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It's Time For the Descent Games Return

An anonymous reader writes "Gamers of a certain age will probably remember Descent, a game that combined first-person shooters with flight sims in a way that has never really been replicated. GameSpot has an article calling for a new entry in the Descent series, and it reminded me of all the stomach-churning battles I had as a kid (when the game wasn't bringing my 33MHz 486 to its knees). 'Here's where modern gaming innovations make Descent an even more tempting reboot. From the two-dimensional mines of Spelunky to the isometric caves of Path of Exile, procedurally generated levels help deliver fresh experiences to players in a number of genres. The mines of Descent would be perfect candidates for such creation, and they wouldn't have to be limited to the metallic walls and lunar geology of past Descent games.

Imagine exploring organic tunnels carved by some unknown alien creature, or floating past dazzling crystalline stalactites in pristine ancient caves. Perhaps the influences of Red Faction and Minecraft could also come into play as you bored your own shortcuts through layers of destructible sediment. All of Descent's dizzying navigation challenges could be even more exciting with the immersive potential of a virtual reality headset like the Oculus Rift or the Sony Morpheus. Feeling the mine walls close in on you from all sides could get your heart racing, and turning your head to spot shortcuts, power-ups, or delicate environmental details could greatly heighten the sense of being an explorer in an uncharted land.'"

178 of 251 comments (clear)

  1. Hell Yes! by NDeans · · Score: 5, Interesting

    I loved playing Descent. We had our first LAN party back in the day with that game.

    1. Re:Hell Yes! by Lab+Rat+Jason · · Score: 4, Interesting

      I'm all out of mod points... but I gotta prop this up! Hell YES! I loved this game, and I loved playing with dual joysticks! I'd buy it in a heartbeat... or half a heartbeat if it was on Steam.

      --
      Which has more power: the hammer, or the anvil?
    2. Re:Hell Yes! by DRAGONWEEZEL · · Score: 2

      Good old games has it

      I miss it too.

      --
      How much is your data worth? Back it up now.
    3. Re:Hell Yes! by alta · · Score: 1

      Yes, this was an awesome game. So much fun. Really great with a joystick that had X/Y/Z axis + throttle as well. I miss that game.

      --
      Do not meddle in the affairs of sysadmins, for they are subtle, and quick to anger.
    4. Re:Hell Yes! by tiberus · · Score: 4, Insightful

      It was especially fun to go head to head against new players who failed to look up. You know kinda like Khan vs. Kirk.

    5. Re:Hell Yes! by Jane+Q.+Public · · Score: 4, Interesting

      I'm all out of mod points... but I gotta prop this up! Hell YES! I loved this game, and I loved playing with dual joysticks! I'd buy it in a heartbeat... or half a heartbeat if it was on Steam.

      I got the world's best game controller, in my opinion -- the Logitech Cyberman II -- for playing this game.

      And think I still have it... somewhere. But I think it was made to plug into the old game controller ports that don't exist anymore. Or maybe it was the old serial ports... that don't exist anymore.

      It might look funky. But the one side is a 6-degrees-of-freedom controller, with 8 buttons on the other. Beat the heck out of a joystick, because you could do all your 3D navigating with a single control... up, down, left, right, roll, pitch, yaw. It was designed just for something like Descent. In fact it was used as a 3D controller on the Space Shuttle.

      I think the only other true 6DF controller out there was some sphere something. You had to use both hands to move it around so it only had a couple of buttons.

    6. Re:Hell Yes! by CastrTroy · · Score: 1

      I would probably buy a gaming PC if they brought back Descent. I loved that game. Even just single player, it was awesome. I think that a complicated controller might have helped, but even on a simple Gravis joystick I found I could control it pretty well. Use the joystick in your right hand, left hand on numeric pad. Index finger is on + to go forward, thumb is on "enter" to go backward. Other 3 fingers are on 4,5,6. 8 strafes up, 2 strafes down, 4 strafes left and 6 strafes right. 7 and 9 to cycle weapons. 1 and 3 adjust roll. The rest of the keys on the Numpad can be used for the headlight toggle, flares, and other functionality. I still use a similar style of control in FPS games, substituting a mouse for the joystick. 8 becomes jump, and 2 becomes duck.Always found this worked better for me than WASD.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    7. Re:Hell Yes! by JohnNemesh · · Score: 1

      YES!!!! I had one of these, and GOD was it sweet for Descent! Man, I miss those games!

    8. Re:Hell Yes! by SuperTechnoNerd · · Score: 1

      And then later, along came CALI, so we could play it on the internet.. It was so addictive, perhaps they shouldn't bring it back..:)
      Another game I would like to see re done is Battle Zone, yet another addictive game.

    9. Re:Hell Yes! by Mashiki · · Score: 3, Interesting

      I loved playing Descent. We had our first LAN party back in the day with that game.

      Volition has long said that if they got the rights for it, they'd make new Freespace and Descent games. They still don't have the rights to it, so no new games. I believe the phrase that Volition used was "they'd kill to make them."

      --
      Om, nomnomnom...
    10. Re:Hell Yes! by hairyfeet · · Score: 4, Informative

      Descent was the single handed cause of insane numbers of joystick sales because myself and every gamer I knew back in the day tried that game ONCE on keyboard and then practically ran to the store to grab a joystick with a hat button. Between Descent and Mechwarrior many a joystick was worn out and i would happily find some room on my gaming table for another stick for a new Descent and Mechwarrior Mercs.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    11. Re:Hell Yes! by Chris+Mattern · · Score: 2

      But I think it was made to plug into the old game controller ports that don't exist anymore. Or maybe it was the old serial ports... that don't exist anymore.

      But adapters do exist to plug those things into a USB port.

    12. Re:Hell Yes! by Anonymous Coward · · Score: 1

      It is on Steam. All the descent games are on Steam.

    13. Re:Hell Yes! by Blaskowicz · · Score: 1

      The old serial ports still exist technically, you always have at least one option for a motherboard of a given socket that still has it on the back but barring that, the vast majority has one as a header. Your motherboard most probably has one, if you use a desktop. That requires having a connector, prying one from an AT format PC is a solution.

    14. Re:Hell Yes! by antdude · · Score: 3, Informative

      For me, it was on 26400-28000 dial-up connections including Kali (it still exists). IIRC, the shareware/demo(nstration) had 20 minutes time limit so players would just disconnect and reconnect to rejoin the game at any time. Haha.

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    15. Re:Hell Yes! by 0x537461746943 · · Score: 1

      You mean Kali.

    16. Re:Hell Yes! by nmb3000 · · Score: 2

      Descent was the first game that really blew my mind when it came to graphics and gameplay together. The difficulty curve was perfect, and the continued addition of new game elements made it stay fresh (and Descent II was even better at this than the first game).

      It's also the reason I bought (or more acurrately, convinced my father to buy) a very nice joystick. There's a reason fighter pilots don't control their planes with WASD.

      And who can forget the 3D wireframe maps which, towards the end of the game, got insanely complicated? I can't begin to guess how much time I spent trying to figure out just where the hell I was, where the hell I was trying to go, and how the hell to get there :D

      --
      "What do you despise? By this are you truly known." --Princess Irulan, Manual of Muad'Dib
      /)
    17. Re:Hell Yes! by UnknownSoldier · · Score: 1

      > It's also the reason I bought (or more accurately, convinced my father to buy) a very nice joystick.

      Agreed. Thrustmaster FLCS F-16 FTW :-)

      Cheap keyboards would only accept 2 or 3 simultaneous keypresses. :-(
       

    18. Re:Hell Yes! by aaronjp · · Score: 1

      If you were able to pry a game port card from an AT format PC, it would likely be an ISA board, which no newer computer has had in awhile. A lot of computers/motherboards these days don't even come with even a PCI slot, just all PCI-X.

