D2X-XL Update Notification Thread

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

Moderators: Grendel, Aus-RED-5

User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

D2X-W32 1.4.29

Post by Diedel »

D2X-W32 1.4.29
  • Fixed: Camera views showed the cockpit when cockpit view or status bar were enabled.
  • Fixed: Wide screen view borders overdrawn by camera views.
  • Improved: Made a few menu hotkeys unique in their resp. menus.
  • Fixed: Explosions shining through walls (explosions are depth tested again, maybe making them not look as nice as they could on certain occasions, but hiding them if they appear at the rear side of walls or doors).
  • Fixed: Parts of some powerups were rendered transparently.
  • Changed: "Render HUD" option now only affects the full screen view.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

D2X-W32 1.4.30

Post by Diedel »

D2X-W32 1.4.30
  • Improved: Speed boost area movement direction calculation. The ship will now move parallel to a vector ("line") from the center of the side containing the speed boost trigger to the center of the speed boost trigger's target side.
  • Changed: You can now call the options menu or pause/exit the game when in speed boost mode.
  • New: If the ship gets stuck at a wall while in speed boost mode, it won't freeze any more, but drop into regular flight mode.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.31
  • Improved: Framerate with several visible camera views.
  • Fixed: Speed boost where the speed boost trigger target is the opposite side of the trigger (i.e. a speed boost "reflecting" the ship).
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.32
  • Fixed: One or two laser bolts invisible at certain view angles when firing quad lasers.
  • Fixed: (Some) bots (e.g. Smelter) wiggling and changing shape like they'd start to morph.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

D2X-W32 1.4.33

Post by Diedel »

D2X-W32 1.4.33
  • Fixed: Lightmap performance issue on some Radeon cards.
  • Improved: Lightmap calculation much faster now.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

D2X-W32 1.4.34

Post by Diedel »

D2X-W32 1.4.34
  • D2X-W32 will now understand the name tag "d2x-name" of D2X-W32 missions that has been introduced with DLE-XP v1.4.15. This should take care of non-D2X-W32 program versions loading D2X-W32 levels and crashing when trying to display them.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

D2X-W32 1.4.35

Post by Diedel »

D2X-W32 1.4.35: High res, true color replacement textures
  • New: Support for high-res, true color replacement textures. A replacement texture must have TGA format (uncompressed, 24 bits w/o alpha channel or 32 bits w/ 8 bit alpha channel) and must be stored in a subfolder of the Descent 2 folder named "textures" with the same name as the texture it replaces (e.g. "c:\programs\descent 2\textures\metl130.tga").
  • Fixed: Powerups were rendered slightly transparent.
  • Fixed: Missile and gun fire explosions weren't rendered transparent if the transparent explosion option was checked.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.36
  • Fixed: Midi music sometimes not looping properly.
  • Fixed: Midi music looping during endlevel sequence when it should not.
Thanks to Rob for providing these bug fixes. :)
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

D2X-W32 1.4.37

Post by Diedel »

D2X-W32 1.4.37
  • New: Support for partially transparent high-res overlay textures (like door animation frames, grates or fans). This feature requires use of a shader program. In case the hardware doesn't support shader programs, high-res texture use will be inhibited.
  • New: New option "use high-res textures" in the render options menu (will not be displayed if the hardware doesn't support the required shader program).
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

D2X-W32 1.4.38

Post by Diedel »

D2X-W32 1.4.38
  • Fixed: Level version mismatch when playing with pre 1.4.3x D2X-W32 or legacy D2 versions (reason: calculation result deviations due to using faster and more precise math routines ...).
  • Fixed: Animations not working.
  • Improved: Transparency checking for TGA image based textures.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

D2X-W32 1.4.39

Post by Diedel »

D2X-W32 1.4.39
  • Fixed: CTD when switching to Cockpit or bar HUD views.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

D2X-W32 1.4.40

Post by Diedel »

D2X-W32 1.4.40
  • Fixed: Sides with a second texture on them too bright with multi texturing.
  • Fixed: Buggy TGA file handling.
Note: If you downloaded v1.4.40 before reading this, download it again. ;)
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

D2X-W32 1.4.41

Post by Diedel »

