D2X-XL suggestions thread

D2X-XL - Descent II update for modern systems with many new features and enhanced graphics. Home Page

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Neumaennl
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Post by Neumaennl »

my opinion about this:

D1: best robots and the plus that it is the one that started it all (I played D1 demo for YEARS until I got D2)
D2: best Gameplay
D3: best graphics (at least until D2X-XL gets the HiRes Textures :wink: )
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Post by Escorter »

It would be great if the game pauses when you open a menu ingame, like the old D2X-XL with old menu style.
It's annoying the robots kill me during I configure something ingame, or I give orders to Wingnut.
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Diedel
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Post by Diedel »

Yeah, die already! :P

j/k

I might add an option to make this possible. You can however open the options menu from the paused game now, and I can do the same for the guidebot menu.
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Post by Dynamite »

It would be nice if we had support for new trigger types and options. How about:
-Timed triggers (Events that activate after a certain point of time after the trigger's been hit)
-Triggers that display text on the screen. (VR7 already made the suggestion)
-Triggers that destroy objects. :)
-Triggers that take away player weapons. :)
Other suggestions:
-Generators that generate powerups as well as robots.
-If possible, WAV, WMA, and MP3 file support.
I wonder if all this stuff is actually possible, but if it is, that would be awesome! :D
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Post by Escorter »

Hmmm... I make some funny hacks with the DOS version of d1x in summer. (I live in a farm, and the weather was too hot for take a walk in the field ) :P . I DO that message trigger. Unfortunately, I don't know where is my 0wn D1X version, but I take a look at the D2X-XL src, and I try to make it again...
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Post by fyrephlie »

more cockpit options!!! (i want full screen with small icons instead of text!!! :P)
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Post by Escorter »

Hmmm... Adding OGG/MP3 system. Using Lyris's and DJ RedLight's remixes instead of MIDIs would be fantastic.

Ohhh. I feel bad. God, I love the D1/D2 MIDI music.

Let's forget about MP3/OGG...

But I think the colored lightning need some fine-tune.
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Post by Diedel »

Colored lighting in D2X-XL is vertex based. Each D2 level is composed of cubes. Pick up DLE-XP, load a level and press F8 to get an idea if you don't have one already. Think of vertices as the corners of the cubes. OpenGL interpolates color and brightness values between adjacent vertices. Now you can stretch and distort cubes to achieve more interesting architecture. Since this will change vertex distances, this will also affect smooth lighting. In other words: The more regular vertex distances, the better the lighting looks. The more complex the level architecture, the more differences in vertex distances exist (just look at my level Glass House), and the more irregular lighting effects you will achieve with vertex lighting. You can improve colored lighting visuals by employing light maps. Turn them on in the render options menu. Note that D2X-XL only uses lightmaps for static lights, not for gun fire though.
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Post by Escorter »

Oh, sorry! I mean the colored weapon lights...

When I shoot, looks like the lights are disappearing expect the weapon's dinamic light.

The lightmaps and the static colored lights are great!
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Post by Kirby »

hmmm...D2X-XL isn't really for Descent 2 anymore....maybe we can hold some type of competition for who can create the best main menu background image....winner gets it used for D2X-XL's main background :)

Plus a big mention on my D2 Site! :D
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Post by Escorter »

Kirby wrote:... maybe we can hold some type of competition for who can create the best main menu background image....winner gets it used for D2X-XL's main background :)
It's a great idea! Here is my one: http://img428.imageshack.us/img428/5822/a2xs.jpg

Okay, I know... It's just a joke. :D
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Post by Diedel »

It's not so bad!

Give the sun a proper surface, turn the vessel, give it an exhaust flame ...
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Post by jakee308 »

hey, just in case you don't have any thing to do. :P

finer control for midi sound slider if possible

ability to turn lighting of an area on/off with trigger in game.

turn cameras for an area on/off with trigger in game.

Diedel:
thanx for credit on camera. wish it was better.
would have liked it rounder and different texture.
will work on that. also some bezels now they're working.
are cameras moving? how's that work? couldn't find instructions on your site.
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Post by Diedel »

Moving cambots: Read the DLE-XP manual. ;)

There are light on/off triggers already.
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Post by Escorter »

Diedel, why don't put your name to the scrolling credits? I think you REALLY deserved it!

e.g.:

Windows 95 implementation
Samir Sinha

Windows XP implementation and D1 mssion addon
Diedel


:)
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Diedel
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Post by Diedel »

I didn't do the whole OpenGL port, and D1 support was in D2X, too.

