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2008-10-29 11:04:45 +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 complete bigendian support, without touching network code 2008-01-13 00:58:49 +00:00
arch Cleanup: Renderstats; Made PRShot a non-OpenGL-related feature and added to Misc Options; Added command for SDL_ASYNCBLIT to command-line args 2008-10-28 17:04:35 +00:00
d1x-rebirth.xcodeproj Keep Xcode project up-to-date, look in 'SDL' directory for SDL.h 2008-10-04 11:50:16 +00:00
editor 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
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 Cleanup: Renderstats; Made PRShot a non-OpenGL-related feature and added to Misc Options; Added command for SDL_ASYNCBLIT to command-line args 2008-10-28 17:04:35 +00:00
main 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
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 Cleanup: Renderstats; Made PRShot a non-OpenGL-related feature and added to Misc Options; Added command for SDL_ASYNCBLIT to command-line args 2008-10-28 17:04:35 +00:00
texmap get it to work for Mac OS 9 2008-04-24 14:27:54 +00:00
tracker Keep Xcode project up-to-date, look in 'SDL' directory for SDL.h 2008-10-04 11:50:16 +00:00
ui Return unicode characters in key_to_ascii for non-EN keyboard layouts; Fixed sound menu issue if not compiled with SDL_mixer; switched -ip_norelay to -ip_relay since it's not tested enough; Renamed jukebox_free() to jukebox_unload() to stay with naming-convention 2008-05-07 14:02:01 +00:00
CHANGELOG.txt Yet another check for collide sounds as FixedStep is not necessarily true if the actual collision happens 2008-10-29 11:04:45 +00:00
COPYING.txt updated docs 2007-05-03 15:44:52 +00:00
d1x-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
d1x.ini Readded -ip_hostaddr optional to the value stored in descent.cfg for automated program starts or whatever; Fix by Locate: Correctly close UDP sockets on Win32; Fix by Locate: Ability to select Secret levels on Multiplayer in D1X again which was broken in r619 2008-10-20 12:34:45 +00:00
D1X.make 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
d1xgl-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: We moved from www.dxx-rebirth.de to www.dxx-rebirth.com\! 2008-10-28 15:42:58 +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 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

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                         __________
__________/ D1X-Rebirth /


http://www.dxx-rebirth.com


0. Introduction

This version of D1X is based on livnas release of d1x-1.43.

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 I port - called D1X-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

D1X-Rebirth has every little feature you already may know from the DOS Version 1.4a of Descent and much more.

For example:

    *
      High resoution Fonts and briefing screens
    *
      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