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Brief D2X-XL History

Posted: Thu Jan 28, 2010 11:49 pm
by karx11erx
Feb 2004: Started to work on the D2X 0.2.6 code
Feb 2005: DLE-XP became available
Dec 2005: First Linux and OS X versions of D2X-XL
Sep 2006: Started the SVN repo
Sep 2007: Started this forum (with a lot of help from MetalBeast)
Jan 2010: Over 5800 revisions committed to the SVN repository
Feb 2010: 6 year anniversary of the D2X-XL (formerly D2X-W32) project
Feb 2010: 7 year anniversary of the D2X-XL project

D2X-XL Milestones

v1.0: Relabelled D2X-W32 to D2X-XL, dual joystick support
v1.1: Working UDP/IP networking, colored gun light
v1.2: Entropy game mode, in-level teleports
v1.3: Colored per vertex lighting
v1.4: Tracker support, all cockpits in all resolutions, Descent 1 boss support
v1.5: High resolution textures, smoke, sky boxes, HUD icons, speed boost areas, mission subfolders, new menu style, localization support, persistent multiplayer settings, new folder structure, first version of lightmap rendering
v1.6: High resolution models (OOF), integrated menu help system, first version of shield effects
v1.7: Monsterball game mode
v1.8: Real time colored lighting, darkness game mode, target and damage indicators, weapon effects (tracers, light trails), correct transparency rendering
v1.9: Real time shadowing, textured automap, hires sound, improved collision detection, new effects (explosion shrapnel, smoke grenades, coronas), TrackIR support, slow motion, object triggers, equipment makers, custom music (OGG)
v1.10: Lightning effects
v1.11: Complete renderer overhaul, spawn markers, proper headlight
v1.12: ASE model format support
v1.13: Per pixel lighting, static lightmaps
v1.14: Massive code overhaul, better memory management, full modding support, simplified UI, anaglyph 3D rendering, OpenMP multithreading, full Descent 1 support, new damage model, 16 player support
v1.15: Anaglyph 3D rendering, DLE-XP overhaul, multiplayer finally fixed for good, performance bottlenecks removed, multiple ship support, new effects (glow, shockwaves)
v1.16: (April 2012) DLE-XP receives an OpenGL renderer and an optional 1st perspective and gets renamed to just DLE, DLE-XP and D2X-XL support segments with triangular sides
v1.17: (2013) D2X-XL is enhanced by Oculus Rift support
v1.18: (2015) Finally fully working and improved netcode, cartoon style rendering

There has been a lot of support from people from the community. There are a few I'd like to give a special mention.

Novacron: did a great job providing high quality high resolution textures
MetalBeast: created the forum, built all the 3D models
Aus-RED-5: He always supported D2X-XL and didn't go when the going got rough
Pumo: Tender person he is, he never got intimidated by me and provided us with some of the best Descent missions to be
simx: He is hardly around anymore (partly due to his now finished study and various other interests), but besides being a funny guy has been a truly invaluable help in creating and maintaining the OS X versions of D2X-XL

Then there are veterans like Sirius, who is an awesome level designer and has after some initial reluctance become quite a supporter (luring Ben K into this project, too), Sykes with his sometimes overboarding energy who is helping in squashing bugs and organizing the biggest online gaming events Descent 2 has ever seen, Yokelassence who has become a terrific level designer in no time, IronTower with his tremendous efforts in providing new high quality textures. I would mention Pokeman here too, who is regular contributor for quite a while and has been nagging me into adding features to D2X-XL I never wanted to - would he only finish his pretty impressive and promising multiplayer level.

I have also had people drop by for a limited amount of time to make D2X-XL leap forward in one area or the other, like Lehm, who did the first lightmap implementation (the current code is still based on his ideas), or Jaz who turned my idea of fake volumetric coronas into working code.

Posted: Fri Jan 29, 2010 3:47 am
by Sykes
Don't forget the 16 player cap for MP! I worked (over)vigorously to get that working in time for the first Galactic Event! :D

Posted: Fri Jan 29, 2010 9:46 am
by karx11erx

Posted: Fri Jan 29, 2010 6:06 pm
by Enzo03
Your list mentions "Descent 1 Boss Support"
..but I thought it had total Descent 1 level support given that the Descent 1 files were present.

Posted: Fri Jan 29, 2010 6:23 pm
by karx11erx
The list is chronological. Need more clues?

Posted: Fri Jan 29, 2010 6:54 pm
by Pumo
Really, this topic makes me feel nostalgic. :cry:
It's almost as seeing a child growing up.

I still remember the first moments i saw D2X-W32 around.
It was exciting to see a version fixing the annoyances of original D2X back on those days.

But now that i see the new D2X-XL, it's almost another dimension, more like a new Descent game than a simple improvement over the original.
Even if i'm not the maker of the program, it makes me feel somehow proud of it. :P

Thumbs up for all your hard work during all those years Diedel!!
:thumb: :guru: :thumb:

BTW, do you know the exact day of your first D2X 0.2.6 modification on Feb 2004?

PS: and thanks for the mention you made of me on your post. It's really appreciated. :oops:

Posted: Fri Jan 29, 2010 7:24 pm
by Sykes
Man, I only joined when 1.13.127 was JUST being replaced with 1.14 beta... I feel young :P

Posted: Fri Jan 29, 2010 8:04 pm
by karx11erx

sorry, no I don't. I would like to know the exact date myself ... but knowing the project grows six in February is good enough anyway.

Posted: Sat Jan 30, 2010 3:16 am
by pokeman7452
What about all the moral support from me :lol: . j/k, sykes has done far more than I have. Perhaps I could challenge him to a massive bug finding war, give karx a heart attack :twisted:

Posted: Sat Jan 30, 2010 3:51 am
by Sykes
Just to continue throwing confetti around, Pokeman got me into the testing business, and helped me countless times with the code. If anything, he's a dang good assistant's assistant!

Also, Pumo, have you checked the forum history? There might be a thread about it, if this website goes back that far.

Re: Brief D2X-XL History

Posted: Sat Jan 30, 2010 3:58 am
by Pumo
karx11erx wrote:Feb 2004: Started to work on the D2X 0.2.6 code
Dec 2005: First Linux and OS X versions of D2X-XL
Sep 2006: Started the SVN repo
Sep 2007: Started this forum (with a lot of help from MetalBeast)

Nope. This forum started on 2007 as the first part of the first post by Diedel states.
So there's no record of that in this place. :(

Posted: Sat Jan 30, 2010 7:40 am
by Aus-RED-5
I might be able to find out.... I have most of the D2x files dating back when Diedel started working on them.

Plus on the site. Most of the original posts from the start are there. Though some are missing.

Posted: Sat Jan 30, 2010 8:46 am
by karx11erx
Well, you can trace back by looking for my first posts about d2x on and

Posted: Sat Jan 30, 2010 8:55 am
by Sirius
I tried looking for your posts on It choked.

Sadly, its search features are pretty slow for some reason - at the best of times.

Posted: Sat Jan 30, 2010 10:04 am
by Weyrman
Diedel: as copied from

Author Message
D2X Master

Posted Tue Sep 25, 2007 1:28 am View user's profile Reply with quote Send private message
D2X-XL finally has its own, full blown, shiny forum!

If you are into D2X-XL, head over here and register: