Game Sheet: D2X-XL
(from the original archive of "The Linux Game Tome")


D2X-XL is an OpenGL mod for the classic 3D game Descent 2. D2X-XL is based on D2X 0.2.6. D2X-XL has all bugs from D2X 0.2.6 fixed and has restored all features from the original D2_3dfx (official Voodoo graphics version).

    Above that, D2X-XL contains many new features, like:

  • Colored lighting, lightmap support and per pixel lighting
  • Hires textures, models and sound
  • Many new effects (smoke, lightning, coronas, dynamic shield effects, various gun effects)
  • Massively increased level size (8000 segments, 2000 walls, 3500 objects)
  • New game mechanisms (in-level teleports, speed boosts, cameras, new trigger types, programmable triggers)
  • Full modding support allowing to change textures, models, AI, sound, music per mission and per level
  • Screen resolution up to 1920x1200
  • Full support for playing D1 missions
  • UDP/IP multiplayer code and tracker support
  • New game types (improved CTF, Entropy, Monsterball)
  • Up to 16 players in multiplayer games

and many, many more. See the D2X page from for a (half way) complete list.

Author: Dietfrid MaliCompany:
Version: 1.15.270Category: Action
License: freeCost:
Votes: 15      Vote->      Rank: 3.9 / 5        N.A.
Source? Yes     Sound? YesXWindow (X11)? Yes     Console? No
3D Accelleration? Yes     Multiplayer? YesPlay Online? Yes     Submitter: karx11erx
Other requirements:
  • Original game data
  • gcc
  • SDL 1.2.8 or newer
  • OpenGL
  • Graphics card with hardware 3D acceleration (shader support not required, but recommended)
History of changes:
Installation instructions:
Installation instructions:
Last updated: 2011-11-20 15:58:52


Date: 2005-11-20 09:08:55     User: anonymous     Subject: Awesome.
I have not tried it yet, but i saw that it was a port of decent 2, and just had to post. Keep up the good work on this idea.
Date: 2005-11-20 09:55:20     User: elcugo     Subject: Bad download link
The download link is broken, gets a 404. The correct URL is this.
Date: 2005-11-20 10:06:07     User: elcugo     Subject: Error compiling

I get this error when compiling the sources:

bitmap.c: In function `gr_free_bitmap_data':
bitmap.c:309: error: structure has no member named `bm_frames'
bitmap.c:310: error: structure has no member named `bm_frames'
bitmap.c:311: error: structure has no member named `bm_frames'
bitmap.c:312: error: structure has no member named `bm_curframe'
make[2]: *** [bitmap.o] Error 1

Any hints?

By the way, what's the license of this game? There's a file called COPYING with the GPL but says other.

Date: 2005-11-20 10:09:11     User: elcugo     Subject: Re: Error compiling
Ups! I meant that the .c files in the source code read other license (no GPL), gotta use the preview button more.
Date: 2005-11-20 12:07:09     User: anonymous     Subject: Re: Error compiling
I've got the same problem. Any ideas?
Date: 2005-11-20 13:49:57     User: redomen     Subject: asm
I was not able to compile it without ./configure --disable-assembler

you will also need --sharepath=/your/d2/directory
Date: 2005-11-20 14:43:31     User: karx11erx     Subject: Re: Error compiling
Could it be that you executed the ./configure script w/o passing the parameter '--with-opengl' to it? That param would define 'OGL' in conf.h, which in turn enables that extension to the grs_bitmap struct the compiler is missing for you.
Date: 2005-11-20 14:45:50     User: karx11erx     Subject: Re: asm
I am really not an expert for the Linux version, so my compilation instructions may not be perfect. :)

If you have an assembler installed, you obviously need to specify '--disable-assembler' to ./config.

I have no clue what that share argument does, mind enlightening me? :)
Date: 2005-11-20 14:48:24     User: karx11erx     Subject: Re: Awesome.
I still have to add full shader support, do a few OpenGL tweaks, and work a little on UDP/IP communication, but apart from that the program is working.

The source archive download link above is indeed broken and should be
Date: 2005-11-20 20:09:14     User: elcugo     Subject: Re: Error compiling
Why OGL isn't enabled by default?
Ok, used the --with-opengl option, now i get the following error:
sdlgl.c:98:23: descent.xpm: No such file or directory
sdlgl.c: In function `ogl_init_window':
sdlgl.c:99: error: `pixmap' undeclared (first use in this function)
sdlgl.c:99: error: (Each undeclared identifier is reported only once
sdlgl.c:99: error: for each function it appears in.)
sdlgl.c:84: warning: unused variable `sm'
make[3]: *** [sdlgl.o] Error 1
I couldn't find any xpm in the tarfile :-(. Anyone? I'm using Gentoo if that makes a difference.
Date: 2005-11-20 20:35:37     User: redomen     Subject: Re: asm
sharepath tells it where to find your d2 data files

some bugs I've noticed so far:
Doesn't read the ini file from $HOME/.d2x/
I am unable to select existing player profiles only create new ones
The bots in single player move at incredible speeds even with maxfps set low.

Date: 2005-11-20 21:36:16     User: anonymous     Subject: Re: Error compiling
Same problem here (I'm also using gentoo).
Date: 2005-11-21 02:03:34     User: anonymous     Subject: D'ya need the original game CD?
Or can you play custom levels? Online gaming server's or are they hosted games?
Date: 2005-11-21 04:39:35     User: karx11erx     Subject: Re: Error compiling
You might probably need to look into for the statement defining the SDL version (AC_PATH_SDL or so) and replace the version number there with your installed SDL's version number (look into the YaST packet manager). That's the only thing I can figure. As I said, I am not a Linux expert, and I haven't created the install files. I can fiddle around with them a bit, but that's it. I will change them so that OpenGL is the default.
Date: 2005-11-21 08:09:02     User: karx11erx     Subject: Re: Error compiling
AM_PATH_SDL, sorry. New source code with a few fixes in the available, btw.
Date: 2005-11-21 08:15:15     User: karx11erx     Subject: Re: asm
d2x.ini bug fixed. bot speed: Haven't noticed, will check.
Date: 2005-11-21 08:28:02     User: anonymous     Subject: Re: Error compiling
Hey Guys
Same here. You need to add --with-opengl to configure.
I alo had to edit arch/ogl/sdlgl.c and change

SDL_WM_SetCaption(DESCENT_VERSION, "Descent II");
#ifdef SDL_IMAGE
#include "descent.xpm"
SDL_WM_SetIcon(IMG_ReadXPMFromArray(pixmap), NULL);


SDL_WM_SetCaption(DESCENT_VERSION, "Descent II");
#ifdef SDL_IMAGE
//#include "descent.xpm"
//SDL_WM_SetIcon(IMG_ReadXPMFromArray(pixmap), NULL);
#endif (I think this cann be overworked tieh disabling SDL_Image)
to get it compiled. And i needed to disable assembler (iirc).
Haven't played it yet. Will test tonite.
Good luck and best regards
Date: 2005-11-21 08:38:01     User: anonymous     Subject: Re: Error compiling
Regarding the aforementioned error about "descent.xpm":

If you comment out the lines #98 and #99 of src/arch/ogl/sdlgl.c the compiler wont stop there anymore. I doubt that this error is Linux-specific, since the file descent.xpm simply doesnt exist.

However, the compiler fails later in the make process with the following error:

make[2]: Entering directory `/home/metty/Documents/downloads/games/descent/src' make[2]: *** No rule to make target `d2x-xl.c', needed by `d2x-xl.o'. Stop. make[2]: Leaving directory `/home/metty/Documents/downloads/games/descent/src' make[1]: *** [all-recursive] Error 1
Any solutions?
Date: 2005-11-21 12:33:27     User: inva     Subject: Re: D'ya need the original game CD?
Of course you'll need the game CD. The source code is GPLed, the artwork isn't.
Shouldn't be hard to grab a copy on Ebay. It's well worth a few bucks, believe me. :-)
Date: 2005-11-21 14:19:20     User: karx11erx     Subject: Re: Error compiling
New source and executable available, the further with an improved (run and configure again), latter with a few bug fixes (e.g. erratic bot and object movement).

I don't have the compiler errors mentioned here.

Improved installation instructions on my d2x page.

I tried to change the makefile target to d2x-xl, but for some strange reason you get that 'cannot find a rule to make d2x-xl.o' error with that. If someone could figure how to make that work, I'd be grateful. :) So for the time being, the executable produced by the make file is named d2x-gl.

The only thing not working I know of now is the full UDP/IP multiplayer communication. I will add that this week. Once it works, you will be able to play mp games w/o KALI.

karx11erx (Diedel)
Date: 2005-11-21 14:24:32     User: karx11erx     Subject: Re: asm
Other bugs fixed, too. The ini file name currently is d2x.ini (is '.' the unix naming convention?) and Descent currently has to reside in $HOME/D2. Please inform me about any Unix/Linux standards here (like the thing about the share path - more info pls :).
Date: 2005-11-21 14:25:42     User: karx11erx     Subject: Re: Error compiling
Afaik D2X is open source, and as D2X-XL is an D2X offspring, so is D2X-XL. I don't know too much about this stuff myself though.
Date: 2005-11-21 14:26:49     User: karx11erx     Subject: Re: Error compiling
I am not working with an SDL image on my machine, and I didn't have to change any of the stuff you are mentioning.
Date: 2005-11-21 15:23:02     User: turbinater     Subject: Re: asm
$HOME is the path to the current users home directory. If a file has a '.' before it's name it's a hidden file. Here's a simple implementation: #include #include #include int main() { char * path; char full_path[256]; memset(full_path, 0, 256); path = getenv("HOME"); snprintf(full_path, 256, "%s/.d2x", path); printf("%s\n", full_path); return 0; }
Date: 2005-11-21 15:27:52     User: turbinater     Subject: Re: asm
Urggg, it didn't work the first time. I'll try this again.

$HOME is the path to the current users home directory. If a file has a '.' before it's name it's a hidden file.

Simple implementation:

char * path;
char full_path[256];

memset(full_path, 0, 256);

path = getenv("HOME");
snprintf(full_path, 256, "%s/.d2x", path);

printf("%s\n", full_path);

Note that 'stdio.h', 'stdlib.h', and 'string.h' need to be included
Date: 2005-11-21 15:57:47     User: karx11erx     Subject: Re: asm
Thx. I know about the getenv stuff. As a leading dot denotes a hidden file, I will stick with 'd2x.ini'.

Please regard that d2x-xl currently expects the Descent data to reside in $HOME/D2. I will change this if there is a standard folder (like $SHARE/descent2 or whatever - if SHARE is defined). Please let me know about this. :)
Date: 2005-11-21 16:00:10     User: karx11erx     Subject: Re: asm
I forgot something. You can set an environment variable "DESCENT2" to your D2 installation folder, and D2X-XL should use that directory instead of $HOME/D2.
Date: 2005-11-21 16:06:20     User: karx11erx     Subject: Re: Error compiling
Edit and change the target name in the OpenGL part to 'd2x-gl'. I tried to change the target name, but that messes the makefiles up, and I have no clue, why.
Date: 2005-11-21 16:26:18     User: karx11erx     Subject: Re: D'ya need the original game CD?
There's a ton of custom levels, and ofc multiplay is possible and a blast! :) Find the best levels in my Descent site's level spotlight section and on the resources page.
Date: 2005-11-21 23:28:09     User: anonymous     Subject: Re: asm
Generally for programs that aren't shipped with a distribution: the executable will install into /usr/local/bin/ and the data files into /usr/local/share/appname/ and any config files generated by the app are created in $HOME/.appname/

Of course a lot of programs (especially commerical games) don't always do this and will just run in their own directory using a custom ENV variable to set the path.

I think it would be best to at least read the d2x.ini and .plr files from $HOME/.d2x-xl/ and then let people set the directory to the hogs in an ENV var or as a command line option.
Date: 2005-11-22 14:49:10     User: karx11erx     Subject: Re: Error compiling
The 'pixmap' error occurs if SDL_IMAGE is defined in your configuration, which shouldn't be. You can edit the file src/conf.h after running ./configure and undefine it manually.
Date: 2005-11-23 19:43:42     User: anonymous     Subject: Re: Error compiling
descent.xpm can be had from the icculus d2x source.
Date: 2005-11-25 09:31:50     User: anonymous     Subject: Re: Awesome.
that´s really great. I would love to play Descent again. btw: Would it be much work to create some content so you would have a complete, free standalone game?
Date: 2005-11-27 15:48:32     User: anonymous     Subject: Installation Details Lacking
I'm finding the installation instructions rather lacking, at least the one on the project page. I can guess where the binary wants the game data located (/usr/local/share/d2x-xl), but the instructions don't give much info regarding on how to do that. I have the game CD... do I simply copy over the d2data directory from it? Or do I need to install it on a Windows box first, and copy the game data over from there?

Listing important configure options might be a good idea, too.
Date: 2005-11-28 11:31:08     User: anonymous     Subject: Compiling issues on Debian sarge
On Debian sarge and gcc 3.3.5-13 I get the following messages:
>[email protected]:~/install/d2x-xl/src$ make
>make all-recursive
>make[1]: Entering directory `/home/abi/install/d2x-xl/src'
>Making all in 2d
>make[2]: Entering directory `/home/abi/install/d2x-xl/src/2d'
>if gcc -DHAVE_CONFIG_H -I. -I. -I.. -I ../include -I ../main -I ../arch/linux/include
>-I/usr/include/SDL -D_REENTRANT -pipe -O2 -Wall -Wno-char-subscripts -MT 2dsline.o -MD
>-MP -MF ".deps/2dsline.Tpo" -c -o 2dsline.o 2dsline.c; \ >then mv -f ".deps/2dsline.Tpo" ".deps/2dsline.Po"; else rm -f ".deps/2dsline.Tpo"; exit 1; fi
>In file included from ../include/ogl_init.h:254,
> from 2dsline.c:85:
>../main/lightmap.h:32: error: syntax error before "pglCreateShaderObjectARB"
>../main/lightmap.h:32: warning: type defaults to `int' in declaration of
>../main/lightmap.h:32: warning: data definition has no type or storage class
>../main/lightmap.h:33: error: syntax error before "pglShaderSourceARB"
> [...]
> [further similar error messages]

It seems that lightmap.h includes ogl_init.h and ogl_init.h includes lightmap.h again, which in my case leads to some confusion. Do I need a specific gcc compiler version?


