D2X-XL Changelog

What's new in D2X-XL 1.18.74

Mar 10, 2016
  • Fixed: Removed a small memory leak
  • Fixed: Removed a couple of issues in the networking code causing synchronization failures in multiplayer games (particularly for large levels)
  • Improved: The time to connect to a multiplayer game should now be significantly shorter (particularly for large levels)

New in D2X-XL 1.18.73 (Jan 4, 2016)

  • Fixed: Hires animations from pog files didn't work anymore (only the first frame of the original low res animation got replaced)

New in D2X-XL 1.18.72 (Sep 4, 2015)

  • Fixed: The program could use up all system memory and hang when loading a bugged level containing segment edges with zero length

New in D2X-XL 1.18.71 (Aug 24, 2015)

  • Fixed: Overloading animations with hires textures didn't work anymore (textures weren't animated anymore)
  • Fixed: The new game menu's 'enable mods' option didn't always stick

New in D2X-XL 1.18.70 (Aug 22, 2015)

  • Fixed: Overloading an animated texture a hires animation existed for with a low resolution animation didn't work

New in D2X-XL 1.18.69 (Aug 22, 2015)

  • Changed: Menu options can be operated with a single mouse click again

New in D2X-XL 1.18.68 (Aug 15, 2015)

  • Fixed: The lightmap calculation's progress bar didn't work anymore when D2X-XL computed lightmaps on the fly during regular level launch

New in D2X-XL 1.18.67 (Aug 10, 2015)

  • Improved: D2X-XL will now look for Descent song info (descent.sng) in the mod folders of the missions (to support for legacy custom missions Encounter At Farpoint 2 and Plutonian's Outbreak 2)

New in D2X-XL 1.18.66 (Aug 8, 2015)

  • Improved: Thread load is better balanced during lightmap calculation

New in D2X-XL 1.18.65 (Aug 5, 2015)

  • Fixed: The lightmap precalculation's progress display didn't always work, creating the impression the program would hang when it didn't

New in D2X-XL 1.18.64 (Aug 3, 2015)

  • Changed: Added the new 'official' D2X-XL tracker's IP address to the internal tracker list
  • Fixed: The external language files (English and German) were outdated. OS X and Linux users need to download and install the latest d2x-xl data file package for this update

New in D2X-XL 1.18.63 (Jul 31, 2015)

  • Changed: Data compression (for stored lightmaps etc.) is active by default now
  • Improved: When downloading an update, D2X-XL will make the program root folder the current directory to make applying the update a bit simpler (no need to direct the sfx archive to the proper folder anymore)

New in D2X-XL 1.18.62 (Jul 24, 2015)

  • Fixed: The update function produced a broken error message when no version info was found on the download servers

New in D2X-XL 1.18.61 (Jul 22, 2015)

  • Fixed: Lightning effects could crash the program

New in D2X-XL 1.18.60 (Jul 20, 2015)

  • Improved: The light contribution of indirect (scattered, reflected) light has been improved
  • Fixed: When fog was disabled, rendering transparent textures at the surface of water and lava segments didn't work
  • Fixed: The program could apparently hang when computing lightmaps (it didn't though, it just got unresponsive, but kept working)

New in D2X-XL 1.18.59 (Jul 17, 2015)

  • Fixed: Light sources could illuminate areas not directly exposed to them when they shouldn't.
  • Fixed: Indirect light (i.e. the part of the light cast by a light source that illuminated an area not directly exposed to the light source by reflection) could be too bright
  • Fixed: If you had previously selected a mission via the main menu's 'single player' option, you could only select maps from the 'single' subfolder during subsequent lightmap precalculations.

New in D2X-XL 1.18.58 (Jul 17, 2015)

  • Fixed: Light fall-off didn't take light brightness into account

New in D2X-XL 1.18.57 (Jul 16, 2015)

  • Fixed: Light was way too dark at at light quality settings 'basic' and 'standard' (i.e. when using vertex based lighting) - much darker than lightmap based lighting

New in D2X-XL 1.18.56 (Jul 13, 2015)

  • Fixed: Some hires texture were considered 'super transparent' (i.e. propagating their transparency through a base texture they were used as a decal on) although they weren't
  • Fixed: The program could crash when loading levels containing segments with triangular sides
  • Fixed: Lightmaps for triangular segment sides weren't properly computed

New in D2X-XL 1.18.55 (Jul 6, 2015)

  • Fixed: Fog wasn't properly rendered in automap view, causing completely opaque fog for distant areas
  • Fixed: The lightmap precalculation settings dialog lacked a couple of vital options

New in D2X-XL 1.18.52 (Jun 29, 2015)

  • Fixed: The program used the wrong default transparency for light fog
  • Fixed: The rain effect produced rain that was falling way too slowly

New in D2X-XL 1.18.51 (Jun 26, 2015)

  • Fixed:
  • Flares (and light casting objects in general) could be too bright or fail to light nearby objects and geometry
  • The program could crash when loading a level right after lightmaps had been precomputed for it

New in D2X-XL 1.18.50 (Jun 23, 2015)

  • Fixed: Objects (powerups, robots, etc) could appear too bright
  • Fixed: The program considered itself being in stereoscopic render mode when it wasn't

New in D2X-XL 1.18.44 (Jun 16, 2015)

  • Fixed: Depending on lightmap settings and level, lightmaps were recomputed everytime the level or a savegame from that level was loaded

New in D2X-XL 1.18.43 (Jun 15, 2015)

  • Changed: Explosion shrapnel effect (fast moving, small explosion fragments) is available again (adjust in effect options menu)
  • Changed: Smoke puffs from firing gatling guns is independent from player smoke setting
  • Improved: Tweaked gatling smoke and gatling bullet trails
  • Improved: If particle fx are enabled and render quality is set at 'high' or better, a particle fire effect will replace the sprite based muzzle flash effect of gatling guns

New in D2X-XL 1.18.42 (Jun 15, 2015)

  • Fixed: The program could crash during lightmap calculation on rare occasions
  • Changed: Water haze is a bit stronger

New in D2X-XL 1.18.41 (Jun 15, 2015)

  • New: Added volumetric fog
  • New: Added a 'fog' control to the effect options menu
  • New: Added two new segment properties: Light fog and dense fog
  • Fixed: Lightning fx of robots and powerups remained visible in the automap even if rendering of robots and powerups was turned off there

New in D2X-XL 1.18.40 (Jun 12, 2015)

  • Fixed: The program crashed when precomputed lightmaps and subsequently computing lightmaps on the fly during level load

New in D2X-XL 1.18.39 (Jun 11, 2015)

  • Fixed: Lightmap calculation worked wrong for faces that shared a vertex with a light emitting face

New in D2X-XL 1.18.38 (Jun 10, 2015)

  • Fixed: Not all 3D powerups were aligned as intended
  • Fixed: Fast moving objects didn't reliably operate fly-through triggers they passed
  • Fixed: You could pass through the deflecting side of a speed boost (aka wind tunnel)
  • Fixed: Player orientation wasn't always set right by teleport triggers or the subspace cheat
  • Improved: Objects (players) leave speed boosts (aka wind tunnels) with a reasonable speed now
  • Improved: Energy sparks are nicely aligned now

New in D2X-XL 1.18.37 (Jun 10, 2015)

  • Fixed: When loading a savegame of a level with waypoints, the waypoints didn't work anymore
  • Fixed: The program could occasionally crash (when computing dynamic light)
  • Improved: Energy sparks are nicely aligned now

New in D2X-XL 1.18.36 (Jun 9, 2015)

  • Fixed: The program could crash at program start
  • Fixed: Descent 1 weapon info could become corrupted while being loaded

New in D2X-XL 1.18.35 (Jun 8, 2015)

  • Fixed: The program could crash during lightmap calculation if the required lightmaps were present already

New in D2X-XL 1.18.34 (Jun 7, 2015)

  • Improved: The lightmap precomputation's remaining time estimation works better during the first level it processes
  • Improved: Music shuffling works right from program start now
  • New: You can now unnerf all Descent 1 weapons in Descent 2 missions (see the physics options menu)
  • Fixed: (prox / smart / small) mines weren't rendered

New in D2X-XL 1.18.33 (Jun 7, 2015)

  • Fixed: The program could crash at the end of a Descent 1 exit sequence

New in D2X-XL 1.18.32 (Jun 7, 2015)

  • Fixed: Certain sounds (like afterburner, lava or water) built extremely up
  • Fixed: You could set the energy recharge delay to zero

New in D2X-XL 1.18.31 (Jun 7, 2015)

  • Fixed: Neither players nor robots could fire any weapons in Descent 1 missions

New in D2X-XL 1.18.30 (Jun 4, 2015)

  • Fixed: On some systems, lightmaps were recomputed even if lightmaps for that level were present and up to date

New in D2X-XL 1.18.29 (Jun 4, 2015)

  • Changed: Forcefield sound volume is now controlled by global ambient sound volume
  • Fixed: When changing the sound channel setting in-game, nearby ambient sounds got muted

New in D2X-XL 1.18.28 (Jun 2, 2015)

  • Fixed: Sound was stuttering
  • Fixed: Call stack trace was overflowing

New in D2X-XL 1.18.27 (Jun 2, 2015)

  • Fixed: Most of the cartoon rendering effects weren't applied any more
  • Fixed: Lightning effects sometimes weren't rendered although they should have been
  • New: Added a call stack trace feature that will print the chain of functions calls to the log file when the program crashes. Enable with '-tracelevel {0|1|2|...}'. Caveat: This option will decrease framerate to a certain extent (the more, the higher the trace level)

