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D2X-XL Worklog

Notes on features and problems from the development of D2X-XL, newest first.

DLE-XP: Mod Handling

Variable Lights

D2X-XL mods with higher flexibility in using custom textures have posed a significant problem for level authors using them: They either had to load their custom textures into the level as before while developing a mission, or they had to envision the level's true appearance while they were only seeing the standard textures in the level editor they had put custom textures for in their mod. Their only chance to visually control what they were doing was to load their level in D2X-XL and view it there, which could end up in quite a tedious level building process.

DLE-XP now has put and end to that. It will detect a missions mod data and use any custom textures it defines mission wide and specifically for the level being worked at. On top of that, DLE-XP will also render custom game models stored in standard Descent 2 model format in the mission (in hxm files).

There is no support yet for custom ASE models, as adding that would require quite a bit of work, but you never know ... maybe it won't be that much work at all, since all the code is already present in D2X-XL and just needs to be copied and adapted ...

Here are two screenshots:

Mod Textures:

Custom Robots: