Finally the wait is over: DXX-Rebirth v0.57 is now released. This time I can safely say it really was worth all the 9 months of development since it’s probably the most feature-rich release we’ve pulled out so far.
Here is a small overview of the most important changes and additions:
OpenGL ES Support by Florian Feucht and Oliver Haag
Anisotropic texture filtering
Improved transparency effects
Colored Lighting effects
A wide collection of Reticles is selectable including settings for Reticle size, color and transparency
Expanded Sensitivity and Deadzone settings for Mouse and Joystick
New optional control type for Mouse – FlightSim. Provides Mouse movement with an absolute center similar to Joystick-like control
Many improvements for the ingame menus such as scrolling via Mouse wheel, closing menus via right Mouse button, key repeats, Numlock support and more
Support for keyboard layout-specific keys for game controls
Find and join online games via Tracker server created and hosted by Matt “1360” Vandermeulen
D1X-Rebirth now supports Descent 2 Multiplayer features such as fixed Play Time, Kill goal, Bright Players and Invulnerability when respawning
Option to disable Friendly Fire in Multiplayer Team games
Bounty game mode for Multiplayer by Matt “1360” Vandermeulen. Goal is it to kill the targeted player to score and become the new target
Possibility to save and restore Cooperative games
The game will automatically remember previously set Multiplayer rules
M3U Playlist support for the Jukebox
Random playback mode for the Jukebox
Slightly improved wall collision handling
Expanded possibilities for level authors: Support for custom descent2.ham inside missions (D2X-Rebirth). Support for Levels with up to 9000 segments (cubes). Support for Textures bigger than 64×64 pixels
To prevent type-kills the game HUD will show “TYPING” below a player when a chat message is composed
Free flight controls for the Automap
Many Bugfixes and further improvements. Check CHANGELOG.txt for a full list of changes
Hello folks! Today, September 28th 2010 marks a big day for DXX-Rebirth.
Not only is it the 5th birthday of the project, it’s also the day of the release of v0.56 which was in the works for 20 months! Last but not least you surely have noticed that the website has changed as well. I hope you like it. 🙂
But first things first.
It’s the fifth anniversary for DXX-Rebirth. While it was only a small hobby for me in the beginning and for almost two years I rarely even worked on it, it somehow survived – growing. I never expected that, but I am very proud of it as well. I admit I always work very slowly (20 months for one release… gosh) and my lunch break times surely will some day crush the borders of the space-time continuum, creating a paradox which will swallow the whole universe (or at least this galaxy).
But you trustful players out there are my biggest motivation besides my love for the games in general. This is why I invested a lot of work into this v0.56 release.
So here is what you all have been waiting for – the most important changes of this release:
Totally rewritten UDP code for Multiplayer – including LAN Netlist, Packet-loss prevention and many improvements
All game parts now are window elements (you should not notice this but it’s a huge code improvement)
Improved Music playback compatibility. Missions can now have their own descent.sng, using HMP, MID, MP3, OGG and AIF
Extended Jukebox-feature to play your own music
D1X-Rebirth now supports D1 Shareware, Destination Saturn, 1.0/1.4/1.5 game content
D2X-Rebirth fully supports D2 Demo, Destination Quartzon, 1.0/1.2 game content
Improved demo recording. Views will always be correct in newly recorded demos, no matter how you jump through the demo. Descent 1 will record open/blown doors correctly when demo starts (all backwards compatible)
Bug in Joystick reading fixed. Game should now support more Joysticks, buttons and axes than you can ever operate in your state of evolution.
INI/command-line option added to use CAPSLOCK and NUMLOCK as normal keys
FPS-based damage/screen-shaking of Fusion cannon fixed
Old homing projectiles have been restored and now are FPS-independent
Code has been improved so it should now compile on way more *NIX-like operating systems
The game can optionally be compiled with/without IPX and/or UDP support
Movies are now always displayed in correct aspect ratio
The game will automatically detect supported resolutions of your system configurations and offer them in RESOLUTIONS menu