XL levels can now have up to 1022 walls.
v1.4.83
  • New Notebook screen resolution 1280x768.
v1.4.82
  • New Support for sky boxes.
  • Fixed Crash or strange behaviour when loading older save games.
v1.4.81
  • Fixed Boss robots teleported to segments they shouldn't.
  • Fixed Guidebot trying to find a boss when there was none.
v1.4.80
  • Fixed Save games weren't loaded properly.
v1.4.79
  • Fixed Merging of a base and an overlay texture if at least one of them was a TGA image.
  • Fixed Merging of a base and an overlay texture with different image dimensions.
  • Fixed Some midis not looping properly when playing D1 missions (fix provided by Rob).
  • Fixed Music looping during D1 endlevel sequence (fix provided by Rob).
  • New If a boss robot is placed in a segment with a group id > 0, it will only teleport to segments with the same group id. Group ids can assigned to segments in levels of type D2X-XL. This feature serves to keep each boss in its own realm in multi-boss-levels.
v1.4.78
  • Note D2: Vertigo wasn't listed when chosing 'New single player mission' from the main menu.
v1.4.77
  • Fixed You couldn't load any multiplayer missions any more after having used the main menu option 'New single player game'.
v1.4.76
  • Fixed Folders being added to the mission list twice.
  • Fixed Built-in missions now only displayed in top level mission list.
  • Improved Mission list size increased.
  • New Cheatcodes
    • 'subspace' (teleports you to another segment of the level)
    • 'cryptonite' (unlocks all doors and opens all walls)
    • 'pumpmeup' (charges shields and energy to 200 each)
    • 'electro' (shield boost)
v1.4.75
  • Fixed If opening a hires door, all doors with the same texture throughout the level would open.
  • Fixed Couldn't shoot through hires grates.
v1.4.74
  • Improved D1 weapon data now hard coded to avoid problems with faulty/incomplete/whatever D1/D2 installations.
  • Improved D1 weapon emulation.
v1.4.73
  • Fixed Clients that have joined a UDP/IP match in progress getting disconnected from other clients.
v1.4.72
  • Fixed Vertigo support still didn't work (was disabled in the release code).
  • Fixed Newly introduced shader bug leading to underlying textures of partially transparent overlays (e.g. grates) not being rendered.
v1.4.71
  • Fixed Activating the 'start IPX game' menu item called up the join IPX game screen, while 'join IPX game' called up the start IPX game screen.
  • Fixed Hires texture rendering not working any more (shader syntax error).
v1.4.70
  • Fixed Using Vertigo robots in custom built missions did not work for whatever reason. Hopefully, my solution works for all cases ...
v1.4.69
  • New The mission browser can now handle sub directories of the main mission folder. This will also work when loading saved games or connecting to a multiplayer game: D2X-XL will simply search the mission folder and all its sub directories for the required mission and load the first one with the given name it finds (that means you should be careful not to store different versions of a mission in different folders).
  • Note This feature is pretty handy to keep a huge mission folder tidy.
  • New Descent 1 one shot triggers will now be properly converted (to multi operation triggers).
v1.4.68
  • New Support for Descent 1 shield damage and energy drain triggers.
v1.4.67
  • New When multiple bosses is enabled (gameplay options menu), there can also be a reactor in the level.
  • New D2X-XL now supports using a singleplayer missions folder. It must be a subfolder of the missions folder and bear the name 'single' (e.g. c:program filesdescent2missionssingle'). The main menu has a new option 'New single player game', displaying only missions from that folder in the mission list.
  • Improved When building the mission list, D2X-XL now doesn't simply read all mission files (*.msn, *.mn2), but checks if the related level files (*.hog) are present, and if not, doesn't display the mission in the mission list. That way, you will get around errors when trying to play such a mission.
v1.4.66
  • Fixed Friendly fire option working the wrong way round.
  • Improved Memory consumption.
v1.4.65
  • Fixed Joystick deadzone granularity slider not working properly.
v1.4.64
  • Fixed Crash when missions folder contained 300 or more missions.
  • New Option to chose whether only to play D1, D2 or both versions' missions.
v1.4.63
  • Fixed Automap showing too much of a level.
  • New Switch 'Multiple Bosses' in the gameplay options menu. If checked, you will have to kill all bosses in a level to end the level, not just one.
  • Note This should be interesting for level designers, because they can now put several bosses into a level and have them all show the full boss behaviour (set the 'end level' flag for each boss in DLE-XP).
  • Note You can still not have both a boss and a reactor in a level. You can however have mini reactors that will not end the level.
v1.4.62
  • Fixed D2X-XL levels using the zname tag in the mission file not loading when no custom robot file (.hxm) was present for the level.
  • Fixed Levels whos names contained whitespace characters (e.g. blanks) weren't loaded.
v1.4.61
  • New Support for custom palettes. These must be stored in a mission's hog file and bear the related level's name plus the extension '.pal'. Hence, you can have a custom palette per level.
  • Note For the palette format, the the DLE-XP update notification thread.
v1.4.60
  • Fixed Backsides of blastable doors could become impenetrable after having been blown up.
v1.4.59
  • Fixed For certain textures, their transparent areas were rendered pink when using high res textures.
  • Fixed Screenshot function should finally work reliably.
v1.4.58
  • Fixed Weapons doing no damage when playing a Descent 1 level and not having the Descent 1 data files present in the Descent 2 main folder.
v1.4.57
  • Improved D2X-XL will now use the original weapon power data from the Descent 1 data files for Descent 1 levels.
  • Fixed Crash when loading certain D1 levels with custom music or some music related problem.
v1.4.56
  • Note Version skipped.
v1.4.55
  • Improved Joystick deadzone slider control granularity.
v1.4.54
  • Fixed Graphical weapon display didn't work any more.
v1.4.53
  • Fixed Secondary views not available with status bar hud.
v1.4.52
  • Fixed Couldn't shoot through shoot-through areas of high-res textures.
v1.4.51
  • Fixed Distorted door back sides.
  • New Added a few notebook/wide screen resolutions.
v1.4.50
  • Fixed Bots behind doors or walls that notice and react to the player when they shouldn't.
v1.4.49
  • Fixed Maneuvering in speed boost areas didn't work properly.
  • Changed Max. render depth significantly increased.
v1.4.48
  • New Support for expanded wall transparency (i.e. every wall can now be more or less transparent).
v1.4.47
  • Improved Camera performance. Using cameras will result in a much smaller framerate hit than it used to do now. Smile
  • Note (Before this fix I had framerates drop below 10 fps w/ Athlon 64 3500+ s939 + GF FX 5200 @ 640x480 even if the cameras had a refresh rate of only 5 times per second. Now I am having 30 fps with full speed camera refresh, two monitors in sight, and transparent textures around. The frame rate gets about halved by the cameras (well, D2X-XL has to make a full rendering pass for each visible monitor's camera), but still stays within acceptable bounds even with my low end gfx card.)
