D2X-XL Worklog

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

New User Interface

D2X-XL v1.14 will have a new, simplified UI, and I would like to briefly explain the reasoning behind these changes.

The goal is to offer optimal graphical quality coupled with simplicity of the interface.

The point of having so many settings in the menus never was to demonstrate technical superiority. Many of the settings actually were historic (to satisfy those people who always complained about D2X-XL and could never be satisfied anyway). As there were logical choices for these settings, they were removed and these choices made the defaults. Other options were of rather experimental nature, to allow me to find out which settings looked good w/o being detrimental to the game's performance. Since there is enough "empirical data" available in this regard, these menus basically are superfluous now.

Smoke is a prime example. I am convinced that the settings I have chosen offer optimal looks, because it is exactly smoke effects that always had my special attention, coding efforts and tweaking. I believe that once you have been using them a while and have gotten accustomed to them, you will be satisfied with what D2X-XL offers here.

Besides that do I get a lot of potential sources of error and most of all a lot of unnecessary support requests by people who use unreasonable values (often because they do not really understand what they are doing or what side effects it has), and who subsequently run into all kinds of trouble, ranging from low frame rates over memory problems to crashes. In the worst case - and I've seen it happen more than once - they start to bitch about D2X-XL at other places and give it an undeserved bad reputation.

A classical case of misinterpretation would be max. lights/face for per pixel lighting. Actually that value is an upper limit that is only reached in rare cases. Usually there are no more than 10 - 15 light sources influencing a single face. D2X-XL raises the bar here quite a bit now: If you want the best lighting quality, your hardware must be able to handle it. That means that depending on lights/pass D2X-XL will take 15 - 24 light sources/face into account which by experience produces optimal lighting results.

The max. available texture quality has been reduced from 512x512 to 256x256, because even experienced D2X-XL users tend to use too high a value for their hardware here and as a consequence send me bug reports about crashes caused by lack of memory. I know there are quite a few fans of this setting, but trust me, your feeling that D2X-XL looks better with 512x512 than with 256x256 textures is rather rooted in your firmly believing it than in reality , and it is exactly this setting that can make the difference between a smooth and satisfying playing experience with D2X-XL and constant stuttering and crashing. The new high quality medium resolution texture packs are another strong argument to cap texture quality at 256x256.


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.