      Which doesn't even mention that Windows 7 and up don't support the game port interface anyways.

      USB to Game port adapters are your best bet if you have an old game port based controller. Or just buy a new USB based controller.

    19. Re:Hell Yes! by freeze128 · · Score: 1

      I also enjoyed using the Thrustmaster FCS to gain an advantage over other players on Descent. At the time, it was an $80 joystick with the coolie hat 4-way switch on the top. Unfortunately, after a lot of heavy use, the stem of the hat switch was worn down when it rubbed against the body of the flight stick. During one particularly frantic game, it broke.

      There are other controllers that might be worth while for playing descent, but the FCS just wasn't designed to take that kind of abuse.

    20. Re:Hell Yes! by SuperTechnoNerd · · Score: 1

      So long ago my memory fails me in my old age..

    21. Re:Hell Yes! by DigiShaman · · Score: 1

      That half the problem. The other is driver support to map the keys, or so I would think. You can rebuild an old XP box and play those games again; but using that device on a newer game that no doubt will require Windows 7 on up?? Who knows...

      --
      Life is not for the lazy.
    22. Re:Hell Yes! by DigiShaman · · Score: 2

      Oh, there will be a joystick renaissance thanks to Chris Roberts. In a few more days, Star Citizen will have reached 45 MILLION pumped in by fans alone! Think Battle Star Gallactica newtonian physics in flight and battle.

      --
      Life is not for the lazy.
    23. Re:Hell Yes! by James-NSC · · Score: 1

      And it supported zmodem. I spent my entire two weeks of a spring break in college playing descent with a class mate. So much so, that when I went to bed (in the morning, lol) my inner ear was playing tricks on me as I still felt like I was rolling around in three dimensions. An amazingly immersive experience for the time.

      It even incorporated a POV flight recorder, so when I got back to class, I had a few 5.25 floppies with some great kill shots on them. Hanging against a wall as my opponent flew through the tube and came out above me, missing me completely, I rose up - ala Wrath of Kahn - and took him out from behind. Good stuff.

      D2 even had a single from Type O' Negative "Haunted" that was, IIRC, released on the games soundtrack w/out vocals before the October Rust (1996) album was released.

      D3 was a serious let down for the series, followed up by "Free Space" and by then, the ride was over. While Free Space was a decent game, it's inclusion in the Descent series made it drift too far from what made "Descent" Descent.

    24. Re:Hell Yes! by chipschap · · Score: 1

      I'll go one better, paper tape readers and I think 110 baud timesharing service.

    25. Re:Hell Yes! by khellendros1984 · · Score: 1

      Descent 1+2 should work fine in Dosbox (and I think that's how GOG distributes those two, anyhow). Descent 2's Windows 95 version seems to work in Wine (according to the AppDB), and so does Descent 3 (especially the GOG version).

      I guess the question is this: Is it worth whatever extra configuration time it would take to get the joystick working under Linux via the adapter, recognized by Wine, buttons mapped correctly in-game, etc? I'm not going to guess that it'd be easy to use that controller on newer games (in Windows), but for the original Descent games, I'm guessing "where there's a will, there's a way" would be the appropriate expression.

      --
      It is pitch black. You are likely to be eaten by a grue.
    26. Re:Hell Yes! by thoth · · Score: 2

      I think the only other true 6DF controller out there was some sphere something. You had to use both hands to move it around so it only had a couple of buttons.

      I played Descent using that other controller - the Space Orb 360 (http://en.wikipedia.org/wiki/SpaceOrb_360). It took a while to get use to and I was never proficient, but I got to the next level (among my friends that played) when I thought of the orb as a doorknob that directly controlled my ship, do drape my hand over the controller and pretend I was manipulating my ship: press down, move down; rotate forward, spin the ship along an axis, etc.

      I bought Descent and sequels off GOG purely for nostalgia. I'd love to see a version like this article describes, procedurally generating tunnel mazes, etc.

    27. Re:Hell Yes! by Nos9 · · Score: 1

      The spaceOrb was almost cheating once you got the hang of it. I remember playing the Mega Team Fortress mod for Quake... the Concussion Grenades caused your viewpoint to wobble in a figure 8 pattern that got smaller as it wore off, I could run as if unaffected by the grenade because I countered the movement without actively thinking about it. Also being able to jump, while moving and being able to turn independently was a huge bonus .

    28. Re:Hell Yes! by Adrian+Harvey · · Score: 3, Informative

      Drifting off topic, but if we're talking the gaming ports, they weren't serial. They were much, much worse. The joystick potentiometers were connected across pairs of pins in the connector, but then, instead of just making them an input to a DAC or something simple they were basically hooked up as the variable resistance on a 555 microtimer so that the position could be read by triggering the timer and counting how long it took to drop back to it's base state. I know DACs were expensive at the time it was designed, but this choice led to some programs having to busy wait to measure, endless issues with different processor speeds needing to be compensated for, and the requirement to regularly "calibrate" the joystick in each game. I suspect the chances of that precision timing working well on a multi core, variable speed CPU with a real (preemptive) OS and possibly a VM in the mix too, is small.

      A USB device that works as a DAC and pretends to be a modern joystick interface would probably improve the controller no end.

      And yes, I bought a joystick just to play Descent too. But a simpler one than the GP.

    29. Re:Hell Yes! by Spiridios · · Score: 3, Informative

      D3 was a serious let down for the series, followed up by "Free Space" and by then, the ride was over. While Free Space was a decent game, it's inclusion in the Descent series made it drift too far from what made "Descent" Descent.

      FreeSpace came out before D3, and it was never intended to be a Descent game, nor is the universe the same. It was was only named Descent because "FreeSpace" on it's own was trademarked for a disk compression tool. I never played it beyond the demo, but a lot of people enjoyed the game in it's own right.

    30. Re:Hell Yes! by djrobxx · · Score: 3, Informative

      The original Descent and its sequel were open-sourced, there are Direct3D versions of it now that run on modern OSes. I used to use D2X, but there's

      http://www.dxx-rebirth.com/

      which seems to be popular now. Configuring an old game controller should be a non-issue, the game supports full configuration of whatever inputs your controller supports, and the USB/Game port adapters will map all of the available controls to DirectInput pretty cleanly. I played Descent with D2X using an Xbox controller and it worked great. Today's modern controllers with dual analog sticks and buttons galore are great for Descent. :)

    31. Re:Hell Yes! by antdude · · Score: 1

      For me, it was a 2400 but I was a teen(ager)!

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    32. Re:Hell Yes! by fikx · · Score: 1

      the space orb was much better, ask my old roommate from college days. He hated mine since I could keep the crosshair on him while not pausing in flying through a chamber...nothing like casually navigating a complex room and just taking him out in passing while heading on...
      OK, time to dig up some old discs now...
      the space orb may be the other controller you're thinking of: although it has 6 buttons at least, can't remember if there are more than that.

      --
      AB HOC POSSUM VIDERE DOMUM TUUM
    33. Re:Hell Yes! by Angeret · · Score: 1

      Flying inverted off the ceiling over some horizon-hugger while waiting for the best time to drop a couple of missiles was always fun. As were guideds through air vents in D2 :)

    34. Re:Hell Yes! by hairyfeet · · Score: 1

      Hey ain't he the guy that did Freelancer? oh please oh please oh PLEASE tell me its gonna be as sweet to fly as the lance! That is one of the few games I keep on my PC 24/7, even after 11 years Freelancer is a treat, even still has MP servers out there run by fans.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    35. Re:Hell Yes! by Mashiki · · Score: 1

      Hey ain't he the guy that did Freelancer?

      Yes and no, he started the project. Got pissed off with what MS wanted to do with it, and someone else finished it. There's some alpha footage showing that the game being much more open world ala the X series.

