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About D2X-XL

D2X-XL is a modification of the original Descent 1 and 2 source code allowing to play these two great games on modern hardware. With D2X-XL 2, the renderer has been rebuilt from scratch for Vulkan and DirectX 12, all textures have been reworked, and lighting, effects, sound, robot behaviour and multiplayer have been overhauled.

D2X-XL allows you to play both Descent 1 and Descent 2 with a single program, using the appropriate game elements for each of the titles. All enhancements have been carefully crafted to make Descent look and sound like a modern game while still preserving the gameplay of the originals.

Due to its many enhancements, D2X-XL offers a greatly enhanced single player experience as well as improved and expanded multiplayer capabilities.

D2X-XL offers enhancements in every area of the game. Here is a short, incomplete list of what you can expect from D2X-XL:

Engine

  • Rebuilt from scratch: renders with Vulkan or DirectX 12 instead of OpenGL
  • Everything is prepared ahead and cached, so nothing hitches in the middle of a game
  • Much faster: the entire mine is one mesh, all robots of one type go out in a single draw
  • Planned: VR headset support

Lighting

  • Every pixel of walls, robots and ships is lit by the lights that actually reach it
  • Light portals: light falls through opening doors and vanishing walls
  • Lightmaps baked on the graphics card, with soft shadows, bounced and ambient light
  • Hardware raytracing where the graphics card supports it
  • Subtle, soft shadows of ships and robots; volumetric halos around lamps

Renderer

  • All textures of Descent 1 and 2 reworked and upscaled, with normal, height, ambient occlusion and specular maps
  • Displacement mapping: grooves, plates and rock sink into the wall or stand out of it
  • Hardware tessellation for rock, water and lava

Effects

  • Explosions with shock waves, heat waves and shrapnel
  • Fog, water and lava with drifting wisps and flowing streaks; fog is lit
  • Reworked smoke trails, lightning, glow and energy shields; a new spawn effect
  • Skies with clouds and changing weather
  • Reworked cartoon style with outlines that look hand drawn

Sound

  • 3D sound: you can hear where a robot is before you see it
  • Sound travels through the mine; doors and walls muffle it
  • Reverb, computed automatically from the size of the room you are in

Music

  • Supports high resolution music in ogg and flac formats
  • Replace the original game music with high resolution versions of its songs
  • Let D2X-XL play your own songs via playlists

Robots and Weapons

  • Robots have to see or hear you, they talk to each other, and the alarm calms down again
  • They no longer clump together, dodge shots and may take cover
  • New difficulty level: Braindead
  • Homing missiles go for the target closest to your crosshair that you can actually see
  • More aggressive Mega Missiles
  • Robots have joints where their limbs move
  • Slow motion and bullet time

HUD and Menus

  • New target indicators with health bar and lock ring, only for robots you can see
  • Weapon and inventory icons show their state
  • Zoom scope
  • Radar dish
  • Two menu styles of its own; rebuilt screen resolution menu

Multiplayer

  • Public matches over the game tracker, without entering addresses or ports
  • Private and LAN matches; players from the host's network and the internet can mix
  • Faster, more compact network code; missing missions are downloaded from the host
  • Up to 16 players per match
  • Game modes: Enhanced CTF, Entropy, Monsterball, Darkness
  • Special competition mode

Levels and Modding

  • Hub levels keep their state; triggers, doors and the reactor work reliably
  • DLE: 64 bit, segment splitter, tools for rounding structures and adding surface detail, ambient light per segment, levels with up to 65500 segments, export for Overload
  • Mods can assign their textures with a simple text file