Date: 2005-12-04 12:15:04     User: karx11erx     Subject: Re: Awesome.
It would be a heck of a lot of work.
Date: 2005-12-04 12:20:08     User: karx11erx     Subject: Re: Compiling issues on Debian sarge
You can delete the include statement from ogl_init.h and add it in arch/sdl/ogl.c, main/render.c and main/menu.c. I will change the source code accordingly. Please take a look at my D2X page to find out how to update your source code from the d2x-xl source repository.
Date: 2005-12-04 12:23:02     User: karx11erx     Subject: Re: Installation Details Lacking
If the CD data has the format a readily installed game has, you can simply copy the CD contents to the data folder. If not, you need to install the game and copy the installed data there. If you cannot install it with Linux, you will to install it with Windows.
Date: 2005-12-07 07:27:23     User: anonymous     Subject: D2X-XL
Hi This only works with the full game, or with the demo/shareware descent2 too? The build goes fine, running it however is a different story. I get a 640x480 window, that imediatly closes, no msg's whatsoever (no core files either). Where exactly are you supposed to put the data files? the README, INSTALL, etc.. isn't very helpful :/
Date: 2005-12-08 05:09:08     User: karx11erx     Subject: Re: D2X-XL
Date: 2005-12-11 06:07:22     User: TheBohemian     Subject: Better versioning

Hi, please add proper version numbers to the files. Otherwise the versioning systems of some GNU/Linux distributions (such as Gentoo) will be confused and their devs will not permit to let such a package enter the application tree.

Otherwise I am pretty happy that work on such a great game as Descent continues. My best wishes to its new maintainer!!!

Any reason why not official sourcecode repository (,, berlios, sourceforge) is used?

Date: 2005-12-11 14:26:30     User: karx11erx     Subject: Re: Better versioning
How do need Linux version numbers need to look like? /me has no clue of official source repository systems. Isn't the current one (SVN) good enough?
Date: 2005-12-13 03:39:19     User: TheBohemian     Subject: Re: Better versioning

First I though you misunderstood me but now I see the new file names with proper version information and thats the way to go.


Date: 2005-12-13 07:03:11     User: karx11erx     Subject: Re: Better versioning
Well, I just took a look at firefox releases for Linux ... ;)
Date: 2005-12-28 07:08:56     User: anonymous     Subject: compile with an ATI card
When compiling the sources, I got (among others) this error: fbuffer.c: In function 'ogl_fbuffer_avail': fbuffer.c:71: warning: implicit declaration of function 'glCheckFramebufferStatusEXT' fbuffer.c:71: error: 'GL_FRAMEBUFFER_EXT' undeclared (first use in this function) fbuffer.c:71: error: (Each undeclared identifier is reported only once fbuffer.c:71: error: for each function it appears in.) ... make[3]: *** [fbuffer.o] Error 1 In file src/arch/ogl/fbuffer.cfbuffer.c: I added #include at line 31 and everything went ok (the file is located at /usr/include/GL/glATI.h). I have the proprietary ATI drivers (fglrx-driver-dev). Certainly, there is a more elegant way to correct this, but I hope this can be helpfull. I imagine, there is a similar error for nvidia proprietary drivers.
Date: 2005-12-28 07:12:34     User: anonymous     Subject: Re: compile with an ATI card
Well, this is a bit more readable :-)

When compiling the sources, I got (among others) this error: 

fbuffer.c: In function 'ogl_fbuffer_avail':
fbuffer.c:71: warning: implicit declaration of function 'glCheckFramebufferStatusEXT'
fbuffer.c:71: error: 'GL_FRAMEBUFFER_EXT' undeclared (first use in this function)
fbuffer.c:71: error: (Each undeclared identifier is reported only once
fbuffer.c:71: error: for each function it appears in.)
make[3]: *** [fbuffer.o] Error 1

In file
I added
at line 31 and everything went ok (the file is located at /usr/include/GL/glATI.h).
I have the proprietary ATI drivers (fglrx-driver-dev).

Certainly, there is a more elegant way to correct this, but I hope this can be helpfull. I imagine, there is a similar error for nvidia proprietary drivers.
Date: 2005-12-28 16:39:30     User: karx11erx     Subject: Re: compile with an ATI card
I don't have this problem on my Linux box and with my Linux distro. Which version of the game have you been using?
Date: 2005-12-29 01:35:58     User: anonymous     Subject: Re: compile with an ATI card
d2x 1.5.68
fglrx 8.20.8 (ATI proprietary drivers)
debian testing
gcc version 4.0.3 20051201 (prerelease) (Debian 4.0.2-5)
I see in my post, a line came out different as I wanted. I added this on line 31, where the * are either a smaller than or grather than:
#include *GL/glATI.h*
Date: 2005-12-29 03:41:46     User: anonymous     Subject: Re: compile with an ATI card
Could you grep your /usr/include and /usr/X11R6/include to find out where these macros are defined (and possible use rpm -qf to determine which package the file is from)?
Date: 2005-12-29 15:33:11     User: anonymous     Subject: Segfault when saving game
Hi, D2X-XL works great on my linux computer, but when in game, typing "Alt + F2" causes the program to segfault (not always... approximatively 50% of the time). "Fatal signal: Segmentation Fault (SDL Parachute Deployed)" Do you have any idea where it could come from ? Am I the only one to experience this ? I don't know if it's important, but /usr/local/share/d2x-xl is a symbolic link towards /mnt/windows/data/Jeux/descent2
Date: 2005-12-29 16:34:19     User: karx11erx     Subject: Re: Segfault when saving game
No clue. I will have to look into this.
Date: 2005-12-30 01:44:34     User: anonymous     Subject: Re: Segfault when saving game
It happens also with "Alt + F3". Is there a way to compile D2X-XL in order to get debugging messages ?
Date: 2005-12-30 02:45:03     User: karx11erx     Subject: Re: Segfault when saving game
No problems here. Call './configure --enable-debug=yes --enable-release=no' to create a debug version (will not create special debug output though, but will be debuggable with a debugger).
Date: 2005-12-30 02:56:35     User: karx11erx     Subject: Re: compile with an ATI card
No, I can't, because I cannot get this f'd up grep to recurse (grep -r 'GL_FRAMEBUFFER_EXT' /usr/include/*.h doesn't work). The more I use Linux, the more I hate it.
Date: 2005-12-30 03:00:59     User: anonymous     Subject: Re: Segfault when saving game
Oops, I don't know how to use a debugger :( Maybe now is the moment to learn.
Date: 2005-12-30 03:34:59     User: anonymous     Subject: Re: Segfault when saving game
Here is a new message that appeared after a crash.
[Fatal signal: Segmentation Fault (SDL Parachute Deployed)

MEM_LEAKAGE: -640034343 bytes of memory have not been freed.

  3307126 Kbytes dynamic data
  258048 Kbytes code/static data.
  3565174 Kbytes required.

Date: 2005-12-30 04:04:29     User: anonymous     Subject: download sucks
i can't load from the page, because the all of d2xxl's download links are broken, at now 404.. 051230, 13.40 (hungary). kovi, hungary, debrecen
Date: 2005-12-30 05:41:22     User: karx11erx     Subject: Re: Segfault when saving game
Debuggers are easy to use. You load the program and they will display the source code. Now you can set breakpoints in the source (the program execution will stop there), and examine or change variables (data). At least it should display the file and line number therein where the crash happens, and maybe the chain of function calls leading to the crash.
Date: 2005-12-30 06:23:45     User: anonymous     Subject: Re: download sucks
ok it works at now. 16:02. kovi
Date: 2006-01-02 13:54:33     User: anonymous     Subject: Re: Segfault when saving game
SDL Parachute is a PITA and makes debugging utterly impossible. Did you do the debug build as was suggested (which should disable SDL Parachute)?
Date: 2006-01-03 03:31:47     User: anonymous     Subject: Re: compile with an ATI card
Nobody requires you to like Linux, but you might as well learn how to do what you want properly. In the UNIX spirit many programs have very specific jobs and need to be combined to do more complex tasks. Grep is one of them. You should combine it with find. Try find /usr/include -name '*.h' -exec grep -H some_text {} \; or find /usr/include -name '*.h' -print0 | xargs -0 grep -H some_text (this one is faster).
Date: 2006-01-03 04:11:25     User: anonymous     Subject: D2X-XL
Additional System Requirements: * Original game data ... how sad...
Date: 2006-01-04 03:36:27     User: karx11erx     Subject: Re: D2X-XL
-> ebay for little money (there is a D1+D2+D3 package available).
Date: 2006-01-04 03:37:08     User: karx11erx     Subject: Re: Segfault when saving game
Date: 2006-01-04 03:41:25     User: karx11erx     Subject: Re: Segfault when saving game
To get rid of SDL_Parachute, open arch/ogl/gr.c, search for a call to SDL_Init(), and change it to 'if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE) < 0)'. I will add that in the next source code release in the debug code branch.
Date: 2006-01-04 03:43:14     User: karx11erx     Subject: Re: compile with an ATI card
How the hell should I know that. Consider that I am doing all this for free, before being harsh on me.
Date: 2006-01-04 14:25:01     User: Angelox     Subject: Great Game!
I always liked Decent , glad to see I can play again in Linux. You did a great job, thanks!
Date: 2006-01-06 07:49:21     User: anonymous     Subject: Hardware Requirements
Do you think this game will work ok on Mandrake 9.1 on a P3 866mhz? I think it probably might as it must be an old game now. What older machines are people running this on?
Date: 2006-01-08 11:47:59     User: anonymous     Subject: Re: Hardware Requirements
The CPU should do, but you will need a 3D accelerator gfx card. Why don't you simply try it? ;)
Date: 2006-01-09 13:56:24     User: anonymous     Subject: Weird Text
I compiled without a hitch, and have placed all the data files in /usr/local/share/d2x-xl/

When I run the thing I get the movie intro, I get the music, but the menus say things like "ENNER OOO PILLL NNME" instead of "ENTER YOUR PILOT NAME". I enter a pilot name, select keyboard only (or "KEEBBBD OOOY" :-) and it just keeps going round in a loop with that type of screen.

Anyone got any ideas? I used to love this game and think it's great what you've done with this...
Date: 2006-01-10 11:04:24     User: anonymous     Subject: Re: Weird Text
Please put d2x.ini in ~ (~/d2x.ini). If this still happens, please post the contents of your d2x.ini here.
Date: 2006-01-10 11:39:47     User: anonymous     Subject: Re: Weird Text
Thanks for the response. I had already placed the INI file in my home directory - it's the standard one which came with the source. I tried changing the menustyle, but to no avail.
; force fullscreen mode at program start
; keep mouse focus
; use 22 khz sampled sound
; don't look for game stuff on CD ROM
;use nomovies 0 to allow playback of all or nomovies 2 to completely suppress movie playback
-nomovies 1
; use trilinear filtering and mipmaps
-render_quality 3
; use single pass texture layering
; allow multiplayer messages
; suppress duplicate hud messages
; turn off movies
; use bitmap reticle (looks way better)
-gl_reticle 0
; use short multiplayer data packets
; send 10 updates/sec to each player during multiplayer games
-pps 10
;add your default player name here to make D2X-XL load it at program start
-player iceman
; choose screen resolution at program start (will be overriden by settings in player profile)
; set render2texture to 0 if cameras don't work on your system
-render2texture 1
; set menustyle to 0 if the new menu style doesn't work on your system
-menustyle 0

Date: 2006-01-10 12:19:52     User: anonymous     Subject: Re: Weird Text
This is really weird, because with menustyle 0 you have the original menu rendering method the way it always was. I had tried d2x-xl v1.5.86 just today before uploading it, and everything looked good on my machine. Are you using the full game data, or the shareware data?
Date: 2006-01-10 12:52:18     User: anonymous     Subject: Re: Weird Text
Full game data off my old CD. The movies play at the beginning, the music's all there, but I can't get past the weird menus! Is there anything I can do to investigate further?

The following is the contents of my data directory... does this look right?
/usr/local/share/d2x-xl $ ls -l
total 383M
-rw-r--r--  1 root root 4.8M 1996-02-21 16:51 alien1.pig
-rw-r--r--  1 root root 4.7M 1996-02-21 16:55 alien2.pig
-rw-r--r--  1 root root 2.3M 2006-01-09 22:21 ben-h.mve
-rw-r--r--  1 root root 191K 1996-02-23 01:31 d2-2plyr.hog
-rw-r--r--  1 root root   93 1996-02-20 18:41 d2-2plyr.mn2
-rw-r--r--  1 root root  133 1996-03-04 13:10 d2.bat
-rw-r--r--  1 root root 325K 1996-02-23 01:31 d2chaos.hog
-rw-r--r--  1 root root  119 1996-02-20 18:41 d2chaos.mn2
-rw-r--r--  1 root root  16K 1996-02-20 10:25 d2icons.dll
-rw-r--r--  1 root root 1.1K 2006-01-09 22:17 d2x.ini
-rw-r--r--  1 root root 1.2M 1996-02-23 16:51 descent2.dem
-rw-r--r--  1 root root 1.4M 1996-02-25 20:41 descent2.exe
-rw-r--r--  1 root root 1.3M 1996-02-23 05:10 descent2.ham
-rw-r--r--  1 root root 6.8M 1996-02-23 18:47 descent2.hog
-rw-r--r--  1 root root 2.5M 1996-02-23 01:03 descent2.s11
-rw-r--r--  1 root root 5.0M 1996-02-23 01:03 descent2.s22
-rw-r--r--  1 root root  22M 2006-01-09 22:21 descent2.sow
-rw-r--r--  1 root root 3.3K 1996-01-16 17:27 descentg.ini
-rw-r--r--  1 root root  924 1996-02-22 19:31 endnote.txt
-rw-r--r--  1 root root 4.8M 1996-02-21 16:44 fire.pig
-rw-r--r--  1 root root 4.8M 1996-02-21 16:34 groupa.pig
-rw-r--r--  1 root root  80K 2006-01-09 22:21 hmidet.386
-rw-r--r--  1 root root 256K 2006-01-09 22:21 hmidrv.386
-rw-r--r--  1 root root 110K 2006-01-09 22:21 hmimdrv.386
-rw-r--r--  1 root root 4.7M 1996-02-21 16:48 ice.pig
-rw-r--r--  1 root root  96M 2006-01-09 22:21 intro-h.mvl
-rw-r--r--  1 root root  47M 2006-01-09 22:22 intro-l.mvl
-rw-r--r--  1 root root   98 1995-11-02 16:54 modem.lst
-rw-r--r--  1 root root 100M 2006-01-09 22:23 other-h.mvl
-rw-r--r--  1 root root  49M 2006-01-09 22:23 other-l.mvl
-rw-r--r--  1 root root  20K 1996-02-14 11:49 pcxview.exe
-rw-r--r--  1 root root  48K 1996-03-04 13:22 readme.txt
-rw-r--r--  1 root root  16M 2006-01-09 22:23 robots-h.mvl
-rw-r--r--  1 root root 4.9M 2006-01-09 22:23 robots-l.mvl
-rw-r--r--  1 root root 782K 2006-01-09 22:23 setup.exe
-rw-r--r--  1 root root 4.7M 1996-02-21 16:41 water.pig

Date: 2006-01-10 13:35:16     User: anonymous     Subject: Re: Weird Text
What kind of hardware do you have? Latest gfx drivers?
Date: 2006-01-10 14:08:20     User: anonymous     Subject: Re: Weird Text
It's a Dell Inspiron 8200 laptop with an ATI Radeon Mobility 9000 M9 graphics card. Running the very recent Linux distro Ubuntu 5.10 "breezy". I'm not sure about the gfx drivers... whatever Ubuntu installed itself. I've not seen any problems with any other graphics apps or games. Strange!!
Date: 2006-01-11 02:27:50     User: karx11erx     Subject: Re: Weird Text
I smell a driver problem.
Date: 2006-01-11 04:42:18     User: anonymous     Subject: Re: Hardware Requirements
Mandrake 9.1? You REALLY need to upgrade.
Date: 2006-01-11 10:38:17     User: anonymous     Subject: Re: Weird Text
Really? OK, I'll see if I can change the drivers... thanks for your comments.
Date: 2006-01-11 16:12:49     User: anonymous     Subject: Re: Weird Text
Try YaST's update function.
Date: 2006-01-11 22:18:01     User: anonymous     Subject: pilots data stored in gamedata's dir ?
it seems, that the pilotdata is also stored in /usr/local/share/d2x-xl. For me it seems to be not a perfect idea, because i don't like to play as root. if you start the game as normal user, you can't add a new player :( greatings
Date: 2006-01-12 05:25:39     User: karx11erx     Subject: Re: pilots data stored in gamedata's dir
Read the installation instructions and understand that you can store all game data in various subdirectories.
Date: 2006-01-12 05:33:58     User: anonymous     Subject: Re: Weird Text
I would except I'm on Ubuntu rather than SuSE :-)
And my Ubuntu release is as up-to-date as it can be.
I'll keep investigating & let you know if I can find out what the issue is.
Date: 2006-01-12 11:30:07     User: anonymous     Subject: Re: Weird Text
I thought yast is universal. Actually, I only have enough clue of Linux to port D2X-XL there. ;)
Date: 2006-01-13 06:23:43     User: anonymous     Subject: D2X-XL
Additional System Requirements:
* Original game data

I've found a place where you can get it for free!
Descent 2 (26 MB)
Date: 2006-01-15 08:47:20     User: anonymous     Subject: Re: Segfault when saving game
I didn't use a debugger yet, but with the last version of D2X-XL (1.5.71) I didn't experience any crash yet. I consider it as fixed, until it happens again (IF it ever happens). Thanks for all.
Date: 2006-01-15 08:49:22     User: anonymous     Subject: Re: Segfault when saving game
oops, it was version 1.5.87, not 1.5.71.
Date: 2006-01-15 10:58:20     User: Nightwish     Subject: Re: Weird Text
i'm guessing you should try installing the accelerated drivers from ati. search the ubuntu forums, should be easy to do.
Date: 2006-01-17 07:47:56     User: anonymous     Subject: Re: Weird Text
Interesting, thanks for that, I'll give it a try.
Date: 2006-01-18 04:50:50     User: anonymous     Subject: Re: D2X-XL
Ideally, you should get it from the CD that the game came from. Failing that, you can always crawl around on IRC "abandoware" channels until you find a suitable download on an fserve.
Date: 2006-01-18 08:36:36     User: anonymous     Subject: jerky performance
First of all, thanks for this excellent port - really appreciate it.

For one reason or another, every now and then, performance is really jerky, almost to the point of freezing - the jerkyness never lasts more than 1-2s, and occurs ca twice every minute. I doubt my hardware is at fault (amd 3000+, 5600fx ultra), but perhaps my configuration is to blame, or I forgot to add some compile option? I'm running a 2.6 kernel (with the nvidia module) under gentoo. Is anybody else having similar problems, or more importantly, managed to resolve them? Other opengl games run without issues.
Date: 2006-01-18 13:14:20     User: tjwhaynes     Subject: Re: jerky performance
Do you have some desktop feature enabled which runs on a timer, such as beagle indexing? That might fire up every 30 seconds and index something new on the system, causing D2X to chop.

Toby Haynes

Date: 2006-01-18 17:17:29     User: anonymous     Subject: Re: jerky performance
Thanks for the reply.

No, not any background activities which would explain the jerkyness - although I am running KDE as my DE - but I find it difficult to believe that KDE is the cause for such slow downs.

I just realized however that fast writes are disabled, which I'll have to look into later, but other games run fine (although I realize d2x-xl may not have undergone a lot of optimization yet) - my guess is that I missed something during the compilation, even if I followed the instructions. Hmm. another thing popped into my head, I've not compiled it with any optimizations enabled - i'll re-compile it and post my results here.

Once again, thanks for the quick reply,
Date: 2006-01-19 05:15:17     User: karx11erx     Subject: Re: jerky performance
Optimizations in regard of what? As yours is the first report of that kind, I assume the problem is related to your system setup.
Date: 2006-01-20 09:36:34     User: anonymous     Subject: free content would be great for this one
You know, like the freeDOOM or freeQuake projects. There are great many levels, some with custom textures and as far as I know even some bots and shipmodels. Without the need for the original game data, this gem would blast through the ceiling.

So, what's needed? Textures, models and sound of course, plus new graphics for menus and briefings. Is there a site that gathered this material already and would it be enough to build a completely free package?
Date: 2006-01-20 11:20:38     User: anonymous     Subject: Re: free content would be great for this
There is a guy currently creating hires textures for Descent 1+2, and there are many custom levels, custom robots, etc., but they're the property of their creators and have not been created to systematically replace all of the original D1/D2 content.
Date: 2006-01-29 16:44:06     User: anonymous     Subject: Re: compile with an ATI card
You were close, just leave off the "*.h":
grep -r 'GL_FRAMEBUFFER_EXT' /usr/include
(Since you're asking grep to recurse a directory, you need to give it a directory to recurse. :)
Date: 2006-02-05 07:33:37     User: anonymous     Subject: Still compiling issues on Debian sarge

on Debian sarge I get still compiling issues. I edited as stated on the 'installation' page and typed "sh", "./configure" and "make". Then, already at the second C file, I get the following error message:

gcc -DHAVE_CONFIG_H -I. -I. -I.. -I ../include -I ../main -I ../arch/linux/include
-I/usr/include/SDL -D_REENTRANT -pipe -O2 -Wall -Wno-char-subscripts -c `test -f '2dsline.c' || echo './'`2dsline.c
In file included from 2dsline.c:85:
../include/ogl_init.h:350: error: syntax error before '*' token

Is there anyone who is able to compile d2x-xl on Debian sarge?

Thanks and greetings Andreas
Date: 2006-02-06 12:16:58     User: anonymous     Subject: Re: Still compiling issues on Debian sar
I have the impression that OpenGL support is lackluster on Debian distros. You're not the only person with compilation problems related to non-existant OpenGL 1.4/2.0 symbols. You may want to try the Mesa lib if you haven't done so already.
Date: 2006-02-11 11:48:27     User: anonymous     Subject: Re: Installation Details Lacking

Note that some (all?) CDs contain only a .sow file in the d2data directory, which isn't enough for d2x-xl to work with. You need to copy the .sow file into /usr/local/share/d2x-xl (along with everything else in the CD's d2data directory: the .mvl and .mve files), then cd into /usr/local/share/d2x-xl and:

arj e descent2.sow

(Assuming you have the Linux version of arj installed.) This will extract each of the real data files from the .sow file (it's just an ARJ-format archive; check with the "file" command to see for yourself). Once that's done, rename all the files whose names are showing up in uppercase (these are the ones that got extracted from the .sow file), so their names are in lowercase. Then try running d2x-xl.

(This is one way to get around installing it. I believe the installer extracts the data for you too.)

I also needed to ensure the files were in /usr/local/share/d2x-xl, not /usr/local/share/games/d2x-xl (which is the directory the output from configure gave). I couldn't get the latter directory to work. But maybe that's because I was using an old version at the time or something; I since updated from 1.5.28 or so to v1.5.112, because I was having problems with robots bouncing around at faster-than-light speeds (or so it seemed). I figured a newer version would help; it seems that it did.

Date: 2006-02-15 19:51:56     User: sparr     Subject: Re: Still compiling issues on Debian sar
The problem with OpenGL on Debian is that the nvidia stuff is unofficial, and unofficially interferes with the (crappy) official GL libraries seemingly at random during compilation.
Date: 2006-02-15 21:46:14     User: foxteck     Subject: Compile Error
Hi everyone as a D2 fan as soon as i discovered d2x-xl I wanted to install it...
So I installed the binary version but it wont run, it segfaults as soon as i run it.
The i went for the source code, but no luck either =( It wont compile, here's the
make[2]: Entering directory `/home/eromero/d2x-xl/src'
gcc  -I/usr/include/GL -I ./arch/linux/include -I/usr/include/SDL -D_REENTRANT -pipe -O2 -Wall -Wno-char-subscripts  
-O2 -march=pentium3 -pipe -fomit-frame-pointer   -o d2x-gl    main/libmain.a  3d/lib3d.a 2d/lib2d.a arch/linux/libarch_linux.a 
arch/ogl/libarch_ogl.a arch/sdl/libarch_sdl.a libmve/libmve.a mem/libmem.a iff/libiff.a 
texmap/libtexmap.a misc/libmisc.a maths/libmaths.a cfile/libcfile.a  -lm -lGL -lGLU -lSDL_mixer -lSDL -lpthread
arch/ogl/libarch_ogl.a(fbuffer.o): In function `ogl_fbuffer_avail':
fbuffer.c:(.text+0x1b): undefined reference to `glCheckFramebufferStatusEXT'
arch/ogl/libarch_ogl.a(fbuffer.o): In function `ogl_create_fbuffer':
fbuffer.c:(.text+0xa1): undefined reference to `glGenFramebuffersEXT'
fbuffer.c:(.text+0xc7): undefined reference to `glGenRenderbuffersEXT'
fbuffer.c:(.text+0xd9): undefined reference to `glBindFramebufferEXT'
fbuffer.c:(.text+0x1bc): undefined reference to `glGenerateMipmapEXT'
fbuffer.c:(.text+0x1e7): undefined reference to `glFramebufferTexture2DEXT'
fbuffer.c:(.text+0x1fa): undefined reference to `glBindRenderbufferEXT'
fbuffer.c:(.text+0x21d): undefined reference to `glRenderbufferStorageEXT'
fbuffer.c:(.text+0x242): undefined reference to `glFramebufferRenderbufferEXT'
fbuffer.c:(.text+0x27e): undefined reference to `glFramebufferTexture2DEXT'
fbuffer.c:(.text+0x29e): undefined reference to `glFramebufferRenderbufferEXT'
fbuffer.c:(.text+0x2b0): undefined reference to `glBindFramebufferEXT'
arch/ogl/libarch_ogl.a(fbuffer.o): In function `ogl_destroy_fbuffer':
fbuffer.c:(.text+0x32c): undefined reference to `glDeleteFramebuffersEXT'
fbuffer.c:(.text+0x346): undefined reference to `glDeleteRenderbuffersEXT'
arch/ogl/libarch_ogl.a(fbuffer.o): In function `ogl_enable_fbuffer':
fbuffer.c:(.text+0x3b7): undefined reference to `glBindFramebufferEXT'
arch/ogl/libarch_ogl.a(fbuffer.o): In function `ogl_disable_fbuffer':
fbuffer.c:(.text+0x3f1): undefined reference to `glBindFramebufferEXT'
collect2: ld returned 1 exit status
make[2]: *** [d2x-gl] Error 1
make[2]: Leaving directory `/home/eromero/d2x-xl/src'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/eromero/d2x-xl/src'
make: *** [all] Error 2
Help is REALLY appreciated =)
I'm on Gentoo Linux,
gcc (GCC) 3.4.4

Date: 2006-02-18 00:34:39     User: Coz     Subject: Re: Compile Error
I'm on Gentoo, libsdl-1.2.8-r1, with a Geforce4 mx. The binary didn't worked, however it compiled fine for me. However it segfaults, probably because I don't have the original game data, which you should have. You have it, right?

About compiling.. could it be that your videocard doesn't supports those opengl extensions, and because of that they aren't defined in your include files? Which videocard do you have?
Date: 2006-02-18 09:09:32     User: anonymous     Subject: Re: Still compiling issues on Debian sar
I am actually on sid, so I can't speak for sarge. Here it compiles, but shows the same problems a poster below had (I am using xorg drivers on a radeon chipset): text-display in the menus is garbled nearly beyond readability.

This really depends on the installed version of the GL headers; which again depends on your graphics card. If you are able and willing to install nvidia/ati proprietary drivers, that might be the easiest way out.
If not then you may be able to add the missing definitions to ogl_init.h (before the calls); get a copy of modern (>= 1.3) GL headers and search for them there. This will probably only work for extensions queried with glXGetProcAddress, not for stuff that really changed. It may not work at all, but depending on your programming skills it should not take very long to try; this method worked for me (never tried it with d2x-xl though) when I was still using Xfree86 with the free drivers.

To the developers:
Thanks for your work!

That being said, I have a few comments/bug reports:
* Is it still possible to compile with only SDL? I tried './configure --without-opengl' which causes the compile to break with an error in 2d/bitmap.c. Am I missing anything here?
* Now I am the second person reporting the broken-menu bug ;-) You may very well be right about this being a driver problem, but I am _not_ going to install the ATI drivers and many other people might not do so as well.

To clarify: Only part of the menu display is broken; in many cases just the 'title', the chooser seems like the worst case.

I understand that this is not easy to solve; you can't unless it happens for you (which it obviously doesn't) and (so far) those that could probably didn't feel motivated to read the amount of code required to locate the bug (at least that describes me). So why not lower the bar? Make a small test-case program that does nothing but display a menu (something like main/gameseq.c does with TXT_SELECT_PILOT; the pilot chooser), add that to your sources and make a note somewhere asking those experiencing the problem for help (and point to the test-case).

You may ask why should invest time to solve something that may not be your error/problem: for the moment it is your program displaying (sorry for the pun :-) the bug. It may go away without doing anything (assuming it is a (radeon-)DRI bug) or it may stay indefinitely (until someone files a bug report).
Considering that we are talking about a menu (propably something alike: some kind of font -> textured vertices -> screen) Occam's Razor tells me that the problem is most likely in your drawing code and not in our drivers.