      --
      Om, nomnomnom...
    36. Re:Hell Yes! by DigiShaman · · Score: 1
      --
      Life is not for the lazy.
    37. Re:Hell Yes! by Striikerr · · Score: 1

      I absolutely loved playing multi-player Descent. The death match sessions were fast and furious. It's funny because several days ago, I had wondered if people still host servers to play Descent and Starsiege: Tribes (another great game). So many great games just don't get played any more I guess. Threewave CTF Quake was another amazing game which I spent so many hours playing.. (oh, so many hours)...

    38. Re:Hell Yes! by theGhostPony · · Score: 1

      300 baud, acoustic coupler and programs stored and retrieved from cassette tape!

      --
      /. Dissent will not be tolerated. Think like us or perish.
    39. Re:Hell Yes! by Jane+Q.+Public · · Score: 1

      the space orb may be the other controller you're thinking of: although it has 6 buttons at least, can't remember if there are more than that.

      What I remember most about the one I remember -- not sure if it was spaceOrb -- was that you had to hold it in both hands, making the button operation more difficult than with the Cyberman.

    40. Re:Hell Yes! by Optali · · Score: 1

      Yeah!!! Descent FOR EVer!!!!

      --
      -- 29A the number of the Beast
    41. Re:Hell Yes! by hairyfeet · · Score: 1

      Actually that makes me want his game less, as he did Starlancer which control scheme sucked ass.

      What so many devs forget is a control schema can make or break a game and frankly Freelancer had the best control schema of ANY flying game, BAR NONE. So far it is the ONLY flying game I've seen where keyboard and mouse can be equal to flight stick, with all others if you try to do anything with the keyboard you are instantly crippled. Just try playing mechwarrior mercs against a stick player when you are on a kb and mouse and watch how quickly they bitchslap your ass.

      Like it or not the days of the $100+ flight stick being standard are over so if they want a large player base it HAS to be good with both kb and stick and if its anything like Starlancer? yeah...no.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    42. Re:Hell Yes! by Black+LED · · Score: 1

      I would go so far to say that Freelancer's keyboard/mouse flight set up surpasses flight stick controls. It was just that good.

  2. Retrovirus by wisnoskij · · Score: 4, Insightful

    It already has, it is called Retrovirus.

    --
    Troll is not a replacement for I disagree.
    1. Re:Retrovirus by GameboyRMH · · Score: 1

      Came here to say this

      There have been a few other Descent-like games before and after.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    2. Re:Retrovirus by Spiridios · · Score: 1

      It already has, it is called Retrovirus.

      Miner Wars 2081 is supposed to be similar too. I didn't get more than 5 minutes into the game before realizing my joystick kinda sucks and I haven't found a replacement.

    3. Re:Retrovirus by wisnoskij · · Score: 1

      Well broadly similar, but isn't it also a MMO game. Plus all the destructible environment stuff.

      Been meaning to give it a try, but last I heard it was still in beta. But it has been a while since I checked.

      --
      Troll is not a replacement for I disagree.
    4. Re:Retrovirus by allcoolnameswheretak · · Score: 1

      Then there is also Strike Vector, which is also descenty, but only multiplayer I believe.

    5. Re:Retrovirus by grumbel5969 · · Score: 1

      It was originally planed to be a MMO, but it never became one. Miner Wars 2081 is a good old regular story driven single player game. There are some left over from it's open-world/MMO roots still in the game (e.g. locations that look like they would offer side-missions, but are just completely empty, ability to dig into asteroids and mine minerals, ship systems that are much ore complex then they need to, etc.), but none of that really goes anywhere, it's all just dead ends that the developers never got around to finish. Anyway, the core single player campaign is surprisingly good, varied missions, nice voice acting, Firefly-ish plot, 15h long and just a ton of fun once you figured out your way around the kinks of the game. My only complaint would be that the games weapons and enemies aren't quite as interesting as they were in Descent, but the mission design makes up for it. I had more fun with this game then I had with Descent 3. There is also Retrovirus, another game heavily inspired by Descent, but I haven't played much of that yet.

    6. Re:Retrovirus by wisnoskij · · Score: 1

      Hmm, I looked into it after I wrote that and it got a bunch of really really bad reviews.

      But it IS??/was in development while being playable for a long time, so I am not sure if it changed/is changing to be better than those reviews indicate.

      --
      Troll is not a replacement for I disagree.
    7. Re:Retrovirus by Spiridios · · Score: 1

      Well broadly similar, but isn't it also a MMO game. Plus all the destructible environment stuff.

      Been meaning to give it a try, but last I heard it was still in beta. But it has been a while since I checked.

      It's on steam and not tagged as beta or anything. Nothing there is mentioning MMO either, nor did I see anything in the tutorial that mentioned MMO type things. It's getting pretty bad reviews now, so I'm pretty glad I bought it on a steam sale.

    8. Re:Retrovirus by grumbel5969 · · Score: 1

      Reviews never get updated when a game gets patched, so they tend to be a really terrible indicator for the quality of "Early Access" games. The game also got a lot of backslash from early backers because the MMO part never go finished, which makes a lot of the user reviews look kind of terrible as well. Anyway, I played the game only month after the release and never even heard about the whole MMO issue until long after and from my perspective it was absolutely awesome. A worthy Descent 3 successor as far as single player is concerned. As mentioned, the MMO left overs can be a bit confusing and the game doesn't explain some aspects very well (mined minerals can be used as engine fuel). So it can take a bit to figure out how to properly play the game, but once over that hurdle it's a blast, turned out far better then I had hoped for.

  3. They have that by stewsters · · Score: 1
    1. Re:They have that by Connie_Lingus · · Score: 1

      nope...not even close.

      you can't curve and go up or "over the cliff" and down 90 degrees.

      --
      never bring a twinkie to a food fight.
    2. Re:They have that by grumbel5969 · · Score: 1

      You can do all of that. You might want to check your input configuration.

  4. Descent: Freespace! by Breaker_1 · · Score: 1

    I liked Descent a good deal, of course. But, I really wish Descent: Freespace would make a comeback.. those were and still are some of my favorite games ever made.

    1. Re:Descent: Freespace! by Lightsider01 · · Score: 2

      Have you heard the good news that is Star Citizen? Would you like to know more? :D http://www.robertsspaceindustr...

    2. Re:Descent: Freespace! by spiffydudex · · Score: 3, Insightful

      As a Star Citizen purchaser...It'll be a while.....a long while and before you say anything...A dog-fighting module is not a game and provides no story or incentive to keep playing like Descent.

    3. Re:Descent: Freespace! by nitehawk214 · · Score: 1

      Flying at full speed for minutes to get from one end to the other of the enemy mother shit was amazing!

      I haven't played a game with the same sense of scale since (I lie, Shadow of the Coleuses and God of War get there at times, but not the same).

      Well...

      --
      I'm a good cook. I'm a fantastic eater. - Steven Brust
    4. Re:Descent: Freespace! by q4Fry · · Score: 1

      Have you looked at the demos of EVE Valkyrie?

    5. Re:Descent: Freespace! by stummies · · Score: 1

      I love Freespace 2. It's just as good as the best X-Wing / Tie Fighter games. I'm going to have to load it up soon.

    6. Re:Descent: Freespace! by DRAGONWEEZEL · · Score: 1

      Have you ever circumnavigated azeroth?

      j/k

      --
      How much is your data worth? Back it up now.
    7. Re:Descent: Freespace! by Quirkz · · Score: 1

      I'm 99% sure he also meant "Shadow of the Colons."

  5. Along with the 3x speed strafe bug? by UnknownSoldier · · Score: 4, Interesting

    Doom had a ~2x speed movement bug along North-South walls when moving forward and right and looking at a 45 degree off axis.

