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
Worklog: Code Cleanup Optimizations Caches and Crash Reports
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
Worklog: Lighting and Color
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
Worklog: Textures Hardware Tessellation Cartoon Style Robot Joints Skybox and Weather
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
Worklog: Effects
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
Worklog: Sound
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
Worklog: Target Indicators and HUD Icons Target And Damage Indicators Equipment HUD Icons RADAR Revisited
Automap
- Fully textured and lit, not just a wireframe; robots, missiles and smoke show in it
Worklog: Textured Automap Textured Automap Video
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
Worklog: Robot AI Homing Missile Targeting Mega Missiles Collisions Slow Motion And Speed
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
Worklog: Multiplayer How-to: Multiplayer Tracker
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
Worklog: Triggers, Doors and Hub Levels New Trigger Types Message Triggers New Camera Object Sound Effect Objects Triangular Segment Sides
Modding
- Custom textures, models, sounds and music per mission
- Textures assigned with a simple text file 2.0
Worklog: Texture Mappings for Mods How-to: Modding
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
Worklog: DLE DLE: Improved Tunnel Generator More: DLE pages
Controls
- Keyboard ramping, deadzone configuration, dual joystick support
- Mouse wheel support, joystick emulation by mouse
Worklog: Joystick Emulation