New in D2X-XL 1.18.26 (Jun 1, 2015)

  • Fixed: The program occasionally crashed when using the cartoon style renderer
  • Fixed: You couldn't select a savegame by pressing the number key its name is prefixed with in the savegame list
  • Fixed: The program could crash when trying to select a target for a homing weapon
  • Fixed: The main screen got black or segment edges were rendered at wrong positions when rendering auxiliary cockpit windows (e.g. the missile view) while glow was set to full
  • Fixed: The glow renderer didn't work right in auxiliary cockpit windows
  • Fixed: The flash effect during the reactor countdown didn't work
  • Fixed: The flash effect when picking up powerups didn't work

New in D2X-XL 1.18.25 (Jun 1, 2015)

  • Fixed: A bug in the sound system could cause sporadic program crashes (usually when a lot of sounds were played simultaneously)
  • Fixed: If observer mode was enabled, the player immediately respawned after having died in single player games (since observer mode is not entered in singleplayer games)

New in D2X-XL 1.18.24 (Jun 1, 2015)

  • Fixed: The program crashed when computing lightmaps before the player entered a mine during regular playing
  • Fixed: The lightmap precalculation progress display showed partially wrong values

New in D2X-XL 1.18.23 (May 29, 2015)

  • Improved: The lightmap precalculation progress display now also shows the time passed, remaining time and settings used

New in D2X-XL 1.18.22 (May 29, 2015)

  • Fixed: Unless in nostalgia mode, D2X-XL always started multiplayer games at level one of the selected mission, regardless of which level you chose in the multiplayer options menu

New in D2X-XL 1.18.21 (May 28, 2015)

  • Fixed: The program could crash when it was looking for targets for homing weapons a player had equipped (crashes seemed to happen particularly when viewing the automap with a homing weapon equipped)

New in D2X-XL 1.18.20 (May 28, 2015)

  • Fixed: Homing weapons weren't always properly homing in on available targets
  • Fixed: Demos were still run even if a lightmap calculation required to properly render them was aborted by the user
  • Fixed: Lightmap precalculation only worked if lighting quality was at least set to high in the render options menu
  • Fixed: The program crashed for multiplayer participants when the game host disconnected while they were in the end level score screen
  • Fixed: Players could disconnect from other players in multiplayer games while flying through the exit tunnel or waiting in the end level score screen
  • Fixed: The difficulty level wasn't described in the additional multiplayer options menu
  • Changed: When Descent 1 briefing audio is available, music will be muted during Descent 1 briefing audio playback
  • Improved: Lightmap computation should be about twice as fast as before now

New in D2X-XL 1.18.18 (May 26, 2015)

  • Fixed: Too strict FoV checking lead to earthshaker and smart missile children not finding targets and explosions not doing splash damage
  • Improved: The blue expanding shockwave effect is now better visible

New in D2X-XL 1.18.17 (May 26, 2015)

  • Fixed: Lightmap calculation didn't work properly anymore
  • Fixed: The configuration file scanner didn't properly process negative numerical arguments

New in D2X-XL 1.18.16 (May 25, 2015)

  • Fixed: The program could crash when robots were in sight of the player or vice versa
  • Improved: Found a better way to manage vulcan ammo clips
  • Improved: A shield orb's lightning effect will only be animated and rendered if the shield orb is visible
  • Improved: 'Full' glow will now work faster
  • Changed: 3D powerups now all have the same orientation and rotate around their vertical axis at an angle of 45 degrees (similar to the 2D powerups)

New in D2X-XL 1.18.15 (May 25, 2015)

  • Fixed: Missiles fired and vulcan ammo used in multiplayer games weren't respawned (note: this still is the case in coop games, where this is the intended behavior)
  • Fixed: In multiplayer games, Vulcan/Gauss ammo a player brought into a new level after level transition didn't count towards the allowed powerup count, causing the PSALM (Powerup Spam And Loss Minimizer) to remove vulcan ammo powerups that should have stayed in the mine
  • Fixed: The main menu wallpaper wasn't cartoonized after program start despite that being requested in d2x.ini
  • Improved: Players can now pick up some of the ammo in a vulcan ammo clip, and D2X-XL will keep track of the ammo remaining in the ammo clip and only remove the clip when it is empty

New in D2X-XL 1.18.14 (May 25, 2015)

  • Fixed: The program occasionally crashed when the player was firing at robots
  • Fixed: Hires animations were occasionally rendered with the upper/left half of the image below/right of the lower/right half
  • Fixed: The renderer output occasionally was messed up (hall of mirrors / tunnel effect / segment outline or objects rendered anywhere or moving with the player view)

New in D2X-XL 1.18.13 (May 22, 2015)

  • Fixed: The program frequently crashed when creating an explosion with a lightning effect
  • Fixed: Rendering glow for lightning often failed to work

New in D2X-XL 1.18.12 (May 22, 2015)

  • Improved: At the highest render quality setting, spherical 3D powerups now have a bright ring moving vertically over their surface
  • Improved: Partial shield effect brightness toned down, resulting in a nicer effect
  • Improved: Color effect for spherical 3D powerups is now rendered by a shader program, resulting in a significant performance boost
  • Changed: Shield boost lightning effect doesn't cast light anymore
  • Changed: Sphere quality now depends on render quality setting
  • Fixed: Depending on chosen homing weapon turn rate, missiles pointed a bit away from their flight direction
  • Fixed: In spectator mode, hit effects of hits on the player ship appeared at the spectator position
  • Fixed: When shadows were rendered in cartoon rendering mode, segment outlines appeared everywhere
  • Fixed: Savegame preview images got cartoonized

New in D2X-XL 1.18.11 (May 20, 2015)

  • Improved: Line width of robot and player ships scales better in cartoon render mode

New in D2X-XL 1.18.10 (May 20, 2015)

  • Fixed: When advanced collision detection was enabled, visibility detection used for homing weapons (among others) caused constant critical hits on robots and player ships, crippling the player ships' maneuverability and causing hit sound spam
  • Fixed: The program could crash when loading a level due to an overflow on in the segment edge collection
  • New: D2X-XL can now render 3D invulnerability, cloaking device and extra life powerups

New in D2X-XL 1.18.9 (May 18, 2015)

  • Fixed: Hires door frame masks weren't properly initialized when loading a save game after such a door was opened, causing graphical errors when displaying such doors while opening, potentially causing program crashes

New in D2X-XL 1.18.8 (May 18, 2015)

  • Fixed: Mod playlists weren't used
  • Fixed: D2X-XL frequently crashed when the player fired guided missiles
  • Improved: Shuffled playlist handling works a bit better

New in D2X-XL 1.18.7 (May 16, 2015)

  • Improved: Since energy spark rendering can significantly reduce framerate, spark amount can now be adjusted in the effect options menu
  • Fixed: Ship module integrity values of the advanced damage model overlapped with other elements of the miminalist HUD
  • Fixed: The lock indicator of the full screen HUD overlapped with the graphical module integrity indicator of the advanced damage model

New in D2X-XL 1.18.6 (May 14, 2015)

  • Fixed: Shield orb lightning effect didn't disappear when decreasing lightning quality below 'maximal' - it had to be lowered to 'basic'
  • Fixed: 3D shield orbs were too dark

New in D2X-XL 1.18.5 (May 14, 2015)

  • Improved: The cloak effect for player ships and robots now looks much better when glow is enabled
  • Improved: 3D shield spheres now have a black outline in cartoon style render mode
  • New: Added a lightning effect for 3D shield boosts
  • New: Increased the number of lightning quality settings in the effect options menu (maximum now enables the shield boost lightning effect)
  • Fixed: 3D shield boosts didn't have a glow effect
  • Fixed: The hires reticle got a black outline in cartoon style render mode

New in D2X-XL 1.18.4 (May 11, 2015)

  • Fixed: The program crashed when loading a level if it had to compute the level's mesh
  • Fixed: With cartoon style rendering, some doors were transparent while opening or closing

New in D2X-XL 1.18.3 (May 10, 2015)

  • Fixed: The texture outliner created ugly artifacts (staircase patterns)
  • Improved: The texture outline now creates smoother outlines

New in D2X-XL 1.18.2 (May 10, 2015)

  • Fixed: Not all level edges were outlined that should have been
  • Fixed: The Blur shader produced slight artifacts
  • Improved: D2X-XL will now dynamically outline edges at walls that change their state
  • Improved: D2X-XL will not draw an outline between faces that have the same base texture and bear overlay textures that do not cover the entire face
  • Improved: D2X-XL will now add outlines to textures containing transparency where possible and meaningful

New in D2X-XL 1.18.1 (May 10, 2015)

  • Fixed: The cartoon render style was turned off during level transition
  • Fixed: The program could crash when applying cheat codes that involved killing (boss) robots
  • Improved: Tweaked outline rendering

New in D2X-XL 1.18.0 (May 10, 2015)

  • New: D2X-XL now offers a cartoon style render mode
  • Improved: D2X-XL doesn't not need to compute b/w lightmaps for non colored lighting

New in D2X-XL 1.17.134 (May 4, 2015)

  • Improved: Added some diagnostic messages to precomputed lightmap processing

New in D2X-XL 1.17.133 (May 1, 2015)

  • Fixed: In the status bar HUD, afterburner, energy and shield level texts were misaligned - the more, the higher the screen resolution was
  • Fixed: Overriding weapon and/or robot models in a mission specific ham file could lead to robot models used for weapons (e.g. robots firing other robots instead of missiles)

New in D2X-XL 1.17.132 (Apr 30, 2015)