D2X-W32 1.4.41
  • Fixed: Most parts of levels pitch black with lightmapping enabled.^
  • Fixed: Object texture animation not working.
  • Fixed: Massive performance loss with lightmapping enabled.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.42
  • Fixed: Shots didn't pass through grates etc.
  • Fixed: Overlay texture transparency work for all D2 palettes now (I hope :P).
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.43
  • Fixed: Doors, fans, grates etc. that have base textures (forming a frame for them) aren't rendered transparent if the hardware doesn't support the required shader program.
  • Changed: Removed option "use high-res textures" from render options menu and added switch "-hires_textures" to d2x.ini instead. That means use of high res textures will be determined once at program start and cannot be changed while the program is running. High res textures aren't supported if the hardware doesn't support the required shader program.
  • Changed: No multitexturing if use of high res textures is disabled.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.44
  • Fixed: Couldn't move to top of menu using the keyboard in config control menu.
  • Improved: You can now cycle through a menu using the keyboard w/o stopping at the first or last option, and the menu will wrap around properly even for scrolling menus.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.45
  • Fixed: TGA textures from pog files containing transparency were handled like completely opaque textures, leading to visible faces behind them not being rendered.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.46
  • Fixed: Textures sometimes not animated when having custom TGA animations.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.47
  • Improved: Camera performance. Using cameras will result in a much smaller framerate hit than it used to do now. :)
(Before this fix I had framerates drop below 10 fps w/ Athlon 64 3500+ s939 + GF FX 5200 @ 640x480 even if the cameras had a refresh rate of only 5 times per second. Now I am having 30 fps with full speed camera refresh, two monitors in sight, and transparent textures around. The frame rate gets about halved by the cameras (well, D2X-W32 has to make a full rendering pass for each visible monitor's camera), but still stays within acceptable bounds even with my low end gfx card.)
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.48
  • New: Support for expanded wall transparency (i.e. every wall can now be more or less transparent).
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.49
  • Fixed: Maneuvering in speed boost areas didn't work properly.
  • Changed: Max. render depth significantly increased.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.50
  • Fixed: Bots behind doors or walls that notice and react to the player when they shouldn't.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.51
  • Fixed: Distorted door back sides.
  • New: Added a few notebook/wide screen resolutions.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.52
  • Fixed: Couldn't shoot through shoot-through areas of high-res textures.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.53
  • Fixed: Secondary views not available with status bar hud.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.54
  • Fixed: Graphical weapon display didn't work any more.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.55
  • Improved: Joystick deadzone slider control granularity.
D2X-W32 1.4.56

Version skipped.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.57
  • Improved: D2X-W32 will now use the original weapon power data from the Descent 1 data files for Descent 1 levels.
  • Fixed: Crash when loading certain D1 levels with custom music or some music related problem.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.58
  • Fixed: Weapons doing no damage when playing a Descent 1 level and not having the Descent 1 data files present in the Descent 2 main folder.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.59
  • Fixed: For certain textures, their transparent areas were rendered pink when using high res textures.
  • Fixed: Screenshot function should finally work reliably.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.60
  • Fixed: Backsides of blastable doors could become impenetrable after having been blown up.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.61
  • New: Support for custom palettes. These must be stored in a mission's hog file and bear the related level's name plus the extension '.pal'. Hence, you can have a custom palette per level.

    For the palette format, the the DLE-XP update notification thread.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.62
  • Fixed: D2X-W32 levels using the zname tag in the mission file not loading when no custom robot file (.hxm) was present for the level.
  • Fixed: Levels whos names contained whitespace characters (e.g. blanks) weren't loaded.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.63
  • Fixed: Automap showing too much of a level.
  • New: Switch "Multiple Bosses" in the gameplay options menu. If checked, you will have to kill all bosses in a level to end the level, not just one.

    This should be interesting for level designers, because they can now put several bosses into a level and have them all show the full boss behaviour (set the "end level" flag for each boss in DLE-XP).

    Note: You can still not have both a boss and a reactor in a level. You can however have mini reactors that will not end the level.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.64
  • Fixed: Crash when missions folder contained 300 or more missions.
  • New: Option to chose whether only to play D1, D2 or both versions' missions.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.65
  • Fixed: Joystick deadzone granularity slider not working properly.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.66
  • Fixed: Friendly fire option working the wrong way round.
  • Improved: Memory consumption.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.67
  • New: When multiple bosses is enabled (gameplay options menu), there can also be a reactor in the level.
  • New: D2X-W32 now supports using a singleplayer missions folder. It must be a subfolder of the missions folder and bear the name 'single' (e.g. c:\program files\descent2\missions\single'). The main menu has a new option "New single player game", displaying only missions from that folder in the mission list.
  • Improved: When building the mission list, D2X-W32 now doesn't simply read all mission files (*.msn, *.mn2), but checks if the related level files (*.hog) are present, and if not, doesn't display the mission in the mission list. That way, you will get around errors when trying to play such a mission.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

D2X-W32 1.4.68
  • New: Support for Descent 1 shield damage and energy drain triggers.
How do D1 triggers of type 'one shot' work?
Valin Halcyon
DBB Admiral
DBB Admiral
Posts: 1113
Joined: Sun Jan 02, 2000 3:01 am

Post by Valin Halcyon »

They fire off once, triggering something like a matcen only one time (3 robots). A normal trigger fires a matcen off every time you go through the triggering cube...quickly filling a room with bots.
Post Reply