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Oldest supported OS X ver...
Forum: General
Last Post: drzeissler
11-20-2019, 05:54 PM
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Mac OS compile?
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Recommendations for Best ...
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d1x-rebirth and d2x-rebir...
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Rebirth getting weird con...
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Pending projects
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Project status?
Forum: Developers Corner
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DXX-Rebirth Tracker
Forum: Multiplayer Outpost
Last Post: A Future Pilot
04-25-2019, 02:20 PM
» Replies: 84
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  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 (5)

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 (8)

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.

  New feature: powerup shuffle (competitive games only; experimental)
Posted by: Kp - 04-13-2018, 01:56 AM - Forum: DXX-Rebirth unification board - Replies (1)

Add support for shuffling powerups in anarchy games adds a new experimental host-settable flag (ignored in cooperative games) that shuffles powerups at the start of the level. When enabled, every pre-placed powerup[1] is placed in a list, then the list is randomly shuffled. Shuffling causes the powerups to trade positions, so players will still find some sort of powerup wherever a pre-placed powerup would have been, but usually not the specific powerup that the level author placed there. This feature may blunt the advantage conferred on veteran players who memorize the locations of, and best routes to, all the best items in the level. This feature is off by default. It must be enabled by the host to be active. Each playthrough will roll a new seed, so the items should be shuffled differently on every game.

[1] Hostages are not powerups; although captureable, they are a distinct type of object. Hostages are converted to shields in competitive games, but only after this phase runs, so shields created from hostages do not participate in this feature.

  Descent 1 and 2 Physical CDs' Filehash Check
Posted by: Master O - 04-05-2018, 11:00 PM - Forum: General - Replies (3)

Question for anyone here who owns the physical releases of these games:

1) I have the Descent: Anniversary Edition 1.4 CD, number CD-ICD-275-0.

Are the SHA-1 hashes for these two files correct?

Descent.hog 4d6fb40e943f92574aba2c9fc1574330de89905b
Descent.pig 53f6453d5a836cf660c6dcca0f636d46a28ee20c

2) I have the Descent II CD release 1.1 CD, cd number DES844AE-CD.

Are all of the SHA-1 hashes below correct for their respective files?

DESCENT2.HAM 9f621706cbd601bd6938a44f5fb7e5cc55d4b61f
DESCENT2.HOG 8e73beb4b64a7222fa2b5214282d5e671b313992
DESCENT2.S11 72372b2fc9f88553fae6e26aba34a7c433322051
DESCENT2.S22 f67d22b5aa2e06b286719e063b4e054169a765b1
ALIEN1.PIG 80e040199b347f8f17f31afb32d551113cf40956
ALIEN2.PIG 2bbb8d941f8b06b56d5ddc7f723a206907a95548
FIRE.PIG 6365ed9256411e883189e7c2149671f9de24526b
GROUPA.PIG fc3dd5059ff445986d05c143c54284bd7ec2ee68
ICE.PIG f3df0545359e9f2a7f58a4dd07615bd87cce10bf
INTRO-H.MVL 9614aac967aa9f2efe10af553e506e27bb91e5ba
OTHER-H.MVL e8f1a2d643feb2731fc05974ab202c4cd3aea0fd
ROBOTS-L.MVL 42be364b135bb2c3497ca39839533bde49c08644
WATER.PIG 1874f70353680a803811a5ff2cce949e3f5d5076

I ask because unlike with Doom and its cousins (Heretic, Hexen, Strife, etc), which has this: https://doomwiki.org/wiki/DOOM.WAD detailing CRC hashes, I couldn't find an equivalent wiki for Descent 1 and 2.

  Custom Builds
Posted by: A Future Pilot - 04-05-2018, 04:23 PM - Forum: DXX-Rebirth unification board - Replies (10)

I've seen several people on the forums asking for software rendered builds of Rebirth. Also I know some people would like builds for Windows XP. I'm happy to oblige:

Latest Version:

D1X-Rebirth 04-14-18 Software Rendered

D2X-Rebirth 04-14-18 Software Rendered

D1X-Rebirth 04-14-18 Windows XP

D2X-Rebirth 04-14-18 Windows XP

NOTE: You will need to use the .dll files from the corresponding build posted here. Outdated .dlls will sometimes work, but if ever you experience a crash with one of these, get the dlls from the build with the same date and try it again before posting a bug report.

Previous Versions:

D1X-Rebirth 04-05-18 Software Rendered
D2X-Rebirth 04-05-18 Software Rendered

D1X-Rebirth 04-05-18 Windows XP
D2X-Rebirth 04-05-18 Windows XP

I will try to keep these current with the latest weekly builds available on the main page. However, I may get slack...if that happens, feel free to post here and I'll get right on it! Smile

Also, if anyone has any special requests for specific build options, let me know! I'll try my best to do it for you.