  • Fixed: Homing missile turn rate setting in the physics options menu didn't have an effect on homing missile turn rates. You can now chose between an update frequency of 25, 40 and 60 fps.
  • Fixed: The multithreaded program versions could crash when multiple homing weapons were active

New in D2X-XL 1.17.131 (Apr 29, 2015)

  • Fixed: Custom ham files (e.g. for weapon modifications) weren't loaded from mission files (only from mods)

New in D2X-XL 1.17.130 (Apr 28, 2015)

  • Improved: During lightmap precalculation, a second progress bar displays the calculation progress per level

New in D2X-XL 1.17.129 (Apr 25, 2015)

  • Improved: When a player picks up a keycard in a coop game, all other players automatically get that keycard, too
  • Improved: Tweaked missile smoke trails

New in D2X-XL 1.17.128 (Apr 20, 2015)

  • Fixed: When a mission didn't have secret levels, the mission lightmap precalculation showed an error message about a level it couldn't load after completion
  • Improved: When loading a new level, chase cam, free cam and observation mode are cancelled

New in D2X-XL 1.17.127 (Apr 19, 2015)

  • Fixed: When aborting lightmap calculation for entire missions, the menu background wasn't properly restored
  • Fixed: During lightmap calculation for entire missions, the program window wasn't refreshed properly

New in D2X-XL 1.17.126 (Apr 19, 2015)

  • Fixed: Smart missile blobs and shaker megas frequently started homing in on the player who had fired the smart or earth shaker missile they had originated from
  • Fixed: The program could crash when the player spammed a wall or door with gun fire at close quarters

New in D2X-XL 1.17.125 (Apr 17, 2015)

  • Fixed: The program could crash when a real lot of flares were spammed
  • Changed: Descent 2's fullmap cheat code now also works in Descent 1 levels
  • Improved: Certain lightmimg effects looks a little more natural
  • Fixed: When entering two cheat codes right one after the other, parts of the previous cheat could could contribute to the next one

New in D2X-XL 1.17.124 (Apr 17, 2015)

  • Fixed: Bomb status (equipped or not) wasn't properly shown in the minimalist HUD
  • Fixed: When enabling the minimalist HUD, the minimalist HUD selection slider didn't stay the current menu option
  • Fixed: Assigning joystick axes to flight controls didn't work
  • Improved: The minimalist HUD can now have separators (gray lines) for its main areas
  • Improved: In the fullscreen HUD, the lock indicator is now drawn below the reticle to make it more visible

New in D2X-XL 1.17.123 (Apr 16, 2015)

  • Fixed: Flares often disappeared
  • Fixed: Stuck flares had a long light trail

New in D2X-XL 1.17.122 (Apr 15, 2015)

  • Fixed: Lighting and lightmaps weren't always properly computed
  • Improved: Lightmap calculation should be a bit more efficient
  • Improved: Lightmap calculation can now be aborted by presscing ESC
  • Improved: The program can now be terminated by pressing ALT+F4 during lightmap calculation

New in D2X-XL 1.17.121 (Apr 15, 2015)

  • Fixed: Vertigo data wasn't always loaded when a mission required it
  • Fixed: Error and warning messages weren't displayed anymore
  • Improved: Light calculation has become a tad better again

New in D2X-XL 1.17.120 (Apr 15, 2015)

  • Fixed: Light ray casting for lighting and lightmap calculation didn't always work right, leading to areas remaining unlit that should be lit

New in D2X-XL 1.17.119 (Apr 12, 2015)

  • Fixed: In multiplayer games, weapons dropped by players other than the game host could disappear from the game

New in D2X-XL 1.17.118 (Apr 12, 2015)

  • Improved: Light ray casting for lighting and lightmap calculation is a more precise
  • Fixed: Homing weapons could occasionally make the program crash

New in D2X-XL 1.17.117 (Apr 11, 2015)

  • Fixed: The program could crash when the player collected or activated a cloaking device while using the minimalist HUD

New in D2X-XL 1.17.116 (Apr 11, 2015)

  • Fixed: The current control input field in control setup menu wasn't blinking
  • Fixed: Mouse and joystick handle movements were hardly recognized by the input configuration menu
  • Fixed: After transition from a level to the next one, client players in multiplayer games could be unable to move
  • Fixed: The game could crash when loading a standard level containing a boss robot

New in D2X-XL 1.17.115 (Apr 11, 2015)

  • Fixed: The sound system had a small bug
  • Fixed: The program could crash when loading a savegame

New in D2X-XL 1.17.114 (Apr 8, 2015)

  • Fixed: After transition from a level to the succeeding one, the program could crash upon entering the new level
  • Fixed: When cloaked, the wrong ship models were rendered for Phantom and Wolf
  • Improved: Removed a bunch of potential crash causes

New in D2X-XL 1.17.113 (Apr 7, 2015)

  • Fixed: Due to a faulty file URL, the windows updater didn't download the most recent game installer, but only a small file instead

New in D2X-XL 1.17.112 (Apr 6, 2015)

  • New: You can now chose from three different colors for the Minimalist HUD's equipped weapons indicator
  • New: The player can now control whether weapon icons are sorted in the order he has prioritized his weapons or in the standard order
  • Improved: Width and vertical position of the minimalist HUD can now be adjusted
  • Improved: To make sure that D2X-XL will actually use a mission it downloaded from a multiplayer host, D2X-XL's download folder will always be checked for the mission to be loaded before all other folders
  • Changed: Reenabled Descent Underground ad (will be automatically removed after april 10th 2015, i.e. when the DU KS campaign ends)
  • Fixed: Players couldn't join hoard games (due to an obsolete data compatibility verification colliding with D2X-XL's current minor version number)

New in D2X-XL 1.17.111 (Apr 6, 2015)

  • Fixed: Homing weapons didn't work right after a recent change to their update frequency
  • Fixed: Savegames could be corrupted

New in D2X-XL 1.17.110 (Apr 6, 2015)

  • Fixed: Earth shaker bomblets and smart missile blobs kept bouncing off walls until they hit an object or their lifetime was expired

New in D2X-XL 1.17.109 (Apr 4, 2015)

  • Fixed: Firing a weapon in a multiplayer game could cause the other clients to go into message editing mode

New in D2X-XL 1.17.108 (Apr 3, 2015)

  • Fixed: Descent 1 reactors weren't firing at the player
  • Fixed: The player ship froze when being in sight of a Descent 1 reactor
  • uld never go below zero)

New in D2X-XL 1.17.107 (Apr 3, 2015)

  • Fixed: The player couldn't be killed anymore (shields would never go below zero)

New in D2X-XL 1.17.106 (Apr 3, 2015)

  • Changed: Removed the Descent Underground advertisement

New in D2X-XL 1.17.105 (Apr 2, 2015)

  • New: Shields and energy can now recharge over time. The settings to control this are found in the gameplay options menu
  • Fixed: Shields shone through walls when glow effects were enabled
  • Fixed: Color of weapon tags in minimalist HUD did not always correctly indicate weapon state
  • Fixed: The game could crash when a lot of explosions were going on

New in D2X-XL 1.17.104 (Apr 1, 2015)

  • Fixed: The minimalist HUD showed wrong tags for Mega and Smart missiles in D1 missions

New in D2X-XL 1.17.103 (Apr 1, 2015)

  • Fixed: Savegames made when explosion effects were active could be corrupted and unreadable

New in D2X-XL 1.17.102 (Mar 28, 2015)

  • Fixed: Removed an ambiguity from the networking code

New in D2X-XL 1.17.101 (Mar 28, 2015)

  • Fixed: Removed a couple of bugs in the netcode that could prevent connecting to a game host via the tracker

New in D2X-XL 1.17.100 (Mar 28, 2015)

  • Improved: Horizontal minimalist HUD how offers more information
  • Changed: Vertical minimalist HUD now presents similar information to the vertical one
  • Changed: Homing missiles are now updated at 25 fps

New in D2X-XL 1.17.99 (Mar 28, 2015)

  • Improved: The minimalist HUD now has a complete, sorted weapon list
  • Fixed: Lightmaps weren't always properly read, leading to D2X-XL recomputing them everytime a level was loaded that already had lightmaps computed

New in D2X-XL 1.17.98 (Mar 26, 2015)

  • Fixed: The program crashed when trying to process network connection requests from other players as host of a multiplayer game

New in D2X-XL 1.17.97 (Mar 25, 2015)

  • New: New: Ship and weapon states can now be displayed next to the reticle in fullscreen mode (the layout is controlled by a new option in the cockpit options menu)

New in D2X-XL 1.17.96 (Mar 24, 2015)

  • Fixed: Version info got printed in the game view while playing

New in D2X-XL 1.17.95 (Mar 24, 2015)

  • New: Added support for the Descent Underground Kickstarter campaign

New in D2X-XL 1.17.94 (Mar 21, 2015)

  • Fixed: The program could crash when reading outdated or corrupted lightmap files
  • Fixed: Lives and score were occasionally printed only a few pixels big in the HUD

New in D2X-XL 1.17.93 (Feb 2, 2015)

  • Fixed: When pressing the weapon shortcut key assigned to the currently selected weapon in a Descent 1 mission, D2X-XL tried to select a (D2) super weapon and issued an error sound when failing to do so

New in D2X-XL 1.17.92 (Jan 28, 2015)

  • Fixed: Multiline help messages were truncated and not fully displayed
  • Fixed: Sprite-based powerups weren't rendered in rear view
  • Fixed: The destruction of the player ship in Descent 1 missions was accompanied by the sound of a closing door and not an explosion sound
  • New: D2X-XL can now precompute lightmaps for a part or all levels of a mission. Start lightmap precalculation with the new mainmenu option 'precompute lightmaps'

New in D2X-XL 1.17.91 (Nov 27, 2014)

  • Fixed: D2X-XL will not produce an error sound or error message anymore when pressing the key bound to the currently equipped primary or secondary weapon while playing a Descent 1 mission

New in D2X-XL 1.17.90 (Nov 20, 2014)

  • Fixed: The data folder detection code of the 64 bit Windows version of D2X-XL could crash
  • Improved: The default robot generator texture (#361, purple veins) will start to pulsate a few seconds after the robot generator has turned inactive

New in D2X-XL 1.17.89 (Nov 10, 2014)

  • Fixed: Effects got messed up when loading a save game

New in D2X-XL 1.17.88 (Nov 4, 2014)

  • Improved: The 64 bit Windows version of D2X-XL will automatically find the data files if they are in the standard location (i.e. in the 64 bit version's parent folder)

New in D2X-XL 1.17.87 (Oct 6, 2014)

  • Fixed: The function of the mission config's parameters '-3d_powerups' and '-colored_segments' were exchanged
  • Fixed: Added msvcr100.dll to the Windows release package

New in D2X-XL 1.17.86 (Sep 29, 2014)

  • Improved: Tweaked the Weyrman effect a bit more

New in D2X-XL 1.17.85 (Sep 26, 2014)

  • Fixed: The Weyrman effect's shield sphere was opaque unless the blur buffers were enabled before rendering the effect
  • Fixed: You could activate the automap during the weyrman effect
  • New: The mine is gently feded in during the Weyrman effect

New in D2X-XL 1.17.84 (Sep 22, 2014)

  • Fixed: The Weyrman effect's energy bubble was opaque when shadows were turned off

New in D2X-XL 1.17.83 (Sep 8, 2014)

  • Improved: Missile smoke trail now gets emitted from a missile's rear and not its center anymore
  • Improved: The explosion blast effect will now collapse back to its origin at the end of its life time

New in D2X-XL 1.17.82 (Sep 5, 2014)

  • Fixed: The program could occasionally crash when lightning quality was set to full and lightning bolts with branches were rendered
  • Fixed: The Weyrman effect showed an opaque white sphere when lighting effects were enabled, which wasn't intended

New in D2X-XL 1.17.81 (Sep 1, 2014)

  • Changed: Smoke is less dense when disabling smoke dispersion in the smoke effect detail settings menu

New in D2X-XL 1.17.80 (Sep 1, 2014)

  • Fixed: The keyboard type setting in the keyboard settings menu didn't stick
  • Fixed: Shifted keys weren't always properly translated when the keyboard type was set to German (QWERTZ) or French (AZERTY)

New in D2X-XL 1.17.77 (Aug 30, 2014)

  • Fixed: Changing slider values with the mouse didn't work
  • Changed: Single mouse clicks only select menu options now; To execute them, you need to double click them

New in D2X-XL 1.17.76 (Aug 25, 2014)

  • Fixed: Headlights didn't illuminate objects anymore
  • Fixed: Stereo rendering modes couldn't always be enabled
  • Fixed: When setting -use_shaders to 0, the renderer didn't work
  • Fixed: You couldn't pick demos with the mouse

New in D2X-XL 1.17.75 (Aug 20, 2014)

  • Fixed: The menu context help function didn't work anymore
  • Fixed: Invoking the context help for the game play options menu's 'observer mode' option and the effect options menu's 'shield effect' option crashed the program
  • Fixed: A few context help messages were missing
  • Changed: If the Weyrman effect is enabled, there will be no delay for other players spawning before the effect is displayed in multiplayer games
  • Changed: The warp appearance effect now has three settings (none / basic / full). At the basic setting, the effect will only be shown if a player spawns when entering a new level or after dieing. At the full setting, the effect will also be shown when using in-level teleports.

New in D2X-XL 1.17.74 (Aug 19, 2014)

  • Fixed: Vertigo weapon info wasn't properly lead, with the effect of certain Vertigo robots not being able to fire their guns
  • Fixed: Menu fonts were too large when using the Descent demo data
  • Fixed: The camera perspective could be changed by moving the mouse at the start of the 'Weyrman effect'
  • Fixed: The new game menu's highest permissible level now is properly updated when chosing a mission to play
  • Fixed: The Weyrman effect's lightning bolts often weren't visible
  • Changed: The player spawn effect now has lightning bolts at the lower lightning effect setting
  • Changed: The player spawn lightning effect now has fixed size and duration parameters
  • Changed: The new game menu's mission selector now needs less space
  • Changed: The new game menu's level selector now is a slider
  • Changed: The distortion shockwave effect will only be created when explosion shockwaves are set to 'full' in the effect options menu

New in D2X-XL 1.17.73 (Aug 4, 2014)

  • Improved: The 'Weyrman' effect now begins with a nice flash of light

New in D2X-XL 1.17.71 (Aug 2, 2014)

  • New: Added a player ship appearance effect similar to the one from Descent's rendered jump sequences at the start of a new level

New in D2X-XL 1.17.70 (Aug 1, 2014)

  • Fixed: Object triggers could be operated when loading a savegame

New in D2X-XL 1.17.69 (Aug 1, 2014)

  • Fixed: Demo recording didn't work anymore
  • Fixed: Triggers didn't reliably open all doors or walls they should
  • Fixed: The high score table (the one that can be invoked from the main menu) could cause 100% CPU load on the D2X-XL process

New in D2X-XL 1.17.68 (Jul 31, 2014)

  • Fixed: At the highest lighting quality setting (lightmaps + per pixel lighting), the player ship's headlight illuminated the entire area around the player instead of creating a light cone in front of the ship
  • Fixed: The player ship could slip through solid walls when switching to the automap while moving it into a well
  • Fixed: At highest lighting quality, certain light sources (e.g. flares or lasers) created light circles with sharp edges when decaying
  • Fixed: Per pixel lighting didn't always work right anymore
  • Fixed: Robots often were periodically doing small jumps while moving

New in D2X-XL 1.17.67 (Jul 29, 2014)

  • Fixed: The game could crash when a robot containing powerups or other robots was destroyed
  • Fixed: When soft particle rendering was enabled, sparks had distinct edges around them
  • Fixed: D2X-XL didn't find savegames anymore
  • Changed: Combined soft spark and soft particle rendering options from the effect options menu to a single check box

New in D2X-XL 1.17.66 (Jul 28, 2014)

  • Fixed: Robot cloaking didn't work right
  • Fixed: Lightmaps often created dark dotted lines across faces

New in D2X-XL 1.17.65 (Jul 28, 2014)

  • Fixed: The automatic mission download didn't work anymore
  • Fixed: Missiles weren't always respawned after they had been exploded in multiplayer games

New in D2X-XL 1.17.64 (Jul 25, 2014)

  • Fixed: When particle collision was enabled, the program could crash when rendering smoke in segments with triangular sides

New in D2X-XL 1.17.63 (Jul 24, 2014)

  • Fixed: When entering a new level after having left the previous one through the exit tunnel (or after having died there), the ship could be immovable
  • Fixed: When entering a new level after having left the previous one through the exit tunnel (or after having died there), the lores ship model was used for the player ship
  • Changed: Automap controls work like before the recent change again (i.e. the thrust control moves the view center instead of simply zooming in and out from the view center)
  • Improved: D2X-XL will now try to detect the amount of physical CPU cores and only uses as many threads as there are physical CPU cores available
  • Improved: Physics calculations have been optimized a bit
  • New: You can now turn the shield effect for player ships and robots on and off in the effects options menu

New in D2X-XL 1.17.62 (Jul 23, 2014)

  • Fixed: The automatic data file setup (-check_setup) didn't work anymore
  • Fixed: When idling in the automap for a short while, the view was moved to or close to the player ship position and you couldn't move anymore
  • Changed: Restored automap navigation to the original Descent 2 behavior and improved the responsiveness of the navigation controls
  • Improved: Trigger integrity is supervised better, preventing program crashes due to corrupt trigger data in level files

New in D2X-XL 1.17.61 (Jul 21, 2014)

  • Fixed: Some multiplayer messages weren't properly processed due to an error in the program's message handler table
  • Fixed: When a destroyed player had observer mode enabled, his powerups were dropped where he reappeared as observer and not where his ship had been destroyed
  • Fixed: The ships of the other players weren't always rendered as hires models in multiplayer games
  • Fixed: The gameplay options menu was completely disabled in multiplayer games, not allowing you to change your weapon priorities or chose another ship
  • Fixed: Destroyed player ships didn't always drop the right number and types of powerups on the other match participants' computers
  • Fixed: When players picked up powerups dropped by destroyed other player ships, these powerups often remained in the mine for the other players
  • Improved: The network communication has been optimized a bit

New in D2X-XL 1.17.60 (Jul 21, 2014)

  • Changed: when observing a disconnected player, observer mode will automatically switch to the next connected player or to free roaming mode
  • Changed: When the final boss or reactor of a level is destroyed, players in observer mode will be dropped into the mine

New in D2X-XL 1.17.58 (Jul 17, 2014)

  • Fixed: The screen area used to render the image didn't always correspond with the cockpit/HUD mode chosen
  • Fixed: When changing the ship type, the old ship still got rendered until it got destroyed or the gameplay options menu was opened
  • Fixed: When the Fusion gun was set as built-in weapon, the Phoenix was equipped with it although it should not be able to carry Fusion guns

New in D2X-XL 1.17.57 (Jul 16, 2014)

  • Fixed: The PSALM (Powerup Spam And Loss Minimizer) occasionally removed powerups when it shouldn't
  • Fixed: Joining a multiplayer game could take very long or fail completely
  • Fixed: Descent 1 triggers weren't properly stored in savegames, resulting in them not always working when playing using a Descent 1 savegame
  • Fixed: The program could crash when starting to render a Descent 1 mine exit sequence
  • New: To reduce desync'ing of multiplayer games, D2X-XL now sends confirmation messages on receipt of certain multiplayer messages with important information
  • (e.g. dropped or picked up powerups, destroyed players and robots, etc), and will resend important messages until every other player in the match
  • has sent a receipt confirmation or a timeout has expired. In competition mode, players failing to send a confirmation in time will be disconnected.

New in D2X-XL 1.17.56 (Jul 14, 2014)

  • Fixed: In case of packet loss, synchronizing multiplayer participants with the game host could take very long or fail completely
  • Fixed: After loading a savegame, all restored objects (robots, powerups, weapons, etc.) were inactive
  • Fixed: Shots could do too little or too much damage to targets (kudos to Drakona for this fix)
  • Fixed: Entering a Monsterball level caused the program to crash or freeze
  • Fixed: The Monsterball did not appear monsterball matches
  • Fixed: The Monsterball was shown at the right spot
  • Fixed: Shots could get suspended mid-air and powerups frequently couldn't be picked
  • Fixed: On very rare occasions, levels were rendered using only the default rock texture (rock021)
  • Changed: Homing weapon update frequency changed from 40 times per second to 30 times per second
  • Improved: The new network game menu is tidier

New in D2X-XL 1.17.55 (Jul 8, 2014)

  • Fixed: Descent 1 hires textures weren't used
  • Fixed: Particle effect quality was reduced due to an overlooked syntax error in the related shader program
  • Fixed: If hires textures and hires models were enabled (d2x.ini) and 3D powerups were turned on (render options menu), but neither hires textures nor hires models were available, hostages and keys weren't rendered despite them being present and in sight
  • Improved: D2X-XL will try to compensate for losing packets containing information about destroyed robots during multiplayer games
  • Improved: Throttled the end level score screen renderer to 30 fps

New in D2X-XL 1.17.54 (Jul 7, 2014)

  • Fixed: A couple of effects has stopped to work
  • Fixed: The background network communication spammed the log file with messages

New in D2X-XL 1.17.53 (Jul 7, 2014)

  • Fixed: Too few powerups were dropped from exploding player ships on all clients except the one owning the ship during multiplayer games
  • Fixed: Multiplayer game clients often went out of sync when destroyed robots dropped powerups or spawned other robots
  • Fixed: Robots often were passive when facing other players than the game host in multiplayer games
  • Fixed: Robots often dropped too few powerups on all clients except the one controlling the robot in multiplayer games, causing increasing desync'ing of the clients' game states
  • Fixed: Missiles could just disappear after having been fired during multiplayer games
  • Fixed: Standard lighting didn't work right anymore

New in D2X-XL 1.17.52 (Jun 30, 2014)

  • Fixed: Rendering post effects still didn't work right, causing screen flickering
  • Fixed: Light trails were rendered at the wrong position in spectator mode
  • Fixed: The program could crash when rendering low resolution models
  • Fixed: Opening a menu in Oculus Rift mode lead to extremely distorted letters in the menu
  • Fixed: Some HUD texts were miscolored and/or too dark
  • Fixed: Players couldn't properly join multiplayer games
  • Fixed: Players weren't properly assigned to teams in CTF
  • Fixed: Flags picked up by a player from the opposing team were immediately respawned in CTF
  • Fixed: The program crashed when returning the own flag to the flag pit in enhanced CTF
  • Fixed: Players didn't always get a proper team-specific start position in maps containing such start positions
  • Fixed: Players were occasionally spawning at the same position
  • Fixed: The program could crash when failing to join a multiplayer game because the game was full
  • Fixed: Players didn't reconnect properly during the transition from a level to the next
  • Fixed: If 3D powerups were set to full and the 3D shield's texture was not available, no shield powerups were rendered
  • Fixed: There were more instances of temporary stuttering due to textures not being pre-loaded to the graphics driver
  • Fixed: Trying to quit the game in the end level score table (by pressing Esc and chosing to abort the match) didn't work
  • Fixed: The program could crash when transferring the player from a level to next
  • Fixed: Loading missions containing RLE encoded bitmaps with row sizes > 255 pixels caused crashes (this affected Descent: The Enemy Within level 1 among others)
  • Fixed: In the 64 bit executable, the mouse could leave the game window although -grabmouse was specified
  • Fixed: The complete Descent 2 (512x512) hires texture pack didn't have the textures in the proper subfolder, causing a faulty installation of the textures
  • Fixed: Players could leave the end level score screen and proceed to the next level although not all other players had finished the previous level
  • Improved: The hires hostage texture has been made bigger
  • Improved: The hires hostage texture has been added to the complete Descent 1 hires texture packs
  • Improved: A multiplayer client that is temporarily unresponsive due to performing lengthy tasks (like loading a level or computing lightmaps) will not disconnect anymore

New in D2X-XL 1.17.51 (Jun 26, 2014)

  • Fixed: Textures always got resized to 64x64 regardless of chosen render quality
  • Fixed: In side by side rendering modes the player ship's post effects weren't rendered in the right place
  • Fixed: Post effects (e.g. the Fusion gun's shockwave effect) weren't visible in side by side rendering modes
  • Fixed: The game crashed when trying to render an effect where the texture required for it wasn't available (because e.g. the addon texture folder wasn't found)

New in D2X-XL 1.17.50 (Jun 25, 2014)

  • Fixed: Lightning effects could crash the program under rare circumstances
  • Fixed: Polygon model (robots, weapons, powerup, player ships) textures were only loaded when they were rendered the first time, causing some stuttering

New in D2X-XL 1.17.48 (Jun 23, 2014)

  • Fixed: Various game settings could be set to default values regardless of what had been set by the player everytime a new game was started, a savegame was loaded, or another pilot was switched to

New in D2X-XL 1.17.43 (Jun 19, 2014)

  • Fixed: The Pause dialog didn't work
  • Fixed: The program crashed when trying to play back music from a mod
  • Fixed: Level specific custom models and sounds from mods weren't loaded
  • Fixed: OOF models from mods weren't loaded
  • Fixed: Single loop triggered sounds that had been played already were played again when loading a savegame that had been made after the sound had been made
  • Fixed: Briefings were rendered in anaglyph stereo when anaglyph stereo was enabled, which didn't work all that well
  • Fixed: Lightning effects could disappear when particle effects were visible
  • Improved: Lightning effect on damaged robots looks better
  • Improved: A new (old) effect options is back. Glow now has three settings: Off, fast and full. The 'fast' method tries to save some graphics memory bandwidth, but can lead to small artifacts in certain situations

New in D2X-XL 1.17.42 (Jun 18, 2014)

  • Fixed: Menus often were too narrow, causing e.g. sliders to overlap with their labels
  • Fixed: If D2X-XL couldn't create a log file, it froze
  • Changed: The current log file will always be named d2x.log; If an old log file is found, it will be renamed to d2x.log.bak (previously, d2x.log.1, d2x.log.2, etc. were created)
  • Changed: D2X-XL will only fall back to the default application folder if it cannot find the application in a folder with a user supplied name and the application folder passed by the OS as first command line argument
  • Changed: On OS X, D2X-XL will look for the application data in the default application folder first, and will only use the current application folder if it cannot find the default folder
  • Changed: Removed the '-gamedir' command line parameter, since it is redundant (-datadir does the same)
  • Improved: Game data folder detection works better now

New in D2X-XL 1.17.41 (Jun 17, 2014)

  • Improved: D2X-XL now supports custom music for secret levels (put a '-' in front of a secret level song file name)

New in D2X-XL 1.17.39 (Jun 16, 2014)

  • Fixed: The program could crash if the add-on sounds weren't available to it
  • Fixed: On Linux and OS X, level message (*.msg) and sound (*.snd) files weren't properly read, which could cause corrupted in-level messages and missing triggered sounds

New in D2X-XL 1.17.37 (Jun 14, 2014)

  • Fixed: The shared data folder wasn't always computed correctly on MS Windows
  • Fixed: If no user data folder was specified with the -userdata switch, D2X-XL did not always find the initialization files and pilot profiles

New in D2X-XL 1.17.35 (Jun 12, 2014)

  • Fixed: The program could crash when launching a level if it hadn't been built with Oculus Rift support
  • Changed: D2X-XL will fall back to standard Descent sounds if it doesn't find a hires replacement sound for each standard sound. In that case, add-on sounds will not be played at all.
  • Improved: The standard Descent sounds will now play properly if the hires sounds aren't installed
  • New: D2X-XL will write the name of hires sound files it couldn't find to the log file

New in D2X-XL 1.17.34 (Jun 10, 2014)

  • Fixed: D2X-XL could crash when trying to access sound files in mods
  • Fixed: D2X-XL created unneeded subfolders in the sound folders
  • Fixed: D2X-XL erroneously reported missing game configuration files
  • Changed: Updated the texture and sound folders in the d2x-xl distribution file and the d2x-xl addon data archive

New in D2X-XL 1.17.33 (Jun 9, 2014)

  • Fixed: D2X-XL didn't load hires models any more
  • Fixed: D2X-XL didn't load hires sounds any more
  • Fixed: On Linux, the setup function tried to copy data to the system and not the user's home folder
  • Fixed: On Linux, d2x-xl tried to load hires textures and models from the shared instead of the static data folder

New in D2X-XL 1.17.31 (Jun 7, 2014)