v1.4.46
  • Fixed Textures sometimes not animated when having custom TGA animations.
v1.4.45
  • Fixed TGA textures from pog files containing transparency were handled like completely opaque textures, leading to visible faces behind them not being rendered.
v1.4.44
  • Fixed Couldn't move to top of menu using the keyboard in config control menu.
  • Improved You can now cycle through a menu using the keyboard w/o stopping at the first or last option, and the menu will wrap around properly even for scrolling menus.
v1.4.43
  • Fixed Doors, fans, grates etc. that have base textures (forming a frame for them) aren't rendered transparent if the hardware doesn't support the required shader program.
  • Changed Removed option 'use high-res textures' from render options menu and added switch '-hires_textures' to d2x.ini instead. That means use of high res textures will be determined once at program start and cannot be changed while the program is running. High res textures aren't supported if the hardware doesn't support the required shader program.
  • Changed No multitexturing if use of high res textures is disabled.
v1.4.42
  • Fixed Shots didn't pass through grates etc.
  • Fixed Overlay texture transparency work for all D2 palettes now (I hope Razz).
v1.4.41
  • Fixed Most parts of levels pitch black with lightmapping enabled.^
  • Fixed Object texture animation not working.
  • Fixed Massive performance loss with lightmapping enabled.
v1.4.40
  • Fixed Sides with a second texture on them too bright with multi texturing.
  • Fixed Buggy TGA file handling.
  • Note If you downloaded v1.4.40 before reading this, download it again.
v1.4.39
  • Fixed CTD when switching to Cockpit or bar HUD views.
v1.4.38
  • Fixed Level version mismatch when playing with pre 1.4.3x D2X-XL or legacy D2 versions (reason: calculation result deviations due to using faster and more precise math routines ...).
  • Fixed Animations not working.
  • Improved Transparency checking for TGA image based textures.
v1.4.37
  • New Support for partially transparent high-res overlay textures (like door animation frames, grates or fans). This feature requires use of a shader program. In case the hardware doesn't support shader programs, high-res texture use will be inhibited.
  • New New option 'use high-res textures' in the render options menu (will not be displayed if the hardware doesn't support the required shader program).
v1.4.36
  • Fixed Midi music sometimes not looping properly.
  • Fixed Midi music looping during endlevel sequence when it should not.
  • Note Thanks to Rob for providing these bug fixes. Smile
v1.4.35 — High res, true color replacement textures
  • New Support for high-res, true color replacement textures. A replacement texture must have TGA format (uncompressed, 24 bits w/o alpha channel or 32 bits w/ 8 bit alpha channel) and must be stored in a subfolder of the Descent 2 folder named 'textures' with the same name as the texture it replaces (e.g. 'c:programsdescent 2texturesmetl130.tga').
  • Fixed Powerups were rendered slightly transparent.
  • Fixed Missile and gun fire explosions weren't rendered transparent if the transparent explosion option was checked.
v1.4.34
  • Note D2X-XL will now understand the name tag 'd2x-name' of D2X-XL missions that has been introduced with DLE-XP v1.4.15. This should take care of non-D2X-XL program versions loading D2X-XL levels and crashing when trying to display them.
v1.4.33
  • Fixed Lightmap performance issue on some Radeon cards.
  • Improved Lightmap calculation much faster now.
v1.4.32
  • Fixed One or two laser bolts invisible at certain view angles when firing quad lasers.
  • Fixed (Some) bots (e.g. Smelter) wiggling and changing shape like they'd start to morph.
v1.4.31
  • Improved Framerate with several visible camera views.
  • Fixed Speed boost where the speed boost trigger target is the opposite side of the trigger (i.e. a speed boost 'reflecting' the ship).
v1.4.30
  • Improved Speed boost area movement direction calculation. The ship will now move parallel to a vector ('line') from the center of the side containing the speed boost trigger to the center of the speed boost trigger's target side.
  • Changed You can now call the options menu or pause/exit the game when in speed boost mode.
  • New If the ship gets stuck at a wall while in speed boost mode, it won't freeze any more, but drop into regular flight mode.
v1.4.29
  • Fixed Camera views showed the cockpit when cockpit view or status bar were enabled.
  • Fixed Wide screen view borders overdrawn by camera views.
  • Improved Made a few menu hotkeys unique in their resp. menus.
  • Fixed Explosions shining through walls (explosions are depth tested again, maybe making them not look as nice as they could on certain occasions, but hiding them if they appear at the rear side of walls or doors).
  • Fixed Parts of some powerups were rendered transparently.
  • Changed 'Render HUD' option now only affects the full screen view.
v1.4.28
  • Fixed Black outlines around non-transparent areas of see-through textures (e.g. force fields or energy sparks).
  • Fixed Partially missing frame around menus.
  • New Lightmap range slider in render options menu.
v1.4.27
  • Note TGA texture alpha channel support.
  • Changed Movie quality now defaults to low at program start to avoid having the intro movie played at high movie quality on machines that cannot handle that.
v1.4.26
  • Fixed Cockpit and status bar HUDs in 320x200.
  • Fixed Credits screen.
  • Fixed Show HUD toggle gone awol.
v1.4.25
  • Changed Lightmap range.
  • Fixed Slight bug in lightmap range calculation.
  • Fixed Some yellow light texture casting red light with lightmapping enabled.
v1.4.24
  • Improved Render quality with 'Render Entire Mine' checked.
  • Improved Brightness with lightmap rendering.
v1.4.23
  • Fixed Dynamic lighting not working with lightmaps (i.e. blasting or turning off lights did not darken their vicinity).
  • Improved Lightmap range calculation. Levels still too bright with lightmaps though. Question
v1.4.22
  • Fixed D1 iris door was not properly converted.
  • Improved Lightmap range will take base face size into account.
v1.4.21
  • Fixed Lightmapping didn't work anymore.
v1.4.20
  • Fixed Levels too dark with lightmapping enabled (I have found some levels that are still considerably darker than w/o lightmapping).
  • Fixed Lightmapping dysfunctional when switching screen res or toggling fullscreen in-game.
v1.4.19
  • Fixed Object blobs in automap were painted jaggy and distorted.
v1.4.18
  • New Lightmap controlled light rendering. This is still experimental. Lightmaps are computed on the fly when loading a level (actually they're computed on the crawl currently. ). Lightmaps are not available in multiplayer for the time being.
  • Improved Auto-Download connectivity problem tolerance.
v1.4.17
  • Fixed Boss robots sometimes stopping to act properly.
  • Fixed Robots too dark after loading a save game.
v1.4.16
  • Fixed Reticle visible during and after player death animation.
v1.4.15
  • Fixed Bogus client view in multiplayer games.
  • Fixed Game hanging when adding trackers via d2x.ini.
  • Fixed Clients didn't find the last tracker in tracker lists from d2x.ini.
  • Fixed Tracker ports weren't read properly from tracker lists in d2x.ini.
v1.4.14
  • New Shots and missiles can now traverse blocked segments.
  • New Toggle 'Draw HUD' will disable drawing the HUD in full screen mode when unchecked (for nicer screen shots).
v1.4.13
  • Improved Frame rate with 'render entire mine' enabled. No or minimal frame rate hit should be noticeable now with this option enabled.
v1.4.12
  • Fixed Ship could go half-way through walls.
v1.4.11
  • Fixed Ship doesn't stop moving after releasing thrust control keyboard keys, but slowly slides on.
v1.4.10
  • New Segment type 'No Damage'. Ships in such segments cannot fire weapons or drop mines, nor can they be damaged.
v1.4.9
  • Improved You can now maneuver in speed boost areas.
  • Fixed Could hang at speed boost area walls if adjacent segment had type 'blocked', or current segment had type 'speed boost' and adjacent segment had another type.
  • Improved D2X-XL specific, multiplayer relevant game options will be disabled in multiplayer games if the game host doesn't use D2X-XL.
v1.4.7 — - 1.4.8
  • Fixed Save game bug leading to game states not being properly restored (i.e. Thief spawned 10 Extra Lives when killed).
  • New Fusion damage adjustable from 100% to 400%.
  • Fixed Error message in automap in levels with more than 900 segments.
  • Changed Automap cannot be opened in speed boost areas any more.
  • Fixed Ship stopping periodically in speed boost areas when flying close to a wall.
  • Fixed Ship stopping due to weapon blast radius in speed boost areas.
  • New Repair centers are marked by green lines in the automap.
v1.4.5 — - 1.4.6: TGA image support
  • Changed Max. speed boost area speed doubled, in-game default speed boost modifier set to 50%.
  • New Support for pog files containing TGA images.
v1.4.3 — - 1.4.4
  • Improved Camera performance.
  • New Camera output speed and format settings in render options menu.
v1.4.1 — - 1.4.2
  • Fixed Crash when loading older save games.
  • Fixed Objects not moving properly.
  • New Toggle 'Drop All Missiles' in the gameplay options menu. If checked, D2X-XL will not only drop 10 missiles of each kind max., but all an exploding player ship had actually loaded.
  • New Toggle 'Always Respawn Powerups'. If checked, used up missiles will not disappear from the game in single player or coop, but respawn somewhere in the level.
  • New Segment types 'speed boost' and 'blocked' to aid in construction of speed boost and impassable, no-spawn areas.
  • Note Cameras and monitors.
v1.4.0 — Hyperspeed Tunnels
  • New Support for D3-like hyperspeed tunnels. Adjust the speed boost in the gameplay options menu. See my level Glass House for a construction example.
  • Fixed Rounding error leading to ship slowly drifting/rotating if left w/o thrust.
v1.3 72 releases
v1.3.79
  • Fixed 100% transparent walls still got rendered.
  • New Max. # of objects raised to 3500.
v1.3.78
  • New 100% transparent cloaked/colored walls will not be rendered (they will still be impenetrable).
v1.3.77
  • Improved Frame rate when 'Render Entire Mine' is enabled. Some objects behind cloaked walls might still be invisible at certain view angles, but if that happens, it will be much less apparent and annoying than disappearing mine walls.
v1.3.76
  • Fixed New non-linear joystick sensitivity scaling was framerate dependant and could lead to extreme sensitivity.
  • Fixed Rounding error when sampling joy axes movement could lead to values too small in the program, which in turn made the aforementioned behaviour worse.
v1.3.75
  • New Added option 'linear joystick sensitivity scaling' to controls config menu. If enabled, the old-style joystick sensitivity scaling will be enabled at the cost of not reaching full turn speed at lower sensitivity settings.
  • Improved Ship movement will not be stopped after teleportation any more, but the ship will continue in the new direction at the speed it had when entering the source teleporter.
v1.3.74
  • Fixed Render depth with 'Render Entire Mine' was very low, leading to most of the level not being displayed (this was due to some experimental code being left in the program).
  • New 'Colorize Transparent Walls' switch to turn off colorization of transparent walls if desired (find it in the render options menu).
  • Fixed Several game variables (mouse sensitivity among others) weren't saved when leaving the game.
v1.3.73
  • Improved Movie playback on older gfx hardware. If movies are played in slo-mo, set '-movie_quality 0' in d2x.ini or uncheck 'High Movie Quality' in the render options menu.
  • Note Background: Movie images are filtered to improve quality. On older gfx this seems to be done by the driver in software, which takes too long.
v1.3.72
  • Fixed Bug in tracker code that could lead to bandwidth saturation on network connections, disconnecting other applications (e.g. TeamSpeak or mIRC).
  • Improved Joystick sensitivity will now create an attenuation curve always reaching the max. possible value.
v1.3.71
  • Fixed Bug in tracker code that could lead to other programs' (e.g. TeamSpeak or mIRC) inet connections being terminated.
v1.3.70
  • Fixed Program crash when 'Render Entire Mine' is enabled.
  • Improved Energy display in cockpit mode.
v1.3.69
  • Fixed Some cockput and status bar view elements not rendered at the proper screen locations in resolutions > 640x480.
v1.3.68
  • Fixed Config menu not working properly (couldn't 'customize above' or 'customize keyboard')
  • Fixed Mouse not working after calling the controls config menu.
  • Fixed Movement direction after teleporting.
v1.3.66 — - 1.3.67
  • Fixed Mouse/Joy sensitivity always set to lowest value when leaving the controls config menu.
  • Fixed Objects behind cloaked walls not rendered when 'render entire mine' option enabled.
  • Improved Bitmap reticle (the original one) scaled according to screen res.
  • New Joystick and mouse sensitivity can be adjusted separately now.
v1.3.65
  • New Wall transparency can be changed in the D2X options menu
  • Fixed Cockpit mode will now be preserved across menu calls and screen resolution changes.
  • Fixed Cockpit window position and size for resolutions > 640x480.
  • New Improved menu structure: New menus 'Gameplay options' and 'Render options', moved options from D2X options and Toggles to Config, Gameplay options and Render options.
v1.3.64
  • New Wall type 'Transparent' creating impenetrable, colored, transparent walls.
  • Fixed Missing reticle, flag and orb displays in letterbox view.
v1.3.63 — Cockpit view available in all resolutions
  • Improved Cockpit view and status bar now available in all resolutions (minor drawing flaws due to rounding errors possible).
  • New Letterbox (widescreen) view enabled (F3: Fullscreen -> Cockpit -> Status Bar -> Widescreen -> Fullscreen).
  • Fixed Bomb count not visible in status bar display.
v1.3.62
  • Fixed Fuel and afterburner gauges sometimes rendered full when fuel < 100 or no AB available.
  • Improved D1 texture matching.
v1.3.61
  • Fixed Semi-transparent walls (e.g. fuel sparks) behind other transparent walls (e.g. some cloaked wall) sometimes not being rendering if full mine rendering was enabled.
  • Note (Hopefully) Fixed: Textures sometimes 'popping'.
  • Changed F3 key will now cycle through HUD modes (full screen -> cockpit -> bar hud -> full screen). If switching from cockpit view to the bar hud by pressing the minus key, pressing F3 will return to the cockpit view to stay compatible with the previous behaviour.
v1.3.60
  • Fixed Hidden surface removal.
  • Note Background: Jeff250 has created a level with a pretty sophisticated architecture that causes some faces not to be rendered at certain view angles. It has turned out that this bug is caused by D2(X)'s hidden surface removal - not by the OpenGL driver. I have added an option both to d2x.ini ('-render_all_segs 0|1'} and to the toggles menu ('render entire mine') to get around this. Rendering the entire mine means that every side of every segment of the mine is drawn - whether visible or not - and that the OpenGL driver determines visibility based on each pixel's Z (depth) coordinate. This is a little slower (about 30%) than using D2's hidden surface removal, but will work for levels like yours (insane architecture btw, really cool ). On today's gfx hardware that speed penalty shouldn't be crucial.
v1.3.59
  • Fixed Level destruction countdown time was too slow after making seismic effects framerate-independent.
v1.3.58
  • Fixed Bomb display not always shown in cockpit view.
  • Fixed Force field sound not turned off when disabling a force field.
  • Fixed When starting a new game, the chosen difficulty level wasn't used in the D2X options menu.
v1.3.57
  • New Robot visibility in the automap can be turned off.
v1.3.56
  • Fixed Wrong firing angle in multiplayer games if some players use cockpit view and others don't.
v1.3.55
  • Fixed D1 end level song starting too late.
  • Improved Some more D1 texture conversion fixes.
v1.3.54 — D1 boss behaviour activated
  • New D1 bosses teleport and end levels
  • New D1 end level song played when leaving a D1 mine.
v1.3.53 — D1 music activated
  • New D1 music available in Play Songs menu if D1 data installed in D2 folder.
  • New D1 level songs played in D1 main mission.
  • Fixed Incorrect view angle when starting a level or respawning with cockpit view enabled.
  • Fixed Improperly translated D1 grate texture.
v1.3.52
  • Fixed Switching between fullscreen and cockpit view will now preserve the view angle.
  • Fixed Colored overdraw when charging the fusion missing.
  • Improved Sound buffer handling (size) depending on sample rate.
  • Improved D1 texture conversion (more D1 textures will be used now, and some substitutes are better matches for the D1 counterparts).
v1.3.51
  • Fixed Miscolored textures in Descent 1 levels (some brainiac had put a function call essential for D1 texture handling into an assert macro, which are disabled in the release code, so that function was never called. You need a miracle to find bugs like that).
  • Note Reverted: Overcharging the fusion will turn the screen color from purple to white to yellow again.
  • Fixed Firing angle and missing laser or vulcan shots or flares.
v1.3.49 — - 1.3.50
  • Fixed Firing angle in cockpit view.
  • Removed Frame rate limitation for fusion charging.
v1.3.48
  • Fixed Crash when turning on the bar HUD (with the minus key).
  • Fixed Reticle position in the cockpit view.
  • Fixed Numerical energy and shield displays weren't updated in the cockpit view.
  • New Transparent effects can now be turned off in the toggles menu.
  • New Seismic effects (E-Shaker, Reactor/Boss destroyed, Fusion charging) limited to 40 fps.
  • New Fusion charging limited to 40 fps.
  • Fixed Flash effects will not change the color at high brightness levels (e.g. when charging the fusion for a long time).
v1.3.47
  • Improved Increased field of view with full cockpit enabled.
  • New Bittersweet 'cheat' will now have an effect again (surprise, surprise ).
v1.3.46
  • Fixed Player appearance effect (lightning flash) wasn't created when starting a new game or respawning.
v1.3.45
  • Fixed Frame around first image of D2 briefing robot movies.
  • Fixed Bug in bitmap animation causing not all bitmaps of the clip to be displayed.
  • Improved Weapon color determination.
  • Improved Transparent explosion visuals.
  • Improved Movie quality.
v1.3.44
  • New Transparent weapon shots (e.g. Plasma cannon shots).
v1.3.43
  • Fixed Explosions not clipped any more.
  • Improved Explosions will start pretty opaque now and then get more and more transparently while fading away.
  • Fixed Miscolored first frame of briefing robot movies.
v1.3.42 — Full cockpit available
  • New Full cockpit available! Tadaa! Smile
  • Improved Lehm has prettified the transparent explosion effect with some fading in/out.
v1.3.41
  • Fixed Guided missile reticle (now showing a cross as it should be).
v1.3.40
  • Fixed Robot movie position and size in D2 briefings for resolutions > 640x480.
  • New Transparent explosions, transparent powerups (shield, energy, invul, cloak, extra life).
v1.3.37 — - 1.3.39
  • Fixed Turned off new rendering code causing rendering errors e.g. in missile view window.
  • Fixed Keys not displayed in HUD in coop games (note that keys will remain in the level even if picked up by one player to allow all players to grab that key).
  • Fixed Not playing level song when turning midi sound off and on again in-game.
  • Improved Briefing robot movies played even if -nomovies specified (that switch should only affect intro movie playback at game start).
v1.3.36
  • Fixed Ship spinning wildy when respawning with fast respawn enabled.
  • Fixed Removed some debug code.
v1.3.35
  • Fixed Several bugs in the renderer that could cause rendering faults or even program crashes.
v1.3.34
  • Fixed A few toggles in the Toggles Menu didn't work any more.
v1.3.33
  • Fixed Overly restrictive player file consistency checking prevented player files created with D2/D2-W95 to be accepted by D2X-XL.
v1.3.32
  • Fixed Animated texture display in Descent 1 briefings.
v1.3.31
  • Fixed Dual missile launch always on in multiplayer/coop.
  • Fixed Inhibit suicide always on in multiplayer.
  • Fixed Robot animations in Descent 1 briefings. Very Happy
  • Fixed Erroneous warning about hog file size when loading a save game from inside a game.
v1.3.30
  • New Single player difficulty can be adjusted in the D2X Toggles menu.
  • Fixed Dead keys (CAPS LOCK, NUM LOCK) only worked at every second keypress.
v1.3.29 — Dual missile launch
  • New Due to numerous requests of a single person, I have added a dual missile launch option to both the Toggles and the More Game Options menus.
v1.3.28 — High res textures
  • Fixed You couldn't edit macros.
  • Improved D2X-XL accepts textures up to 1024x1024x8. Add them to a level with DLE-XP.
v1.3.27 — MP Client Flicker Fix
  • Fixed Flickering when game clients move in multiplayer games.
v1.3.26
  • Fixed Player efficiency wasn't computed properly (shown instead of the player scores when pressing F7)
v1.3.25 — D1 compatibility fix
  • Fixed Improper handling of animated D1 textures.
  • Fixed Crash when loading D1 missions w/o briefing.
v1.3.24 — Hoard fix
  • Fixed Starting a hoard game would always start a team hoard game.
v1.3.23
  • Fixed Kill count not incremented in multiplayer games.
  • Fixed Weapon auto switch setting being reset to 'switch if empty'.
  • Fixed Game crashes when playing D2:Vertigo.
  • Improved Bogus save game handling.
  • Improved Movement smoothing when zoomed.
v1.3.22 — Friendly fire fix
  • Fixed Friendly fire off was inhibiting suicide as well. This should however work separately from FF.
v1.3.21 — Custom model data fix
  • Fixed Crash when playing save games from levels with custom model data (e.g. D2:Vertigo)
v1.3.20 — Entropy enhancements
  • New Countdown timer in 1/10 secs displays remaining time until a room is conquered.
  • Changed Number of own and total rooms now displayed right of the team score.
  • Changed Kills do not count in Entropy.
  • Fixed Score for conquering a room is 3.
  • Fixed Potential lag issue because of clients flooding the game host messages when player has exploded.
  • Improved Handling of large amounts of network data.
v1.3.19 — Improved coloring
  • Fixed Flickering colors when firing weapons.
v1.3.17 — - 1.3.18: Teleport trigger fix
  • Fixed 'Light on' triggers were interpreted as teleport triggers.
  • Fixed Brightness not reset to normal when entering a level/respawning.
  • Fixed Weapon auto select'if empty' did not work. New: Blinking text 'TYPING...' over the ships of players typing a message or macro.
v1.3.16 — Entropy fix
  • Fixed You could increase your virus transport capacity by shooting team mates. Embarassed
v1.3.15
  • Fixed Missions using custom robot and model data crashing. This was due to my recently introduced restoring of default robot and model data after playing such a mission. Vertigo data will now also not be deleted after having played a Vertigo mission.
v1.3.14
  • Fixed Extreme lag due to massive network traffic caused by auto balancing bug.
  • Fixed Crash when loading a new level after having played a level containing custom models.
v1.3.12 — - 1.3.13
  • Fixed Crash caused by briefings (esp. when the briefing file had the same name as a level file)
  • Fixed Custom model textures weren't loaded if the original model wasn't in the level, too (e.g. Diamond Claw model used for Prox Bomb was only displayed properly if there was a real Diamond Claw in the level).
  • Fixed Model textures of the last object in the level weren't loaded in all cases (esp. if that object had some custom model).
  • Changed Moved'friendly fire' toggle to Network Games - More Game Options menu.
  • Changed Moved'inhibit suicide' toggle from Entropy settings to More Game Options menu.
  • Fixed Crash when leaving Toggles menu.
  • Fixed Zoom didn't work if cockpit windows were visible.
v1.3.11
  • Fixed Still crashed when joining non-team games.
  • Fixed Player ship didn't change color when changing teams.
  • Improved Player now dies when changing teams (no score penalty).
v1.3.10
  • Fixed Crash when joining non-team games.
  • Fixed Friendly Fire was always enabled in clients
v1.3.9 — Lotsa fixes
  • Fixed Friendly fire. FF is always determined by the game host. A client changing its local friendly fire toggle during a multiplayer game has no effect. Please regard that damaging yourself is also a kind of friendly fire, so if ff is turned off you will not be able to damage yourself. FF will be enabled if the game host is not a D2X-XL executable.
  • Fixed Program crash right when starting it.
  • Fixed Delayed/inhibited (re-) joining a match in progress (bugs weren't mine ... )
  • New You can now enter team games in progress if the game host makes them open games (this means that D2X-XL doesn't force team games to 'restricted' any more).
  • New Team indicator (arrow) in front of the player's team name.
  • New Team auto-balancing. o If enabled, D2X-XL will try to even team sizes if the difference in size is more than one player and the smaller team is also the weaker team (doesn't make much sense taking away players from the losing team, huh?) o If enabled, players joining a team game in progress are always put on the smaller, and if teams are equally sized, the weaker team. o If disabled, players can switch teams by pressing Alt+Strg+T.
  • Note Yeah, and what the heck is that new team stuff good for? Well, you may have noticed that you can start multiplayer games and team games even if there is only one player present, and the next step will be to provide a stand-alone D2 server ... Rolling Eyes
v1.3.8 — Tracker Communication Added
  • New D2X-XL now supports trackers. When starting/joining a UDP/IP multiplayer game via tracker, game hosts will register with and game clients will download the list of online available game hosts from all known trackers. Find details here.
  • Fixed Hoard games did not work any more due to adding the Entropy game mode.
v1.3.7
  • Fixed Brightness did not decay to normal level after picking up stuff.
  • Fixed Player file format. Unfortunately, this will require you to delete any player files and create new players in D2X-XL, but as far as I can tell the player files will now (again) be fully backward compatible, and this should be the last time D2X-XL messes them up. Smile
v1.3.6
  • Improved Reduced flickering when firing colored shots.
v1.3.5 — Per Vertex Colored Lighting!
  • New D2X-XL now uses vertex lighting for color effects. This means that color now properly blends into the level across segment boundaries.
  • New You can now toggle colored lights and colored gun effects separately.
v1.3.3 — Level auto download
  • New Level auto download feature. Works with IPX and UDP connections. To enable it, both game host and client must have enabled it in the toggles menu. If enabled, the game host will send the current mission to the client if the client doesn't have the mission, or has a version of it that is different (beware: not necessarily older!) than the game host's.
v1.3.1 — - 1.3.2
  • New Custom robot settings will be reset after each level.
  • Fixed D2X-XL will not quit after issuing an error message when it couldn't load a level.
  • New D2X-XL now allows up to 1800 segments and 700 objects.
v1.3.0 — Added colored lights
  • Note Nuff' said.
  • Note If you want to get an impression how it looks, download TombZ of deZtruKtion - Entropy from my web site and enable colored lights in Options - Toggles.
v1.2 10 releases
v1.2.12 — Various Fixes
  • Fixed Scoring on CTF games didn't work.
  • Fixed Couldn't start non enhanced CTF games.
  • Fixed Messed up game parameter menu after returning from more game params menu (option labelled'42' etc.)
  • Fixed Zoom and auto select radio buttons worked as a single and not two separate button groups, thus not allowing to change both settings individually.
v1.2.10 — Improved Teleports
  • Improved The target side of teleport trigger target segments now specifies the direction the player will face when appearing at the destination.
  • Fixed Objects were occasionally rendered too large on automap/radar.
v1.2.8 — - 1.2.9: Multi-texturing and more
  • New Multi-texturing implemented by Lehm. This is a prerequisite for adding lightmap controlled (colored) lights and vertex lighting.
  • Fixed Dropping prox bombs sometimes dropped smart mines instead.
  • Fixed Pre-1.2.0 save games couldn't be loaded any more.
v1.2.7 — New Features
  • New D2X-XL now supports in-level teleports. They work instantaneously; you simply appear at the destination with your current orientation and speed. If a teleport has several destination locations, D2X-XL will randomly chose a destination every time the teleport is triggered.
  • New Weapon auto-select can now be partially or fully turned off. That means that your weapon will not pulled away from under your behind right in the middle of a fire fight, leaving you w/o firepower for critical seconds.
  • Fixed Game hung occasionally when player was shot down.
  • Fixed Couldn't cycle 2ndary weapon with the keyboard when a joystick button was also assigned 2ndary weapon cycling.
  • Fixed Radar didn't work anymore.
  • Improved Player symbol on radar now has direction indicator.
v1.2.6 — More fixes
  • Fixed When playing multiplayer with non-D2X-XL versions, would always report differences in level data.
  • New Robots can now hit other robots. That doesn't mean they attack each other; it simply means that when a robot happens to hit another robot, that robot gets damaged. Can be toggled in the Toggles menu..
v1.2.5 — Various fixes
  • Fixed Couldn't return own flag any more.
  • Fixed Slide/bank toggling didn't work.
  • Fixed Game hung when player died.
  • Changed Enhanced CTF option move to game parameter menu and removed from toggles menu.
v1.2.4 — Rendering fixes
  • Fixed Entropy texture handling was always set to'Keep textures' when entering that menu.
  • Fixed D2X should not render colored segments any more unless these belong to a team, the game is in Entropy mode, and'Colorize rooms' is selected.
v1.2.2 — - 1.2.3 Entropy Improvements
  • New You can now chose to have team rooms lit in the team's color.
  • Improved Entropy game options menu split into several sub menus.
  • Fixed In fuel centers and repair bays that cannot be conquered (because the level designer marked them as permanently neutral) every player can replenish energy/shields.
v1.2.1 — Keyboard ramping improved
  • New You can now enable keyboard ramping for forward/backward, rotation and sliding separately in the D2X options menu.
  • Fixed Keyboard ramping was always reset to 100% when entering the D2X options menu.
  • Improved D2X will now consistently issue warning messages when it encounters problems.
  • Improved D2X will now return to the main menu when reading corrupted save games.
v1.2.0 — Entropy game mode added
  • New Entropy game mode. For a description see my Descent Site. Please note that this game mode has been tested, but not with every possible parameter setting.
  • New Zoom for Gauss and Vulcan cannon (can be toggled in the Toggles menu, activate with Right-Shift).
  • New Pursuer perspective (toggle with Alt+F12; only available in single player). Reticle intentionally missing.
  • Improved Colored light effects.
  • Improved Menu display code (reduced invisible menu effects).
  • Fixed Initial player spawn locations in team games when the level contains team-specific spawn locations are now correct.
  • Fixed Red team players did not always spawn on red team start positions.
  • Fixed IPX code bug.
  • Fixed UDP code bug.
v1.1 33 releases
v1.1.46 — Color effect and Radar improvements
  • Changed Color effect won't dim the environment any more. In bright surroundings they can however be barely visible now (which imo makes sense).
  • Changed Powerups are now drawn orange on the Radar.
  • Changed Robots are now drawn purple and blinking on the Radar.
  • Changed As the Radar can be toggled on/off with the cockpit window toggle keys, I have removed the Radar enabling option from the toggles menu. The Radar is now always available, unless the game host doesn't permit all players to be visible on the automap in multiplayer games.
  • New Powerup visibility on the Radar can now be toggled in the toggles menu.
v1.1.45
  • Fixed After my recent changes, the headlight wasn't working any more.
v1.1.44
  • New D2X-XL can create colored gun fire effects (i.e. the surrounding area is lit in the color of the shots). Can be turned off in the toggles menu. Hint: Some weapons do not give the color one would expect due to their light effect color being derived from the weapon's shots' average color.
v1.1.43
  • Note To my utter amazement, I found the brightness control being non-functional. I remember having used it successfully just recently though. Anyway, I have fixed that.
v1.1.42
  • Fixed Ramping debug code removed.
  • Fixed Max. speed was decreased due to ramping implementation.
v1.1.41
  • New D2X-XL now supports keyboard ramping, i.e. smooth acceleration with the keyboard controls. Adjust keyboard ramping in the D2X Options submenu of the Options menu.
v1.1.40
  • New Radar will show powerups (green) and robots (magenta) in single player.
  • Fixed Erroneously highlighted letters in many message boxes.
v1.1.39
  • New Instead of chosing top down or heads up view for the radar in the toggles menu, you can now toggle it with the cockpit window toggle keys (i.e. Shift+F1/F2). That means that you can have both a top down and a heads up at the same time, each in one of the cockpit windows.
v1.1.36
  • New You can now toggle between top down and heads up Radar view in the Toggles menu.
  • Fixed Robot movies too large in briefings. D2X-XL 1.1.37
  • Fixed In certain mission briefings, the screen wasn't cleared from old text before new text was written, resulting in garbled screens. This has been fixed. The cause for this bug is the same causing disappearing menus, so this bug is hopefully fixed, too. If anybody should still encounter it, drop me a note here. Now that I know what causes this bug, it's not too hard to apply any additonal fixes. D2X-XL 1.1.38
  • Fixed Ping command not working in IPX netgames. This might have also fixed the broken hoard mode in IPX netgames.
v1.1.34
  • Changed Cockpit window automap will now always show the level top down.
  • Fixed Rear view cockpit window working again.
v1.1.33
  • Note I have added cockpit window automap view as kind of a radar. You can enable it by toggling through the various cockpit window views. In multiplayer, it will only be accessible when'Show all players on Automap' was checked by the game host in the game parameters screen. Additionally, it has to be turned on in the toggles menu.
v1.1.32
  • Fixed Port offset jumped to 99 in join game menu. This afaik only happened when a udp game had been hosted prior to opening the join menu.
v1.1.29 — - 1.1.31
  • Fixed IPX multiplayer didn't work any more.
  • Fixed If the server was entering a multiplayer game and no other players were present when starting the game, he was immediately returned to the main menu.
  • New You can now play old-style D2 CTF games with D2X-XL by unchecking'enhanced CTF' in the Toggles menu or the game parameters, more options menu (latter server only).
  • Changed UDP/IP code. Might still not work properly, needs more testing. The changes I had applied were necessary though and might just need some fine tuning.
v1.1.28
  • Fixed Pressing the slide on key while turning wouldn't enable sliding.
  • Fixed Display errors in config menus.
  • Fixed Opening the toggles menu would always turn'fixed respawn locations' on.
  • Fixed Missing or garbled mission name in client's game list.
  • Improved Detection of own IP address.
v1.1.27
  • Note Yeah, with the help of the German Descent player Aga I have finally managed to make UDP/IP multiplayer fully working.
v1.1.26
  • Fixed Text in listboxes (e.g. level selection) wasn't displayed properly, but simply overwritten after having played a game.
v1.1.25
  • Fixed The'play song' menu did not work, but rather crash the whole program ... Rolling Eyes
v1.1.23 — - 1.1.24
  • Fixed Yet another bug in UDP/IP communication causing dropped powerups to be duplicated for the clients until D2X's object limit was reached and you couldn't shoot anymore.
  • Fixed Crash when leaving a game and rejoining it.
  • Fixed Timeout function was disabled leading to'ghost' players when someone left the game.
  • Fixed Clients'forgetting' socket offsets between game joins. I.e. if a client had set the network socket to -3, joined a game, left it, went to the main menu, and then to the join game menu again, -3 would still be displayed there as network socket, but wasn't applied.
v1.1.22
  • Fixed Friendly player returning flag only working for the player returning it. All players will see this now.
  • Fixed Tabs in menus weren't working. This lead to 'scrambled' screens (e.g. the help screen)
  • Note (Hopefully) Fixed: When chosing a network socket (offset) not equal to zero, the offset was seemingly kept across games, but indeed reset to zero after quitting a network game.
  • Improved CTF initial spawn code. There is no way to tell which players are on which team when the initial placement is done by the game, so the first half of players will spawn at blue and the second half on red team spawn locations. Once a player has been killed, he will always respawn at a proper team spawn location.
v1.1.21
  • Note Fixed a bug where entering a framecap > 127 led to problems, like very high frame rates, potential program crashes, and unresponsive or overly response controls.
v1.1.18 — - 1.1.20
  • Note Really fixed: Negative network socket offsets were rejected.
  • Fixed Other players couldn't see the 'generic' stuff a player lost when being shot down, i.e. shields, energy, concussion missiles. Powerups the player had picked up weren't affected.
  • Fixed Flag was only returned for the player returning it. For the others, it stayed at its place.
  • Fixed Levels occasionally being flooded with missiles or other powerups.
v1.1.17
  • Note Entering a negative socket number when being the game host lead to an error message.
v1.1.16
  • Fixed Client players couldn't see each other, they could only see the game host. Only the game host could see all players.
v1.1.13 — - 1.1.15
  • Fixed Midi-sound related crash when starting D2X-XL.
  • Fixed UDP/IP game host crashed upon starting a match (entering the mine).
  • Fixed Menu options containing line breaks weren't always displayed properly.
  • Fixed Midi sound was turned off when entering a new level.
  • New You can zoom the cockpit windows in 4 steps (Shift+Ctrl+F3). Note: This is not increasing the cockpit window size, but an actual zoom function in the cockpit windows.
v1.1.12
  • Note I have improved Midi sound volume control (sound will now be turned off or the volume changed right when changing the slider mark in the sound options dialog). Funny enough, while I cannot control midi volume with my Audigy 2, I can do it with plain vanilla AC97 onboard sound. Confused
  • Note You can now chose a movie to play, instead of having d2x cycling through the movies.
v1.1.11
  • Note Enabled midi music playback. Depending on midi device, volume control may however not work.
v1.1.10
  • Note Menu hotkeys will now be highlighted.
v1.1.9
  • New Pressing an option's hotkey in a menu (e.g. 'Q' for Quit) now leads to the option immediately being executed. To avoid duplicate hotkeys, I have changed some option's hotkey to not being their initial letter. I have yet to work out a way to make these visible.
  • Fixed You couldn't change the joystick deadzone from 90% to another value.
v1.1.8
  • Note During tests I found out today that while my UDP/IP implementation worked on a single computer or a LAN, it did not work when playing over the internet. To fix that, I have added an input field for the client (non game host) IP address. At least for a regular broadband connection w/o router, you can find out your IP address by right clicking on the network symbol in the system tray, selecting'Status' and looking up the client IP address in the'Details' tab (if it's not named'Details' on your computer, just browse through the tabs).
v1.1.7
  • Note In D2X-XL, you can now toggle through several cockpit window positions with Ctrl+F3 (top/bottom, in the corners, between corners and middle, right in the middle - the last one only makes sense if you have only one cockpit window open, which should however be the case in multiplayer games). I think a rear view right in the bottom center of the screen comes quite handy in mp games ...
  • Note Besides that, I have tightened authentication in the UDP/IP code, so this version of D2X-XL will not work with older ones when playing multiplayer over UDP/IP.
  • Note Finally, I have enabled camera views in cockpit windows in single player.
v1.1.6
  • Note I have managed to work around game clients needing enter their IP address to join a D2X-XL UDP/IP multiplayer game.
v1.1.5
  • Note You can now change the game host's UDP port under 'more options' in the game options dialog.
v1.1.4
  • Note Silent keys (caps lock, num lock) now work D2X-XL v1.1.4 and can be used to control the ship or the like.
v1.0 9 releases
v1.0.14
  • Note Mouse axis config bug fixed.
v1.0.13
  • Note I have improved dual joystick support, and applied a few bug fixes to it, too. Dual joystick setups fully work now, and are properly displayed in the joystick config.
v1.0.11
  • Note Fixed the blocked doors bug (newly introduced by me Embarassed).
v1.0.10
  • Note There's a new version of D2X-XL available with improved automap control. Kudos for this to Lehm, who's idea this was.
v1.0.9
  • Note Screenshots can now be taken during demo playback.
v1.0.8
  • Fixed I have fixed a few menus not being displayed properly due to my recent changes regarding menu resolution.
  • New I have added an option to the main menu allowing to cyclically play all available game movies.
v1.0.4
  • Note Fixed screen resolution bug causing screen resolution always to be set to the one below the selected one (i.e. if you chose 1024x768, you got 800x600).
  • Note Fixed slow keyboard turn rates with low framerates (e.g. due to frame cap set to 30 fps).
  • Note Generally made turn speed capping frame rate independent (previous solution was kind of a kludge).
  • Note Fixed not being able to change the player in-game when having specified a player with the -player command.
v1.0.2
  • Note Fixed slow keyboard pitch/bank, added 1600x1200 res.
v1.0.0
  • Note I have fixed the player ship stopping when pressing F7 to toggle the stats display.
  • Note I have also changed the D2X-XL version display in the main menu screen a little, adding a version number in a smaller, gray font.