Date: 2006-02-22 07:02:24     User: anonymous     Subject: Re: Compile Error
"didn't worked"? You mean "didn't work".
Date: 2006-02-22 07:04:50     User: anonymous     Subject: Re: Weird Text
Why the hell SuSE users always think they have the only linux distro available in the world?
Date: 2006-02-22 14:55:01     User: MetLinux     Subject: Updates
Haven't you guys tired to post new release here so often? From release announcements it just becomes spam, and what's the point to release new version each 3 days? instead of spending few months, test, and release it, when people will really wait it. For those who really can't wait even few days, there always is svn/cvs. I'm not visiting happepenguin so often, but each time i see this game. I think i'm not also who thinks that.
Date: 2006-02-22 15:47:14     User: foxteck     Subject: Re: Compile Error
Yes... that =) sorry i'm not a native american speaker.
$ sudo lspci |grep VGA
00:02.0 VGA compatible controller: Intel Corporation 82865G Integrated Graphics Controller (rev 02)

That's my Card, integrated vga
glxinfo says:
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.2

OpenGL vendor string: Tungsten Graphics, Inc
OpenGL renderer string: Mesa DRI Intel(R) 865G 20040919 x86/MMX/SSE2
OpenGL version string: 1.3 Mesa 6.2.1

Thanks in advanced =)
Date: 2006-02-25 08:19:24     User: anonymous     Subject: Re: Updates
I was thinking something similar - not as harsh and rude. But yes the constant updates are a bit spamy. It's good to see a project making constant progress but perhaps you could limit your update announcements to major changes?
Date: 2006-02-25 10:52:58     User: karx11erx     Subject: Re: Updates

I had proposed to do 'silent' updates of D2X-XL to the HP team (i.e. where the info on this page gets updated, but D2X-XL doesn't get bumped on the news page), but obviously to no avail.

On the other hand do the updates make sense, as I publish new versions pretty often and the download link changes with every version.

It is absolutely up to my disposition how often I update, and btw, I am perfectly in line with the policy of "release early, release often". certainly has more qualification to say something about release frequency than a single software user.

Finally I think its a service to the D2X-XL community to ofter bug fixes and new features so frequently (instead of letting them wait forever like other projects, or specifically the inofficially dead 'official' D2X project).

If you don't want the updates, don't download them.

If you don't want them here, petition the HP team. If they ignore my update submissions a few time (which cost my time), I will simply stop making them at all - at the cost of the Linux D2X-XL users depending on this source of information, who can then thank those few grumpy individuals this achievement.

Date: 2006-02-25 10:55:12     User: karx11erx     Subject: Re: Compile Error

Why don't you read the installation instructions - they propose several work arounds for this problem?

Why the heck do so many people think they can do w/o the readme files, installation instructions and FAQs software developers provide for good reason and then come screaming when something doesn't work?

Date: 2006-02-25 11:04:08     User: karx11erx     Subject: Re: Still compiling issues on Debian sar

I will not add SDL compatibility to D2X-XL. If it would work at all, it might be a major task given all the enhancements I have built into it. D2X-XL is OpenGL. If your drivers don't work, don't blame D2X-XL for exposing a 'bug' when it's actually your driver. If you don't want to install proper drivers, don't blame me for not working around your unwillingness to perform a reasonable action to solve your problem.

Judging from the total download numbers per version, D2X-XL has at least several hundred, rather some thousand regular users on Win32, Linux and OS X. I have heard two times about this bug.

I also really cannot work around all the problems the mass (should I say: "mess"?) of Linux distros cause here. Some have good and update OpenGL support, others don't. Blame the distributors.

I have sunk thousands (!) of hours of work into this program for free. Less than 20 users have even donated some money to me. Not that I am after your money, but issuing bold statements and demands is not quite in line with this.

Date: 2006-02-25 15:08:56     User: anonymous     Subject: Re: Updates
Give a link to the page with the newest version, as opposed to a direct download link - that solves your problem. I understand your concern about letting your users know about constant updates - but as someone who subscribes to the RSS feed, I find it very annoying to see the same game show up multiple times in my feed reader when downloading new updates.
Date: 2006-02-26 10:35:54     User: karx11erx     Subject: Re: Updates

HP demands a download link.

And then it's entirely up to the HP team to publish an update or not, so friggin don't blame me for 'update spamming'. I am not sending an update note to HP for each release anyway, but only in intervals of 5 - 10.

Date: 2006-02-26 18:11:12     User: anonymous     Subject: Re: Updates
The link doesn't have to be a direct download link - this is quite evident if you look at a few other games on HP. Also, I'll kindly thank you not to reply in such a hostile fashion when I was simply trying to help you out.
Date: 2006-02-27 03:24:27     User: karx11erx     Subject: Re: Updates
Bite me.
Date: 2006-02-27 05:04:34     User: anonymous     Subject: Re: Updates
*chomp* Seriously though, no need to get so angry.
Date: 2006-02-27 11:30:05     User: anonymous     Subject: Re: Updates
maybe an d2x-xl.tar.gz on a directory with an .txt in there where is written the actual version??
Date: 2006-02-27 12:04:53     User: karx11erx     Subject: Re: Updates
I had it like that once, until someone complained "oh no, that's not Linux standard, you have to put the version number in the package name!" :P
Date: 2006-02-27 14:33:39     User: anonymous     Subject: Re: Updates
In that case you could add a symlink in the download directory, named something like d2x-xl-latest.tar.gz so that grabbing that will always get you the latest version.
Date: 2006-02-27 15:00:43     User: anonymous     Subject: Chill, dude
I wasn't making 'bold statements' or 'demands'; I was asking, reporting a bug and making a suggestion (and even explained why I thought it is a good idea).
Furthermore I decide what is 'reasonable' when it comes to installing drivers on my computer, not you! To explain (again): It tried the ATI drivers, they didn't work very well.

And the 'blame your distributor' excuse is really getting lame. You are suggesting that some of the drivers (including mine) are not able to draw a menu? I find that hard to believe, considering I have tried most of the OpenGL examples my card supports hardware-wise; they worked as intended. As does the actual d2x-xl game (once one gets past the menu).

I know it is my problem (as it stops me from playing; and I really like what you did to the old 'd2x'). I consider reporting a bug 'a good thing'; so far none of us can say with absolute certainty where exactly it comes from. If you are not interested in helping to fix it, which is certainly your right (and understandable: a configuration-specific problem only occurring for very few users is not so important) I'll stop bugging you and play dxx-rebirth instead (which works fine).

And please don't understand any of this as a personal insult; I know what you do takes a lot of time and as a (potential) player I appreciate it. We are all doing this for fun (aren't we?), so let us not lose our temper over a rather pointless discussion.

Date: 2006-02-27 15:22:57     User: anonymous     Subject: Re: Updates

Don't let the whingers get to you. I have thoroughly enjoyed your Descent port and eagerly await further improvements. If there is one thing I'M not going to bitch about, it is frequent improvement. I especially appreciated it when the MIDI tunes working again on my plain jane ac97 sound chipset.

Incidentally, the default patchset timidity uses makes a HUGE difference in how those sound. Most people are using the "freepats" patchset. Most distros are shipping one two years out of date. The latest freepats includes more drum sounds that are very noticable with the Descent music.

Date: 2006-02-28 00:13:36     User: nath     Subject: Re: Updates
It would also suffice to put a link to the download directory.
Date: 2006-02-28 07:20:37     User: karx11erx     Subject: Re: Updates
How do I add such a symlink (on a web server only allowing me ftp access)?
Date: 2006-02-28 07:24:53     User: karx11erx     Subject: Re: Updates
I have found a (the) freepats site, but what do I need to download to get the proper GUS patches?
Date: 2006-02-28 08:14:21     User: karx11erx     Subject: Re: Updates
I have got the right freepats patches and got them to work, but on my box sound is worse than with what is installed already: There is some constant audible low-pitched background noise, and if I turn up volume, it starts to crackle badly.
Date: 2006-02-28 11:35:40     User: anonymous     Subject: Re: Updates
Oh. Uh. Well, then... In that case..... First, you h4x0rz their b0x0rz. :)
Date: 2006-02-28 12:21:36     User: karx11erx     Subject: Re: Updates
Well, I think I will provide a link to the download page in the future.
Date: 2006-02-28 15:52:31     User: anonymous     Subject: Re: Updates

That started grating on me too. I still use the newer freepats to listen to the songs from the menu because I hear some drums sounds better than with the stock freepats. So it's noisy but I hear more of a complete MIDI.

Late model versions of Timidity++ can use Gravis soundfonts directly. You just do something in your timidity.cfg like:

soundfont /path/to/soundfont.sf2

and comment out the line that reads

source /etc/timidity/freepats.cfg

There is a rather large catch though. SDL Mixer includes as part of it's codebase "an old version of Timidity". This aged mini-Timidity built into SDL mixer looks for its config file in /etc/timidity just like the separately installed full blown Timidity app. The Timidity built into SDL can NOT read Soundfonts directly. If you are using a Soundfont in place of a "pats directory+config" file then your SDL midi will go silent.

There may be utilities to convert from one to the other but I suspect that would be an error prone process. What I wish there was a way to do was to let SDL use an alternate backend for midi.

Date: 2006-02-28 19:35:47     User: anonymous     Subject: Re: Updates

There are more timidity patchsets you can try here:

I'll save you a little trouble. The Richard Sanders set will sound excellent until a note sticks in the second song of Descent 1. It may be good for other midi's though. Once you get the hand of editing Timidity's config, you can switch patchsets at will.

The showminst-0409 is apparantly offered by Gentoo. It did a passable job with a few D2X songs I ran by it.

Basically, Timidity is a software Gravis Ultrasound. You can use most any General Midi GUS patchset you find. I find that the easiest way to experiment with various sets is the following steps.

Go into the directory you unpacked the patchset into:

cd /home/anonuser/patchsets/newpatchset/

Open up the master config (like default.cfg or timidity.cfg. README is your friend...) and chuck something like this right at the top of the file:

dir /home/anonuser/patchsets/newpatchset/

Save that then:

Make a symlink to that master config in /etc/timidity like so:

ln -s /home/anonuser/patchsets/newpatchset/timidity.cfg newpatchset.cfg

Then I edit the timidity.cfg in /etc/timidity. I comment out whatever patchset is in use by sticking # in front of it and adding:

source /etc/timidity/newpatchset.cfg

Whatever you do, don't overwrite the patchset that came with your system or muddle with it's config. You want a way back if a patchset doesn't work out.

Date: 2006-03-01 11:56:07     User: karx11erx     Subject: Re: Updates
I know already how to install different patchs sets and let the cfg files point to them, but thanks for the hints. If there is a more up-to-date timidity source base I might try to integrate it into SDL_mixer. Link?
Date: 2006-03-01 17:56:12     User: anonymous     Subject: Re: Updates

Yes, the last update was in 2004. That still makes it newer than what is in SDL Mixer. That '04 rev of Timidity (2.13.3) can indeed load and utilize sf2 soundfonts.

It isn't D2X itself that is using an old statically linked Timidity. It is SDL itself. I suppose the better question is why the midi code in SDL is so moldy. One thing I did notice just poking around the docs and the Timidity site is the Timidity does not seem designed to be used as a library. If integrating that old version of Timidity into SDL Mixer was painful then that would be one answer to my question.

Date: 2006-03-02 17:19:48     User: DrRaj     Subject: Re: Updates
Project updates are great! As long as it doesn't exceed more than one update per day I couldn't possibly consider it to be spam.
Date: 2006-03-03 06:42:33     User: karx11erx     Subject: Re: Updates
The download link here now points to my D2X-XL page's download links section, so I can update D2X-XL for Linux w/o breaking the HP link any more and might update here less frequently. So it might be a good idea to check my D2X-XL page regularly in order not to miss updates. ;)
Date: 2006-03-04 17:01:08     User: anonymous     Subject: Re: Updates
Get a life.
Date: 2006-03-04 17:03:29     User: anonymous     Subject: Re: Compile Error
Why ask that question? You know the answer you're just too nice to say it.
Date: 2006-03-04 17:06:27     User: anonymous     Subject: Re: jerky performance
are you running kat? That might explain it.Do a 'top' and watch the processes and see what pops up. Just a suggestion ;)
Date: 2006-03-06 06:28:32     User: karx11erx     Subject: Re: Updates
Go to hell, dumb troll.
Date: 2006-03-06 11:02:14     User: anonymous     Subject: Can't to compile with gentoo GNU/Linux.
gcc -DHAVE_CONFIG_H -I. -I. -I.. -I ../include -I ../main -I ../arch/linux/include -I/usr/include/SDL -D_REENTRANT -pipe -O2 -Wall -Wno-char-subscripts -MT 2dsline.o -MD -MP -MF ".deps/2dsline.Tpo" -c -o 2dsline.o 2dsline.c; \ then mv -f ".deps/2dsline.Tpo" ".deps/2dsline.Po"; else rm -f ".deps/2dsline.Tpo"; exit 1; fi In file included from ../include/ogl_init.h:67, from 2dsline.c:85: /usr/include/GL/glxext.h:394: error: syntax error before '*' token /usr/include/GL/glxext.h:394: error: `__GLXextFuncPtr' declared as function returning a function make[2]: ** [2dsline.o] Erro 1 make[2]: Leaving directory `/opt/iuri/src/2d' make[1]: ** [all-recursive] Erro 1 make[1]: Leaving directory `/opt/iuri/src' make: ** [all] Erro 2
Date: 2006-03-07 08:02:52     User: karx11erx     Subject: Re: Can't to compile with gentoo GNU/Lin
Looks like a conflict with your local OpenGL declarations.
Date: 2006-03-07 19:02:50     User: anonymous     Subject: Re: Can't to compile with gentoo GNU/Lin
I can to use emerge :P
Date: 2006-03-20 19:22:55     User: AnonymousMcNobody     Subject: D2X-XL

Date: 2006-03-22 05:39:51     User: parasti     Subject: Re: Updates
That's actually just how open source software development works, not a mere policy of some site.
Date: 2006-04-05 03:27:49     User: anonymous     Subject: super game
The ProSolution Pill System is the most advanced penis enlargement pills system available. For over 2 years, our successful pill system has been researched and gone through tests and trials to make sure our pills are of the best quality and work...
Date: 2006-04-13 15:03:30     User: anonymous     Subject: Re: super game
I didn't know that your game could have such an influence on a human body. Just fix all the bugs so that there are no more crashes and you'll definitely beat Viagra. Congrats to a very good game.
Date: 2006-04-14 12:34:20     User: karx11erx     Subject: Re: super game
What bugs?
Date: 2006-04-14 14:28:15     User: anonymous     Subject: Re: super game
Like quiting the game always freezes my computer, it's the only game that does that.
Date: 2006-04-17 04:36:11     User: karx11erx     Subject: Re: super game
#1 I cannot fix bugs I'm not told about. #2 You're the only person I know who has that problem.
Date: 2006-04-17 22:40:51     User: jamyskis     Subject: Re: Compile Error
"Native american speaker"???
Date: 2006-05-05 09:21:46     User: anonymous     Subject: Game data
Do you need a copy of Descent 2 for playing Descent 1? Will the demo version do?
Date: 2006-05-05 09:24:43     User: anonymous     Subject: Re: Game data
Just go little above and read this: "Additional System Requirements: - Original game data"
Date: 2006-05-05 14:12:00     User: karx11erx     Subject: Re: Game data
You can play the D2 demo with D2X-XL, but to play D1 you will need both the full D1 and D2 data.
Date: 2006-05-06 09:20:26     User: anonymous     Subject: Regarding content
This is a lovely game. Nice features. However, I have noticed a trend. A lot of people seem to be writing free (software) implementations of old game which requires people to find a legal copy of the original game to buy. This is a good thing.

Since the engine itself is feature complete and fairly stable these days, why not start to redo the "content"? Start by re-making all the textures, then the models, then the sounds until finally you start to make new levels to replace the originals. This way we could have a completely free (libre) game without having to fish around ebay or somesuch for a legal copy.

Good examples of this kind of games are nexuiz, all free, but started as a mod for the original quake engine.

Wouln't it kick ass to have a completely liberated decent game?

Best of luck to you all.

Freyr Gunnar Ólafsson


Date: 2006-05-06 11:32:11     User: karx11erx     Subject: Re: Regarding content

You sure have a nice idea there, but obviously haven't thought a lot about how much effort that takes.

There is an ongoing effort to recreate the Descent 2 textures, but it is handled by a single man who has other interests too, and generally has a life, and we're talking about over 2000 (2*10*10*10) textures. I'd consider it a miracle if he'd really finish that job. It's a gigantic task for a single person.

New textures still don't give us new polymodels, sounds and music. Volunteers anybody?

Hey, how about you? ;)

Date: 2006-05-06 11:34:58     User: karx11erx     Subject: Re: Regarding content

Another thought: Modernized ports of legacy games usually address the people who already know, love and hence own these games. They have the game data, too. It's a rather rare case that someone not knowing these games will like them so much that he wants to own and play them.

In the case of Descent, there are several mod and standalone software projects underway that can help these people, too. ;) See my Descent site for links.

Date: 2006-07-02 04:14:44     User: anonymous     Subject: Segmentation fault at start up
Hi! I've just downloaded, compiled and installed the latest version of D2X-XL (1.6.92) on my linux box. Compilation went thru fine, however, when I start the program nothing happens for approx. 8 seconds and then I get a nasty "segmentation fault" message on the command prompt. No other output. I tried with "-debug" option, however, still no other output. Seems to me as if the program tries to initialize something and this then fails for some reason.

I try to give some details on my box:

- Gentoo with 2.6.15 kernel
- NVidia GeForce2 MX 400
- AC'97 Sound Controller (onboard)
- Xorg-X11 6.8.2
- SDL 1.2.8
- No joystick

What else would one need to identify possible problem areas?

I'd very much appreciate if someone could give me a hint how I could isolate the problem.

Date: 2006-07-02 04:20:38     User: anonymous     Subject: Re: Segmentation fault at start up

I did everything as explained in the installation instructions, e.g. edited "" to reflect my SDL version as being 1.2.8, copied original D2 game files to /usr/local/share/d2x-xl and copied d2x-xl to /usr/local/bin.
Date: 2006-07-03 00:44:47     User: karx11erx     Subject: Re: Segmentation fault at start up
Run the program using the -printlog command line switch, and examine ~/d2x.log after it has crashed, or post the last 20 lines of that file here.
Date: 2006-07-03 02:00:32     User: d2xlover     Subject: Re: Segmentation fault at start up

GetAppFolder ('/home/henkel/.d2x-xl', '/usr/local/share/d2x-xl', 'config', '*.cfg')
GetAppFolder (config) = '/home/henkel/.d2x-xl' (-1)
Creating default tracker list
Loading main hog file
found hog file 'd2x.hog'
found hog file 'd2x-xl.hog'
found hog file 'extra.hog'
found hog file 'descent.hog'
Loading text resources
File 'descent.tex' not found
Loading hires models
File 'pyrogl.oof' not found
Loading ban list
File 'banlist.txt' not found
Initializing i/o
Reading configuration file
File 'descent.cfg' not found
Initializing control types
Initializing joystick
Initializing graphics


After having written the last line ("Initializing graphics") to d2x.log the program hangs for approx. 7 to 8 seconds and then segfaults.

Thank you very much for your attention!
Date: 2006-07-03 04:24:15     User: anonymous     Subject: Re: Segmentation fault at start up
I have fixed a potential cause for program crashes during program start and enhanced the execution logging in the critical area. If v1.6.94 still crashes on your system, please create another exec log and post the last 20 lines here again.
Date: 2006-07-03 05:06:41     User: d2xlover     Subject: Re: Segmentation fault at start up
Downloaded & compiled 1.6.94. Still segfaults after a couple of secondes, here is the tail of d2x.log:

GetAppFolder ('/home/henkel/.d2x-xl', '/usr/local/share/d2x-xl', 'config', '*.cfg')
GetAppFolder (config) = '/home/henkel/.d2x-xl' (-1)
Creating default tracker list
Loading main hog file
found hog file 'd2x.hog'
found hog file 'd2x-xl.hog'
found hog file 'extra.hog'
found hog file 'descent.hog'
Loading text resources
File 'descent.tex' not found
Loading hires models
File 'pyrogl.oof' not found
Loading ban list
File 'banlist.txt' not found
Initializing i/o
Reading configuration file
File 'descent.cfg' not found
Initializing control types
Initializing joystick
Initializing graphics
initializing SDL
initializing OpenGL
initializing OpenGL window

Would it say anything to you (anything wrong with my OpenGL setup?)? Thanks for your help!
Date: 2006-07-03 07:33:22     User: anonymous     Subject: Re: Segmentation fault at start up
I have uploaded new source code (same archive name though) containing additional output to d2x.log. d/l, compile and run that program version, again using -printlog, and post the last 20 lines of the file here please.
Date: 2006-07-03 08:13:23     User: d2xlover     Subject: Re: Segmentation fault at start up
Here we go:

Creating default tracker list
Loading main hog file
found hog file 'd2x.hog'
found hog file 'd2x-xl.hog'
found hog file 'extra.hog'
found hog file 'descent.hog'
Loading text resources
File 'descent.tex' not found
Loading hires models
File 'pyrogl.oof' not found
Loading ban list
File 'banlist.txt' not found
Initializing i/o
Reading configuration file
File 'descent.cfg' not found
Initializing control types
Initializing joystick
Initializing graphics
initializing SDL
initializing OpenGL
initializing OpenGL window
Setting SDL video mode (width=1024, height=768, color depth=32, fullscreen=0)
Setting SDL video mode (width=-1, height=-1, color depth=32, fullscreen=0)
Setting SDL video mode (width=-1, height=-1, color depth=32, fullscreen=0)
Setting SDL video mode (width=-1, height=-1, color depth=32, fullscreen=0)


The last line ist then repeated more than 100,000 times! I tried other screen resolutions and played with the fullscreen toggle such as:

- d2x-xl -640x480 -printlog
- d2x-xl -800x600 -fullscreen -printlog

but still got errors like these:

Setting SDL video mode (width=640, height=480, color depth=32, fullscreen=0)
Setting SDL video mode (width=800, height=600, color depth=32, fullscreen=1)

I also tried SDL v1.2.10 which is marked as unstable in Gentoo, but to no avail. :-(
Date: 2006-07-03 08:18:02     User: d2xlover     Subject: Re: Segmentation fault at start up
Sorry, those last two lines are obviously no error messages but show that the command line options with different screen resolutions are properly passed to the program. Those lines are then followed indefinitely by the "width=-1, height=-1" messages before the program segfaults.
Date: 2006-07-03 08:22:02     User: anonymous     Subject: Re: Segmentation fault at start up
These 100,000 calls are very strange, as are it -1 function parameter. Actually, that piece of code should only be executed once during program startup.
Date: 2006-07-03 09:02:31     User: karx11erx     Subject: Re: Segmentation fault at start up
I have made some more additions to the source code and uploaded it again (still v1.6.94). Try that one. If it doesn't work, I don't know how to help you further, as I cannot reproduce the bug. If you know how to handle a debugger, you may want to compile d2x-xl using debug info (./configure --enable-release=no --enable-debug=yes) and run it in a debugger to determine what causes the endless calls to the function setting the SDL video mode.
Date: 2006-07-03 09:49:25     User: d2xlover     Subject: Re: Segmentation fault at start up
Problem seems to be solved now! With your latest version I now immediately get this:

Fatal signal: Segmentation Fault (SDL Parachute Deployed)

This led me to check my X configuration, and its running in 16 bit mode. So I changed to 32 bit, restarted X and now d2x-xl starts just fine! At least I see the player selection screen therefore I believe everything is okay now.

Sorry for the hassle and thank you very much for your time. d2x-xl is a great piece of software, BTW! ;-) Thanks for all your efforts.
Date: 2006-07-03 11:05:42     User: karx11erx     Subject: Re: Segmentation fault at start up
You're welcome.
Date: 2006-07-04 03:02:01     User: d2xlover     Subject: Re: Segmentation fault at start up
As a side note, the messages I now get in d2x.log when using a DefaultDepth of 16 bit in X is:

Initializing control types
Initializing joystick
Initializing graphics
initializing SDL
initializing OpenGL
setting OpenGL attributes
initializing OpenGL window
setting SDL video mode (1024x768x32, fullscreen=0)
Could not set 1024x768x32 opengl video mode

SDL obvioulsy claims that it cannot open the requested video mode. Would it make sense to print an error message and quit gracefully at this stage?

BTW, is this the right place to report problems and bugs? Or would one of the Descent forums be more appropriate?
Date: 2006-07-04 03:42:52     User: karx11erx     Subject: Re: Segmentation fault at start up
The best place is the appropriate bug report thread on, D2X-XL area.
Date: 2006-07-04 03:46:21     User: karx11erx     Subject: Re: Segmentation fault at start up
Tell me how to print an error message if the gfx subsystem cannot be initialized. I could use stderr, but I have removed all output to stderr from d2x-xl because it did not work on MS Windows. I could have worked around that, but at that time I had more important things to fix in d2x-xl. Actually, the log file is my work around.
Date: 2006-07-04 05:17:37     User: d2xlover     Subject: Re: Segmentation fault at start up
stderr doesn't work on MS Windows? Nor does stdout? Strange! However, I'm more from the Unix/Linux world where everything unusual such as fatal errors are printed on the console by silent convention. Anyway, a log file should also do the job as on your case, however, seeing a segmentation fault always gives me sort of creeps. ;-) Because it means something is not working as expected by the programmer otherwise this situation would have been caught by the program.

Nevertheless, you're doing a great job here. Thanks a lot again!
Date: 2006-07-05 07:38:04     User: karx11erx     Subject: Re: Segmentation fault at start up
The problem is that on Windows, afaik stderr has no default output device (there is no console, or terminal window it could output to). When output to stderr had still been in D2X-XL, it constantly caused program crashes, so I removed it. The original D2X was very much geared to Linux and had a lot of problems on MS Windows anyway.
Date: 2006-07-08 12:54:53     User: anonymous     Subject: Troubles Compiling
I can't get the source to compile. I'm running Ubuntu (Dapper), and SDL 1.2.9. Originally I tried using the linux binaries, but I only get the SDL segmentation fault error. So I decided to try compiling the code myself. I made the SDL version change in, then ran I got this response:
If you get errors, you may need newer versions of automake and autoconf. You'll need at least automake 1.5 and autoconf 2.50. /usr/share/aclocal/smpeg.m4:13: warning: underquoted definition of AM_PATH_SMPEG run info '(automake)Extending aclocal' or see arch/ required directory arch/dos does not exist So next thing I tried was creating the dos directory mention above in src/arch/. Ran automake again, with the same problem, Next I tried running configure, and that ran fine until it checked the SDL version:
checking for SDL - version >= 1.2.10... *** 'sdl-config --version' returned 1.2.9, but the minimum version *** of SDL required is 1.2.10. If sdl-config is correct, then it is *** best to upgrade to the required version. *** If sdl-config was wrong, set the environment variable SDL_CONFIG *** to point to the correct copy of sdl-config, and remove the file *** config.cache before re-running configure, I thought that changing should fix that, but I guess not. I tried looking for this config.cache file to get rid of it thinking maybe it was holding onto the old sdl settings, but I can't find it anywhere. I think my problems are stemming from the errors thrown during the automake, but I'm clueless as to how to get rid of them. This is the only forum I could find to ask these sorts of questions. Your help is greatly appreciated.
Date: 2006-07-09 13:03:32     User: anonymous     Subject: Re: Troubles Compiling
You need to change the SDL version id queried in If it still asks for 1.2.10, you must have goofed up when doing this.
Date: 2006-07-09 16:42:11     User: anonymous     Subject: Re: Troubles Compiling
dnl Check for SDL AM_PATH_SDL(1.2.9, :, AC_MSG_ERROR(SDL not found. Make sure sdl-config is in your PATH, or specify with --with-sdl-prefix) )

This is the part that I changed from 1.2.10 to 1.2.9. I couldn't find anywhere else refering to SDL version 1.2.10.
Date: 2006-07-09 17:34:18     User: anonymous     Subject: Re: Troubles Compiling
I finally got it to compile, I had to change this line : min_sdl_version=1.2.10 to 1.2.9 in the configure file to get it to work.
Date: 2006-07-11 01:42:27     User: anonymous     Subject: Re: Troubles Compiling
Date: 2006-09-08 22:58:57     User: anonymous     Subject: Yay
Descent is an awesome game based totaly on the player's skill. I cant get enough of it. The game play is similar no matter what it looks like, so the old games never loose their replay value. I still prefer Descent 2 over Descent 3 many times because of its simplicity. the dog fights are amazing. What makes me love this mod so much is that Descent 2 is a game made ages ago, its level editor literealy lets you add cubes at a time. So to make a mod this detailed is to me, a masterpiece of art and very difficult to top. Kudos.
Date: 2006-09-14 02:34:12     User: anonymous     Subject: Re: Compile Error
as in american indian.... (as in cowboys and indians indians...)
Date: 2006-09-14 07:35:21     User: anonymous     Subject: Helpful Hints to Compile This on Linux
The following may save you quite a bit of futzing if you want to try this. The following recipe works on Ubuntu Dapper.

1. Create a directory and put the rar file from the d2x-xl site in it (the rar doesn't create a directory on it's really have to do this)

2. cd to that directory and "unrar x d2x-xl-src-1.6.190.rar"

3. In the same directory now do "unrar x d2x-xl-makefiles.rar"

4. Say yes to overwriting the pl file

5. The configure supplied probably won't configure the source correctly so do ./

6. On Ubuntu at least you may need to go to /etc/alternatives and point at the most recent autotools installed or install the most recent autotools available to get to work. Many distros have multiple versions available.

7. You have have to edit the configure and change the SDL_VERSION from 1.2.10 to 1.2.9. Just do a find for "1.2.10". Alternatively you can apt-get source libsdl1.2-debian from the Edgy repository and build and install on Dapper. It didn't seem to break any of my SDL games. YMMV.

8. do ./configure

9. edit conf.h and change the line that reads "#undef USE_SDL_MIXER" to "define USE_SDL_MIXER 1" to enable in-game music.

10. make

11. If the build suceeds you will get a d2x-xl binary in the root of the source tree. Set up your descent data directory according to the website's instructions and enjoy. You may need to download and poach some additional data files from their Windows download and chuck them in your Descent data directory

If you do ./configure --help there is an option to change the location where d2x-xl looks for it's data. I believe the default is /usr/local/d2x-xl.
Date: 2006-09-14 17:20:05     User: anonymous     Subject: Re: Helpful Hints to Compile This on Lin
I muffed step 9. That should read: 9. edit conf.h and change the line that reads "#undef USE_SDL_MIXER" to "#define USE_SDL_MIXER 1" to enable in-game music.
Date: 2006-10-03 04:18:16     User: anonymous     Subject: D2X-XL link is broken, 404 :(
Date: 2006-10-04 02:24:27     User: Joshua     Subject: Re: D2X-XL
go to the sidemenu, and click on the SourceForge link at the bottom. Click on download, and the linux file should be there
Date: 2006-10-04 02:26:02     User: Joshua     Subject: D2X-XL
NEVER post Linux source content in a rar file! Or a zip either. It is the worst idea ever
Date: 2006-10-05 11:12:03     User: karx11erx     Subject: Re: D2X-XL
RAR or ZIP are as good as any other archiver, but you should use the SVN anyway. The archive is just a service for people who cannot or don't want to use it.
Date: 2006-10-05 11:12:24     User: karx11erx     Subject: Re: D2X-XL
The makefile archive is contained in the source rar file.
Date: 2006-10-15 05:58:39     User: anonymous     Subject: Re: D2X-XL
using zip is alright. all linux distros should have support for zip compression and decompression. rar on the other hand is not fine. most of the mainstream distros do not have rar support out of the box.
Date: 2006-10-20 12:59:28     User: anonymous     Subject: Re: D2X-XL
Care to explain that logic, or do you need to put the bong down first?
Date: 2006-10-20 13:20:28     User: anonymous     Subject: Re: D2X-XL
*ahem* as the guy immediately above points out, "most distros do not have support for rar out of the box."

Compression's not really better than bzip2, and bzip2 is there out-of-the-box. Using rar is just a way to make an extra PITA for people trying to use your source code.
Date: 2006-11-17 07:58:35     User: anonymous     Subject: Re: D2X-XL
Another issue with using rar and zip is that they don't allow for the enhanced linux file attributes, such as file ownership and so forth; making a backup of your system using rar will NOT give you a real "backup", but a disaster.

The major GUIs in linux also natively work with zip, bz2, tar, gz, etc., so that one can simply enter an archive as a folder. It's very annoying to be forced to open another app to browse a rar archive. Just because something is common in Windows, doesn't mean it's the best in all cases.

If we are talking about best compression, than ace (what happened to that??) and 7z beat rar all the time, even if only by a little bit, in my personal tests. A tar.gz always virtually equals a zip, almost to the byte, in terms of size. There is no advantage to using the zip format.

The major windows archive programs all support tar.gz, for example. Linux isn't just a secure and advanced version of Windows, lol, it is its own OS with its own preferences and often for good reason. Having opensource unrar support is nice, but there is no opensource version of rar and the free version is crippled in some important ways. Until that changes, it is unlikely that rar will ever become the standard in linux - not that it should, since, as I've said, it does not get the best compression possible...

Date: 2006-11-20 16:53:49     User: anonymous     Subject: looks cleaner
looks cleaner than w95 version
Date: 2006-12-04 21:08:13     User: anonymous     Subject: Re: D2X-XL

RAR and ZIP are archivers *and* compressors.

Tar is an archiver that collects all files and attributes (important on Linux; not so very much on Windows) into one stream.

Tar+gzip would compress better than a ZIP archive, as the whole stream is compressed. Zip compresses *each individual file*, while RAR has the 'solid' method, which generates an archive stream compressed as a whole.

So, for Linux sources, you want to use GNUTar and a well-supported compression method. Gzip is the fastest choice, Bzip2 is usually a better choice. 7zip isn't yet a flag in GNUTar, but I'd love it if it did, as it's both fast and efficient.

Date: 2006-12-14 15:27:27     User: karx11erx     Subject: Re: D2X-XL
I find it pretty hilarious that Linux geeks complain about my using a file format their distros do not support 'out of the box', instead of either simply getting a tool allowing them to unpack rar files, or as pointed out already by me, using the preferred way of getting the source code from the SVN repository. On the other hand, if you want an OS holding your hand at every occasion (that is what Linux geeks say to mock at Windows users), why don't you simply get WinXP and download WinRAR? I could continue to ramble about people using a software for free, never lending a hand nor at least donating, but constantly criticizing. ;)
Date: 2006-12-14 15:29:25     User: karx11erx     Subject: Re: D2X-XL
You don't want to know what I think about people whos only contribution to D2X-XL is to shout "NEVER do this or that D2X-XL related thing" at me.
Date: 2007-01-19 17:12:14     User: anonymous     Subject: Re: D2X-XL
Apears to compile to AMD64 OK. Have only the demo data (will be fixed soon;) it stops at the mission screen. Here's the deal. I've been out here for a long time. Rar was used when a 1.44 floppy was the standard and when I used to get stuff from news groups it was useful. It really has no real use these days. If I want windose users to use my stuff I don't give em' a tarball. I give em' a zip. Maybe figure out tarballs ... there is a reason *nix uses almost nothing else ... they work very well. I get HD files that are 175 godamn rars and these are movies that are basicly uncompressable. Just dumb.
Date: 2007-01-20 10:19:15     User: anonymous     Subject: Compiles a bit easier
They fixed the version of SDL required in their config scripts so the compile instructions got a bit shorter. Incidentally, in their frequent releases they bust the build system sometimes. The 1.9.11 release built for me on Ubuntu Edgy and the resulting binary seems stable and plays well. Last week's had a busted If it doesn't build, wait a week or two and see if it does. Stability is very much catch as catch can with this project. Incidentally, to the guy who complained about Linux and rar files: get over it. Linux has good native tools that handle rar files. Just install them for crying out loud. KDE's "ark" even graphically and automagically handled my last download of this.

1. Create a directory and put the rar file from the d2x-xl site in it (the rar doesn't create a directory on it's really have to do this). eg. mkdir build-d2x; cd build-d2x; mv ../d2x-xl-src-(release version).rar.

2. cd to that directory and "unrar x d2x-xl-src-(release version).rar"

3. In the same directory now do "unrar x d2x-xl-makefiles.rar"

4. Say yes to overwriting the pl file.

5. The configure supplied probably won't configure the source correctly so do "sh"

6. On Ubuntu at least you may need to go to /etc/alternatives and point at the most recent autotools installed or install the most recent autotools available to get to work. Many distros have multiple versions available.

7. do ./configure --prefix=/usr/local

8. edit conf.h and change the line that reads "#undef USE_SDL_MIXER" to "#define USE_SDL_MIXER 1" to enable in-game music. I very much advise leaving everything else in that file alone.

9. make

10. If the build suceeds you will get a d2x-xl binary in the root of the source tree. Set up your descent data directory according to the website's instructions and enjoy (basically make a d2x-xl directory in /usr/local and put all of the data files from a descent install in it. Both d1 and d2 data files can be put there). You may need to download and poach some additional data files from their Windows download and chuck them in your Descent data directory.
Date: 2007-01-22 23:39:23     User: anonymous     Subject: Re: D2X-XL
 Yes it's pretty nice. Compiles and runs fine on x86-64, forgotten how much fun it is. I used to own 1 and 2 so I had no big attack of conscience when I boosted Descent Ultimate for the data. Same with Doom and Quake, I still have my Q2 and up discs so I am good there. I have bought all of id's games and quite a few others too.

 Pretty nice on my new Sony 34XS955 HDTV. At 720p it is just sweet and 60fps smooth. I have Doom running there too with the old Demon Gate 666 CD with 700+ wads and the H2Mudfest stuff as well. Now with this fine version of Descent life is indeed .... a feast of gaming when I am hungry for that stuff.

 Thanks eh', maybe put up a paypal donation link on your site.
Date: 2007-01-23 12:13:11     User: plouj     Subject: IRC channel
This game needs an IRC channel so I can yell at developers and other more useful things.
Date: 2007-02-06 16:45:34     User: anonymous     Subject: Re: D2X-XL
Well, there is one advantage. You can extract a single file from a zip file without decompressing the whole thing. They are random access. But, yeah, using rar for a linux game is pretty dumb. BTW, 7zip is practically the same format as RAR, just not proprietary.
Date: 2007-02-07 00:38:47     User: anonymous     Subject: How to add the selfmade levels
Hi I tried to add the selfmade levels, but copying them to the hogdir, didn't work. Do i have to do s.t. else? Thanks ST
Date: 2007-02-16 22:47:39     User: anonymous     Subject: Re: Compiles a bit easier
Thanks for the advice, in particular getting updated autotools. Now it compiles on debian for me.
Date: 2007-02-17 14:04:18     User: lowerlogic     Subject: Does not compile on Ubuntu 6.06 LTS
I'm running Ubuntu 6.06 LTS (Dapper Drake) and I've been following the instructions in other comments, but I can't seem to get it to compile. I've compiled a few other games from source before (such as Action Cube) without problems, but this game is giving me a hard time. Here's exactly what I'm doing:
$ mkdir d2x-xl; cp d2x-xl-src-1.9.125.rar d2x-xl/; cd d2x-xl/
$ unrar x d2x-xl-src-1.9.125.rar
$ unrar x d2x-xl-makefiles.rar
$ sh
Autogen gives me this warning, but no errors:
"If you get errors, you may need newer versions of automake and autoconf.
You'll need at least automake 1.5 and autoconf 2.50.
/usr/share/aclocal/smpeg.m4:13: warning: underquoted definition of AM_PATH_SMPEG
run info '(automake)Extending aclocal'
or see
Now you are ready to run ./configure"
So I run configure, which gives me this error: ".infig.status: error: cannot find input file: Makefile"
The last line in config.log is this: ".infig.status:828: error: cannot find input file: Makefile"
But doing a plain ls shows me that Makefile exists right there in the current directory.

Here's what versions I have of stuff:
sdl-config 1.2.11
automake (GNU automake) 1.9.6
autoconf (GNU Autoconf) 2.59
GNU Make 3.81beta4
gcc (GCC) 4.0.3 (Ubuntu 4.0.3-1ubuntu5)

Date: 2007-02-19 15:09:55     User: anonymous     Subject: Re: Does not compile on Ubuntu 6.06 LTS
Is it the 1.9.130 release? It appears that the d2x-xl-makefiles.rar file is busted this week. The same thing happened to me. Wait for the next release and try again.
Date: 2007-02-20 17:23:51     User: anonymous     Subject: Re: Does not compile on Ubuntu 6.06 LTS
1.9.132 is up. The Linux build files in this release appear to be sane. I had the same problem you had compiling on Feisty w/1.9.130. I successfully built a playable binary w/1.9.132.
Date: 2007-02-23 01:55:23     User: anonymous     Subject: D2X-XL
why is this game on every page? It's like an ad really.
Date: 2007-02-23 05:57:35     User: anonymous     Subject: Re: D2X-XL
The developer seems to like break things, fix them, break other ones, fix those, breaks and fix and breaks and... It's better to release a new version every day instead of making something stable
Date: 2007-02-23 07:07:02     User: anonymous     Subject: Re: D2X-XL
1.9.134 seems pretty stable. At least for playing Descent 1 levels (my current use) it is. Yeah, the dev's balance of features vs. stability is definitely tipped a bit too far from stability. No argument. I still basically like this port though. When he makes a release that is stable for my particular uses, I just stay with it awhile. When I try out new ones, I be sure to keep the last source tree and binary that worked for me.
Date: 2007-03-14 05:17:46     User: karx11erx     Subject: Re: D2X-XL
I don't like to break things, I just happen to find broken things, or flaws in new features. And most of all it isn't me who posts the updates here most of the time! I cannot even tell when I posted one here the last time (until today). You stupid troll.
Date: 2007-03-14 05:18:56     User: karx11erx     Subject: Re: Does not compile on Ubuntu 6.06 LTS
Sometimes I accidentally insert DOS line breaks into some make or config files. Just replace them with UNIX style linebreaks.
Date: 2007-03-14 05:22:36     User: karx11erx     Subject: D2X-XL

Please post bug reports, support and feature requests in the D2X-XL bug trackers on

As I only drop by here once in a few months, that will massively increase your chances of being helped with D2X-XL problems.

Date: 2007-03-14 05:24:09     User: karx11erx     Subject: Re: Compiles a bit easier
I sometimes accidentally put DOS linebreaks in the make/config files. Just replace them. If it happens/persists, go file a bug report on (see above) and tell me the exact names of the flawed files.
Date: 2007-03-14 05:26:56     User: karx11erx     Subject: Re: D2X-XL
rar yields better compression rates than zip. Sometimes even dramatically better.
Date: 2007-03-14 05:28:04     User: karx11erx     Subject: Re: IRC channel
This game needs a boxing ring so I can beat up some of its users when I feel like it. :P j/k
Date: 2007-03-14 05:28:50     User: karx11erx     Subject: Re: How to add the selfmade levels
Put them into the missions subfolder of the main Descent folder. There is a complete installation instruction on (see the side scrolling menu).
Date: 2007-03-14 05:44:09     User: karx11erx     Subject: Re: D2X-XL
Do I have tar, gz, bz on MS Windows? No. Where do I prepare D2X-XL Linux files? On Windows. Tada! :P
Date: 2007-07-30 11:20:25     User: anonymous     Subject: DEFICIENT ARCHIVE FORMATS [Re: D2X-XL]

> "NEVER post Linux source content in a rar file! Or a zip either. It is the worst idea ever"

AGREED!!! The rar, zip, arj, etcetc. formats DO NOT SUPPORT symlinks, user/group ownerships and permissions (read/write/execute flags etcetc) which are a NORMAL PART of any useable filesystem since the first UNIX systems from over 40 years ago.

It's VERY ANNOYING to have to restore all these manually because some winferior systems don't support them. Rar or zip is fine for simple data files (pictures, sound, etc) but NOT for entire source code directories!!!

Date: 2007-07-30 11:36:30     User: anonymous     Subject: Re: D2X-XL

> On Windows. Tada! :P

That's because you downloaded a pre-compiled binary. Let's see if you say the same about compiling programs from source yourself in windows. That's assuming you paid the $500+ dollars for some microsoft compiler/dev kit, or downloaded one that works from somewhere.

Many commercial linux games come with an "installer" like the windows version. The only purpose of this installer is that the end user sees the windows and linux versions as identical. Once you've installed the game, you can just make a big archive of the directory, bring it to another machine, uncompress it and it works. Try doing that with the windows version of the same game - you won't say "tada" very often.

Date: 2007-07-30 11:49:25     User: anonymous     Subject: Re: D2X-XL
Sorry, just noticed you are the developer(s) of D2X-XL. My above comment was addresses to users who compare open-source (typical linux project) vs. pre-compiled binaries (typical windows project/shareware).
Date: 2007-10-26 16:22:41     User: anonymous     Subject: Re: Does not compile on Ubuntu 6.06 LTS
your unrar command doesn't create subdirs correctly. Use gnome's "file roller program"
Date: 2007-10-27 18:08:11     User: anonymous     Subject: Easier to build these days.
It used to take quite a few steps to build this. It's much closer to standard 'NIX build practices these days.

1. Create a directory for the archive.
2. Place the rar file in the directory.
3. unrar x d2x-xl-src-1.x.x.rar
4. unrar x d2x-xl-makefiles.rar (say Y to all overwrite prompts)
5. sh
6. ./configure --enable-release --disable-debug --prefix=/usr/local
7. make

Other things like enabling music by editing conf.h and mucking with SDL versions is no longer necessary. The developers recently made major changes to the rendering path ending what was a long period of build and running stability. I've been experiencing build errors, completely dark mines, and one release that sizzled a savegame ever since the 1.11.x series started. I'd recommend waiting for month or two if you expect something that will build and play reasonably well without futzing around. Otherwise, please do the right thing and post your bugs on the author's Sourceforge bugtracker.
Date: 2007-11-14 22:40:54     User: karx11erx     Subject: Re: Easier to build these days.
v1.11.45 is pretty stable now.
Date: 2007-11-15 23:04:44     User: anonymous     Subject: Original game?
do you need the original game to play this?
Date: 2007-11-16 00:49:06     User: anonymous     Subject: Re: Easier to build these days.
Many teething troubles have been sorted and the source appears to be generating binaries of decent stability. It is however VERY picky about the options fed to configure. Build a newly downloaded rar thusly:

1. Create a directory for the archive.
2. Place the rar file in the directory.
3. unrar x d2x-xl-src-1.x.x.rar
4. unrar x d2x-xl-makefiles.rar (say Y to all overwrite prompts)
5. sh
6. ./configure --enable-release
7. make

Place the data files from a D1 or D2 install into /usr/local/games/d2x-xl. If you prefer to have the data in your home directory, a symlink to them from /usr/local/games/d2x-xl will work. The following from their site is how your data folder should look when done:


D2X-XL requires organizing the Descent 2 data in subdirectories of the main Descent 2 folder. Using these folders is mandatory. The main Descent folders are:

o MS Windows: Arbitrary
o Linux: /usr/local/games/d2x-xl
o Mac OS X: /Applications/Games/D2X-XL (important: Subfolders begin with a capital letter here)
o config: Put all config files here (*.cfg, *.ini)
o data: Put all game data here (*.pig, descent.hog & .msn, descent2.hog & .mn2, *.256, etc.).
Custom wallpapers (menu background images) belong here, too (except for Linux, see below).

o demos: Demo files will be saved in this folder (*.dem)
o missions: Put all mission data here (*.hog, *.msn, *.mn2)
o missions/single: Special folder where D2X-XL will look for missions if you chose "play singleplayer mission" in its main menu
o models: Put all hires model data here (*.oof, *.tga)
o movies: Put all movie files here (*.mvl)
o profiles: Put all player profiles here (*.plr)
o savegames: Put all save games here (*.sg?)
o screenshots: screenshots will be saved here if this folder is present (*.tga)
o temp: This folder is needed by D2X-XL for storing lighting data and temporary files.
On Linux, it looks for custom wallpapers (menu background images) here.
o textures: Put all hires textures here (*.tga)

o textures/D1: Put all hires textures here that should be used for Descent 1 (*.tga)

The mission folder can have subdirectories as well. You can place all pure singleplayer missions in 'missions/single'; if you select 'Play Single Player Mission' in D2X-XL's main menu, it will only display those missions in the mission selection dialog.

Date: 2007-11-16 02:23:12     User: anonymous     Subject: Re: Original game?
Yes. Look at the Additional System Requirements.

* Original game data
* gcc
* SDL 1.2.11 or newer
* OpenGL
* 3D graphics card (a small card like a GF2 M400 or Geforce 5200 will do)

Date: 2007-11-16 02:30:44     User: anonymous     Subject: Re: Original game?
Yes, but you can play the demo with it.
Date: 2007-11-16 21:46:29     User: karx11erx     Subject: Re: Original game?
But that doesn't really cut it. You can get D1+D2+D3 really cheap on ebay these days.
Date: 2007-11-17 16:45:03     User: anonymous     Subject: Binaries
Is anyone providing precompiled binaries for this?
Date: 2007-11-24 17:45:37     User: anonymous     Subject: Re: D2X-XL
Obviously, you didn't read that rar archives do not preserve file attributes and permissions. By the same token, WinXP does not support "rar out of the box", as you have to download WinRAR. Man, you are dense.
Date: 2008-01-07 12:37:47     User: karx11erx     Subject: Re: Binaries
I have found an rpm for openSUSE here:
Date: 2008-02-01 13:25:16     User: dejan     Subject: Can you at least make few GPL levels?
Instead of requiring original game data, and spending time on irrelevant things, i would recommend spending few more hours and make couple of free levels for people who do not wish to buy Descent, and want just to give it a try...
Date: 2008-02-01 13:32:16     User: dejan     Subject: Re: Can you at least make few GPL levels
Yes, someone might say - download demo data file. No, i said this above because in case someone wishes to make a package for some distribution, she/he cannot legally put original Demo data in it.
Date: 2008-02-01 13:34:09     User: nath     Subject: Re: Can you at least make few GPL levels
One could make a package without the data files and include that in the demo. Then one could use autodownloader to get the demo data. This is the way, Fedora does this with games like Doom.
Date: 2008-02-01 16:54:18     User: dejan     Subject: Re: Can you at least make few GPL levels
Project _source_ packaged in a .rar file... configure/make files packaged into another rar file (inside previously mentioned rar file!!) ... No further comments...
Date: 2008-02-03 01:08:47     User: karx11erx     Subject: Re: Can you at least make few GPL levels
dejan, please forgive us that us unworthy grunts dared to spend our time on useless stuff instead of fulfilling your highnesses' wishes and desires. Not that you paid us or contributed anything useful to the project. Btw, there's tons of free levels for this game. Obviously levels aren't the issue ... I leave further conclusions to your superior intellect.
Date: 2008-03-08 04:16:14     User: anonymous     Subject: Re: Compiles a bit easier
There is a flavor of linux (live cd) that uses portage (automatic package installer) to access the d2x-xl repository and will automatically compile and install d2x-xl. All you do then is add the demo or registered descent 2 data files to the "data" directory and it works. I wish I could use Synaptic (apt-get) in PCLinuxOS to access that repository! Anybody know the repository path?
Date: 2008-03-09 22:08:23     User: anonymous     Subject: Re: Can you at least make few GPL levels
Date: 2008-03-11 15:42:50     User: anonymous     Subject: Dang thief-bot
I loved the original Descent but couldn't play more than 5 minutes of Descent 2-3. That dang thief bot ruined the whole game for me. The frustration factor of hunting down upgrades that I was just going to lose anyway kind of took all the fun out of it for me. Do you think an option to turn the thing off might be interesting? I realize that that might make you too powerful in those games, though.
Date: 2008-03-11 18:33:20     User: anonymous     Subject: Re: Dang thief-bot
Here is a time consuming but sure way to kill the thiefbot:

The thiefbot generally won't come near you if you can see him. He basically runs away from your guns. So enable the rear-view display. The thief generally hangs out near the start of a level. Once he starts showing up, fire a few lasers at him. He'll run. Find a nearby alcove or tunnel with only one way in or out and point the back of your ship out the opening. Choose the most powerful gun you have. I like the fusion cannon if so equipped. The Mercury Missiles are good thief-hammers too.

Watch your Rear Display until the thief starts sneaking up on you. Once he gets close (but not too close!) spin around and let him have it. If you have the fusion, hold down the button as you spin and release as soon as that annoying little pest is in your sights. If it is a good long tunnel, you can make him eat at least two Mercurys too. He'll run like a scalded cat once you fire on him.

The thief is a tough little booger. You'll have to hit him four or five times this way before he dies. Thankfully, he's stupid too and will show up for another hit not too long after the first blasting. He'll do a little damage to your shields since he is apt to be close and goes out with a bang at death. As long as your shields aren't too low, you'll make it up as the thief generally leaves behind a couple of shield orbs when he blows.
Date: 2008-03-11 20:38:51     User: karx11erx     Subject: Re: Dang thief-bot
D2X-XL offers a cheat code to kill the thief bot (that will cost you your score though - but imo the fun of playing Descent doesn't like in gathering a high score). For a skilled player the thief only a nuisance though.
Date: 2008-03-12 13:44:21     User: anonymous     Subject: Re: Dang thief-bot
I'm sure that's true, but it affects gameplay. In the first Descent, I favored a very methodical strategy for cleaning out every room. In Descent II-III it seemed like they wanted to discourage that kind of thing to speed up the game pace. The thief bot seemed to be just one of the ways to keep you moving and give you the sense of urgency and enemies on every side.
Date: 2008-03-13 00:48:54     User: anonymous     Subject: Re: Dang thief-bot
D2 can be played that way too with the following caveats:

1. You have to take out the thief when present. As I mentioned earlier, he is stupid. You need only a big gun, some patience, and the willingness to show him your ass a lot ;-).

2. Rooms with Robot Generators can be cleaned out as the generator will eventually stop producing robots. However, once you leave that general area it'll pump that room full of robots again. Sometimes it doesn't matter and other times you have go back through the generator room after getting a key or other goal and that room is along the only way in or out.

Unlike plain ole D2, D2X can slug the odds a bit more in your favor in that you can save up cloaks and invulnerability powerups and use them at will with a hotkey rather than the powerup triggering on pickup. Sometimes, it's better to sneak past a room with 15 nasties rather than battle it out.
Date: 2008-03-15 22:43:53     User: anonymous     Subject: Re: Can you at least make few GPL levels
It is neither my wish nor desire. I simply opted not to play the game because of what i wrote above! :) Luckily, there are some free games around, you know...
Date: 2008-03-15 22:44:58     User: dejan     Subject: Re: Can you at least make few GPL levels
The reply above was mine - i did not see i was not logged in...
Date: 2008-03-15 22:47:31     User: dejan     Subject: Re: Can you at least make few GPL levels
I agree Nath, that is the way it should be done, but this guy (or these guys) care more about fixing couple of bugs every two weeks and releasing a new version so "their precioussssss" can be seen on The Linux Tome again... (And I am definitely not the only one who thinks so, just see the comments of other people here about this game)
Date: 2008-03-16 20:06:17     User: anonymous     Subject: Re: Can you at least make few GPL levels
I did in fact see the other comments, including those of the primary dev. They don't control when the Tome announces a new version. The fact is that they release something with a few fixes and maybe a new feature every two or three days and could care less when the Tome announces one of them.

The Tome appears to use some sort of automated system to announce releases of the projects it tracks. The Tome itself is responsible for spamming D2X-XL on every other page. It isn't D2X-XL's fault that it is released early and often.
Date: 2008-03-21 16:12:26     User: karx11erx     Subject: Re: Dang thief-bot
Usually I hunt the thief down and kill it - it is so satisfying to hear that angry and surprised squeal ... :D

Two methods:
  • Hunt it with Vulcan or Gauss. Other gun shots travel oslow as it evades shots very fast.
  • Find a tunnel, fly inside, drop a prox or smart mine behind you (proceed a little to avoid blast damage) and wait for the thief to approach.

Date: 2008-05-31 22:08:41     User: PRAEst76     Subject: Permissions wrong?

I seem to be having some issues trying to configure the source for compiling. I think this may be a permissions problem but I'm stumped so far as to how to fix it.

$ sh
set: 2: Illegal option -

When I try:

$ ./
bash: ./ /bin/sh^M: bad interpreter: No such file or directory

Any ideas/suggestions/tips?

Date: 2008-06-02 01:49:52     User: skwurp     Subject: Re: Permissions wrong?
Yeah, I think I've have this problem before.

