"Descent" Goes For a Crowdfunding Reboot (and a Linux Version) 149
New submitter boll writes A bunch of Star Citizen alumns have taken it upon themselves to resurrect the hit game franchise Descent, backed by a Kickstarter campaign. If you are a semi-oldtimer on the PC gaming scene, you may fondly remember how the original Descent was among the first to provide 6 genuine degrees of freedom during intense late night LAN gaming sessions."
Reader elfindreams adds: It will be released as a PC/Mac/Linux game and will include a single player campaign and multiplayer with up to 64 combatants on a map! They are working with a number of members of the current D1/D2 community to make sure the flight/gameplay feels "old school" and they are updating the technology and game to a new generation.
Rift support? (Score:4, Funny)
For maximum bazooka barfing!
There was no game more puke inducing than Descent 2 on the VR headsets of the day.
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Our boss actually moved our group away from most other folks so our yelling and screaming wouldn't disturb them, and well...he wasn't that big a stickler for time clock, as long as we got code work and all done and in on time, he didn't care that much WTF we did.
We played our own maps and took out all the monster so it was just us and weapons respawning.
I'd
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I played 1 to the end. But this is not a VR friendly game.
If anybody can make descent non-pukey they will have solved the VR puking problem.
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The funny part is that the Descent series were the only PC games with native VR support for 20 years...
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No. VFX1 support was hacked into Descent 2. Same as Janes ATF, Longbow, Falcon 3, Mechwarrior etc etc.
They all had native head turn, which was hacked into with hardware debuggers. Patch files for the exes shipped from the VFX1 folks.
Descent 2 also had stereoscopic graphics working. Which made it worse.
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I eventually hooked my VFX1 to a gig processor and a VooDoo rush card (where did you find 3Dfx cards with VESA feature connectors?).
No matter the frame rate, Descent sucked. 15 minutes max.
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Did you play it with a VR headset?
double dose of dimenhydrinate please (Score:2)
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No kidding. This game gave me a tendency towards motion sickness while looking at fast moving FPS screens that persists to this day.
Will the VR headsets come with vacuum facemasks to keep the room clean???
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D4? w00000ooooooooo...... (Score:2)
I played the game for hundreds of hours, I never experienced motion sickness. Only one data point, sure, but people I have encountered that have th
Re:64? (Score:5, Insightful)
Even 64 player games are already "arm rocket launcher, fire blindly for maximum frags. Don't worry, you'll be dead before you're out of rockets" most of the time.
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Then it doesn't matter whether you play 64, 128 or 256 people. Making the playing field large enough that the population density becomes one per cube mile where I'll be essentially duelling the one guy I can find means that the number of players doesn't matter anymore.
The point here is that at a certain cutoff it doesn't get better or more interesting anymore by adding more people and compensate it by stretching the maps. As soon as you can't sensibly put everyone into "viewing distance" anymore without mak
it matters, but (Score:2)
sure it matters. you can start having new gameplay modes like turf war.
but the real important question would be to ask do they have the license for descent or is this just a descent like game? there were couple of clones of descent back in the day.
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The kick starter page clearly says it has a single player campaign as does the video.
the summary didn't but who reads the article anyway
RTFA (Score:3)
Will it work... (Score:2)
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...with my Spaceball Avenger?
That would be awesome. I was never particularly good with any keyboard / mouse combination and always thought it would be better with a 3-d mouse with lots of buttons.
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Who cares. I found my Loki Publishing copy of Descent3d a few weeks ago, and I have access to a planetarium dome projector that runs at 1600x1600 :) ....
Gonna see if I can get it running on a current kernel w/ a relatively current (ie, only 6 year old) nVidia card, then see about at least recording and then projecting on teh screen if thats what it takes...
If you are a semi-oldtimer on the PC gaming scene (Score:2)
>> If you are a semi-oldtimer on the PC gaming scene
Yeesh...I guess those of us who played Zork should be in a nursing home.