  • Fixed: Removed several bugs in game folder detection and handling
  • Changed: D2X-XL will now store all files it creates in the private or public cache folders (particularly downscaled textures and binary model files)

New in D2X-XL 1.17.30 (Jun 5, 2014)

  • Changed: To decrease latenc,y max. packets/sec for multiplayer games can now be up to 100

New in D2X-XL 1.17.29 (Jun 5, 2014)

  • Fixed: Some addon bitmaps weren't loaded anymore after the recent changes to data folder handling
  • Improved: Improved: D2X-XL will now automatically reorganize the Descent 2 hires textures if necessary
  • New: Added support for a third data folder for shared computed game data (lightmaps etc.)
  • New: Added the command line parameter -cachedir for specifying the shared data folder

New in D2X-XL 1.17.27 (Jun 4, 2014)

  • Fixed: Glow didn't work in camera generated textures
  • Fixed: Glow didn't work in side by side rendering modes
  • Fixed: Low resolution camera outputs were rendered at a quarter of the destination face's side
  • Fixed: Folder names specified with the -userdir command line switch were resulting in malformed folder names (Linux only)
  • Fixed: If the parameter '-multithreaded' wasn't given in the multithreaded version, multithreading didn't get disabled as it should have, and some multithreading related variables weren't properly initialized
  • Changed: D2X-XL won't change the main window caption on Linux anymore when the player profile changes or a new level is started
  • Changed: Most of the calculated D2X-XL data that is now stored in D2X-XL's cache folder (lightmaps, light data, meshes, mission states) will now be stored in appropriately named subfolders of the cache folder
  • Improved: Glow looks nicer
  • New: D2X-XL now supports flac

New in D2X-XL 1.17.26 (Jun 3, 2014)

  • Changed: Version prefixes in the mission list now consist of two letters ('D1', 'D2', 'XL') and are enclosed in round brackets

New in D2X-XL 1.17.24 (Jun 2, 2014)

  • Fixed: Not all textures loaded for a level were properly released when leaving the level, causing occasional program crashes when loading or playing the next level

New in D2X-XL 1.17.23 (May 30, 2014)

  • Fixed: The program could hang when starting a level after having played another level before

New in D2X-XL 1.17.20 (May 29, 2014)

  • Fixed: D2X-XL crashed when encountering corrupted level data

New in D2X-XL 1.17.18 (May 28, 2014)

  • Fixed: In the multi-threaded program versions, lighting effects could cause the program to hang

New in D2X-XL 1.17.17 (May 28, 2014)

  • Improved: The light of effect created by flares decays smoother now and flickers slighty

New in D2X-XL 1.17.16 (May 26, 2014)

  • Fixed: When downloading a mission from a multiplayer session's game host, D2X-XL kept looping the mission download forever
  • Fixed: D2X-XL failed to load multiplayer missions it had downloaded

New in D2X-XL 1.17.15 (May 24, 2014)

  • Fixed: Sound effects in levels with an outdated format weren't played Fixed: Briefing text was printed with an extra space after each letter, making it hard to read?
  • Fixed: The lock indicator was hardly visible in fullscreen cockpits when HUD icons were rendered at the bottom of the screen?

New in D2X-XL 1.17.14 (May 22, 2014)

  • Fixed: Graphical energy gauges weren't rendered in fullscreen cockpits
  • Fixed: Yellow cockpit window frames were occasionally rendered around the scene instead of the cockpit window
  • Fixed: You could toggle away from the cinematic view during the player death sequence
  • Fixed: The lock indicator was hardly visible in fullscreen cockpits when HUD icons were rendered at the bottom of the screen

New in D2X-XL 1.17.13 (May 21, 2014)

  • Fixed: Due to bugs in the font handling, the program could crash arbitrarily when playing a mission
  • Fixed: The rear view wasn't rendered properly
  • Fixed: Side-by-side rendering for 3D TVs didn't work properly
  • Fixed: Menus weren't shown in the left eye's view in side-by-side rendering mode
  • Fixed: Glow rendering didn't work properly anymore
  • Fixed: You couldn't select data in list boxes (e.g. the mission list) with the mouse anymore
  • Fixed: Some text gauges were rendered too large in the status bar cockpit
  • Fixed: The transparency renderer used glow effects for cockpit windows
  • Fixed: Glow effects were only rendered partially when using a cockpit
  • Fixed: Some HUD text gauges were garbled

New in D2X-XL 1.17.12 (May 6, 2014)

  • Fixed: Missile view didn't work anymore

New in D2X-XL 1.17.11 (May 6, 2014)

  • Fixed: The program crashed when rendering briefing robots
  • Fixed: Cockpits weren't displayed anymore

New in D2X-XL 1.17.10 (Apr 28, 2014)

  • Fixed: Loading hires animation textures caused excessive temporary memory consumption

New in D2X-XL 1.17.9 (Apr 26, 2014)

  • Fixed: The sound system could overrun
  • Fixed: Excessive memory consumption of the texture management could lead to program crashes
  • Fixed: A renderer bug could cause program crashes

New in D2X-XL 1.17.8 (Apr 25, 2014)

  • Fixed: Removed a few bugs in texture management occasionally causing distorted textures

New in D2X-XL 1.17.7 (Apr 22, 2014)

  • New: Added a command line/settings file option to disable/enable Oculus Rift support (-oculus_rift 0|1)

New in D2X-XL 1.17.6 (Jan 14, 2014)

  • Fixed: A bug in the string handling tab processing could cause crashes in the menu system (this affected e.g. the multiplayer game browser)

New in D2X-XL 1.17.5 (Oct 23, 2013)

  • Fixed: Reticle elements didn't get hilighted for armed weapons
  • Fixed: Robots were rendered too big in the Descent 2 briefings

New in D2X-XL 1.17.4 (Oct 18, 2013)

  • Improved: When rendering to an Oculus Rift device, D2X-XL will automatically use the Rift's native resolution
  • Changed: Oculus Rift and NVidia shutter glass based stereo rendering will only be offered in the render options menu if the required hardware is available
  • Fixed: The program crashed during startup
  • Fixed: New save games were broken
  • Fixed: The game could crash when starting a new mission
  • Fixed: Soft particle blending didn't work with side by side rendering

New in D2X-XL 1.17.3 (Oct 14, 2013)

  • New: Enabled a FOV control for the Oculus Rift render path in the render options menu (enable expert mode to see it)
  • Fixed: The program crashed when computing lightmaps
  • Fixed: The glow renderer didn't work with the Oculus Rift render path

New in D2X-XL 1.17.2 (Sep 30, 2013)

  • Improved: Stereo mode menu display works much better now
  • Improved: Side by side rendering memory requirements were halved
  • Improved: The HUD contains more information in Oculus Rift mode
  • Improved: Head tracking feedback via the HUD has been improved in Oculus Rift mode
  • Fixed: Credits, highscores and similar screens weren't properly displayed in stereo mode

New in D2X-XL 1.17.1 (Sep 21, 2013)

  • Improved: Currently armed weapons and bombs are displayed as icons in the Rift HUD
  • Improved: Energy, shield and afterburner levels are now displayed as colored numbers in the Rift HUD. The colors correspond to the type of energy
  • Improved: Flags onboard the ship are now visible in the Rift HUD
  • Improved: The missile lock indicator is now visible in the Rift HUD
  • Fixed: The frames around the cockpit windows could be displayed in stereo TV side by side mode.
  • Changed: The Rift deadzones are bigger now
  • Changed: The Rift head tracking can be recalibrated by pressing CTRL+F12

New in D2X-XL 1.17.0 (Sep 20, 2013)

  • New: D2X-XL now Oculus Rift 3D headsets
  • New: The controls configuration now comprises a dialog for Oculus Rift settings
  • New: The Oculus Rift head tracking position can be re-calibrated by pressing CTRL+F10 in-game
  • Changed: The cockpit renderer now has three settings: 'off' (hide all), 'minimum' (only reticle), 'full' (display all)
  • Changed: The 3D device selection doesn't offer a choice for every anaglyph glasses color combination anymore (select these in an additional menu entry)
  • Fixed: Menus won't get wider anymore when pressing the Enter key while inside them

New in D2X-XL 1.16.27 (Jun 13, 2013)

  • Fixed: D2X-XL couldn't load levels that did not have at least one static light source (out of memory error)

New in D2X-XL 1.16.26 (May 31, 2013)

  • Fixed: Auto leveling didn't work right

New in D2X-XL 1.16.25 (May 27, 2013)

  • Fixed: Player ships couldn't move at all or got instantly destroyed when starting to move after loading a savegame made with a game version > v1.16.16

New in D2X-XL 1.16.24 (May 21, 2013)

  • Fixed: When loading older savegames, robots often were passive

New in D2X-XL 1.16.22 (May 20, 2013)

  • Fixed: Loading savegames created with the most recent versions of the program crashed the program
  • Fixed: Seismic activities caused by triggers weren't properly saved in savegames and restored when loading such a savegame

New in D2X-XL 1.16.21 (May 17, 2013)

  • Fixed: Robots with physical attacks (i.e. Diamond Claws didn't attack other robots after having been reprogrammed)

New in D2X-XL 1.16.20 (May 1, 2013)

  • Fixed: Homing weapons didn't follow their targets anymore
  • Fixed: When reprogramming a robot, other robots that should still attack the player became passive

New in D2X-XL 1.16.19 (Apr 26, 2013)

  • Fixed: Reactors didn't attack players anymore

New in D2X-XL 1.16.18 (Apr 19, 2013)

  • Fixed: Reprogrammed robots often just idled instead of attacking other nearby robots

