D2X-XL Worklog

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

Visual Improvements Galore

D2X-XL v1.14 works pretty well and the torrent of bug reports from the beta and release phase has slowed down to a trickle, so I found some time to add a few bells and whistles as well as some improvements to D2X-XL I had on my mind for a long time already.


Lightmaps

Lightmap calculation had always been somewhat of a hack. Light source handling generally is a problem in Descent, as there are no distinct light sources, but they are composed of entire faces having a light emitting texture glued to them. That means that depending on a level author's ambitiousness (or lack thereof), light sources often are rather big and irregularly shaped. Until now I worked around this by giving each light source a radius within which the brightness wouldn't decay. Particularly for huge and distorted faces this didn't work very well. The power of today's (and even yesterday's) hardware gives me enough headroom to improve on this and compute the actual closest distance of a point to be lit from the light sources shining at it, and this is now employed in light calculation. Having started to fiddle with the lighting I also took another look into visibilty culling and improved it significantly. Lightmap supported lighting should therefore look (even) better in D2X-XL than before. Isn't this gorgeous:


Zoom View

D2X-XL supports zooming in for Gauss and Vulcan cannons, and I thought throwing in a new reticle showing that off would be a nice addition. That reticle even has function: It will light up in red if a target is in the line of fire of your guns (that means you can target even if your sight is obscured, e.g. by smoke). A new zoom sound makes the sniping experience complete.


Shield Effect

Not everybody likes it when the entire shield sphere around a hit robot lights up, and I had been asked whether I couldn't have the shield only light up around the point where it had been hit. So far I had rejected that as being to complicated, but yesterday a simple idea struck my mind: If I would handle that in a pixel shader, doing this effect would actually be quite simple. So that's what I did: Wrote a shield effect shader program, found it didn't work, got upset, fiddled for hours and hours, getting more upset, finally found a solution but wanted more, so asked around in a forum, and in the end had all I wanted - and I hope you, too. A shield can register up to three hits from different directions, so the effect should really look quite realistic.


Ship Thrusters

Yeah, believe it or not: I did even more! Some time ago someone had provided me with a texture for the 3D thruster flames, and recently I thought that they should look way better if they only were textured. So I checked the code, and texturing the thruster flames was already in there ... it just didn't work. That's something I could change, and as I was on it I tweaked the thruster flame appearance, and I have to say that I really like the result of my efforts here.


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.