This is the first release of the community port of Descent 3, release as open source software under the GPLv3 license on April 16th 2024.
This release is the work of 28 individual contributors over 4 months. It fills in the gaps left in the never-released 1.5 patch of the game, and makes it more accessible and convinient to run on modern devices.
Our focus for this release has been compatibility with modern CPUs and developer experience improvement, while keeping features mostly identical to the code initially released. The next releases will be given more latitude to improve in-game player experience.
Descent 3 now runs on 64-bit Linux, Windows and MacOS using SDL2, on AMD64 as well as ARM64 CPUs. 32-bit support has been dropped.
### Added
- New HogMaker utility script to build platform-specific HOG files containing level scripts (#122, #143, #153, #275, #277, #298)
- Set up gtest as a unit testing framework (#171, #251)
- Show git hash in main menu (#224, #440, #451)
### Changed
- Use SDL2 on all platforms (#241, #457). Upon code release, the Windows was using an old version of DirectX for input and window management, and Linux and MacOS were using SDL1.2 from the Loki port of the game. All operating systems now use a common SDL2 back-end.
- Use a configuration file instead of the registry to store game settings on Windows, to be consistent with the other OSes.
- Support 64-bit builds on all platforms (#59, #158, #178, #179, #192, #233, #272, #354, #356, #357, #385, #397). 32bit compatibility for existing savefiles and demos is not functional.
- Eliminate assembly code specific to x86 (#72).
- Add icons to Windows and MacOS bundles (#498)
- Replace OS-specific filesystem functions by C++17 std::filesystem in the CFile and DDIO modules (#383, #443, #475, #484, #486, #499).
- Use standard temporary directory for cache files instead of game data directory (#500)
- Implement new byteswap functions (#85, #165, #172)
- Build the internal level editor using MFC UI framework. The executable is not included in this release because it is still very unstable and not usable, and can only run on Windows (32-bit) (#397, #476)
- Render the game to an OpenGL Frame Buffer Object at the game's resolution (#437)
- Format code-base using clang-format (#13, #16, #19, #24, #51, #438)
- Use upstream libacm 1.3 for ACM audio decoding (#135, #191, #221)
- Implement a new MVE video decoder based on the open source implementation used in D2X (#289). MVE movies for intro and cutscenes can now be played on all platforms. OGV movies shipped with the Linux game cannot be played yet.
- Use the "push" model of filling sound buffer for MVE playback (#491)
- Write a new implementation of the md5 algorithm used to compute checksums. (#316)
- Use VCPKG to build third-party dependencies not included in the code tree, such as SDL2 and zlib (#137, #430, #469, #512).
- Set up automated build and testing using Github Actions for Linux (clang/gcc), Windows (MSVC) and MacOS (apple-clang, x64 & arm64) (#14, #28, #29, #45, #50, #60, #123, #133, #139, #155, #166, #177, #182)
- Ensure compatibility with popular compilers, convert misc. pieces of code to modern C++ (#17, #20, #23, #40, #54, #58, #70, #108, #304, #328, #344, #358, #388, #405, #416)
- Mark relevant variables and functions as static (#185)
- Update the module system: isolate code for independent sub-modules in separate directories and CMake targets (#76, #89, #91, #195, #367, #374, #448, #470, #502)