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Three word commands, luxury.
When I was a kid we played in squashed dodecahedral maps, and we liked it.
Re:If you are a semi-oldtimer on the PC gaming sce (Score:4, Insightful)
Man, can you imagine how AWESOME a Zork reboot would be? Think of what you could do with it these days. User-selectable fonts, boldface *and* italics, and... dare I dream?... SUB-PIXEL RENDERING! How spooky would it be when your torch goes out to have your text dim turn by turn until you're finally eaten by that grue! To have subtle changes in typeface be a clue in the maze of twisty passages, all alike? To bask in the awe-inspiring majesty of Flood Control Dam #3 as represented by 72pt text?
Damn, where's the Kickstarter page? I wanna pledge NOW!
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I feel the need ... the need to tweet "Drop the bird!"
Plugh!
Interplay's ENGAGE Games Online (Score:3)
There was another version - Descent: Online - that was featured on one of the first online game services, ENGAGE Games Online, launched by Interplay in 1995. That was my second IT job. I think we supported up to 32 players in a single game, divided into two teams.
I was more into Rolemaster: Magestorm (a multiplayer FPS/RPG from Mythic Entertainment, same studio as Dark Age of Camelot),.
Meh... (Score:1)
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Agreed. Both Freespace games are still ranked near the top in my lifetime of gaming experiences. I wish they get a sequel in some form (that is not Star Citizen).
"Star Citizen alums"? (Score:4, Insightful)
How the fuck can you be an "alumnus" of something THAT ISN'T EVEN RELEASED YET?
Seriously, the dizzying anticipatory (or desperately self-justifying, depending on how you view people pouring $70+ million into the kickstarter) hype has now apparently even crossed the bounds of 'pedestrian' chronology.
Any day now I'm expecting the nostalgic articles about how "great" Star Citizen was, along with triumphal marketing videos about how it redefined an entire genre and 'set the standard' for all the games that followed.
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How the fuck can you be an "alumnus" of something THAT ISN'T EVEN RELEASED YET?
I have a similar reaction to everywhere I've read this headline today. They're Star Citizen drop-outs if their departure was voluntary, and rejects if it wasn't. The bit that they'll have most demonstrated is how to take money from folks.
I'm a SC backer, and eagerly await its eventual release, and I'm totally comfortable with the economics involved with that product, but a team who DIDN'T bring it to fruition, who only did some immeasurable part, doesn't impress me. No, the currently released modules d
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How the fuck can you be an "alumnus" of something THAT ISN'T EVEN RELEASED YET?
There are lots of Albion Online alums.
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Kali was one of the first online gaming platforms (It was an IPX emulator letting you play LAN based games over the internet). Before battle.net, before steam, Kali was there.
I spent *a lot* of time on Kali playing Warcraft 2 in the late 90's. You know what game on Kali had the most players back then? And is *still*, in 2015 being played there? It's not Warcraft 2.
If not for the multi-player element, the user base for Descent would not be anything now. Hell people still play Doom & Doom2 (multiplay
I'm a backer, but... (Score:2)
I loved Descent, I look forward to the return of 3D controllers again.
However, one item concerns me about this Kickstarter - under the platforms they support, they point out all the platforms Unreal 4 supports.
Well that doesn't really say what platforms they WILL FOR SURE support if the project is backed. Also it does not say what platforms the betas will be available in. You can guess just Windows, but who knows?
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Good news, in the comments they say the Mac is supported for beta access. Not sure yet about Linux.
I missed the infographic you linked to (though sadly your link is bad now, but it's right at the top of the Kickstarter story segment)
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Sol Contingency (Score:5, Interesting)
I'm not particularly a fan of what they're doing with this new Descent game. Tech trees? Mining? Monetization? I know they're trying to bring it to the "Modern Age," but if they're going to change so much, I'm not so sure it will be a Descent game to me.
Sol Contingency, meanwhile, looks great and seems to be a lot closer to a proper Descent game, being made by fans who really know what they're doing. Sadly, although Interplay showed initial interest in them early last year, it seems they weren't enough of a "AAA" developer. So Interplay sent them a Cease and Desist. Fortunately, Sol Contingency is still being worked on, albeit with changes in the assets so that it doesn't infringe on the Descent IP. I'm a lot more eager to see what comes out of that game.
Old school? (Score:2)
to make sure the flight/gameplay feels "old school"
I don't want it to feel old school. I want it to feel modern, innovative, up-to-date. And yes, I played Descent 1 and 2 and loved them. But times a'changin' and technology allows for sky-limit innovation.that's what i want, an old game reinvented, not "let's make the same thing but in HD".
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That would work.
Destination Quartzon! (Score:1)
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*sigh* (Score:2)
They are working with a number of members of the current D1/D2 community to make sure the flight/gameplay feels "old school" and they are updating the technology and game to a new generation.
Which I hoped Firaxis would do with the X-COM series. Imagine, after the initial joy of seeing my shiny HD troop transport land, seeing that my guys can't pass, drop, throw or pick up an item, or do whatever the hell they want within their time. Which reminds me, I should check up on UFO:AI [ufoai.org].
Time to Dust off my Gravis Firebird (Score:2)
I loved playing LAN games with the Gravis, even though most mouse/keyboard players were superior.
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Perhaps your... "Dravis" Firebird? ;)
Really? The "dravius" Firebird?
Pointless without a "Space Orb" (Score:2)
Unless someone resurrects the "Space Orb" controller, I can't see any version of Descent as being much fun. It was my old Space Orb that made the game at all *playable*.
Re: Pointless without a "Space Orb" (Score:1)
I kept two of the Logitech Cyberman II controllers, one unused, just in case this game was resurrected. I'd need to have a D9 to usb serial port adapter and driver that works. I'd contribute to another kickstarter just for that.
Re: Pointless without a "Space Orb" (Score:1)
Oops - even worse than DB9 serial, it has a gameport connector. Oh, well.
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The big problem for me when I try to play Descent is that analog joysticks without "dead zones" are seemingly no longer manufactured.
ControlMK allows you to edit dead zones [redcl0ud.com]
I accept free beer
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You can't fix hardware problems in software.
You can configure out dead zones on saitek and logi joysticks, at minimum
These things are like water! (Score:3)
Back in the mid 90s, I worked at a company that built protocol analyzers. During lunch break we would sometimes play Descent (2?). One day, a couple of us took a protocol analyzer and figured out which packet to push into the network to cause more mega missiles to appear (normally, there was only one or two in existence at a time).
When we played at lunch that day, we had a hilarious time when the biggest super weapon in the game became the primary weapon. Once the other players figured it out it became a grab/shoot/die fest.
One of the guys we pulled this on afterwords: "I picked up one mega missile and was like 'cool' then I got another, and another and another then I thought 'Holy Crap! These things are like water!"
Good times. Now, get back to work.
I played its multiplayer online with Kali! (Score:2)
Kali [kali.net] is still alive even though outdated. Very fun!
1st person..? (Score:2)
It's too bad they seem to be building it as a 3rd person perspective.
This would be such a great game to play 1st person in 3D-stereo on the Oculus Rift, with maybe a force-feedback controller of some kind.
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The videos are in third person, but they have confirmed it is 1st person with VR (Oculus support).
Oh, thank goodness! I got worried when I saw those 3rd person videos.
I've been HMD gaming for about 9 years, and I'm also a big Decent fan; so this should be great!
6 degrees of separation? (Score:1)
I assume by 6 degrees they mean the 3 ways of sliding/strafing (forward-backward, up/down, and left-right), + the 3 ways of rotating (pitch, yaw, roll).
It just sounds funny to hear "6 degrees" - it makes me think of 1/60th of a circle - not exactly freedom.
(Loved using the Unive
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Eric Peterson (the CEO) is doing an AMA (Score:1)
AMA (Score:1)
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I backed at $30 early bird slot early just because I could but I can't see why one should ever back any video game on Kickstarter because indie ones seem to be like $15 and then sell for .. $2 in sales or bundles or whatever and while $30 may be better than say $40 retail if that would happen soon enough it will be much less anyway.
Now if I could get "subscriber experience" for a fixed price then that would had been ok.
Like I guess if people had an option to pay say $100 for unlimited World of Warcraft that
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Well, the obvious reason to back a project is so that it gets made at all. Nothing's stopping you from pulling your pledge once it hits the winning amount (unless it would bring it back under like 24 hours before the end). If you want to buy a game cheap and you don't care about new stretch goals, then by all means skip the kickstarter experience and you'll be better off. Higher tiers are pretty much never worth it--as a purchase--unless you really want the exclusive T-shirt or an NPC named after you or
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I don't really care for making it happen at all.
The KS name kinda suggest that's the purpose but for so many projects it's more pre-order.
Also I don't see why I rather than the developer / creator should risk their money.
I totally know how KS work though.
Though two days ago the page was broken for a short while and my manager got locked up in some between state so even if I tried to manage the pledge later I couldn't because KS said it was processing the old one so that sucked. (Especially since that projec
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I paid $50 for Albion Online, got to play about a month of the Winter Alpha, will get to play a month of the Summer Alpha, the betas, and when it launches it will be free-to-play.
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this is the best post ive seen in years. thank you.
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And can your HOSTS files block the torrent of spam you unleash upon Slashdot? No, they can not. I don't know why you keep advertising in a manner so annoying, yet which can not be blocked by the product you're attempting to publicise.
Please seek help. You really need it. Trolling Slashdot like some crazed stalker is not healthy.
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Many games offer a 64-bit client, but they generally either default to the 32-bit client and you have to manually launch in 64-bit mode *or* they have a launcher that decides which client to launch for you.
World of Warcraft, for example, has a 64-bit client.
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I don't play a large variety of games, and two of the three games I play don't support 64-bit at all >_>
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Humor someone who's been out of the loop even longer: What's the advantage of making a game natively 64-bit, aside from addressing ridiculous amounts of RAM? Actually these days, maybe that is enough reason...is that it?
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On 64bit hardware 64bit a code base runs faster/smoother and/or consumes less power, as the 32 bit code is usually 'emulated' (well, that is not strictly correct) and needs to be 'translated' into 64bit equivalents (not strictly correct either :) but close enough for a layman)
Re: GOOD question: I asked the same... apk (Score:2)
Re:Will it be OpenGL & 64-bit? (Score:4, Informative)
Just HOW MANY & which games ARE pure 64-bit nowadays?
There is a reason why most games are still 32-bit apps.
The big advantage of 64-bit instructions is that they can handle large amounts of RAM. If you aren't using a ton of RAM, there's little benefit to switching instruction sets. Until recently, most high-budget games were targeted at consoles with tiny amounts of RAM.
Even today, brand new computers are shipping with 4GB ram. I'm not just talking about Surface Pros and Macbook airs... Alienware is selling a dedicated gaming PC with only 4GB. [dell.com]
PC game developers know that requiring more than 4GB would sacrifice a chunk of their audience. So why bother porting to 64-bit? They can't really take advantage until all those 4GB machines go away.
Things are starting to turn around, though. Sony and MS have finally released consoles with 8GB ram, so we should expect to see 64-bit games appearing in the form of console ports.
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You don't even get 4 GB of addressable memory. Windows will give you 2 GB, or 3 if the user enables the " 3GB switch [autodesk.com]". And that's straight process addressable memory, you're not actually going to be able to utilize the entire thing. You can do the sorts of heavy-handed memory management that game engines do on consoles to avoid fragmenting it too much, but your addressable space is being chopped up in variable amounts by third party shared libraries (Nvidia's driver takes a bit of memory over here, Steamwork
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You also get access to *far* more registers in 64-bit mode.
This has a large potential to greatly improve performance.
True: Here's YET ANOTHER ONE I know of (Score:1)
I agree from 1st hand experience (albeit for procedure/function calls w/ "register" passing) in my APK Hosts File Engine 9.0++ SR-2 32/64-bit here http://start64.com/index.php?o... [start64.com]
* E.G./I.E.-> The 32-bit version can ONLY pass functions or procedures up to a LIMIT of 8 of them that way (& they're FASTER that way) vs. the 64-bit version being able to pass them that way up to a LIMIT of 16 of them thus...
(Yes - it is a BIG difference if you have heavy processing being done in them (looping ones especia
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Actually, compiling for pentium 4 or better already gets you most of these. Which is hardware that everyone has these days. But 64bit (system/OS) has only about a 70% market right now (for my application that is, which is a general desktop application)
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The artists are in charge, not the designers or the programmers, or the mappers, or the character designers, or the writers. THE STUPID ARTISTS.
I don't feel like running in 800x640 to have competitive level framerates.
Crysis level graphics came out a while ago and were good enough.
There's no evidence that photorealistic textures are being taken from, well photographs which would cut game production costs considerably.
We need to get Carmak to atten
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64 bit on x86 isn't all about the adressable memory. It's all about the additional registers available compared to 32bit code - compared to only 8 (ish) general purpose registers, 16 registers are really good news for compilers. The larger pointers required for 64 bit addresses are detrimental, since moving them around eats memory bandwith.
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The big advantage of 64-bit instructions is that they can handle large amounts of RAM. If you aren't using a ton of RAM, there's little benefit to switching instruction sets.
Bollocks. You see a 10-15% performance improvement on typical code when simply recompiling to 64 bit. I don't call that "little benefit". That's actually quite massive. Meanwhile, RAM is cheap. If you're running out, buy more.
PC game developers know that requiring more than 4GB would sacrifice a chunk of their audience.
A truly minuscule percentage. People who play a lot of PC games are going to tend to build a pretty butch PC. Pretty much nobody who would have bought a title which requires more than 4GB won't already have more than 4GB.
So why bother porting to 64-bit? They can't really take advantage until all those 4GB machines go away.
Uh, what? Show me the 64 bit game that requires more than 2GB RAM
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8GB is just not a lot of RAM any more. Any gamer who can afford to buy games can be expected to have that much.
Actually, take a look at the Steam Hardware Survey. [steampowered.com]
Last month, 47% of steam users had 4GB or less.
That's not a survey of general PC owners. Those are people on steam last month.
It may be true that people with more ram buy more games... but what developer is going to ignore half the potential audience?
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Bollocks. You see a 10-15% performance improvement on typical code when simply recompiling to 64 bit.
Games aren't typical code. Performance tends to be GPU-bound, not CPU-bound.
Which means you incur the cost of re-testing everything, plus the cost of replacing the one fiddly library that won't play nicely with 64-bit (there's always one). And your payoff is... quite possibly nothing, because your bottleneck was in the GPU.
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Things are starting to turn around, though. Sony and MS have finally released consoles with 8GB ram
Uh yeah, quite some time ago now.
Only about a year ago. That's not very long.
At this point, cross-platform games are still releasing for the Xbox 360, which means they need to squeeze into half a gig.
The situation will change as the new consoles displace the old ones. But right now, games like Far Cry 4 and Battlefield:whatever are still worrying about the Xbox 360's tiny memory footprint.
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This game is a new AAA development built in Unreal Engine 4. The goal was not to port the originals, but to build a truly new game in the Descent universe that has core gameplay like the originals with many new features that gamers expect.
The new software and artwork will probably belong to these guys. I don't think it will change the ownership of the original assets, since all of the assets in the new game will be totally new.