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Master O

Latest Threads
Beta 2 XP Coop Bug
Forum: Bugs
Last Post: LightWolf
06-17-2018, 10:03 PM
» Replies: 6
» Views: 146
Running unit tests?
Forum: Developers Corner
Last Post: Kp
06-17-2018, 05:04 PM
» Replies: 4
» Views: 111
Descent 2 CD Audio Questi...
Forum: General
Last Post: ThugsRook
06-16-2018, 10:45 PM
» Replies: 4
» Views: 95
Site certificate has expi...
Forum: General
Last Post: A Future Pilot
06-15-2018, 02:20 AM
» Replies: 1
» Views: 117
[d2x 0.60 beta 2] Apocaly...
Forum: Bugs
Last Post: Kp
06-13-2018, 02:09 AM
» Replies: 1
» Views: 208
MacOS "font.cpp" breakage...
Forum: Developers Corner
Last Post: Kp
06-12-2018, 03:05 AM
» Replies: 1
» Views: 106
How I found my way to reb...
Forum: General
Last Post: dammfine
06-11-2018, 05:55 PM
» Replies: 69
» Views: 28,998
Mac OS compile?
Forum: Developers Corner
Last Post: dammfine
06-11-2018, 03:15 AM
» Replies: 5
» Views: 550
Improved Bounty Mode
Forum: DXX-Rebirth unification board
Last Post: aqqman
06-08-2018, 08:15 AM
» Replies: 13
» Views: 3,085
[d1x windows 10] Game cra...
Forum: Bugs
Last Post: Kp
05-30-2018, 03:00 AM
» Replies: 4
» Views: 435

  Beta 2 XP Coop Bug
Posted by: LightWolf - 06-16-2018, 08:51 PM - Forum: Bugs - Replies (6)

In the Windows XP build of D2X-R Beta 2, every time I run a coop game, I hit start and get a black screen while everyone else enters the level. They get the message that the host left the game and are kicked out. Then I am allowed into the level.

I have gotten consistent results across every mission I've tried. This isn't limited to game starts either - this happens at the start of every level.

  Descent 2 CD Audio Question
Posted by: Master O - 06-16-2018, 03:49 AM - Forum: General - Replies (4)

I have the CD audio tracks in .flac format.  How do I put them inside a .dxa file so that Descent 2 plays the CD audio?  Do the .flac files themselves have to follow a specific naming convention? (like Quake 1's CD audio in the sourceport Quakespasm goes in quakespasm/ID1/music/track02.flac, track03.flac, etc.)

  Site certificate has expired as of yesterday.
Posted by: Blarget2 - 06-14-2018, 06:32 AM - Forum: General - Replies (1)

Chrome (and likely other browsers) are now marking the site as Not Secure.

  Running unit tests?
Posted by: dammfine - 06-13-2018, 12:43 AM - Forum: Developers Corner - Replies (4)

Is there a way to run unit tests? I haven't found it yet. I feel like I must be missing something obvious but reading over the installation notes I don't see anything about test suites or test vectors.

Mainly I'm asking because I'm loving playing D2 in this awesome port, it is so beautiful and the gameplay feel is so authentic, but the crashes are pretty disheartening.

  MacOS "font.cpp" breakage from ccc2a288f180e826bda2c91bf382b242ce0e1c99
Posted by: dammfine - 06-10-2018, 11:12 PM - Forum: Developers Corner - Replies (1)

This is just a heads-up note that commit ccc2a288f180e826bda2c91bf382b242ce0e1c99 was a breaking change that ends up with a compile failure in font.cpp on MacOS X (Xcode 7.3.1). 

similar/2d/font.cpp:149:31: error: conditional expression is ambiguous; 'font_scaled_float<'x'>' can be converted to 'const short' and vice versa similar/2d/font.cpp:149:10: error: default initialization of an object of const type 'const float' similar/2d/font.cpp:149:10: error: default initialization of an object of const type 'const int'

I don't really understand the font stuff so I don't know why the change causes this error, but I'm branching from just before this point because I can't compile anywhere after it.


  [d2x 0.60 beta 2] Apocalyptic factor briefings doesn't play, Level 3 boss not moving
Posted by: Calmarius - 05-28-2018, 07:47 PM - Forum: Bugs - Replies (1)

I'm playing the Apocalyptic factor mission downloaded from the

DMDB: http://www.enspiar.com/dmdb/viewMission.php?id=418

This mission is supposed to have a long briefing, but it doesn't play, it goes straight into the game.

Also the boss in level 3 doesn't move. It's supposed to be a diamond clawing boss that chases and claws the player.

Briefings and the boss works in 0.58. But not in 0.60.