    Descent had it it 3 dimensions. (Look, down, right, move up, left and forward)

    Part of the charm of older games were the glitches that made the difficult to master but took gameplay to a whole different level.

    1. Re:Along with the 3x speed strafe bug? by Anonymous Coward · · Score: 1

      Doom had a ~2x speed movement bug along North-South walls when moving forward and right and looking at a 45 degree off axis.

      Descent had it it 3 dimensions. (Look, down, right, move up, left and forward)

      Part of the charm of older games were the glitches that made the difficult to master but took gameplay to a whole different level.

      sqrt(3)x speed strafe bug.

    2. Re:Along with the 3x speed strafe bug? by tomlouie · · Score: 4, Informative

      Was it really 2x faster? I thought that it was only 41% faster. Vector math: square root (1^2 + 1^2) = 1.41...

      With three axis, you'd get a 44% boost. cube root of (1^3 + 1^3 + 1^3) = 1.44....

    3. Re:Along with the 3x speed strafe bug? by tomlouie · · Score: 4, Informative

      Argh, bad math. 3 axis, square root of 3 = 1.73... so a 73% boost.
       

    4. Re:Along with the 3x speed strafe bug? by CastrTroy · · Score: 1

      The original Descent had some interesting stuff if you were into making your own maps. You could build rooms inside of other rooms but where you couldn't see one from the other. I built a room with a cube in the middle. When you opened a door on the side of the cube, you went into a room that was larger than the cube itself (much larger). I built a hallway that looped around on itself, but when you were going though the hallway you wouldn't see the intersection. There was lot of interesting levels you could make because of the flaws.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    5. Re:Along with the 3x speed strafe bug? by angel'o'sphere · · Score: 3, Informative

      That was not a bug in Decent but applied physics.
      Ofc you are faster if you strive over three dimensions and use three 'forward' thrusters simultaniously.
      Should be obvious!

      --
      Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
    6. Re:Along with the 3x speed strafe bug? by angel'o'sphere · · Score: 1

      Exactly ... the parent just has no clue :)

      --
      Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
    7. Re:Along with the 3x speed strafe bug? by Smidge204 · · Score: 4, Informative

      That's not a bug - that's how physics actually works.

      Your walking speed is limited no matter what direction to go since you only have one pair of legs. But in a space ship, the thrusters add up using typical vector addition... in all three dimensions.

      It was literally a feature, and a good one! The most unrealistic thing about it was only that the top speed was limited, which makes no sense for a spacecraft in a vacuum.

      I suppose you have to draw the line somewhere, 'cause real free-floating 3D with proper conservation of momentum would be a real pain in the ass.
      =Smidge=

    8. Re:Along with the 3x speed strafe bug? by Spiridios · · Score: 1

      There was lot of interesting levels you could make because of the flaws.

      I don't think I'd call those flaws, so much as artifacts. For those not familiar, Descent used a portal based engine, but unlike today's portal engines where a portal links a room to a room, Descent's rooms were made out of many 6-sided polyhedrons (aka cubes, even though they could be deformed beyond cubiness). Each face of the polyhedron could be textured (to form a wall) or be a portal to the face of another, arbitrary, polyhedron, anywhere in the level. I forget now if the level format supported self-referencing (eg, a face that links to itself or to another face on the same polyhedron). The editors usually made it hard (but not impossible) to pull some of these tricks, but the raw data supported it.

    9. Re:Along with the 3x speed strafe bug? by wbr1 · · Score: 1

      Part of the charm of older games were the glitches that made the difficult to master but took gameplay to a whole different level.

      Like rocket jumping?

      --
      Silence is a state of mime.
    10. Re:Along with the 3x speed strafe bug? by UnknownSoldier · · Score: 3, Informative

      Exactly. Game glitches invented all sorts of new things ...

      http://www.cracked.com/article...

      #6. A Bad Mouse Click Leads to Lara Croft's Rack
      #5. A Racing Game Glitch Gives Birth to Grand Theft Auto
      #4. Space Invaders Accidentally Invents Difficulty Curves
      #3. A Disgruntled Employee Invents the Easter Egg
      #2. Street Fighter Accidentally Invents Combos
      #1. A Programmer Sucking at Games Gave Us the Konami Code

    11. Re:Along with the 3x speed strafe bug? by UnknownSoldier · · Score: 1

      Thanks for the link!

      Wallrunning vs Straferunning is the perfect terms to use. Forgot all about them.

    12. Re:Along with the 3x speed strafe bug? by VortexCortex · · Score: 1

      On the BBSes that I played 4 player Doom on, those wall running speed boosts didn't matter, they had the opposite effect since we ran the game with -turbo 255 (2.55 times faster than normal). Press the run key and strafe-run and you're going as fast as player can go. Any faster via and the fixed point vector math overflows and when you press the run key and forwards you travel backwards.

      If you thought the game required lighting fast reflexes before, you just have no idea. Look, one of my strategies was to fire off rockets while strafing and running at the same speed as them, then outrun the rockets and use a supershotgun and blast from too far away to lure them in while I'm reloading (you can close huge distances). Everything exploded around them as I'd back away just in time to dodge my own 10-20 dense rocket wall. That's how fast we were playing. You could out run rockets in a medium sized open area custom map with enough time before they hit to have a short firefight.

      What made doom work so well at such speeds was its vertical auto-aim.

      The coolest thing I liked about Descent is that it worked with VR glasses, or you could run it in side-by-side stereoscopic VR mode on your screen and cross your eyes for headache inducing poor-mans 3D. The original game still works with 3D VR or 3D monitors if you have the right drivers and config.

      I liked Descent 2 better than Quake for its slower paced but far more strategic gameplay, and esp. developing a love-hate relationship with its Guidebot. Duke3D had so many gadgets but I loved best its non-euclidean 2.5D engine effects I could pull off with its Build editor: Small corridor off a big open space: 3 quick right turns, you should be entering the same open area, but but it's a whole different area in space overlapping it -- Or my favorite trick: regions between 4 or more pillars in an open area that were a nexus between 4 or more overlapping dimensions. Depending on which way you entered them you could quickly move between them all. And there could be multiple such trans-dimensional pillar sets in each region. We easily played in maps that would have left Cthulhu scratching his head. Hell, some Doom maps we made were quite tricky with invisible floating stairways (set a sector to be its own adjacent sector) and player voodoo dolls (too many multi-player starts = damage by proxy traps). You could pull off some neat things with Descent's deformable cube-based portal renderer too, but the lighting system and map editor(s) made many tricks hard to pull off since they lacked the manual raw data manipulation and I needed to modify things with a hex editor each edit.

      The lag compensation of slow bullet-sponge movement and other excessive realism in much of todays pop-culture games does leave us with less variety in gameplay.

    13. Re:Along with the 3x speed strafe bug? by CastrTroy · · Score: 1

      Yeah, I definitely don't think it was possible to do self-referencing in the editor, but I wouldn't be surprised if you could do it by editing the internal level code. I think part of what made it so fun to make levels is that it was so simple. Just cubes connected to cubes. I remember trying to use the Descent 3 editor, and found it too confusion to get started. I'm sure you could do more powerful stuff, but it was quite difficult to get started. The orignal Descent editor (DEVIL) was quite simple and you could learn all the basics and build a decent level in an afternoon.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    14. Re:Along with the 3x speed strafe bug? by Cochonou · · Score: 2

      In Descent, it's called trichording.

    15. Re:Along with the 3x speed strafe bug? by ildon · · Score: 2

      Specifically in Doom, there was an additional bug beyond the general sqrt(2) bug where if you were pressing up against an axial wall and facing either North or East, you could obtain a speed increase greater than 100%.

      http://doom.wikia.com/wiki/Wal...
      http://doom.wikia.com/wiki/Str...

    16. Re:Along with the 3x speed strafe bug? by ildon · · Score: 1

      That works for Descent. Now explain why the Doom guy does the same thing.

    17. Re:Along with the 3x speed strafe bug? by Smidge204 · · Score: 1

      It's a GAME, and every time someone pulls the reality card on an unintended gameplay mechanic

      It's not unintended, that's the point.
      =Smidge=

    18. Re:Along with the 3x speed strafe bug? by Smidge204 · · Score: 1

      That's not how rockets work... it's about momentum transfer, not velocity.

      =Smidge=

    19. Re:Along with the 3x speed strafe bug? by angel'o'sphere · · Score: 1

      Perhaps he is cheating ;D

      --
      Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
  6. Descent! by Anonymous Coward · · Score: 1

    The Descent games were very descent games.

  7. Descent? Give me X-Wing! by Jmc23 · · Score: 2

    in VR.

    --
    Don't complain about syntax, grammar, or spelling. There is no.hell like input on android.
  8. Decent was descent by WaffleMonster · · Score: 2

    Except was always lost, having no sense of up and down has scarred me for life.

    So bring on a modern GPU powered rift version.. always assumed someone would go there and I would buy it.

    1. Re:Decent was descent by tepples · · Score: 1

      Acclaim tried to fix this in Forsaken, its own twist on the Descent-style first-person shooter, by slowly rolling such that gravity points down.

    2. Re:Decent was descent by Nos9 · · Score: 1

      I would make people nauseous watching me play, mostly because I was one of those people who felt that an absolute up and down were meaningless in a free fall environment. Up was whatever happened to be above me at the moment, down whatever near the bottom of my ship. I noticed that many of the people I would play against stuck with the locked up/down that they started with, which worked out well for me as people look either down or to the sides, and "up" last of all...

  9. LOL ... no ... by gstoddart · · Score: 4, Insightful

    All of Descent's dizzying navigation challenges could be even more exciting with the immersive potential of a virtual reality headset

    Speaking for all of us old fogies who got left behind by modern gaming due to our less than stellar reflexes and spatial awareness ... absolutely no to this.

    I'd probably hurl within about the first two minutes, Descent used to make me dizzy as it was. In a VR headset? It would get messy real fast.

    --
    Lost at C:>. Found at C.
    1. Re:LOL ... no ... by alta · · Score: 1

      This is true... I'm only 37 but if I spend to omuch time in SOME 3D games now I get nauseated and that's without the VR Headset.

      --
      Do not meddle in the affairs of sysadmins, for they are subtle, and quick to anger.
    2. Re:LOL ... no ... by Lightsider01 · · Score: 1

      Same here. I played Descent, D2 and D3 without any troubles whatsoever. Then Portal came... first time I ever got sick playing a game, and I can't watch anyone play a shooter anymore. 41 here.

    3. Re:LOL ... no ... by Sarin · · Score: 1

      I used to play Descent in 3d back in '97 with liquid crystal shutter glasses (SimulEyes VR) it was the bee's knees in those days (and expensive).

      It rocked, especially over the IPX network against my housemates and neighbours. Good memories.

      I'm looking forward to using the next generation headsets for this to play against my new housemates (my kids).

    4. Re:LOL ... no ... by Narcocide · · Score: 1

      You bring up an excellent point about the vertigo issue. I don't have it (my problem is after too long I get the vertigo after *leaving* the game and then standing up and trying to walk in real space) but its fairly obvious that current and future VR headset solutions designers probably should consider somewhat seriously adding optional face-mounted barf bags.

    5. Re:LOL ... no ... by cogeek · · Score: 1

      First game that made me sick was Prey. All the twisting and turning as soon as you come through the portal, too much for this old fart.

    6. Re:LOL ... no ... by PReDiToR · · Score: 1

      I disagree.

      I'm 40 this year and I played the hell out of Descent and Terminal Velocity for the sheer pleasure of using the full 3D experience.

      I downloaded the Rebirth version of Descent after reading half his article, and I've played it for quite some time. My reflexes are OK, my brain isn't hurting and I'm WISHING that many of today's games could venture into the 3rd dimension.

      I play Star Trek Online and I couldn't begin to tell you how much better it would be (for me, I dunno about these kids who can't fly) if I could actually have the ability to loop the loop in battles. The way they've done it sucks so hard after knowing how to barrel roll and loop.

      --

      Do not meddle in the affairs of geeks for they are subtle and quick to anger
    7. Re:LOL ... no ... by gstoddart · · Score: 1

      I disagree.

      Sorry, you disagree that I would get sick?

      Now, read this part again, slowly if you have to:

      Speaking for all of us old fogies who got left behind by modern gaming

      I didn't include you in this if you didn't get left behind by modern gaming. I did, and there came a point where entire classes of games were just something I couldn't really play any more ... way too many buttons for someone used to a stick and two buttons.

      You may still be able to kick ass at video games, and this may not be a problem for you. Awesome, and good job.

      But, really, you don't get to disagree with what I said, because I didn't make a blanket statement that included you if you didn't want it to.

      Good for you, you can still do it. Me, something like a 3D descent with VR goggles, and I'ma puke all over the place. This I can say as a straight up fact. Think Adam Savage on a boat.

      Because, quite frankly, Descent made me want to hurl when I tried playing it years ago. :-P

      --
      Lost at C:>. Found at C.
    8. Re:LOL ... no ... by PReDiToR · · Score: 1

      I see the tongue out emoticon on the end of your post so I'll explain. I like it when people are civil, and emoticons hide a multitude of sins.

      I read your statements with the emphasis on "Speaking for all us old fogies," which as an ale drinking Yorkshireman who grew out of all the young people crap many years ago I thought included me, so I did feel you made a blanket statement. I've been left behind by a lot of gaming culture. I've never played WoW, Minecraft, Eve, Bioshock, Crysis ... The list goes on.

      Forgive my interpretation of your words, I did want to take it as a blanket statement because that means I can disagree with the whole, which helped me make my point in an easier way, to my mind.

      This is an inexact medium for the transmission of ideas. I'm glad of your reply and the opportunity to rebut in a civil manner.

      I've not had the chance to use VR, but I'm very much looking forward to it. "Immersive" is something I struggle with; whether it be games or films. I envy people who can step out of themselves and get giddy/emotional by looking at a screen.

      +1 Internets for a Mythbusters name drop though, well played.

      --

      Do not meddle in the affairs of geeks for they are subtle and quick to anger
  10. D2X-XL by jerpyro · · Score: 5, Informative

    For those of us who still have the binaries around, the D2X-XL project (http://www.descent2.de/d2x.html) has ported the game engine to OpenGL and has added a number of great things to the project. It supports more players, TCP/IP, and tons of additional features. As with any community project (or commercial project recently) there are bugs, but some of the builds have been quite good. I encourage fans to check out and contribute to the project :)

    I would absolutely play it more if there were a community of descent players ready to go online against (a matchmaking system, for example).

    1. Re:D2X-XL by Anonymous Coward · · Score: 4, Informative

      So this Slashdot article mentions that GameSpot ran an article saying how nice it would be if a new Descent game was released.

      How about some actual news, about something that has actually happened in the last three months (from the time of this article being posted)?

      Descent 2 @ Steam has been made available for $9.99 (on February 19, 2014). Related videos have also been released: Descent 2 video @ Steam: Opening
      Descent 2 video @ Steam: Game Play ... or, for those who wish to get even greather value per penny spent: Descent 1 and Descent 2 @ GoG.com (one payment of $9.99 covers both games). Descent @ Steam ($6.99) is also available.

      For Descent 3, once again GoG seems like it may have an edge:
      Descent 3 with Expansion, @ GoG.com ($9.99)
      Descent 3 @ Steam ($9.99)

      So, regarding this parent post recommending:

      For those of us who still have the binaries around

      ... for those of us who have suffered hard drive crashes, floppy disk damages, or were just too cash-strapped as youth, there are now some convenient, legal ways to get access to those binaries.

      Descent 2 Source Code @ Descent Developer Network (DDN) @ Descent2.com,
      Descent 1 Source Code @ Descent Developer Network (DDN) @ Descent2.com. The code for Descent 1 includes the MINER level editor. It does not include some of the code that was copyrighted by someone else, such as low-level code related to serial port (including modem) handling, and sound libraries. The license says non-commercial use only. A forum post indicates that there are some troubles with those download links, and recommends the Icculus D2X Project for source downloads. That website has Source Code for Descent 1 for PC @ Icculus.org, Source Code for Descent 1 for Mac @ Icculus.org, Source code for Descent 2 @ Icculus.org, plus the source code for the Icculus D2X project, and other downloads like shareware versions and Descent 2 game patches, and references to resources like Descent Developer Network (DDN) which might be of interest to anyone wanting to enhance the source code. Hyperlinks to download official updates/patches for the second game were found at that site, but not for the first game. However, patches for the first game are available, and may be found at TOOGAM's page of Retail Games: section related to Descent (my site which has hyperlinks to download from Interplay, and also hosts the game patches in case Interplay stops hosting those downloads), and mentions other projects like MacDescent3Dfx, and D1X Project.

      The web page for the D2X-XL project, a project mentioned by this parent post, starts with a giant banner that states, “This Project Needs Funding”. (That seems very questionable, as it may be running afoul of the non-commercial clause of the source code release...) The Descent Level Editor (DLE) on the same website, does not have that same funding-se

    2. Re:D2X-XL by bananaquackmoo · · Score: 1

      Needs funding and non-commercial are two entirely different things. Non-commercial means you can't sell it. Needs funding means exactly that, needs funding. There are ways to get funding without selling something.

  11. Re:Myth by alta · · Score: 1

    That was a good game too. I got way too attached to my troops and would reload the level as soon as any of my veteran troops died. Loved those fragile little sappers.

    --
    Do not meddle in the affairs of sysadmins, for they are subtle, and quick to anger.
  12. Heard of "Retrovirus"? by apraetor · · Score: 1

    It's available on Steam for cheap, and it is very much a 3-axis Descent-type game. The premise is different, and absurd, but it's fun and gave me a reason to acclimate to dual thumb-sticks again.

  13. Boss that comes through the walls at you by EnOne · · Score: 2

    I played through Decent and Decent 2. Decent 2 had the helper that would help you navigate through the mazes. (Find power-up, find key, find goal, find boss). I like the idea of a end-boss that chips away at the environment around you as you try to fire and dodge. I also played both Decent:Freespace (1 and 2) games and thought they were the best PC space fighter games created.

    --
    Calvin:Do you believe in the devil? Hobbes:I'm not sure man needs the help.
  14. Remember Descent 3? by Anonymous Coward · · Score: 1

    If anyone wants to "bring back" Descent, they need to look at Descent 3 to understand why the series tanked in the first place.

    I agree that the game premise is fantastic (I loved Descent 2 LAN play), and I have long dreamed of a union of Descent's gameplay with something like a larger-scale version of Jumpgate. Have rival corporations with mines located in multiple star systems, along with orbital stations, commerce planets, and so forth (okay, so we have some elements of Tradewars in here as well). The goal of a player who runs a corporation is to gain advantage over rival corporations in any way necessary. The goal of a Material Defender/Offender is to do the work of the sponsoring corporation(Offenders destroy rival property, Defenders defend corporate property or deals with automated incursions, like the "virus" that caused mining equipment to go mad in the first two games). Don't like your sponsor's contract? Sign on with another corp; however, beware of what happens to your rep if you violate the standard mercenary contract too often . . .

    Or, maybe you could be an anti-corporate anarchist. I envision them using patched-together "transforming" mech/ship vehicles (think Macross?) that look like punk rockers in mech mode with crazy weapons like electro-whips (think Whiplash from Iron Man 2) or versions of the Helix Cannon that shoot uncontrolled bursts of death in unpredictable patterns (It's gonna hit somethin!). Metal mohawks, grafitti tattoos, speaker systems blaring noisy music during battle, stuff like that. Your goal would be to destroy all corporate profits. Lots of freedom of gameplay, but fewer supporting resources.

    That aside, Descent 2 really needed some gameplay updates that 3 never brought to the table. 3 choked on the weapons (at least the ones I remember in beta were pretty weak), questionable netcode, and non-twitchy play. Any new Descent game needs a twitch element: namely, the option to make directional thrusters ultra-sensitive for fast acceleration in any direction. The booster from Descent 2 needed to be adapted to run in any direction with a longer burn time. I would totally love to see a Descent game (NOT a Freespace game) where a mine incursion starts in outer orbit. Penetrate orbital defenses, fight your way through surface missile batteries/AA batteries/rival drones, blast your way into the mine complex, fight off mine equipment and intrusion countermeasures, take out the reactor, and then get the hell out, fighting your way through all the same nonsense.

    Raise the terminal velocity in atmoshpheric settings (that is, on a planet), and lift the velocity cap in space for truly insane speeds. Coordinate your planetary incursions with fleet actions from your sponsor. Give the bigger munitions (Earthshakers, etc) different settings (space, surface, mine) so that the blast could scale upward depending on the scope of the environment. An Earthshaker in "space" mode should be big enough to punch a whole in a fleet blockade. Such munitions should come at a huge cost to anyone who wants to use them, though.

    Done right, I would look at the new Descent gameplay as being similar to some of the more frantic battle scenes from Gundam Wing . . . action so fast and furious that the pilot would be at risk of suffering cardiac arrest just from the g forces involved. High level play in Descent 2 was usually very precise, but not terribly fast-paced. Change that.

  15. Ah yes ... by oneiros27 · · Score: 1

    ... because gaming just isn't fun until you've managed to get the guy in the next cubicle to have a vertigo attack.

    (the problem was, he got over it after a while, and would come back to really crush everyone in our office)

    But watching someone play would set most people off, so it wasn't safe to play during lunch (when people might walk by and see your screen); we'd have to wait 'til after hours.

    --
    Build it, and they will come^Hplain.
  16. word! by unami · · Score: 1

    since Descent, there have not been a lot of games where you have to navigate through 3d space without a sense of "up" or down". loved it, back in the day - gimme a kickstarter-remake to back. a new game would be even better (as long as they don't dumb down the level-design)

  17. Re:Descent? Give me X-Wing! by Ralph+Wiggam · · Score: 1

    I would love doing the trench run with a Rift on. But like Descent, you really need a joystick to play it properly. Those used to be a standard accessory. Now they're not.

  18. Ahh Descent ... by LostMonk · · Score: 3, Funny

    20 years and I can still recall that annoying screech followed a moment later by an instant hit from those vulcan-carring robots.

  19. love descent by lkcl · · Score: 1

    i love descent, and i love that it's now software libre. i hope the guy who maintains d2x has stopped being an idiot by including patched versions of standard libraries such as libsdl without providing an option to replace them and forcing the patched versions to overwrite pre-installed software, but yes - awesome.

    the thing about descent was that it was the first game with 6 degrees of freedom. i actually bought a special joystick that was capable of dealing with it (one designed for flight simulators) and after 2 to 3 weeks of practicing i was competent at side-motion circular slides firing at a target at the centre. the first 2 weeks were spent mostly getting motion sickness and having the nose of the craft bashed against a corner :)

    it was also fun to watch spectators swaying from watching the screen! but, again, after a couple of weeks you got used to it, both as a player and as a spectator.

    yeah - to those people who set up LAN parties: i hear ya :) i did the same. i think the lowest spec i got away with was a 486 SX 25 with 12mb of RAM, setting the screen to 320x240 and it was just about tolerable. i had to use 10-Base-T with terminators for goodness sake - what the heck i was doing with 5 networked computers in my house back in 1996 with just a 28kbaud modem i _really_ don't know!

    so yes, absolutely: descent (the software libre version *or* a commercial version) gets my vote... *as long as* it has a community portal similar to that of Dark Reign, with a chat room so that people can meet other players, set up a match and play. that is bizarrely what's missing from bzflag: although bzflag has an in-game chat it doesn't hatve out-game community chat, very odd.

    also, it would be awesome to see planetary-surface action as well, not just in mines (no matter how large). i always felt a little claustrophobic and the attack vectors would be very different in free space... interesting to think about the possibilities here, hmmm :)

    1. Re:love descent by yourlord · · Score: 1

      I played Descent and Descent 2 using nothing but a keyboard, and I was a force to be reckoned with. Had to find specific types of keyboards which would allow more than 3 keys to register simultaneously for home, but I could get by with limited ones.

      Probably one of my favorite memories was an old friend I used to play Descent with and I went to a LAN cafe. My friend bet the guy running the place our hourly fees for the night that I could beat him to 20 kills in Descent 2 using just a keyboard and he could use any controller he wanted.. He confidently dragged out a mammoth multi-button joystick and a throttle controller with even more buttons. Final score was me 20 and he hadn't even gotten 10. We had an audience watching and no one could believe I could fly that ship around like that with just a keyboard.

      Man I miss that game.

  20. Original Quake too by wjcofkc · · Score: 1

    I remember buying an S3 Virge DX with Decent as a pack-in. I do believe this was the only game that ever got 3d acceleration on the Virge. Yes, it was a blast to play. I would really really really like to see the original Quake remade with a modern 3d engine, but otherwise completely the same down to the physics. The ecosystem that sprung up around that game was marvelous.

    --
    Brought to you by Carl's Junior.
    1. Re:Original Quake too by Narcocide · · Score: 1

      I would really really really like to see the original Quake remade with a modern 3d engine, but otherwise completely the same down to the physics.

      There was actually an open source project to modernize the rendering effects in Quake I. I remember seeing screenshots quite a few years ago. I have no idea where its at now or if its still maintained but I'm sure it existed and suspect it probably can still be located.

    2. Re:Original Quake too by Narcocide · · Score: 1

      It might be one of these or related/based off (can anyone recall/confirm for me?):

      http://planetquake.gamespy.com...
      http://icculus.org/twilight/da...

    3. Re:Original Quake too by Hsien-Ko · · Score: 1

      I do believe this was the only game that ever got 3d acceleration on the Virge..

      A special S3D Win32 version of Destruction Derby should also be available with your Stealth 3D 2000 pack-in.

      Terminal Velocity is another that supported S3D.

  21. Descent? I'd take decent... by chinton · · Score: 4, Insightful

    Still wait for decent games to make a comeback.

  22. Xbox 360 controller from a pawn shop by tepples · · Score: 1

    A joystick was never "a standard accessory" in the sense that it was bundled with a substantial number of pre-built PCs. Nowadays you can pick up an Xbox 360 controller at a pawn shop for $15. If it's wireless, you'll need a receiver, but if it's wired, it'll Just Work with any game that uses a joystick. Or if you want a more traditional flight sim style joystick, you can use a gameport joystick from a charity shop with a gameport-to-USB adapter.

    1. Re:Xbox 360 controller from a pawn shop by Ralph+Wiggam · · Score: 1

      I just use a wired XBox 360 controller. Yeah, I guess that would work fine. I just fondly remember my FlightStick Pro with those games.

      Joysticks were standard accessories in the mid 90s in the sense that everyone had one and game developers assumed you had one.

  23. Multiple fire rocket launcher by tepples · · Score: 1

    Agreed. When "All Night Long" by Lionel Richie comes on the radio, I now can't hear the pseudo-African simlish halfway through that song without thinking of the way that voice says "multiple fire rocket launcher".

    But seriously, Forsaken fixed the roll confusion (upside-down play) that plagued many Descent players. And if you like the N64 controller, you can plug it into a USB adapter and use it with many PC games.

  24. They have to bring back Descent by adamanthaea · · Score: 1

    Remember, descent is the highest form of patriotic.

  25. Hell Yes! by S810 · · Score: 1

    Loved this game and would definitely play the reboot were it to come to fruition! Imagine what it would be like today with the tech we have now; how would it change and should it?

    --
    "I think you know what I'm talkin' about, Mr. President; We're gonna kill us a mummy!" - Bruce Campbell as Elvis Presley
  26. Stereoscopic 3D by jeffmflanagan · · Score: 1

    At least one of the Descent games was one of the first games to do stereoscopic 3D well. The displays flickered back then with only 30 frames per eye, but it was still a great experience. I'd love to play a Descent game with modern graphics and 3D support.

    1. Re:Stereoscopic 3D by Dixie_Flatline · · Score: 1

      I had one of those 3D headsets, and I used it with Descent. It was terrifying. One of the best game experiences I've ever had.

      I'd probably grab Descent and an Oculus if a proper reboot happened.

    2. Re:Stereoscopic 3D by MrLogic17 · · Score: 1

      I bought one I those. The flickering gave me knife-in-the-temple headaches, but it was cool.

      One of my greatest gaming joys was introducing my then 8 year old to Descent.
      And blowing him up repeatedly.

      Awsome game.

  27. What about Heretic? by drakaan · · Score: 3, Interesting

    With all of the Descent love, I can't believe nobody has mentioned Heretic yet. I only played either of them a handful of times (I was more of an RTS guy than an FPS guy, so Starcraft/Red Alert/Warcraft II was more my thing), but my buddies played both. Ahh, the good old days, when Windows 2000 was fresh and new.

    --
    "Murphy was an optimist" - O'Toole's commentary on Murphy's Law
    1. Re:What about Heretic? by Radical+Moderate · · Score: 1

      Heretic was nothing special compared to today's games. Yes, it was the first FPS I know of where you could actually look up or down; big deal back then, "meh" today. Descent was crazy, disorienting as heck. Not sure I'd play a new version, but it was pretty cool.

      --
      Never let a lack of data get in the way of a good rant.
    2. Re:What about Heretic? by VortexCortex · · Score: 1

      Hexen was the game that Doom ][ should have been.

    3. Re:What about Heretic? by drakaan · · Score: 1

      You're probably right...I dunno about me being a "kid", though, I've been able to legally buy beer for 22 years...depends on your frame of reference.

      --
      "Murphy was an optimist" - O'Toole's commentary on Murphy's Law
  28. Re:Descent VR by Spiridios · · Score: 1

    I have been playing quite a bit of D2X-XL recently, an excellent Descent 2 mod with oculus rift support. It all comes together very nicely in VR.

    (I didn't have a chance to try the earlier versions of Descent VR in the 90s).

    Vanilla versions of Descent 2 (and Descent 1 I think) had VR support in them. I found a second-hand pair of Sega LCD shutter glasses that I rigged up to work with it for 3D, but Descent had head tracking support for full VR headsets too. Unfortunately my old LCD glasses can no longer work, as the polarization of them isn't compatible with the polarization of modern LCD screens.

  29. Re:Descent? Give me X-Wing! by JMandingo · · Score: 1

    With Decent you really needed TWO joysticks to play properly. We bought splitter cables and used the offhand joystick to control thrust (forward and backward on the top buttons) and strafing in any variable direction. With this setup you had a terrific edge over anyone of equivalent skill who did not have it.

