D2X-XL Changelog

New in version 1.17.91

November 27th, 2014
  • Fixed: D2X-XL will not produce an error sound or error message anymore when pressing the key bound to the currently equipped primary or secondary weapon while playing a Descent 1 mission

New in version 1.17.90 (November 20th, 2014)

  • Fixed: The data folder detection code of the 64 bit Windows version of D2X-XL could crash
  • Improved: The default robot generator texture (#361, purple veins) will start to pulsate a few seconds after the robot generator has turned inactive

New in version 1.17.89 (November 7th, 2014)

  • Fixed: Effects got messed up when loading a save game

New in version 1.17.88 (November 4th, 2014)

  • Improved: The 64 bit Windows version of D2X-XL will automatically find the data files if they are in the standard location (i.e. in the 64 bit version's parent folder)

New in version 1.17.87 (October 23rd, 2014)

  • Fixed: The function of the mission config's parameters '-3d_powerups' and '-colored_segments' were exchanged
  • Fixed: Added msvcr100.dll to the Windows release package

New in version 1.17.6 (January 15th, 2014)

  • Fixed: A bug in the string handling tab processing could cause crashes in the menu system (this affected e.g. the multiplayer game browser)

New in version 1.17.5 (October 22nd, 2013)

  • Fixed: Reticle elements didn't get hilighted for armed weapons
  • Fixed: Robots were rendered too big in the Descent 2 briefings

New in version 1.17.4 (October 18th, 2013)

  • Improved: When rendering to an Oculus Rift device, D2X-XL will automatically use the Rift's native resolution
  • Changed: Oculus Rift and NVidia shutter glass based stereo rendering will only be offered in the render options menu if the required hardware is available
  • Fixed: The program crashed during startup
  • Fixed: New save games were broken
  • Fixed: The game could crash when starting a new mission
  • Fixed: Soft particle blending didn't work with side by side rendering

New in version 1.17.3 (October 14th, 2013)

  • New: Enabled a FOV control for the Oculus Rift render path in the render options menu (enable expert mode to see it)
  • Fixed: The program crashed when computing lightmaps
  • Fixed: The glow renderer didn't work with the Oculus Rift render path