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D2X-XL Worklog

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

Pyro GX: Reloaded

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We proudly present the finest Pyro that has ever travelled this universe!

When MetalBeast started to recreate the high resolution Pyro made by Eagle to get rid of that model's flaws, nobody knew how far he (and I) would go with it. After weeks of work, fights, broken shields, ruined swords and busted skulls (he was a Norseman in a former life) we have finally been able to put almost everything in this ship we had ever dreamt of, and then something.

You can now have the currently equipped missiles and guns be shown on it, and chose whether you want to have empty gun positions occupied by the standard lasers or just leave them empty and have some ... something at the wing tips to give them a decent look. Vulcan and Gauss barrels rotate when you fire, and a stream of ejected bullet casings will tumble out of them. All muzzles and missile mounts are at the proper positions, and you can have missiles launch realistically, gaining speed first slowly and then faster and faster. Last but not least: Team colors will be properly applied during team games.

Of course all this is fully under user control: The render options menu has a new submenu 'ship options' and the physics options menu a new entry 'missile launch speed'. The game host can determine whether weapons are displayed on player ships in multiplayer (not that it would make a difference: If you get close enough to see the weapons, either you or your opponent are as good as dead anyway ...)

I think I have watered your mouths enough now, so here's a video clip showing all this in action: