D2X-XL v1.15 Retrospect
Posted: Thu Jul 28, 2011 6:03 am
D2X-XL v1.15 is around for quite a while now, having gathered over 200 entries in its changelog, and so I thought I write a little retrospect, bringing its main features back into memory. So here's the major additions and improvements v1.15 has brought:
I can seeeee you!
![Image](http://www.descent2.de/images/screenshots/d2x-xl-screens12_1.jpg)
The first pico second of a thermonuclear explosion:
![Image](http://www.descent2.de/images/screenshots/d2x-xl-screens15_2.jpg)
No, this isn't Descent 3!
![Image](http://www.descent2.de/images/screenshots/d2x-xl-screens16_2.jpg)
The firy blossom of destruction:
![Image](http://www.descent2.de/images/screenshots/d2x-xl-screens19_4.jpg)
- Anaglyph stereoscopic rendering
- Support for three different player ship types
- Vastly improved lightmaps
- Realtime glow
- Rain and snow particle fx
- External tracker support via XML queries
- Improved level building and modding support (directed exits, mission configs)
- Shockwave effect w/ frame postprocessing
- Much improved explosions with a gorgeous shrapnel effect
- Improved RADAR
- Particles are handled more efficiently
- The game runs much better on low end machines
- Improved shadow rendering creating soft shadows
- Better collision handling
I can seeeee you!
![Image](http://www.descent2.de/images/screenshots/d2x-xl-screens12_1.jpg)
The first pico second of a thermonuclear explosion:
![Image](http://www.descent2.de/images/screenshots/d2x-xl-screens15_2.jpg)
No, this isn't Descent 3!
![Image](http://www.descent2.de/images/screenshots/d2x-xl-screens16_2.jpg)
The firy blossom of destruction:
![Image](http://www.descent2.de/images/screenshots/d2x-xl-screens19_4.jpg)