Question [d1x windows 10] Game crashes when my hosted game is joined
Posted by: cdreed3000 - 05-25-2018, 11:43 PM - Forum: Bugs - Replies (4)

Hey! I opened port 42424 so I could host. When I do, it all works fine until the other person joins. Then I get this error:

[Image: descent_error.png]

Any tips? I have no idea what is meant by "too many blown bitmaps". "Blown bitmaps" only has like 4 results on Google lol

Attached Files Thumbnail(s)

  Some Simple AO implementation.
Posted by: Blarget2 - 05-17-2018, 07:51 AM - Forum: Suggestions - Replies (8)

I have asked this a few years ago, but I thought now might be a good time to try this again.

How hard would it be to implement AO for the tunnels?

  Mac OS compile?
Posted by: dammfine - 05-07-2018, 01:07 AM - Forum: Developers Corner - Replies (5)

Hey all, first post on this amazing community.

So I was giving compiling on Mac OS a go and immediately ran into trouble. Loaded the project into Xcode but "Product->Build" gives me an error "C++ linker does not work with blank $LIBS". I'm wondering if this is a normal and known error with some common fix for the project or if my build environment is fubar.

Back story; my 5-yr old (too young?) loves playing Descent 2 with me, and he wants me to change one of the missiles so that instead of damage, upon impact the robot becomes "silkwing" or "imagespace". Well, as a developer dad, of course I find the source code and get to work. But I'm stuck at Step 0.

Here's the full stack.

ExternalBuildToolExecution d1x-rebirth-opengl     cd /Users/bdamm/usr/dxx-rebirth/contrib/..     export ACTION=     /usr/local/bin/scons d1x=1 d2x=0 opengl=True debug=True editor=False CXXFLAGS=-O0 builddir=build/d1x-rebirth-opengl ipv6=False use_udp=True use_tracker=True -- ===== D1X-Rebirth v0.59.100 0.60.0-beta2-33-g926a7f2a9286* ===== DXX-Archive.2: compiling on 'darwin'/'x86_64' for 'darwin' into build/d1x-rebirth-opengl/ DXX-Archive.2: checking version of C++ compiler 'g++' ... 'Apple LLVM version 7.3.0 (clang-703.0.31)' DXX-Archive.2: checking path to assembler ... '/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/as' DXX-Archive.2: checking version of assembler '/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/as' ... 'Apple LLVM version 7.3.0 (clang-703.0.31)' DXX-Archive.2: checking path to linker ... '/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ld' DXX-Archive.2: checking version of linker '/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ld' ... None DXX-Archive.2: CXX: 'g++' DXX-Archive.2: CPPDEFINES: ['__unix__', ('PHYSFS_DEPRECATED', '')] DXX-Archive.2: CPPPATH: ['/Users/bdamm/Library/Frameworks/SDL.framework/Headers', '/Library/Frameworks/SDL.framework/Headers', 'common/include', 'common/main', '.', 'build/d1x-rebirth-opengl/'] DXX-Archive.2: CPPFLAGS: ['-Wno-sign-compare'] DXX-Archive.2: CXXFLAGS: ['-g', '-O2', '-ftabstop=4', '-Wall', '-Werror=extra', '-Werror=format=2', '-Werror=missing-braces', '-Werror=missing-include-dirs', '-Werror=uninitialized', '-Werror=undef', '-Werror=pointer-arith', '-Werror=cast-qual', '-Werror=missing-declarations', '-Werror=redundant-decls', '-Werror=vla', '-funsigned-char', '-O0'] DXX-Archive.2: LIBS: None DXX-Archive.2: LINKFLAGS: ['-Wl,-rpath,@loader_path/../Frameworks'] DXX-Archive.2: $CCACHE_PREFIX: None DXX-Archive.2: $DISTCC_HOSTS: None DXX-Archive.2: checking whether C++ compiler and linker work...no DXX-Archive.2: checking whether C++ compiler works...yes DXX-Archive.2: checking whether C++ compiler and linker work with blank $LIBS and blank $LDFLAGS...no scons: *** C++ compiler works.  C++ linker does not work with specified blank $LIBS and specified $LINKFLAGS.  C++ linker does not work with blank $LIBS and blank $LINKFLAGS.  See build/d1x-rebirth-opengl/sconf.log for details.  Stop. Command /usr/local/bin/scons failed with exit code 2

Anyone know what this points to?


  In-game DXA manager?
Posted by: LightWolf - 04-29-2018, 07:53 PM - Forum: Suggestions - Replies (2)

As soon as feature freeze wears off, I'd like to see this implemented.
The idea is that you can manage DXAs from a menu rather than having to rename/use a batch file on/cut-paste DXAs to enable/disable them.