New in D2X-XL 1.16.17 (Apr 17, 2013)

  • New: Robots can now be disarmed and reprogrammed to attack other robots via triggers
  • New: Seismic activity can now be initiated via a trigger

New in D2X-XL 1.16.16 (Jan 3, 2013)

  • Fixed: When colored segment rendering was turned off, colored walls were rendered between adjacent water and adjacent lava segments
  • Fixed: With standard lighting, faces bearing rotated overlay textures had their base textures erroneously rotated, too

New in D2X-XL 1.16.15 (Nov 26, 2012)

  • Fixed: Static particle effects didn't work anymore

New in D2X-XL 1.16.14 (May 29, 2012)

  • Fixed: This time, D2X-XL simply removed all robot makers from a level when loading it

New in D2X-XL 1.16.13 (May 28, 2012)

  • Fixed: D2X-XL still didn't always process robot makers properly (because the amateurs from Parallax have stored improper robot maker data in their levels and have implemented an overly complicated and inconsistently handled robot maker to segment relation ship)

New in D2X-XL 1.16.12 (May 24, 2012)

  • Fixed: Players, guidebot and robots could get stuck in a narrow passage in D2:CS level 12 (actually a problem with broken level geometry in that place)
  • Fixed: The thief stole builtin equipment and weapons
  • Changed: Made the thief messages brighter
  • Changed: The 'built in headlight' switch has been removed from the gameplay options menu; use the player loadout menu instead to add a headlight to player ships
  • Improved: D2X-XL will now generally seed the random generator with 32 bit random values (using the elapsed time [ms] since program start)
  • Improved: In D2X-XL levels thieves will also steal ammo racks (excess weapons and ammo will be dropped into the level)

New in D2X-XL 1.16.11 (May 15, 2012)

  • Fixed: Weapon information wasn't always reliably transmitted in multiplayer games

New in D2X-XL 1.16.10 (May 14, 2012)

  • Fixed: The program crashed when robots fired at the player in Pumo's Kartsal demo level 3 (and probably in other levels, too)
  • Fixed: Powerup and robot drop probabilities were (a bit) too low
  • Fixed: Huge custom models popped in and out of sight when the standard collision model was enabled
  • Fixed: Robot maker info still wasn't always processed properly
  • Changed: The 'spaniard' cheat will not destroy static, undestructable objects anymore

New in D2X-XL 1.16.9 (May 11, 2012)

  • Improved: The wireframe of special segment will always be fully rendered in the wireframe automap
  • Improved: Geometry collision detection should work better now

New in D2X-XL 1.16.8 (May 9, 2012)

  • Fixed: Robot maker info wasn't always processed correctly
  • Fixed: Descent 1 rendered exit sequences went out of sync
  • Fixed: Bump forces in player - robot collisions were too low
  • Fixed: Bump force calculation for the advanced collision model was only half correct

New in D2X-XL 1.16.7 (May 6, 2012)

  • Fixed: D2X-XL didn't always find and use all robot makers present in a level

New in D2X-XL 1.16.6 (May 6, 2012)

  • Fixed: Theft messages often were incomplete
  • Fixed: The screen flickered when returning from a secret level
  • Fixed: The reactor countdown didn't stop when entering a level teleporter after having destroyed the reactor
  • Fixed: The program crashed when the player died while a menu was open
  • Fixed: Bumping into robots didn't inflict any damage to the player ship

New in D2X-XL 1.16.5 (May 3, 2012)

  • Fixed: Basic lighting information wasn't properly processed
  • Fixed: Post-level briefings were affected by the mine flashing effect of the countdown sequence
  • Fixed: When the player died in a secret level, instead of showing the 'return to level ...' message the screen started to flicker

New in D2X-XL 1.16.4 (May 3, 2012)

  • Fixed: Credits that were rendered after finishing a mission weren't visible on the screen

New in D2X-XL 1.16.3 (Apr 30, 2012)

  • Fixed: Lightmap calculation didn't always work right and could produce dark triangles where there should have been light

New in D2X-XL 1.16.2 (Apr 30, 2012)

  • Fixed: Wireframe automap could show unnecessary lines when displaying segments with triangular faces

New in D2X-XL 1.16.1 (Apr 30, 2012)

  • Fixed: Triangular segment sides in a level messed up the lightmaps

New in D2X-XL 1.16.0 (Apr 28, 2012)

  • New: D2X-XL now supports segments with triangular sides (down to tetrahedrons)

New in D2X-XL 1.15.350 (Apr 12, 2012)

  • Fixed: Removed white screen flashing during light data calculation
  • Fixed: Removed nasty bright flashes when mine brightness was pulsating during the reactor countdown sequence

New in D2X-XL 1.15.345 (Apr 7, 2012)

  • Fixed: Multi-threaded light data calculation was broken
  • Fixed: Sounds were audible when they shouldn't

New in D2X-XL 1.15.344 (Apr 7, 2012)

  • Fixed: With standard lighting levels tended to be too bright
  • Improved: Light data memory footprint is a bit smaller now

New in D2X-XL 1.15.343 (Apr 5, 2012)

  • Fixed: The program could crash during mesh calculation

New in D2X-XL 1.15.340 (Apr 3, 2012)

  • Fixed: Removed a bug in the transparency renderer that could cause program crashes
  • Improved: Light data precalculation is parallelized better now, resulting increased calculation speed on multi-core systems

New in D2X-XL 1.15.339 (Apr 2, 2012)

  • Changed: When a robot has an individual specification of what to drop when it dies, the robot's type based drop specification will be disregarded for non D2X-XL levels

New in D2X-XL 1.15.338 (Apr 2, 2012)

  • Fixed: D2X-XL stripped the player of all keys upon entering a secret Descent 2 level
  • Improved: D2X-XL now supports levels with up to 20.000 segments

New in D2X-XL 1.15.337 (Mar 31, 2012)

  • Fixed: At the highest lightning quality setting, no explosion clouds and sparks of shots hitting obstacles were rendered
  • Fixed: The PSALM often created excess laser powerups in multiplayer games
  • Changed: Smart weapon switch will be turned off by default

New in D2X-XL 1.15.336 (Mar 31, 2012)

  • Fixed: When rendering post process effects while anaglyphic stereoscopy was enabled, the image stood still and just flickered
  • Improved: At the highest lightning quality setting, real lightning effects replace the sprite based lightning effects for spawning players and robots and disappearing powerups

New in D2X-XL 1.15.335 (Mar 31, 2012)

  • Fixed: The PSALM still didn't work right (powerups were erroneously removed or added to the mine)
  • Improved: Lightmaps will be turned into gray scale images when colored lighting is turned off (in the render options menu)

New in D2X-XL 1.15.334 (Mar 27, 2012)

  • Fixed: Player weapons were respawned by the PSALM (Powerup Spam And Loss Minimizer) instead of the exploding ship
  • Fixed: Reactors sometimes were rendered as small hulks

New in D2X-XL 1.15.333 (Mar 26, 2012)

  • Fixed: Missiles didn't always respawn in multiplayer games
  • Fixed: Exploding player ships didn't drop the guns they had picked up
  • Fixed: D2X-XL sometimes failed to find the mission belonging to a savegame despite it being present

New in D2X-XL 1.15.330 (Mar 23, 2012)

  • Fixed: Energy powerups that were placed in the mine by the level author and got picked up respawned endlessly in multiplayer games
  • Fixed: Flags that were pickup in CTF games respawned endlessly
  • Fixed: Keys placed in a mine were converted to a robot instead of a shield boost in non-coop multiplayer games
  • Fixed: A successful mission download looped back to the mission download forever
  • Fixed: Players couldn't join multiplayer games using maps without a reactor or boss ('you are missing packets')
  • Fixed: When destroying a destructible overlay texture, all visible faces of the affected segment were rendered with the destroyed overlay (and not just the one bearing it)

New in D2X-XL 1.15.329 (Mar 22, 2012)

  • Fixed: Vulcan ammo disappeared in multiplayer games
  • Fixed: Missiles disappeared in multiplayer games
  • Fixed: You couldn't allow mercury missiles in multiplayer games in the 'objects to allow' multiplayer setup dialog
  • Improved: Mine powerups will only respawn in multiplayer games when mines previously dropped from them have exploded
  • Improved: Missiles will only respawn in multiplayer games after they have exploded

New in D2X-XL 1.15.328 (Mar 21, 2012)

  • Fixed: Players could pick up regular lasers even when they had superlasers until they had reached the standard laser level 4
  • Fixed: The 'Died in mine' message didn't appear when the player died in the mine during the countdown sequence

New in D2X-XL 1.15.327 (Mar 20, 2012)

  • New: D2X-XL now supports long level filenames in hog files

New in D2X-XL 1.15.326 (Mar 19, 2012)

  • Fixed: The program crashed when toggling fullscreen mode twice while a menu was active
  • Improved: When run in fullscreen mode, the game will switch to windowed output in order to avoid leaving the desktop at the game's screen/window resolution

New in D2X-XL 1.15.323 (Mar 17, 2012)

  • Fixed: Players never dropped super lasers in multiplayer games
  • Fixed: The download manager locked itself when a download was cancelled
  • Fixed: Depending on aspect rate, the program could crash when a robot was hit by a missile and the missile view was displayed in a cockpit window
  • Changed: D2X-XL will now search for missions in its mission downloads folder first (to avoid overriding downloaded maps with different versions of the same map found in folders with lexically smaller names)
  • Improved: D2X-XL will now properly keep track about lasers and super lasers picked up (standard Descent assumes full standard laser loadout as soon as a player picks up super lasers)

