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2011-05-15 12:15:35 +02:00
2d mipmapping was always on for fonts due to changed filtering code in ogl.c 2011-05-04 12:18:23 +02:00
3d Made lighting code work with actual RGB values and added feature to let certain objects emit colored dynamic light as well as let mine flash red when control center destroyed (OpenGL-only at the moment) 2011-04-07 22:32:47 +02:00
arch Changed version from 0.56 to 0.57; Added first draft for RELEASE-NOTES.txt; updated docs 2011-05-07 02:51:18 +02:00
d1x-rebirth.xcodeproj Check if a menu closed in a subfunction before setting it's return value, fixing crash when levels are mismatched in multiplayer; Small tidy up for Xcode project 2011-04-24 12:20:52 +08:00
debian Update for Debian packaging stuff 2011-05-05 01:31:07 +02:00
editor Since current approach to improve wall collisions prevented the player to enter segments which basically are too small for the player ship, added simple bumping function via object_intersects_wall(); Also when validating segments check for segment degeneration outside the editor build, too and set flag in segment structure for all different purposes but right now helps us to disable bumping when encountering degenerated segments and not break such levels 2011-05-04 02:15:07 +02:00
English.lproj Increment version to 0.56.0 for Mac OS X, marking release point 2010-09-17 11:36:46 +00:00
iff To fix Dravis's head in endgame debriefing, don't remap the colours and read compressed .bbm bitmaps properly (both my bad) 2010-09-19 13:33:22 +00:00
include Execute set_dynamic_light 60 times per second max since more would just be a waste of CPU time; When executing set_dynamic_light, process ALL lights; Instead of storing light color in objects, do it on-thy-fly but store bitmap-based color in grs_bitmap - vastly speeds up colored dynamic lights; Improved saturation for vertex lighting to make light color a bit more subtile 2011-04-12 03:02:49 +02:00
main Solved possible issue when setting new Bounty_target via host messing up scores or new target itself - only set if player decided why to unset Bounty_target, keeping code flow and game logic in order; Fixed two compiler warnings regarding set but unused variables 2011-05-15 11:59:11 +02:00
maths Retired most of the Assembler code except the generic i386 scanline renderer; Removed all leftovers of Direct3D implementation; On the way make a some code more similar between D1X-Rebirth and D2X-Rebirth 2011-01-19 21:35:14 +01:00
mem When running out of memory slots, do not try to print detailed info as it will only call a negative array index 2010-11-09 17:45:24 +01:00
misc Check for hmp before pausing/resuming it 2011-04-16 01:15:55 +02:00
texmap Added cv_fade_level to canvas structure to replace Gr_scanline_darkening_level; Added cv_blend_func to canvas structure to set blending; Introduced gr_settransblend to set cv_fade_level and cv_blend_func; Added function to set normal blending, additive alpha blending and additive color blending; Moved Special transparency effects from g3_draw_bitmap to render_object to set individual transparency and/or blending for each object outside of OpenGL-specific code; Added special blending for fuelcenter and force field effects as well; Removed unused LASER_HACK code; Renamed OglAlphaEffects variable of PalyerCfg to AlphaEffects as I plan to implement this kind of effects for Software renderer, too 2011-02-23 17:46:36 +01:00
tracker
ui Rename ui/window.c to ui/dialog.c to avoid confusion with arch/sdl/window.c, also rename UI_WINDOW to UI_DIALOG, rename all associated functions, constants, parameters, local variables etc too; make a window when making a UI_DIALOG (does nothing yet) 2011-01-17 22:41:05 +08:00
utilities Add program for extracting Mac data files from installer 2009-09-09 02:49:11 +00:00
CHANGELOG.txt Added more info: M3U-support, GCC 4.6 warnings, more tracker infos 2011-05-15 12:15:35 +02:00
COPYING.txt
d1x-Info.plist Increment version to 0.56.0 for Mac OS X, marking release point 2010-09-17 11:36:46 +00:00
d1x-rebirth.bmp Added res-file to be linked in Windows build to show icon in Filemanager; converted icon file to be smaller 2010-08-21 17:08:53 +00:00
d1x-rebirth.desktop Update for Debian packaging stuff 2011-05-05 01:31:07 +02:00
d1x-rebirth.xpm Added: d1x-rebirth desktop configuration and xpm icon... 2009-02-23 00:37:00 +00:00
d1x.ini Client-side implementation for Tracker support by Matt 1360 Vandermeulen including improvements in udp_dns_filladdr and IPv4/IPv6 compability; Very little adjustments by me, too including IPv6 support for Windows (untested); Actual tracker code will follow later as seperate branch when it's done 2011-04-05 02:24:30 +02:00
D1X.make Fix errors for Mac OS 9, Mac OS X 'd1x' target builds again 2010-10-10 18:42:53 +08:00
d1xgl-Info.plist Increment version to 0.56.0 for Mac OS X, marking release point 2010-09-17 11:36:46 +00:00
INSTALL.txt Tell people about The Unarchiver for installing from the Mac game CD (thanks, Jonathan\!) 2011-04-10 13:32:31 +08:00
README.txt Changed version from 0.56 to 0.57; Added first draft for RELEASE-NOTES.txt; updated docs 2011-05-07 02:51:18 +02:00
RELEASE-NOTES.txt Added more info: M3U-support, GCC 4.6 warnings, more tracker infos 2011-05-15 12:15:35 +02:00
SConstruct Changed version from 0.56 to 0.57; Added first draft for RELEASE-NOTES.txt; updated docs 2011-05-07 02:51:18 +02:00

