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2008-11-10 00:17:03 +00:00
2d Scale fonts by float values and filter them if texture filtering is on; Another fix for the code flow in change_res() as the check for minimal custom resolution always failed 2008-10-29 11:03:31 +00:00
3d * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
arch Always keep aspect scaling (lowest scalar of width and height) for fonts, lines, dots, spheres, reticle and non-Cockpit-/Statusbar-related HUD-elements; Moved the Cockpit alpha decoding to gauges.c and created a seperate bitmap for the alpha fields and create subbitmaps from this one - more memory but this way we do not modify the cockpit bitmap itself 2008-11-09 14:31:30 +00:00
d2x-rebirth.xcodeproj Make network endian code more consistent between DXX's, use PUT/GET_INTEL macros more, remove redundant no_cpp_precomp macro 2008-07-26 06:14:31 +00:00
English.lproj Increment version number for Mac, ensure Get Info strings copy to bundle, use correct Mac OS X SDKs 2008-07-01 11:09:46 +00:00
iff Fix some gcc 4.0 warnings (-wall flag) 2008-10-21 11:38:03 +00:00
include Always keep aspect scaling (lowest scalar of width and height) for fonts, lines, dots, spheres, reticle and non-Cockpit-/Statusbar-related HUD-elements; Moved the Cockpit alpha decoding to gauges.c and created a seperate bitmap for the alpha fields and create subbitmaps from this one - more memory but this way we do not modify the cockpit bitmap itself 2008-11-09 14:31:30 +00:00
libmve Extended Jukebox capabilities for looping and continous playing and added jukebox_free() which allows calling jukebox_load() being able to load a new directory; Added Jukebox options to sound options menu; Removed loop hack for Windows MIDI playback; SDL_mixer implementation can now be used for Windows build as well 2008-05-01 21:40:34 +00:00
main Small Cleanup: Using timer_delay for credits timer as timer_delay2 would respect VSync and change speed of the Credits scrolling; Cleaned that Start/Join Netgame cases up a bit; Removed the excessive use of atexit in newmenu... more to come 2008-11-09 23:51:19 +00:00
maths Added new function to calculate common timesteps; Increased MAXIMUM_FPS to 200 for release and 1000 for debug; Used fixed sim_time for do_physics_sim and Interpolating to ensure collisions stay accurate at high FPS; New code and faster code for dot products by The_Lion; Disabled Nice-FPS and common Frame-Loop if VSync is active; More accurate delta timer for mouse (consider overhead); Added SDL_(Un)LockAudio for old SDL Audio interface; General support for up to 16 mouse buttons; Code cleanup; Made some AI movement and Player shaking FPS-independent 2008-09-30 00:07:07 +00:00
mem Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes 2008-04-06 20:23:28 +00:00
misc When Error() is called, set Function_mode to FMODE_EXIT... basically to prevent the messagebox would try to render the game in background if the Error would happen while mission loading 2008-11-10 00:17:03 +00:00
rpm * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
texmap Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes 2008-04-06 20:23:28 +00:00
ui Always use printable UNICODE characters for the key_handler and included routine to assign key symbols to UNICODE so we get an equivalent of a Key-Released state which we need for the Keyboard buffer; Removed the shifted_ascii_value field from key_props and stored all usable characters in seperate rows; Improves Text input and makes keyboard mapping independent from keyboard layout without breaking any compability 2008-10-31 16:57:36 +00:00
utilities * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
CHANGELOG.txt When Error() is called, set Function_mode to FMODE_EXIT... basically to prevent the messagebox would try to render the game in background if the Error would happen while mission loading 2008-11-10 00:17:03 +00:00
COPYING.txt updated docs 2007-05-03 15:44:52 +00:00
d2x-Info.plist Increment version number for Mac, ensure Get Info strings copy to bundle, use correct Mac OS X SDKs 2008-07-01 11:09:46 +00:00
d2x.ini Always keep aspect scaling (lowest scalar of width and height) for fonts, lines, dots, spheres, reticle and non-Cockpit-/Statusbar-related HUD-elements; Moved the Cockpit alpha decoding to gauges.c and created a seperate bitmap for the alpha fields and create subbitmaps from this one - more memory but this way we do not modify the cockpit bitmap itself 2008-11-09 14:31:30 +00:00
D2X.make get it to work for Mac OS 9 2008-04-24 14:27:54 +00:00
d2xgl-Info.plist Increment version number for Mac, ensure Get Info strings copy to bundle, use correct Mac OS X SDKs 2008-07-01 11:09:46 +00:00
INSTALL.txt Docs update: Infos about Jukebox over SDL_mixer, SDL_mixer is not experimental anymore, yet another .de->.com change 2008-10-29 23:29:46 +00:00
MVEPlayer-Info.plist * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
README.txt Docs update: We moved from www.dxx-rebirth.de to www.dxx-rebirth.com\! 2008-10-28 15:42:58 +00:00
SConstruct Revisited Kip's non-Tracker changes and implemented to D2X: Prettier SConstruct output, Forgotten newlines at end of files, Improvement in dl_list code, Revamped menu GUI defines; I am NOT HAPPY I have to do these changes seperately 2008-10-28 17:58:54 +00:00

                         __________
__________/ D2X-Rebirth /


http://www.dxx-rebirth.com


0. Introduction

D2X-Rebirth is based on a late D2X-CVS Source, coded and released by Bradley Bell and his team.

I spend much time to improve the Sourcecode, tried to fix bugs in there and added some improvements. It is the goal of DXX-Rebirth to keep these games alive and the result is a very stable version of the Descent ][ port - called D2X-Rebrith.

I hope you enjoy the game as you did when you played it the first time.

If you have something to say about my release, feel free to contact me at zicodxx [at] yahoo [dot] de

- zico 20070407


1. Features

D2X-Rebirth has every little feature you already may know from the DOS Version of Descent ][ and much more.

For example:

    *
      High resolutions with full Cockpit support
    *
      Widescreen options
    *
      Joystick and Mouse support
    *
      Possibility to run AddOn levels
    *
      Network support
    *
      Record and play demos
    *
      OpenGL functions and Eyecandy like Trilinear filtering, Transparency effects etc.
    *
      MP3/OGG/AIF/WAV Jukebox Support
    *
      everything else you know from DESCENT ][
    *
      ... and much more!


2. Installation

See INSTALL.txt.


3. Multiplayer

DXX-Rebirth supports Multiplayer over (obsoleted) IPX and UDP/IP.
Using UDP/IP works over LAN and Internet. Since the Networking code of the Descent Engine is Peer-to-Peer, it is necessary for
all players (Host and Clients) to open port UDP 31017.
Clients can put an offset to this port by using '-ip_baseport OFFSET'.
Hosts can also use option '-ip_relay' to route players with closed ports. Use this with caution. It will increase Lag and Ping drastically.
Also game summary will not refresh correctly for relay-players until Host has escaped the level as well.
UDP/IP also supports IPv6 by compiling the game with the designated flag. Please note IPv4- and IPv6-builds cannot play together.


4. Legal stuff

See COPYING.txt


5. Contact

http://www.dxx-rebirth.com/
zicodxx [at] yahoo [dot] de