Open in a text editor and change the end-of-line style from Windows style to Unix style and save.
Then re-run

Or, if you can't find any text editors on your system that can convert EOL style, you could try:

tr -d '\r' < inputfile > outputfile (from wikipedia)
Date: 2008-06-02 22:04:31     User: karx11erx     Subject: Re: Permissions wrong?
I am maintaining these files on MS Windows. Usually I replace DOS with Unix line endings in these files before packing them up in a release source archive, but sometimes I forget to do that, and you need to do it yourself. Getting the files from the D2X-XL source repository on should cure that problem.
Date: 2008-06-27 02:46:20     User: prygme     Subject: 5*
Date: 2008-08-15 01:41:41     User: DaVince     Subject: Re: Can you at least make few GPL levels
If it's really some sort of bot submitting those releases every once in a while (since the only other way to submit seems to be manually I guess it must be a bot), one starts wondering why other oft-updated projects don't appear as often as this one does.
Date: 2008-08-15 08:23:45     User: nath     Subject: Re: Can you at least make few GPL levels
There is no bot. I simply know that this game is updated quite often and so I look for updates from time to time. If you know about other games that are frequently updated but don't get a post here, please submit updates yourself. I can't check every game for updates every day.
Date: 2008-09-28 12:55:49     User: Krovogad     Subject: Re: Permissions wrong?
tr -d in your example is not working, better use

# sed 's/.$//' dosfile.txt > unixfile.txt
Date: 2008-11-23 03:21:03     User: static     Subject: compile problems.
i'm a big descent fan and i appreciate that someone with coding skills is working on it but this is hard to compile. i'm no coding guru.

chmod 755 ./configure
dos2unix config.sub
dos2unix config.guess
./configure --prefix=/usr/local
dos2unix depcomp


vi audio/linux/alsadigi.cpp
fix the newline accidentally inserted on line 80.
part of a number has been deleted. it is probably 0x42. (add it)



vi audio/linux/alsadigi.cpp

change line 220 from:
vl = FixMul(vl, (x = sl->volume);
vl = FixMul(vl, (x = sl->volume));

and now i've come across a problem that i can't figure out how to fix.

make[2]: Entering directory `/home/static/src/d2x-xl/audio'
source='./linux/alsadigi.cpp' object='alsadigi.o' libtool=no \
depfile='.deps/alsadigi.Po' tmpdepfile='.deps/alsadigi.TPo' \
depmode=none /bin/bash ../depcomp \
g++ -DHAVE_CONFIG_H -I. -I. -I.. -I ../include -I ../input/include -I ../network/linux/include -I ../audio/linux/include -I /usr/local/include/SDL -I/usr/include/SDL -D_GNU_SOURCE=1 -D_REENTRANT -O3 -g -Wall -Wno-char-subscripts -c -o alsadigi.o `test -f './linux/alsadigi.cpp' || echo './'`./linux/alsadigi.cpp
In file included from ../include/gr.h:20,
from ../include/error.h:19,
from ./linux/alsadigi.cpp:20:
../include/vecmat.h: In member function ‘fVector3* fVector::V3()’:
../include/vecmat.h:385: warning: dereferencing type-punned pointer will break strict-aliasing rules
In file included from ../include/wall.h:17,
from ./linux/alsadigi.cpp:28:
../include/inferno.h: At global scope:
../include/inferno.h:1830: error: ‘tWall’ does not name a type
../include/inferno.h:1831: error: ‘tExplWall’ does not name a type
../include/inferno.h:1832: error: ‘tActiveDoor’ does not name a type
../include/inferno.h:1833: error: ‘tCloakingWall’ does not name a type
../include/inferno.h:1834: error: ‘tWallClip’ does not name a type
../include/inferno.h:1835: error: ‘MAX_WALL_ANIMS’ was not declared in this scope
../include/inferno.h:1840: error: ISO C++ forbids declaration of ‘tWallClip’ with no type
../include/inferno.h:1840: error: expected ‘;’ before ‘*’ token
./linux/alsadigi.cpp:148: error: expected initializer before ‘.’ token
./linux/alsadigi.cpp:153: error: expected initializer before ‘.’ token
./linux/alsadigi.cpp:156: error: expected initializer before ‘.’ token
./linux/alsadigi.cpp:158: error: expected initializer before ‘.’ token
./linux/alsadigi.cpp:173: error: expected initializer before ‘.’ token
./linux/alsadigi.cpp:176: error: expected initializer before ‘.’ token
./linux/alsadigi.cpp: In function ‘void AudioMixCallback(void*, ubyte*, int)’:
./linux/alsadigi.cpp:204: error: request for member ‘vPosition’ in ‘sl->sound_slot::position’, which is of non-class type ‘unsigned int’

inferno.h is having problems seeing typedefs in wall.h (even though it includes wall.h)? however, wall.h also includes inferno.h.. so i'm wondering how wall.h can include inferno.h seeing that inferno.h requires typedefs from wall.h. is there a way i can just skip compiling this alsa stuff and still have sound support?
Date: 2008-11-23 03:26:40     User: static     Subject: Re: compile problems.
my line numbers are a bit off in the gcc error cos i've been adding stuff to the source code. but i commented it out. the problems start on line 1771 in inferno.h, i believe.
Date: 2008-11-23 03:39:29     User: static     Subject: Re: Can you at least make few GPL levels
i'm sort of with dejan on this. i don't mean to be critical, but this is the LINUX game tome. and this game is extremely difficult to compile on linux. (at least, that's the way i found it. i couldn't get it to compile.). the packaging is really silly. it looks to me like the developers are using visual c++ and don't really bother much with linux.

and i'm ok with that except that this is the LINUX game tome.
Date: 2009-01-19 12:01:17     User: karx11erx     Subject: Re: compile problems.
The SVN top code revision currently is a w.i.p. Visit my forum @ to get information about D2X-XL SVN organization and general installation help.
Date: 2009-01-26 21:32:08     User: draeath     Subject: rar...?
Why are you using rar, exactly?

1. Rar is not free, it costs you money to use (unless you steal it).
2. Rar does not support linux file permissions etc.
Date: 2009-01-26 21:33:56     User: draeath     Subject: Re: Permissions wrong?
Dropping windows and working within a real operating system (be it Mac or Linux or whatever else) is also a good solution.
Date: 2009-01-27 05:11:51     User: draeath     Subject: Re: rar...?
Also it's kind of a pain that the source archive isn't in a usable state when you download it. Do you even test the linux builds?
Date: 2009-01-30 11:24:09     User: karx11erx     Subject: Re: rar...?
How I love (cough) people complaining w/o even investigating (in the right places).
Date: 2009-03-11 07:47:40     User: Saunabad     Subject: pre beta quality build process
I'mean having to change line break styles on files. Sure, it's an understandable mistake. When it happens once. When it happens repeadetly it's just slobby.
Date: 2009-03-11 19:45:08     User: Saunabad     Subject: Re: pre beta quality build process
Source codes should be checked out directly from repository using subversion and compiltaion goes through fine. I don't know why this is not told in linux installation instructions. Setup is still a bit tedious, and my mouse refuses to work in game although it works fine in menus (buttons work in game also, axes don't). Otherwise a fine port of a great game.
Date: 2009-03-19 15:34:12     User: karx11erx     Subject: Re: pre beta quality build process
D2X-XL coding currently is a one man show, and instead of lending a hand you complain about minor issues, if not peanuts. Your attitude is questionable to say the least.
Date: 2009-03-31 17:09:06     User: karx11erx     Subject: Re: rar...?
I really have to hold my self back. D2X-XL is so much work already that it's a pain. And now you come along and have nothing better to do than complain about something, instead of simply notifying me that there are problems. Heck, please just don't use D2X-XL, I really don't want to see my hard work used by such ungrateful trolls who take everything for granted and don't give back at least a little bit!
Date: 2009-04-02 15:41:53     User: frogstar_robot     Subject: Note of support
I have to agree with Karx that some of you are coming off as ingrates. He puts an almost superhuman effort into making Descent run like a modern game and be crossplatform.

I am grateful that I have this to play on my Linux machine and that it plays and looks much better than it ever did as a DOS game.

As for the rar files and building quirks, rar files can be decoded free of cost on x86 Linux at least. And I have scripted the business of unpacking, fixing the line endings, and building the source. I'm happy to say that I never notice whether or not the line endings are OK in a given release because of that. The results are worth it IMHO. He has also documented on his site best practices for building, installing, and running the game.

Yes, he does things a little differently than we Linux users are accustomed to but he doesn't have to put forth the effort at all as Windows appears to be his primary environment for developing and playing the game. We should be encouraging rather than disparaging.

BTW, nice April Fool when the game first starts. It ALMOST had me going.
Date: 2009-04-03 11:04:49     User: karx11erx     Subject: Re: Note of support
Actually Linux users can and should get the source code, make files and scripts from the SVN repository. Key versions have been tagged there.
Date: 2009-04-03 17:38:00     User: karx11erx     Subject: Re: Note of support
Thanks, frog_star. :)

Btw, if you install Eclipse and the Subclipse plugin for Eclipse, there is almost no effort required to build a d2x-xl version. Update the source code from inside Eclipse using Subclipse, chose "build project" (after making the release project the active one), and there you go.

It's amazing how much many Linux people insist on their geekness and superior understanding of computers, OS-s and procedures required to get them going, but you can neither be bothered to read my installation instructions nor to really use some of the greatest stuff Linux has to offer, like Eclipse. Instead you complain about my using RAR - which offers some of the best compression I have seen, and is the perfect choice for me as a Windows user anyway (7zip is just too slow), although Fileroller deals perfectly well with rar files (and don't tell me that more than a dwindling minority of you here use Linux on other than x86 hardware), and aren't even capable of creating a script that converts the source files' line endings, so much less of figuring how svn works (or maybe even what that might be).

Sometimes I am asking myself whether it is the nature of Linux as a free OS that attracts people with that attitude - people who aren't willing to spend anything for what they want to have, but always expect others to set it up perfectly for them - for free, of course.
Date: 2009-04-05 02:29:10     User: frogstar_robot     Subject: Re: Note of support
Btw, if you install Eclipse and the Subclipse plugin for Eclipse, there is almost no effort required to build a d2x-xl version. Update the source code from inside Eclipse using Subclipse, chose "build project" (after making the release project the active one), and there you go.

I'll give it a shot. I don't build from the rar snapshots out of any sense of 'leetness; I've just become accustomed to doing to doing it that way. I scripted because well....I've built a lot of them and I'm lazy. Laziness tends to be a motivator for learning some scripting ;-).

Though on top of learning Eclipse enough to build a release, I will have to contend with one other wrinkle. You supply an SDL that you have patched to be less buggy with D2X-XL. I unpacked and built that SDL in my D2X game directory and when I build D2X I point the configure script at that local-to-D2X SDL. D2X isn't the only SDL game on my system and I since I don't know what the effects of that version would be on the rest of my system, I don't install it system wide. Besides, that isn't unlike Windows games that use SDL. Most seem to have their own SDL dlls as part of the package. Still, I know how to do it with ./configure but have never even installed Eclipse before. I'll try to figure it out though.

Is the SDL upstream just cold to your fixes?

Incidentally, I wouldn't say most Linuxers and BSDers are do-it-yourselfers-who-want-everything-done-for-them. It is that we have some quality metrics that don't really apply very much in the Windows and OS X world. Since we do have to build so many packages against our systems, ease of building is very much a concern. To me, ./configure, make, checkinstall isn't so different from running an installer in Windows (in the case of D2X-XL, I just chuck the binary into my local game directory).

The degree of militancy about open tools vary. In my point of view, openness is a feature and a very important one at that. So I prefer open tools but will use a closed tool if there is nothing else to do a given job....and I feel no need to take anybody to task for it. So I just apt-get in unrar and have done with it.

Packages that have dependencies that can't be supplied from my distro's repositories, I tend to give a miss. Ditto for things that may build easily for the original devs but not for me. I mostly don't bug the devs about it unless I spot something obviously helpful but I give them a miss. I consider D2X-XL "good enough" from that point of view since you do document procedures that work if followed and don't require major surgery to my system to accomplish.

Date: 2009-04-06 00:32:14     User: karx11erx     Subject: Re: Note of support
My additions to SDL and SDL_mixer only handle a few null pointer issues that aren't properly handled in the default code (SDL_mixer cannot handle closing and reopening audio devices while the program is running), and find a audio device more successfully on Linux. You can install them globally w/o danger of negative effects.
Date: 2009-04-06 00:35:14     User: karx11erx     Subject: Re: Note of support
You said it: You've become accustomed to a certain way of building D2X-XL. I could also say that most people cannot be arsed to look into new ways of doing this, even if it's described in the installation instructions and would both increase their Linux skills and simplicity of building D2X-XL. Well, I've had about 3,500 downloads of v1.14 and one donation following it, so I don't really know why I should care anyway (and that's what I was referring to with my remarks about OSS users).
Date: 2009-04-06 03:28:20     User: frogstar_robot     Subject: Re: Note of support
I got Eclipse installed and built d2x-xl according to instructions. It works a treat so I'll stick with it.

I'll talk to my better half about throwing some cash your way. I'll note also that I had better luck with Eclipse as distributed by rather than the version that came with Ubuntu Intrepid. It runs just fine unpacked in your home directory.

I did click the English PayPal link you have up and it takes me to a page in German. Philistine that I am, I'm not literate in that language and could have quite the time figuring out just how I can give you money.

I don't have any idea how to solve the general problem of donations for you but I'll throw the little I can spare your way. I have had some joy of your work.
Date: 2009-04-06 10:26:10     User: karx11erx     Subject: Re: Note of support
That page once had been in English, and I don't know when the retards at Paypal's have messed with that, and I don't know how to change it back. Anyway, to send money with paypal, all you need is an e-mail address, right? Find it on the "contact" page of (scroll the home page down all the way for a link there).
Date: 2009-04-18 12:23:51     User: karx11erx     Subject: Re: Note of support
Well, I managed to change it back. Paypal payment pages now are in English again.
Date: 2009-05-18 00:18:57     User: Stereocaulon     Subject: D2X-XL
Wow, such an active development, thanks for all the effort. Keep it up! I remember the last time I played this (long time ago) when the models were still buggy and the visuals lacked. Can't wait to download the svn and try out the latest version.
Date: 2009-06-06 14:05:34     User: Stereocaulon     Subject: Effort and dedication
Dear KarX, I am a linux user and have great respect for your work. Descent (2) is a haunting game that sucks you in. Thanks again for making this classic run on modern systems of all flavours. Please take a little whil off now and then so you can still enjoy the real pleasures in life...
Date: 2009-07-02 11:57:33     User: karx11erx     Subject: Re: Effort and dedication
Life? Pleasures? Hehe. Thank you for your compliments.
Date: 2010-02-08 02:45:34     User: BrandeX     Subject: Re: rar...?
I don't know what this guy was smoking, but RAR is free on Win as well as Linux Presumably Mac also). You can add rar support to file roller with a few clicks in your package manager, and rarlabs gives it away for free on their site as shareware for Windows with only a nag screen if its unregistered.
Date: 2010-05-04 13:16:39     User: Pit     Subject: Data files
OK, one can still buy the full version for $5 from GOG. Does anyone here know if I will be able to unpack that correctly in linux, e.g., in dosbox, and use the data with this port? No, I really don't have any windows around (and actually never had...)


Date: 2010-05-07 08:55:06     User: karx11erx     Subject: Re: Data files
If you can't, please register on and send me a PM referring to your question here. karx
Date: 2010-09-01 10:56:15     User: binkzz     Subject: Thanks Karx!
Thanks a lot for the great work, karx! Don't let the complainers get to you. They're not attacking you personally, or your project. They're just running into problems building the project and need a place to vent their frustrations. There is a certain percentage of users that will complain (for what ever reason). These guys were interested in your project and disappointed they couldn't get it to work.

Unfortunately, you can't please everyone. But remember that if you have no complainers, you probably don't have any users either.
Date: 2011-11-16 04:01:08     User: pylxwzhj     Subject: Re: Effort and dedication
Please note that you can get this in the current Humble Bundle for a price you decide yourself, until 12 October 2011. If you pay more than the average price (currently $4.59), you also get 5 extra games. I'd say this is one of the best tactical games for Linux. I also really like the cyberpunk style. There are some minor issues however. My biggest gripe is the CPU intensive AI calculations