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8 Player Coop!
Forum: Suggestions
Last Post: Ninjared
2 hours ago
» Replies: 12
» Views: 191
CTD if not exit mine in m...
Forum: Bugs
Last Post: Ninjared
12-08-2018, 09:48 PM
» Replies: 4
» Views: 91
[d1x/d2x 0.60 beta 2 - Wi...
Forum: Bugs
Last Post: Kp
12-08-2018, 05:39 PM
» Replies: 17
» Views: 1,147
[d2x - Windows] 256 Extra...
Forum: Bugs
Last Post: Buff Skeleton
12-07-2018, 01:15 AM
» Replies: 6
» Views: 116
side by side vr
Forum: Suggestions
Last Post: Ninjared
12-05-2018, 08:13 PM
» Replies: 2
» Views: 1,511
severe d1x-rebirth demo b...
Forum: Bugs
Last Post: _madness
12-01-2018, 07:28 AM
» Replies: 4
» Views: 110
Controller only?
Forum: General
Last Post: RogerTheShrubber
11-28-2018, 03:59 AM
» Replies: 13
» Views: 1,344
Different sample rate sou...
Forum: General
Last Post: ThugsRook
11-27-2018, 05:28 AM
» Replies: 1
» Views: 175
Oldest supported OS X ver...
Forum: General
Last Post: Kp
11-06-2018, 04:40 AM
» Replies: 12
» Views: 3,355
More Lights - Descent Com...
Forum: General
Last Post: Alter-Fox
11-02-2018, 06:30 PM
» Replies: 2
» Views: 336

 
  CTD if not exit mine in multiplayer
Posted by: Ninjared - 12-06-2018, 10:01 AM - Forum: Bugs - Replies (4)

In a multiplayer game, any time I die from not making it out the exit before the reactor time expires, I get the following error immediately after loading the next level:


Error: "similar\main\object.cpp:1778: object_move_one: error: Unknown control type 5 in object 0, sig/type/id = 0/4/0"


Note: Sometimes the first number is 1722 instead of 1778. And sometimes the first number of "#/4/0" is different.

This happens in all game modes, all campaigns, regardless of server settings. If I make it out of the mine in time, the error does not occur. I networked 2 players into the same game, blew up the reactor, then had one exit the mine, while the other stayed to die.
-If the host exits the mine, the host continues to the next level. Any client that doesn't exit receives the error.
-If the host doesn't exit the mine, all players receive the error.

Builds that gave me the error:
D1X v0.60 - 04-14-18
D1X Current Clone
D2X v0.60 - 04-14-18
D2X Current Clone

Both v0.58.1 builds did not give the error. 
I produced this error in Windows 7. I did not test any other OS.

This is obviously very troubling, considering it breaks the game for any player who doesn't exit the mine in time. If you need me to do any additional testing, please let me know.


  [d2x - Windows] 256 Extra Life limit?
Posted by: Buff Skeleton - 11-30-2018, 10:52 PM - Forum: Bugs - Replies (6)

It appears that once you get to 255 extra lives, the next one you get resets you to 0. If you die in this state, it says Game Over, but you still respawn with 254 lives. However, if you go from 0 to 1, and then die twice, the game truly does end. So long, 255 other lives!

And yes, I actually got that number legitimately  Big Grin Playing through Plutonian Shores on Insane, up to Fear Factory, is where I ran into it. On Insane, you do a LOT of killing, especially when farming matcens for items. So the extra lives roll in quite frequently, even if you die a few times in each level.

I'm running 0.59.100 on Windows, but given how unlikely it is for most people to ever run into this bug in the first place, I'm betting it's been a bug in Descent since the very beginning and someone just used a byte to track lives instead of an int or something, lol.

Since this is probably a huge pain to test without a level that has 500 extra lives in it, I'm attaching a save I'm using if you want to try it out. Just kill the Seeker right in front of you with a Mercury missile and it'll happen. Remove the .txt extension from the save beforehand, of course.

Plutonian Shores DL here: http://www.enspiar.com/dmdb/viewMission.php?id=1615



Attached Files
.zip   255LivesSave.zip (Size: 15.06 KB / Downloads: 1)

  severe d1x-rebirth demo bug (v0.59.100)
Posted by: _madness - 11-30-2018, 12:30 PM - Forum: Bugs - Replies (4)

I encountered a "serious" bug with d1x-rebirth
Using Fedora 28 compiled v0.59.100

Demo files originally recorded during 1996 from the original game fails when the hostage door is destroyed
The graphics freeze (music keeps playing) and keyboard is unresponsive

The only way to recover was to SSH to the affected PC and kill the d1x-rebirth process and terminate it at the console

This happens with demos from levels 1 and 6 from the original Descent 1 ***when blowing up the door to the room with the hostages***
Testing in a VM running the original binary is ok.

Steps to reproduce:
Run the original (any version is ok) from 1995 and record a demo from level 1 or 6  (the original demo was Ace skill level)
Go to the room where the hostages are
Blow up the door
Continuing playing for a short time
Stop the demo recording
Playback the demo with d1x-rebirth and it freezes when the hostage door is destroyed

This bug may only be in the Linux version -   I don't have Mac or Windows

The level 6 demo for Descent 1 is from this URL
https://www.scheif.net/Descent/

As you can download the demo from that URL I won't attach any files to this bug report


  8 Player Coop!
Posted by: Ninjared - 11-29-2018, 09:40 PM - Forum: Suggestions - Replies (12)

I have loved Descent since it came out when I was 13 years old, and my friend and I used to play it coop all the time over modem. I now have a group of friends that regularly play old coop games together over VPN, and I really want to introduce D1 and D2 to them! Problem is, we always have more than 4 people, so Descent keeps getting pushed to the back burner. I would LOVE to play this game coop with 5-8 people! Some of my thoughts:

1. Since Robo-Anarchy is already 8 players, I can't see any reason why this shouldn't be possible. There are 8 different ship colors already implemented into multiplayer. It seems like it should be a pretty simple change.
2. I think this is still staying true to the original game. It's just an enhancement, like changing the screen resolution. People can still play 4 player coop if they want.
3. Difficulty wouldn't really be a problem. Coop with 8 players could still be extremely challenging when set to insane or ace difficulty.
4. This adds value to the DXX-Rebirth project. Many old school DOS game players like me are attracted to features like this. More people on coop means more people get to enjoy the game together, fighting for a common objective, instead of only being allowed to fight each other. In my experience, coop games build friendships.

I already LOVE this project, but this would absolutely make it WAY more fun in my books. Please consider it!!


  Different sample rate sounds in D1X-Rebirth
Posted by: CoTeCiO - 11-24-2018, 06:24 PM - Forum: General - Replies (1)

Hey everyone!

Got a question I haven't seen answered yet. I play Descent 1 with the Mac data because of the higher resolution HUD, but unfortunately the sound effects pack provided for it is pretty bad, with a lot of the sounds with lots of clicks. I don't know if the SFXs in the Mac version were that bad or if it's a problem with the extraction/conversion of them.

Anyway, there are many Descent 1 sounds in higher quality in Descent 2 and I wanted to use them in D1X-Rebirth. The sound effects from the pack are in raw format, so the sample rate in which they are played is defined somewhere else, so replacing those would do no good. Is D1X-Rebirth hardcoded to play every sample at 11,025 Hz or is it possible to use higher quality ones?


  More Lights - Descent Community Album ][ Release!
Posted by: Alter-Fox - 10-31-2018, 04:38 PM - Forum: General - Replies (2)

If you guys think this should go into off-topic instead just let me know.  It's been a little while since I've been around here.
Hey all. We knew -- or at least we kinda hoped a little bit -- that this day would come. And it has come.
Are you excited because I'm really excited.
First off I've got the download links, everything else can wait till I've shared those.

Here's the album in 320kbps mp3: https://drive.google.com/open?id=1M-zor ... wyrWeJ_EaG
And here it is in lossless flac: https://drive.google.com/open?id=1dMOVQ ... MuuMMy-Os6
Keep in mind some people sent me songs in mp3 and ogg so some tracks will be more lossless than others. They were all at least equivalent to the 320kbps mp3 version to begin with though, and past that quality differences are pretty hard to hear anyway.

Quote:
Quote:This was a long time in the making. The original Descent Community Album is almost twenty years old and, sadly for the very unique and enjoyable collection that it is, mostly forgotten. But we've finally done it again.
With a new set of nine artists featuring talents like Martin Britz and R.a.M. Land (Ruben Acevedo Mendez) and Vertigo Fox, along with plenty of others including several artists for whom this is their first release of any kind. With twenty songs ranging from live guitar melodies, to 16-bit retro electronica, to fully lyrical industrial ballads, this is a ride you don't want to miss.
Big thanks to everyone involved in the music and especially to Xfing for allowing us to tie the album in with his enormous mod and level pack for the old games.
This has been a dream project of mine for many years now, so to everyone who contributed songs or just helped make it happen, you all rock. Literally.
Oh and the cover art does have a few previews of mid-late game levels from Descent 1&1/2 mixed into the images.

