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retroKOffline
Titel: Remakes_VMs: D2X-XL v1.14.0  BeitragVerfasst am: 01.04.2009, 13:11 Uhr
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Anmeldungsdatum: 04. Jul 2004
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D2X-XL ist ein OpenGL-Port von Descent II. Zu den unterstützten Platformen zählen Linux, Mac OS X und Windows. Diese Version ist hoffentlich kein Aprilscherz, die Ankündigung auf der Homepage allerdings sehr wahrscheinlich (Einführung eines Micro-Payment Systems) ;-)



D2X-XL is an OpenGL-port of Descent II. Supported platforms are Linux, Mac OS X and Windows.

Zitat:
v1.14.0: Better Memory Management - Full Modding Support - Simplified UI - Greater Stability.

* New: D2X-XL´s memory management has been vastly improved, with drastically reduced memory requirements and load times
* New: D2X-XL fully supports modding all aspects of Descent 1 and 2, from textures over models to sound and music
* New: The UI has been massively simplified and is much more accessible
* New: Stability has been much improved due to a massive amount of code having been refactored to C++

* Fixed bugs in the following program areas that could cause program crashes:
o texture handling
o planetary surface rendering during Descent 1 exit sequences
o lightmap calculation
o hoard data loading code
o AI path finding code
o Descent 1 exit sequence rendering
o Texture manager when loading levels with robot generators
o Model manager when loading low res models
o Smoke manager when rendering static smoke
o High resolution model handling (particularly OOF models)
o Playback of demos taken in levels with cameras

* Fixed bugs in the following program areas that could cause rendering glitches:
o The FOV was too small (90° instead of 105°)
o Lightmap falloff is smoother now
o Lightmap computation could cause messed up lightmaps
o Descent 1 levels often were too bright due to a fault in the texture brightness table (d2x-xl.hog)
o Bullet casings weren´t rendered any more
o Shrapnel didn´t form a nice sphere around explosion centers
o Smoke left by other players in multiplayer games wasn´t always properly removed
o Menus weren´t properly restored in nostalgia mode
o In non-nostalgia mode, low res background images were used in Descent 1 briefings, leading to bad background image quality
o Font colors weren´t properly read from palettes
o Briefing subtitles sometimes changed their color
o Flares sometimes didn´t emit light
o Static smoke and lightning effects didn´t work in multiplayer games
o Smoke particles popping in and out of sight
o Per pixel lighting was turned off in levels not containing at least one indestructible, non flickering static light
o Compressed custom textures weren´t always properly expanded
o The full cockpit display had small flaws
o Triggered lights weren´t handled properly
o Descent 1 textures were messed up when using high res textures and having played a Descent 2 level before
o Transparent faces sometimes were too transparent
o Robot limbs disconnecting when using the optimized shadow proof robot models

* Other bug fixes:
o Robot generators occasionally spawned the wrong robots
o The tracker availability test for multiplayer game hosts didn´t work
o Multiplayer didn´t work anymore (clients froze)
o Multiplayer clients didn´t have any static smoke or lighting effects
o Using "-use_swapfile 1" doesn´t limit the texture quality anymore
o Gatling tracers were rendered even if disabled in the effect options menu
o Destroyed lights in mines loaded from savegames emitted light
o Players couldn´t damage their own ships with guided missiles
o Changing high resolution textures often weren´t displayed during demo playback
o The Descent 1 AI was too aggressive
o Multiplayer connectivity was bad
o Next level wasn´t found when dying in a secret Descent 1 level after the countdown had been triggered

* Improvements:
o D2X-XL will now ask whether to overwrite existing demo files
o Fusion charge effect now takes on the color of custom fusion blobs
o Cockpit appearance (particularly full cockpit)
o Radar appearance, position and size

* New stuff:
o D2X-XL now supports textures in PNG format
o "-FSAA {0|1}" switch to d2x.ini allowing to turn 4X FSAA on or off (disable if SDL cannot set video mode)
o "-lowmem {0|1}" switch to force unloading of unneeded textures from memory
o "-preload_textures {[0..5]}" switch to control texture memory consumption
o "-fademenus " to fade menus in t milliseconds
o Pressing Alt+T while in automap view toggles between textured, textured + wireframe, and wireframe views
o Pressing Ctrl+T asks you for a marker to teleport to (requires 25 energy per jump)
o Pressing Ctrl+F4 drops a respawn marker at your position where you will reappear after dying
o Pressing PrtScrn now takes screenshots (replaces Alt+F9)
o You can now invoke the configuration menu from the automap view by pressing F2
o You can now sync the framerate to the display´s refresh rate (MS Windows only; move frame cap slider to the very left)
o You can now choose from English (U.S.), French, German and Dvorak (U.S.) keyboard layouts (miscellaneous menu)
o 3D shield boost powerups similar to the ship´s and robots´ shields (enable in "render options - powerups")
o Colorblind, epileptic and notebook-friendly operation modes (enable in "miscellaneous & accessibility" menu)


Related links:
[ Weitere Remakes und VMs ]

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