New in D2X-XL 1.15.322 (Mar 15, 2012)

  • Fixed: The stuff a destroyed player ship dropped in multiplayer only appeared on that player's computer
  • New: The game host can now exclude any ship type from being used in multiplayer games (if all are excluded, only the standard Pyro is allowed)

New in D2X-XL 1.15.321 (Mar 15, 2012)

  • Fixed: A player dropped a shield and an energy powerup in multiplayer games everytime he changed his ship (exploit for gaining shield and energy)

New in D2X-XL 1.15.320 (Mar 14, 2012)

  • Fixed: Binary format savegames couldn't be loaded anymore
  • Fixed: The endlevel score screen didn't have a frame anymore
  • Fixed: Every multiplayer participant changing D2X-XL specific settings locally (like e.g. collision handling), replicated his entire D2X-XL settings to all other players, whether he was the game host or not

New in D2X-XL 1.15.319 (Mar 14, 2012)

  • Fixed: The program crashed when loading a level if particle effects were enabled and the program had been launched with the -lowmem switch set to '1'
  • Fixed: When killing the final boss in D2:Counterstrike and not reaching the exit in time, the final level was restarted
  • Fixed: The player name in the high scores screen was blinking too fast
  • Changed: Unless in nostalgia or multiplayer competition mode, distant Earth Shaker impacts will rock the mine less (depending on distance)
  • Improved: Joystick deadzone handling is a numerically more precise
  • New: Added the command line switches -movies (inverse to -nomovies) and -briefings (inverse to -noscreens)
  • New: Colored segment rendering can now be suppressed via the mission configuration (-colored_segments 0|1)

New in D2X-XL 1.15.318 (Mar 14, 2012)

  • Improved: Speeded up transparency rendering by about 10% on multi core cpus

New in D2X-XL 1.15.317 (Mar 12, 2012)

  • Fixed: When glow was enabled, 3D shield powerups looked pale or even bright white

New in D2X-XL 1.15.315 (Mar 12, 2012)

  • Fixed: The program could crash in multiplayer games when a player joined the game or respawned after having died

New in D2X-XL 1.15.314 (Mar 12, 2012)

  • Fixed: A forgotten debug switch caused all kinds of problems

New in D2X-XL 1.15.313 (Mar 12, 2012)

  • Fixed: The program could crash when loading addon bitmaps from locations with a long folder name

New in D2X-XL 1.15.312 (Mar 12, 2012)

  • Fixed: Player files were reported as being damaged after having been killed and/or having scored kills in a multiplayer game

New in D2X-XL 1.15.311 (Mar 12, 2012)

  • Fixed: With advanced collision handling, flying through powerups briefly accelerated the player ship
  • Changed: No multithreading will be available in the standard D2X-XL application (d2x-xl.exe)
  • Improved: Made the networking code more robust

New in D2X-XL 1.15.310 (Mar 12, 2012)

  • Fixed: You couldn't pass through powerups you couldn't collect
  • Fixed: When disabling 3D powerup rendering in-game and hires textures were enabled, no powerup sprites were rendered for those powerups hires sprites were available for
  • Fixed: When not in a game, changing the player ship type in the gameplay menu had no effect

New in D2X-XL 1.15.309 (Mar 12, 2012)

  • Fixed: Robots didn't fire and could hardly be hit anymore
  • Fixed: Players could pick up powerups behind impassable walls (e.g. gratings) if the powerups were sticking out of the segment a bit

New in D2X-XL 1.15.308 (Mar 12, 2012)

  • Fixed: A player could collect powerups he shouldn't be able to reach (like the full map powerup in Descent 2, level 2)

New in D2X-XL 1.15.307 (Mar 5, 2012)

  • Fixed: Secret level entries in mission files with multiple references to regular levels weren't properly processed, causing such a mission to be rejected by d2x-xl

New in D2X-XL 1.15.306 (Mar 3, 2012)

  • Fixed: Bosses occasionally teleported to areas they shouldn't be able to access

New in D2X-XL 1.15.305 (Mar 3, 2012)

  • Fixed: The program could crash when processing explosion sound effects

New in D2X-XL 1.15.304 (Mar 3, 2012)

  • Fixed: The particle renderer could occasionally crash the program
  • Fixed: The program could crash when loading levels containing effect objects
  • Improved: Sound will decay more smoothly

New in D2X-XL 1.15.303 (Feb 28, 2012)

  • Fixed: Now the program crashed when starting it in full XL mode

New in D2X-XL 1.15.297 (Feb 22, 2012)

  • Fixed: D2X-XL will not crash anymore when a robot drops non-existant robot types (caused by errors in the level) when dying

New in D2X-XL 1.15.293 (Feb 9, 2012)

  • Fixed: The program crashed when invoking certain menus (e.g. the keyboard configuration) when using localized messages (hint: Install the latest d2x-xl data package)

New in D2X-XL 1.15.292 (Feb 7, 2012)

  • Improved: Loading screens shuffling is now more random

New in D2X-XL 1.15.291 (Feb 3, 2012)

  • Fixed: Colored segments still weren't always rendered right
  • Improved: Descent 2 custom background images will now be shuffled for missions that have no custom background images

New in D2X-XL 1.15.290 (Jan 31, 2012)

  • Fixed: D2X-XL crashed when a destroyed robot dropped items not available in D2X-XL (due to errors in the mission)

New in D2X-XL 1.15.286 (Jan 23, 2012)

  • Fixed: The credit screen's background image wasn't rendered properly
  • Fixed: You couldn't enable mods in the new game menu anymore
  • Fixed: The last custom background used while playing a mission was kept for the main menu after playing

New in D2X-XL 1.15.278 (Jan 14, 2012)

  • Fixed: When firing Gatling shots into a skybox while effects were enabled (and thus light tracers were rendered), the mine walls disappeared due to being overlapped by the skybox and (semi-) transparent faces (e.g. gratings)

New in D2X-XL 1.15.277 (Jan 14, 2012)

  • Fixed: Sometimes objects were rendered that weren't visible to the viewer
  • Fixed: 'repair center' segments from standard levels will be converted to regular (non-functional) segments when reading them. This fixes a flaw in standard level format where segments could be marked as 'repair center' although repair centers weren't supported by standard Descent and prevents this flaw from being exploited by using D2X-XL in multiplayer games where some participants are using other Descent versions

New in D2X-XL 1.15.276 (Jan 14, 2012)

  • Fixed: When taking a lot of screenshots, the program encountered a severe error due to a memory leak, throwing the player back to the main menu

New in D2X-XL 1.15.275 (Jan 14, 2012)

  • Changed: At highest render quality, glow will be applied to the textured automap, too
  • Improved: When the HUD is turned off, automap screen shots will not show keyboard control information

New in D2X-XL 1.15.274 (Jan 12, 2012)

  • Fixed: When taking a lot of screenshots, the program encountered a severe error due to a memory leak, throwing the player back to the main menu

New in D2X-XL 1.15.273 (Jan 5, 2012)

  • Fixed: The rear view stayed black when shadows were enabled

New in D2X-XL 1.15.271 (Dec 30, 2011)

  • Fixed: The game could crash when loading a level with mesh improvement quality set to high
  • Fixed: The pathfinding wasn't properly reconfigured when entering or leaving secret levels, which could cause program crashes

New in D2X-XL 1.15.270 (Nov 18, 2011)

  • Fixed: The game could crash when the joystick configuration menu was opened or closed

New in D2X-XL 1.15.269 (Oct 29, 2011)

  • Fixed: The game crashed when loading a game via the quit/config/load/save menu after the player ship had been destroyed and before it had exploded

New in D2X-XL 1.15.268 (Oct 15, 2011)

  • Fixed: The program reported a missing background image file and halted in -pureD2 mode
  • New: Added cockpit menu option allowing to hide target indicators behind obstacles

New in D2X-XL 1.15.266 (Sep 30, 2011)

  • Fixed: Triggers weren't always hit by shots (shooting through gaps in gratings and forcefields was probably also affected by this bug)

New in D2X-XL 1.15.263 (Sep 16, 2011)

  • Fixed: A few menu options didn't stick
  • Fixed: A few menu help messages were wrong

New in D2X-XL 1.15.252 (Aug 12, 2011)

  • Fixed: The update downloader didn't find updates on Sourceforge.net
  • Improved: Added a progress bar for program update downloads (Windows and Linux)

New in D2X-XL 1.15.248 (Aug 2, 2011)

  • Fixed: Explosion effects on objects weren't rendered
  • Fixed: Splash damage of huge explosions (e.g. from Mega missiles) wasn't computed correctly

New in D2X-XL 1.15.247 (Aug 1, 2011)

  • Fixed: Transparent stuff was rendered incomplete (e.g. only one triangle of a transparent face was shown)

New in D2X-XL 1.15.244 (Jul 29, 2011)

  • Fixed: The transparency renderer consumed a whopping 290 MB of memory which could cause program crashes when it couldn't allocate its buffers (its memory consumptions has now been decreased to around 10 MB)

New in D2X-XL 1.15.241 (Jul 22, 2011)

  • Fixed: Joystick deadzones weren't properly set after loading a player profile
  • Fixed: Fire wasn't rendered properly when soft particle blending was disabled
  • Changed: Reverted a collision handling related change that apparently prevented proper sliding of the player ship along walls and around corners
  • Improved: HUD messages won't show on screenshots
  • Improved: HUD and RADAR will not be rendered during the player ship explosion sequence anymore
  • New: Robots firing fusion guns will have a 3D shockwave effect New: Mods can now have level specific loading screen background images
  • New: Mods can now have level specific loading screen background images