Now for the fun part. Anyone -- especially those who contributed to the album -- is free to share it with anyone they want since it is, in fact, a free album. You're free to copy my own links or upload it to another hosting site. In fact, the more places on the web it can be put, the longer it's gonna live, so if you can think of a better site where it should be uploaded to, I absolutely encourage you to do that. If you do want to share it there are just three things I ask of you, on behalf of everyone who was involved:

-Share only the original zips from this post and keep them intact. This ensures that all the artists who contributed songs are properly credited without you having to lift a finger to do it, and ensures it'll come out looking professional. Try to include both zips if you can.
-Put that little blurb that's in the double quote box into your post somewhere.
-And this should be a no brainer, but do not accept money for it. Speaking for myself and, I'm reasonably sure, for everyone else who contributed, the question of royalties is one I do not want to go near with a ten-foot pole. This was, above anything else, a fun project. Let's keep it that way.


On one other note, if you want to share the album on twitter for some reason, I do have a condensed version of the blurb I can share with you that'll just fit into a tweet. You'll have to use a second tweet for the links but you probably would have anyway. Just let me know if you want me to post the condensed version here as well.


  Building the original Descent 1
Posted by: Senpai - 10-26-2018, 04:54 PM - Forum: General - Replies (6)

Ladies and Gentlemen,

This week I installed DOSBox 0.74-2 and tried to compile the original souces of Descent 1 (Sources). Yet, despite some easy effort they would not build. Besides the emulator, what I used is
  MASM 6.11
  Watcom 11.0B
  nmake (renamed make.exe) from MASM 6.11 since I did not have Opus make

I put the sources into D:\Dev\D1 . The make utility complained of long strings in the makefiles, so I had to create @directive files for wlib and wlink. I also had to manually edit some header files here and there because some functions were declared void, but defined as int.

I added HOG and PIG files, launched the game (descentr -NoSound -NoNetwork). But the process got stuck at the third welcome screen. I have read a few people managed to build. I also guess DXX-Rebirth probably started with refactoring of the original code base. I quickly searched this forum, but haven't found any related thread.

May I ask for a piece of advice on how to build Descent 1? Tools, settings, patches, step-by-step howtos.

grazie mille


  Controller only?
Posted by: enderandrew - 09-17-2018, 03:18 AM - Forum: General - Replies (13)

I never played the Descent games. I wanted to give them a try. I just built a mini-PC that I have hooked up to my PC for some retro couch gaming.

I control it solely with wireless XBox controllers.

Are there existing config files for mapping controls to an XBox controller? Even when I mapped controls in the game, they didn't work for the UI/Menus.


  [d1x/d2x 0.60 beta 2 - Windows] Game won't launch
Posted by: enderandrew - 09-17-2018, 02:20 AM - Forum: Bugs - Replies (17)

I've followed install instructions. Both D1 and D2 have necessary GOG files copied over. My GOG versions launch in DOSBOX and work fine.

Windows 10 x64 bit
Nvidia GTX 1080

There is nothing in stderr.txt nor stdout.txt. Launching from a command line, there is no output. It just never really launches. Turning on options for -debug -verbose and even -safelog do nothing.

Neither d1x-rebirth.exe nor d2x-rebirth.exe will launch. Compatibility options in Windows 10 don't help either.

Threads here:

https://forum.dxx-rebirth.com/archive/in...d-877.html

and here:

https://www.mtbs3d.com/phpbb/viewtopic.php?f=3&t=14979

Suggest you may need a replacement opengl32.dll file in the folder, but neither work. And I have a device with working OpenGL (Nvidia GTX 1080 with the latest drivers)

But even the NoGL versions (d1x-rebirth-nogl) won't launch, so it doesn't appear to have to do with OpenGL.

This is what appears in the Windows Event Viewer:

Faulting application name: d1x-rebirth.exe, version: 0.0.0.0, time stamp: 0x5ad29161
Faulting module name: ntdll.dll, version: 10.0.17754.1, time stamp: 0xcee84e63
Exception code: 0xc0000005
Fault offset: 0x0004f1e5
Faulting process id: 0xa794
Faulting application start time: 0x01d44e2b8914dff8
Faulting application path: D:\Games\D1X-Rebirth\d1x-rebirth.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: f8874862-b2e4-4eab-a92b-6240c46a87fe
Faulting package full name: 
Faulting package-relative application ID:


  cert for site gone again.
Posted by: Blarget2 - 09-13-2018, 08:49 PM - Forum: General - No Replies

Chrome now blocks the site.