News

A new D2X-XL update fixing broken screen resolution persistence is available

There is yet another D2X-XL update is available (the new Pumo Mines broke a few things ...)

Believe it or not: There's a new D2X-XL version online!

Uploaded updated D2X-XL and library source code that compiles with Visual Studio 19

After a really long time, another new DLE version is available

A new DLE version is available (hear, hear!) :D

A new Max OS X version of D2X-XL is available!

D2X-XL now offers a cartoon style render mode!

New D2X-XL and DLE versions are available

Blarget has got his own area in the level spotlight

New D2X-XL and DLE versions are available

A couple of levels have been added to the level spotlight

Hooray! We're finally having a new Mac OS X version of D2X-XL!

D2X-XL now features an observer mode for multiplayer games

A new D2X-XL version with improved multiplayer synchronization is available

A new D2X-XL version fixing out of sync problems in multiplayer games is available

A new D2X-XL version with many multiplayer bug fixes is available

Added high quality (ogg) Descent 1 and 2 music to the downloads area

A new D2X-XL version with important bug fixes is available

D2X-XL compiles and runs on Linux again!

Descent 1 and 2 high res textures are now available as complete downloads

A new DLE version with a ton of bug fixes and improvements is online

A new D2X-XL version is online

A new D2X-XL version with a much needed bug fix is online

A new DLE version is online

Published another DLE version with more bug fixes and improvements by Sirius

Published a new D2X-XL version

Published a new DLE version with tons of bug fixes and improvements by Sirius

D2X-XL now supports Oculus Rift 3D headsets!

Updated DLE and D2X-XL to support new level features requested by Pumo

Added an article about DLE's new tunnel generator to the worklog

DLE's new tunnel generator is finished

Added a new article to the worklog

Published a new DLE version

Added a new article to the worklog

Added two new articles to the worklog

D2X-XL and DLE-XP now support triangular segment sides!

DLE-XP has an OpenGL render and 1st person view!

New DLE-XP version available

Wrote a new worklog article

Check out DarkFlameWolf's level spotlight section!

New DLE-XP and D2X-XL versions are available

A new DLE-XP version is available

Added a worklog article about the way point feature

Added way point support to DLE-XP and D2X-XL

Posted a bunch of new screenshots

Posted a bunch of new screenshots

A New version of DLE-XP is available

New OS X version of D2X-XL is available!

Added article about lightmaps to worklog.

New article and video added to worklog.