D1 Ray Tracing
Posted: Tue Apr 04, 2023 8:46 pm
So this is happening.
https://bredauniversitygames.github.io/DXX-Raytracer/Jeff250 wrote: Mon Apr 10, 2023 9:14 am It looks like their GitHub link is broken. https://github.com/BredaUniversityGames/DXX-Raytracer![]()
I couldn't get it to run in Bottles.vision wrote: Sat May 20, 2023 9:55 am Cool, saw this yesterday. Haven't looked closely to see if I can run it on LInux easily. Hopefully I'll have time next week to check it out, maybe just use my Windows machine.
I agree. Would be nice. Can we not ask for it? Or does Interplay still hold he rights?TigerRaptor wrote: Wed May 31, 2023 5:13 pm It's a damn shame the Descent 3 score code was never released like it was with its predecessor and Freespace.
It's been so long I don't remember anymore.CDN_Merlin wrote: Thu Jun 01, 2023 5:46 amI agree. Would be nice. Can we not ask for it? Or does Interplay still hold he rights?TigerRaptor wrote: Wed May 31, 2023 5:13 pm It's a damn shame the Descent 3 score code was never released like it was with its predecessor and Freespace.
Version 1.2.0 Latest
@SamBoots SamBoots released this 08 Jun 20:16
v1.2.0
Fixed texture mod loading
The previous build required you to write the texture path without the extension for material (.mat) files. In the new build it is now accounted for and will correctly load the texture files regardless of the .png or .dds file description.
In addition, even if a material file has marked a texture as texture.png, it is still able to load the .dds version of that texture if it can find one. So modifications on material files to support .dds is not required.
Dynamic texture loading
The big new feature of this build, you load in textures dynamically when you need them in a level. This reduces the overall VRAM usage which helps a wider selection of graphic cards with lower VRAM while also enabling them to use high-resolution texture packs. Load times between levels have slightly increased since the game will now load the required textures for each level instead of loading all of them on startup.
Full changelist
Added dynamic texture loading
Added more light on textures meant to be lights
Fix texture mod loading
Fix issue related to cloaked ships showing up as green instead of black
Fix issue with compressed texture with less then 8 bits per pixel
Fix automap aspect ratio
Contributors
Thank you @Lehm2000 for:
Adding dynamic texture loading #24
Adding more light on textures meant to be lights #25
Fix texture mod loading #23
Fix issue related to cloaked ships showing up as green instead of black #19
Fix issue with compressed texture with less then 8 bits per pixel #18
Thank you @jstanley0 for:
Fix automap aspect ratio #17
Me. Overload has basically replaced all the time I played Descent. The Overload Discord is still pretty active, there are twitch streams active in the last week, and this awesome play-through on YouTube of the first Descent game converted to Overload levels posted two weeks ago.
IIf you haven't before, check out C.O.D (Circle of Death) and Death Star. Two massive levels from Descent 1. There is also a Descent 3 version of C.O.D made by Duper; I am not sure if he ever completed it.Tunnelcat wrote: Fri Jun 14, 2024 6:02 pm Me as well. I play it when I want to go robot hunting through the mines. I still want to see what D2 and D2 look like raytraced, so I'll set both of those up and play. Those are my 2 favorite Descent games, even more than Overload.
Version 1.3.0 Latest
@SamBoots released this 11 Nov 22:27
v1.3.0
Parallax Mapping Support
The great new feature of this release. Parallax mapping support make 2d textures look like a 3d surface.
Height textures are represented as _height.png/dds. files.
Checkout the pull request to see examples on how this may look.
SGV Archive Support
SGV (Seekable Game Vault) Adds support for a purpose built archive format SGV (Seekable Game Vault) to collect game assets into a single archive file to allow easier deployment of texture sets.
This will give a performance boost to loading textures that use this archive, it is recommended to use this for large texture mod packs.
This release has all textures inside a sgv vault for this performance boost and the sgv executable to create your own vaults for your own packs.
Misc changes
Fix for issue with tangents rotating the wrong direction with mirrored uv coordinates.
Improved texture sampling to allow for soft/dithered texture edges
Contributor
Thank you @Lehm2000 for all these features and bug fixes. Your work is very appreciated by the developers and the community!