D2X-XL Worklog

Notes on features and problems from the development of D2X-XL, newest first.

Smoke And Explosion Effects

Smoke ... oh yeah ... hadn't there been something already? Well, not just something. Smoke was and is a major topic (and more often than I wish an issue) in D2X-XL, and an important area of constant tweaking and improvement. The last step in this process had been removing a lot of the smoke settings from the user interface; both due to my having gathered enough experience to be able to offer good settings for both weaker and stronger hardware, and to simplify the user interface.

It has turned out though that particle effects have the biggest impact on D2X-XL's rendering speed, and that a simple solution for this cannot not satisfy every user and work for every hardware. I have therefore added smoke detail settings back to D2X-XL. You can find them in a submenu of the effect options menu. Expert options in the miscellaneous options menu need to be enabled to be able to access it.

One effect of my doing this was that I could re-tweak smoke settings and find new default settings that burden the renderer less and still look good (if not even better than before). The usual approach to particle rendering is to put a lot of detail into the particle texture, thus relieving the requirement of a huge amount of particles to create a believable effect. So instead of rendering tons of small particles, few large, detailled textures are rendered. The right approach to achieve acceptable frame rates with huge amounts of smoke around is therefore to decrease smoke density and increase particle size, and this is the direction I went this time. The backdraw is that a missile smoke trail will obscur the player's sight right after the missile has been fired. This is relieved to fewer particles being rendered and hence the smoke not being that thick. The advantage is that smoke trails seen in some distance will still look good while consuming comparably little computing power for their management and rendering.

Another nifty effect I added is a beautiful concentric explosion shockwave effect. The animation's textures have been created by the people from the Freespace Open project (which btw. has the friendliest internet community I have ever met on the internet - and I had said that already more than once before having been granted to use their art assets ).

Unfortunately I had to find out that the shrapnel effect D2X-XL displays when a robot blows up usually completely hid the new shockwave effect. After my tweaking the smoke rendering once again I had however noticed that debris looked just gorgeous now with its thick smoke trail and irregular trajectory. So I made a virtue of necessity and replaced the shrapnel effect by the possibility to increase the amount of debris created by exploding robots, and boy does it look good!

Here's a short video showing all the new settings and effects in action.

The shockwave distortion effect I have described in a previous worklog entry has been tweaked to properly take depth information in account in order not to distort geometry too far in front of it.


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.