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Enhancements

2.0 new in version 2.0

Engine

Renders with Vulkan or DirectX 12; the renderer has been rebuilt from scratch 2.0
  • SDL2 and floating point math throughout 2.0
  • Much faster: the entire mine is one mesh, all robots of one type go out in a single draw 2.0
  • Everything that can be computed ahead is computed once per level and cached
  • Multithreading: robot AI, particles, visibility, lights and tessellation run in parallel
  • Nothing depends on the frame rate: everything timed runs on a fixed time step and is the same for every player
  • Descent 1 and Descent 2 in a single program

Lighting

Colored lighting; every pixel is lit by the lights that actually reach it
  • Lightmaps baked on the graphics card: soft shadows, bounced and ambient light, even detail all over a level 2.0
  • Hardware raytracing 2.0
  • Light portals: light falls through opening doors and vanishing walls 2.0
  • Volumetric halos around lamps 2.0
  • Shadows of ships and robots that end at the first wall
  • Lamps can flicker, be shot out and be switched by triggers

Renderer

All Descent 1 and 2 textures reworked and upscaled, with normal, height, ambient occlusion and specular maps 2.0
  • Displacement mapping 2.0
  • Hardware tessellation for rock, water and lava 2.0
  • Cartoon style significantly improved 2.0
  • Joints for the robots' limbs 2.0
  • Skies with clouds and changing weather 2.0
  • High resolution 3D models for ships, weapons and powerups

Effects

Volumetric, lit fog, water and lava
  • Explosions with shock waves, heat waves and shrapnel
  • Smoke: damaged ships and robots, missile trails shaded as one body
  • Lightning, glow and energy shields that show when hit
  • Ships spawn inside a ball of plasma 2.0
  • Thruster flames
  • Snow, rain and air bubbles

Sound and Music

  • 3D sound with OpenAL 2.0
  • Sound travels through the mine; doors and walls muffle it 2.0
  • Automatic reverb from the size of the room 2.0
  • Custom music in ogg and flac format, playlists

Cockpit and HUD

Missile lock, target and damage indicators
  • Health bar above the target and a lock ring for the target a missile is tracking 2.0
  • Weapon and equipment icons that show their state
  • Zoom modes for sniper weapons, with a sniper reticle
  • Radar
  • Cockpit windows in several sizes, positions and zoom levels
  • Cockpit, status bar and letterbox view at every resolution
  • Compact HUD
  • External view, chase camera and free camera

Automap

  • Fully textured and lit, not just a wireframe; robots, missiles and smoke show in it

Robots and Weapons

Robots have to see or hear you, talk to each other, dodge and take cover 2.0
  • New difficulty level: Insane++ 2.0
  • Homing missiles go for the target closest to your crosshair that you can see 2.0
  • More aggressive Mega Missiles; smart missiles spread over several targets
  • Collisions with proper physics; advanced damage model with hitboxes and module damage
  • Slow motion and bullet time
  • Patrolling robots
  • Triple fusion, dual missile launch, smoke grenades

Game Modes

Enhanced CTF: flags return home after scoring, a team only scores with its own flag at home, team specific spawn points, flag towing
  • Entropy
  • Monsterball, similar to the one found in Descent 3
  • Darkness: all lamps of a level are turned off, and the players have to rely on headlights, flares and weapon light
  • Competition mode, which disables or limits D2X-XL specific extensions
  • Up to 16 players per match
  • Team games: automatic team balancing, joining matches in progress

Multiplayer

  • Public matches over the game tracker, without addresses or ports 2.0
  • Private and LAN matches 2.0
  • Faster, more compact network code 2.0
  • Missing missions are downloaded from the host

Level Features

Levels with up to 65500 segments 2.0
  • New trigger types: master triggers, cascading triggers, robot triggers, teleports, messages
  • Hub levels that keep their state 2.0
  • New object types: cameras with monitors, sound and effect objects
  • Wedge and pyramid shaped segments
  • Speed boost areas, repair centers, several bosses in a level
  • Custom spawn points, per mission configuration

Modding

  • Custom textures, models, sounds and music per mission
  • Textures assigned with a simple text file 2.0

DLE

64 bit, with a rebuilt renderer 2.0
  • Segment splitter 2.0
  • Software tessellation: round structures, increase surface detail 2.0
  • Ambient light per segment 2.0
  • Diagnosis that repairs defective segments; export for Overload 2.0
  • Tunnel generator

Controls

  • Keyboard ramping, deadzone configuration, dual joystick support
  • Mouse wheel support, joystick emulation by mouse