What I did was to fix that stuff (and add a ton of new stuff, ok). Just figured why d2x-xl went to hell when toggling fullscreen twice and then invoking a menu ...

Still doesn't put me on a level with the game creators, imho.

And then, the credits are of somewhat 'historical value'. ;)
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Post by Escorter »

Hmmm... The standard SDL mouse pointer sucks. I think it's time to hide or replace it with a \"Descent themed\" cursor. What do you think?
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Post by Diedel »

Sure! :)
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Post by Weyrman »

This may actually be a bug but I consider it too trivial to actually post it in the bug thread. I notice with a lot of different levels that the hostages have often sunk into the floor almost up to their knees. It's just one of those narky things that looks odd. It may also just be bad positioning by the author as I assume that they are positionable like any other object. It would be nice if they could be given a default position relative to the floor.

This is DEFINITELY one of those, \"when you've got nothing else to do\" things. :D
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Re:

Post by Aus-RED-5 »

Weyrman wrote:This may actually be a bug but I consider it too trivial to actually post it in the bug thread. I notice with a lot of different levels that the hostages have often sunk into the floor almost up to their knees. It's just one of those narky things that looks odd. It may also just be bad positioning by the author as I assume that they are positionable like any other object. It would be nice if they could be given a default position relative to the floor.

This is DEFINITELY one of those, "when you've got nothing else to do" things. :D
I'm sorry, but shouldn't this be posted in the DLE-XP thread? :lol: ;)
And yes.... After testing and testing to see where the hostages stand to the floor. It becomes almost hard to tell without testing the mission before releasing! :cry:
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Post by Escorter »

<Warning! Absolutely useless idea!>

We could make a new \"Prepare for Descent\" box.
Here is my one (the wonders of GIMP):
Image
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Post by Diedel »

I'd need to completely rewrite that message box part - currently it just goes over the menu code.
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Post by Aus-RED-5 »

NOOOOOOOOOOO!!!!! LOL :lol:

We already had probs with the New Menu! Lets not go there again! heh :P
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Post by Escorter »

Yeah, right. The original Descent menu rocks!!!!!!!!!!!
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Post by Diedel »

The original descent menu code is a POS. I don't know of any remaining problems with the new menu style. If there still are issues, please report them here (again). I may have missed some then.
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Post by Escorter »

Hmmm... The new menu style is damned slow on my machine. And it also has problems with the scrolling credits.
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Post by Diedel »

It even works well on an Athlon XP 1800+ with a GF 4 MX 400. What kind of machine do you use d2x-xl on?
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Post by Escorter »

AMD Sempron 1,3 GHz, 512 MB RAM, GeForce FX 5500 (128 MB)
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Post by Diedel »

If you knew how the letter printing code works in d2x-xl ... I am not gonna tell you, or you'd start to cry.

I will definitely rewrite that part of the menu code.
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Post by Escorter »

No problem! I'm using the good ol' menu style, and everything is perfect! :)
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Post by Kirby »

Just came up with this idea while sleeping:

Ability to set up a hotkey to toggle on/off dual missle mode...

sometimes we just need that extra umph....but not always ;)
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Post by Escorter »

Hmmm... It's a GREAT idea!
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Re:

Post by fyrephlie »

Kirby wrote:Just came up with this idea while sleeping:

Ability to set up a hotkey to toggle on/off dual missle mode...

sometimes we just need that extra umph....but not always ;)
i thought i said that ... but yeah ... i agree with that being a very good idea! :)
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Post by Mugz »

may be, descent 3 files support...
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Post by Sirius »

Descent 3 support would take about 5 years for one person to implement, especially without the source code being released anyway.
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Post by Aus-RED-5 »

A small suggestion. ;)

How about adding this \"(alt F9 to save screenshot)\" in place of the \"(print screen to save screenshot)\"?

Image

It would be right since this is the new way to take screenshots. :)
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Post by Mugz »

New idea!!!
Quick save/Quick load!!!
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Post by Diedel »

Old ideas:

#1 Fix bugs
#2 Implement full midi/mp3/ogg vorbis support for all three platforms

;)
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Post by Kirby »

Diedel wrote:#2 Implement full midi/mp3/ogg vorbis support for all three platforms
holy ★■◆●....powerman 5000 in Descent 2...kickass :o
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Post by Mugz »

I have idea!!! Everyone!
May be create hud and cockpit like in descent 3???
I create graphics and everything what you need :)
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