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Replies: 11 comments 23 replies
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I would like to see more Piccu QoLs imported, such as the new resolution picker in options. I would also love to see complete controller compatibility: true xinput and the ability to play the game and set config options using only a controller. |
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It's not a very "sexy" project, but telemetry (for crash reporting, at a minimum) would be extremely helpful. I know there is a lot of concern around user privacy and avoiding even the impression of violating that, but I feel fairly confident that we could come up with some opt-in mechanisms that would provide a lot of value. |
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I am planning to create Apple Developer accounts so that we can sign the MacOS builds, which would be another great thing to get in for 1.6. |
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Some DirectX renderer features added to the new renderer to make the game look the best it can be |
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Another one: Before we get too far along in any other PRs, we should aggressively clang-format and clang-tidy the repo. The formatting diff should clearly specify the tool versions and commands used, so contributors can run the same command on their PRs to prevent merge conflicts. |
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I'm not sure whether it'd be a 1.6 feature or more of a 1.7 or later, but some kind of 32-on-64 virtual machine for running scripts for backward compatibility with existing community-built levels would be important. |
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VR / OpenXR support would be sooo great :D |
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First off, great work so far!! I love Descent 3, and it's SO nice to be able to finally play it on a modern computer (and OS) without "weird issues" :D Some things that come to mind for updating the original engine is being able to push the options and settings past their current values. Things like forcing the terrain to render at maximum detail, pushing terrain draw distance further, forcing highest LOD for objects, more sounds being played at once (if that's even an issue?), etc. Eventually it'd be great to improve the responsiveness of the UI like the main menu and auto map. Of course not losing compatibility with older hardware either, which I'm sure is not the plan haha. I have an old P3 533Mhz I'm hoping to bring back to life "soon", and Descent 3 is always high on my list of games I'm gonna play. |
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With the move to SDL2, the issue of calibrating joysticks/joypads moves from the OS to the program, so being able to do this in-game would be helpful. |
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Thank you very much for all your ideas! I opened a few more issues tracking new ideas, please open more if I missed some. You can view the issues we plan to address primarily in the upcoming 1.6 version here: https://github.com/DescentDevelopers/Descent3/milestone/2 To make it short, 1.6 will bring better multiplayer and controller support, as well as graphical enhancements and improved user experience to finding game data files. Feel free to help solving these issues if you are able to! |
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Fixing mouselook, and the FPS cap, is an obvious minimum requirement. The mouselook has a ticrate of around 25, and the game is capped to 50 FPS. This was always a bad design, since the standard monitor minimum refresh rate has always been 60hz, and the mouse ticrate breaks movement speed especially at higher FPS. Over 100 FPS, the mouse teleports around, and at 50 FPS the mouse DPI is unusable for precise aiming. This is already fixed in the Piccu Engine, and is the only version with acceptable mouse look performance. If you want to add QOL gameplay mechanics, I'd suggest looking at the whole inventory key mess, perhaps eliminating manual use of keys, and highlighting keys and objectives on the map after you roam the area. Descent 3 tried to turn the game into one of those point and click obscure puzzle mechanic games, and it wasn't fun. They even had a soft lock with the keys in 1.4, so you could have bugged out the game, and wouldn't know it. Speaking of the map, I believe the map defaults to 640x480 or something, and it's pretty bad. It should match the screen resolution. Fixing the graphics is just obvious. The Direct X version has the most graphics, but it also doesn't work. The lighting was better, the effects were better, there was optional bump mapping, and there was a special Pentium 3 particle effect locked behind detecting a real Pentium 3, which essentially disabled the effect for every CPU before and after Pentium 3. Piccu Engine fixes all of this except bump mapping. Version 1.5 already did a lot of work fixing the LOD system and 32 bit color, but I noticed the Z buffer was broken by default, clipping a lot of geometry. So Z buffer fixing is a requirement. The more difficult fix would perhaps be the sound engine, because while descent 3 supported EAX, it was best played in A3D, which had raytraced audio effects. You can surpass EAX with OpenAL, but afaik the only audio API for raytracing is perhaps steam audio? IDK, OpenAL is good enough for most people. I've never seen anyone actually fix A3D, so I don't think it's easily done, or anyone has the motivation to do it. It's likely easier to add raytracing to EAX, and the default OpenAL port is good enough. |
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As v1.5 is about to be released, we're looking for new ideas and suggestions for the next version of the Descent 3 engine!
Now that the game is more stable, we can start incorporating new quality of life features not originally in the main game.
Some developments are already ongoing or planned:
What would you like to see implemented in the next release of the engine?
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