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61
Descent Levels/ Mods / Re: PSX Anarchy from Descent 1 PSX?
« Last post by Arne on September 09, 2022, 01:59:44 AM »
The PSX Anarchy levels are now on the DXMA: https://sectorgame.com/dxma/mission/?m=1977

Converter source code: https://github.com/arbruijn/D1PSLConvert
62
Descent Single Player / Re: Cold start on Vertigo?
« Last post by mystery2018 on August 10, 2022, 07:34:54 PM »


I could see a good player doing level 22 no problem, my idea to deal with the huge driller room would be, when you go into the room with the invulnerability and the 3 red hulks, take out the hulks quickly and then use your invulnerability to go down and take out all the drillers.  The spiral shaft is really easy if you do it right -- my suggestion: take out all the mine-laying drones first from the bottom, go grab the cloak in the blue area for the way up, then on the way down put a smart missile on each ledge to take out the drillers... there are a couple of secret doors part of the way down with more smarts to refill, so you should have enough.
That said, if you don't have a plan it would be hard.  You need a plan for that level on any difficulty.

Nah you don't need all those smarts do it with homers.
63
Mess Hall / Re: RIP - Descent 3 Dravis (David Warner)
« Last post by Scyphi on July 26, 2022, 01:48:49 PM »
Oh no, I was afraid that might happen soon--I'd seen a picture of him just a few months ago and thought to myself he was looking pretty frail.  :(
65
Mess Hall / Re: Roll Call Feburary 2022
« Last post by Grizz on July 21, 2022, 06:03:05 PM »
Haven't stopped in here in a long time, but I'm still kicking, and still play D3 a bit.
66
Mess Hall / A Descent 3 easter egg?
« Last post by SaladBadger on July 17, 2022, 10:50:19 PM »
From working on InjectD3, I have discovered a strange easter egg in Descent 3. The conditions to trigger it are obscure. In order to trigger it, you need to spend more than 4 hours on a single level and have the fast headlight enabled and turned on. At this point, if you look at a surface using the game's water effects, an eyeball graphic (freakyeye.ogf) will emerge from the fluid, as seen in the following screenshot:



I have some questions about this whole thing though... Descent 3 has been out for over 2 decades, and has had a fair bit of spelunking done on it, to say nothing of fan and official patches done after the fact. I have never seen any information about this easter egg though, but surely, within those years, someone must have discovered it and the conditions for it? Maybe it's lost in some obscure thread on the original PlanetDescent, or a long lost IRC conversation, or maybe I just suck at searching the few remaining extant forums...
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Mess Hall / Re: Descent 2 44khz audio files?
« Last post by Parabolicus on July 16, 2022, 10:40:42 AM »
descent2.de has a pack of 44 kHz sounds under their Downloads page (look for "Descent 1 and 2 Hires sounds"). Since we only have the assets up to 22 kHz, they must be upsampled somehow (so they don't sound as good as they could, but without the original assets we'll never know the difference). I'm not sure what was used to upsample the sounds, however.
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Mess Hall / Descent 2 44khz audio files?
« Last post by moon56 on July 15, 2022, 07:44:36 PM »
Is there an upmix or remixed audio for d1/d2 somewhere?
69
Doublepost, yech, but it's okay 'cause I've got content to share :D

Four preview music tracks, showing off all three -- ambience, instrumental, and vocal -- styles.  The logic for using three has to do with the different degrees of theming and abstract design between different maps in the set, which I see as a great opportunity to give these songs some more variety -- something neither of the previous soundtracks for TEW really has.

Instrumental tracks are still going to be the most common style, so that's reflected in what I've chosen to show off.
Sorry for using google drive links, but I don't trust the upload function here given how this site is kind of slipping through the event horizon of its own personal black hole.

Turbine (Level 10 track -- instrumental)

Shimmer (Level 7 track -- ambient)

Betrayers (Level 21 track -- instrumental)

Exposure (Level 19 track -- vocal)
70
Yes, time to reveal a project I've been keeping mostly under wraps.
It seems The Enemy Within is generally accepted to be among the cream of the crop of Descent singleplayer missions, right alongside gems like Plutonian Shores, Orion Nebula Project, and The Entropy Experiment.  It's the only Descent mission pack to have its own TVtropes page!  And, since it's coming up on fifteen years since it's release, and I was... vaguely... involved with its creation, I think it's high time it got a big update so that we can all discover it all over again.
Think of it like the Star Wars special editions, except not like that because it's actually good. :)

My roadmap right now is to have all the bells and whistles ready by the middle of next year, which is the actual anniversary.  We'll see how that goes, of course.  Here are the cool things I'm definitely doing, the cool things I'm probably doing, and the cool things I really want to do but might not be realistic.

Definitely happening:
Compatibility with Rebirth, D2X-XL, and hopefully at least partial compatibility with Chocolate Descent, potentially with separate versions to take advantage of each port's unique strengths.

An all-new original soundtrack, one that finally does justice to the insane map designs in ways neither the midi tracks nor my 2010 attempt at an OST ever could.  It'll include instrumental songs, ambient songs, and even a few vocal tracks to highlight some of the levels and setpieces that really stick out to me.  Expect to hear a mix of D1 style techno-industrial music and D2-style guitar-driven metal, all with a flavour that's uniquely "Enemy Within".
Progress on this is about 45%  I'll probably post some preview tracks sometime soon.

New voices for all of the custom robots in the pack -- except maybe Thief, out of fairness concerns.  This has been really cool to get to do and it's turned out better than I ever believed it could.
Progress on this is about 95%  It's just some of the bosses that are left to do.  There's a sneak peak at some of this down below.

Various bugfixes.  I particularly want to fix the broken cockpit textures on level 23, the broken Warlord model on level 25, and some very noticeable texture alignment problems on level 20.  Plus anything else I find in the course of testing this stuff.


Stuff that's probably happening:
A D2X-XL version with fully hi-res textures (courtesy of Pumo), some neat visual effects, and unique music tracks for the secret levels.

A Rebirth-specific version with full exit sequences for every level that makes sense to have them, and the restored D1 door sounds from Xfing's patch.  This will rely heavily on input from other people, so we'll see how it goes.


Stuff that's maybe happening:
If I can get Darkflamewolf's permission, I might try and rebalance the level 25 boss arena to make it less frustrating.  If she'd rather it not be changed, though, I'm okay with that.

And maybe even more, if I come up with some other cool thing.

Here's a video that shows off some of the new enemy sounds:
https://www.youtube.com/watch?v=4AMjvlq7_ZU

And I'll add some preview music tracks sometime in the next few days.
Hopefully this is enough to get you all as excited for this as I am. :D
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