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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-Rebirth.
   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


1. Features:
============

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

   For example:
   * Plays Descent and Descent 2 and all their AddOns and third-party levels.
   * DXX-Rebirth runs on your favourite Operating System. We officially support Linux (and other *NIX), Mac OS (9/X) and Windows (2000, XP, Vista, 7). Still the code can be compiled on many other systems as well.
   * OpenGL provides a fast and smooth rendering - even on low-end systems.
   * Optionally you can enbale several effects like Transparency, Colored lighting, Texture Filtering, FSAA, etc.
   * Thanks to SDL, a wide palette of Joysticks are supported. Also you can use more Joysticks, buttons and axes than you can ever operate in your state of evolution.
   * If you prefer steering your Pyro with a mouse, you will not have the problem that the movement becomes slow in high game speed.
   * Joystick, Keyboard and Mouse can be used simultaneously.
   * The games can display all resolutions and aspects supported by your Monitor, including an option for VSync.
   * Besides MIDI and CD-Audio (Redbook), you can play your own custom Music from your Harddrive or a separate AddOn.
   * Both games can utilize special AddOn packs to replace or expand the original game content.
   * Multiplayer via UDP protocol provides a fast and easy-to-use LAN and Online action. This includes reliable communication causing less glitches due to lost packages.
   * Multiplayer via IPX protocol lets you play against players still using the MS-DOS version of the game.
   * The ingame Demo-recording system has been improved. Demos are less glitchy and smaller while still still being backwards-compatible to earlier versions of the games.
   * Higher game speed will not cause glitches such as unacceptable fast homing projectiles, incredible high damage caused by several collisions or Fusion cannon, etc.
   * Player files, Savegames, Demos and Missions from DOS-Versions of the games can freely be used in DXX-Rebirth and vice versa.
   * Even more ...


2. Installation:
================

   See INSTALL.txt.


3. Multiplayer:
===============

   D1X-Rebirth supports Multiplayer over (obsoleted) IPX and UDP/IP.
   Please note that UDP/IP generally supports more features of D1X-Rebirth and uses Packet Loss Prevention while
   IPX is mainly meant to play together with non-D1X-Rebirth games.
   Using UDP/IP works over LAN and Internet. By default, each game communicates over UDP-Port 42424. This can be
   changed via the menus while creating a game and manually join a game, command-line argument or D1X.INI. To
   successfully host a game online, make sure UDP-Port 42424 (or otherwise if specified correctly) is opened on
   your Router/Firewall. Clients do not need to open any ports.
   The game also supports IPv6 if built in while compiling and should be backwards compatible to IPv4 builds
   as good as possible.


4. Legal stuff:
===============

   See COPYING.txt


5. Contact:
===========

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