    --
    Vonnegut was right: Of all the words of mice and men, the saddest are, "It might have been."
  30. I had the S3Virge edition by Gothmolly · · Score: 1

    The first 3d accel game I played, back in the late 90s. Totally awesome textures. Of course back then it was a custom binary... and I got better performance running in s/w mode due to the S3V being long in the tooth.

    Still, awesome, +1, would buy again.

    --
    I want to delete my account but Slashdot doesn't allow it.
  31. Never could get the hang of it ... by Causemos · · Score: 1

    I would constantly get lost in the original game and thus didn't enjoy it much. I'm horrible with real life directions, so I don't think my brain is wired well for full 3D where you need to keep track of even more.

  32. There was one in yesterdays Humble bundle. by aliquis · · Score: 2

    Others have already mentioned Retrovirus (which look quite much like Descent):
    http://store.steampowered.com/...
    (Damn that was expensive, guess I saw it in some cheapish bundle.)

    The game I'm thinking off though is Strike vector:
    http://store.steampowered.com/...
    http://www.youtube.com/watch?v...
    This was in the $10(?) third tier in the Humble Daily Flying Bundle.

    Personally I've never enjoyed Descent even though it looked cool. Just annoying.
    This game however looked cool, fun and somewhat new.

    (I have no idea whatever it's possible to move around upside down in natural selection, isn't shown here at least: http://store.steampowered.com/...)

  33. Descent + SpaceOrb 360 by hedley · · Score: 1

    Sadly, the SpaceOrb never really caught on (too hard for many to use so I heard, or at the other end of the spectrum purists preferred mouse and kbd). I have about 4 of them, they are old school RS232 9600 baud, far behind the curve for plugging into the HID USB world we live in now.

    1. Re:Descent + SpaceOrb 360 by qubezz · · Score: 1

      I have a Logitech Cyberman II controller still (can be seen here). It has a true six-axis knob and eight buttons - you never have to touch the keyboard. Twist the knob right to look right, twist down to look down; push forward to move forward, pull knob up to move up - revolutionary. I don't think most understand how awesome these controllers are, or how disappointing it is that game port support was completely removed by Windows 7 (and previously took a hack to add back into Vista) and that these controllers disappeared from Logitech joystick software updates before that.

      Descent had several direct-to-metal ports, pre-directx or OpenGL, for video cards such as the Rendition Verite and S3 Virge. I tossed all my CDs of games unplayable without the old hardware a while ago. None of these cards won though, as the 3dfx Voodoo stomped them all for Quake.

    2. Re:Descent + SpaceOrb 360 by Adrian+Harvey · · Score: 1

      If you knew how the old game controllers worked and what the driver had to do to read from them you would be glad they're gone. See my earlier post for some hideous detail.... You can buy adapters to USB which are likely to provide much better stability (and not need calibration constantly) and will work with windows 7, though I haven't tested with the Cyberman.

  34. I always prefered Freespace by Void2258 · · Score: 1

    I preferred Descent: Freespace and Freespace 2.

  35. I loved descent.. by blahplusplus · · Score: 2

    ... but the real problem was that Descent 3 was not as good as the prior 2. Descent really shined in multiplayer over LAN/Kail/Kahn. Back when I was playing with friends Descent was eclipsed by quake and other first person shooters because they were easier to play and the single player portion of the game always had serious issues.

    I don't have confidence any reboot would understand why Descent 3 failed in terms of single and multiplayer. The developers of the original descent didn't even understand what made descent great then that doesn't bode well.

    1. Re:I loved descent.. by Cochonou · · Score: 1

      I have very good memories of Descent 3 online (maybe not has crazy as Descent 2 online because the maps were not as cramped). What did you find so poor about Descent 3 ? The hitscan sniper gun ?

    2. Re:I loved descent.. by blahplusplus · · Score: 1

      "I have very good memories of Descent 3 online"

      Most people who moved from Descent 2 to the third knew the third wasn't as good as the prior two. Also D3 was not as financially successful as the prior two games which lead to them cancelling Descent 4. Which means there were major problems throughout the game.

      The biggest problem was that when they made D3 they didn't carefully measure the mathematics of everything in Descent 2, i.e. how the ship moved, how the weapons behaved, ship model sizes vs weapon sizes vs level sizes.

      Descent 3's biggest problem was they didn't understand all the small things that made Descent 2 (which is just a beefed up D1) so great. The level sizes in D3 and perversely, the free form architecture and 'outside' terrain created these massive open spaces that severely destroyed the pacing of the action. What made descent so great was constant barrage of action in enclosed spaces. In D3 they made lots of things just way too big and many of the ships and weapons felt 'off' vs the kind of huge open spaces and free architecture they had. I enjoyed D3 multi for what it was but the feel of many of the weapons and corny introduction of ships with varying characteristics perversely ruined the series for me.

      What made Descent was the equality of the descent ship with the INEQUALITY (aka you have x and he has y) that arises in terms of weapons. This is what took me years to figure out and put into words, inequalities should be encouraged in the domain of powerups, not permanent ship statistics. This is why Descent 2 was so fun, aka if you had plasma and the other guy gausss. The other guy had homers and you had mercury, etc. And you ran around the maze hunting for powerups when you were out. This kept the pace of the action going. In Descent 3 they totally messed this up and you can feel it throughout the entire game. Too much space and not enough action leads to serious lulls in fun and it showed up in the descent communities reaction to the game and in the sales.

      What they should have done is slowly build off Descent 2's legacy instead of retooling all the powerups and ship models, they should have stayed close to the D2. The real problem was Descent 2 was so well put together and the dev's didn't realize what made it what it was. Basically when you change the object properties of the levels/weapons/ships/etc without any understanding of knock on effects you create unintended consequences for the feel of the game and the pacing of the action which is what Descent 3 developers sorely didn't grasp. Most of the fun in descent 2 came from running around and escaping other peoples powerups in small tight spaces. If we went back and changed things like ship size and hitboxes of weapons in Descent 2 and experimented you'd understand immediatley that the values for these things change the entire feel of the game when you combine them all. It's all those little values that 'feel off' when you add them together that makes you realize they aren't fit together properly in Descent 3.

      I wish they could have open sourced D3, it would have allowed the community to fix and modify what the developers didn't understand. That being said, check out Talon.

      http://www.talongame.com/

  36. Recently tried it by morgauxo · · Score: 1

    Not long ago I found Descent in a thrift store. With fond high school memories I HAD to buy it. The engine was open sourced, you are supposed to be able to compile it on a newer OS and just use the data files from the CD/floppies. I found a Gentoo ebuild for it. Unfortunately all I get is segfaults :-(

    I guess I could just try running the original executable in WINE. I was hoping the open source version would have better networking capabilities (Internet vs LAN)

    1. Re:Recently tried it by PReDiToR · · Score: 1

      DOSbox.

      The Rebirth project works fine (under Windows, I've not tried it under Linux, much to me shame) also.

      --

      Do not meddle in the affairs of geeks for they are subtle and quick to anger
  37. Descent game engine, open sourced by mrflash818 · · Score: 2

    Was a great game.

    It would be fantastic if the Descent game engine could be open source, if it isn't already.

    --
    Uh, Linux geek since 1999.
    1. Re:Descent game engine, open sourced by mrflash818 · · Score: 1

      Descent has been open sourced and modernized for current 3d accelerated hardware already.

      Fantastic!

      --
      Uh, Linux geek since 1999.
  38. Loved Descent by GreenEnvy22 · · Score: 1

    I played so much Descent 1/2/3 back in the day. My first LAN parties were all descent. We took over the school computer lab in the evenings and played there too. For Descent3, I participated in the Descent3 $50,000 contest, won a bunch of smaller prizes but not the big one (flew to San Jose from Canada). I'd love another official entry in the series. The fan made ones are OK but don't quite feel right. I'll have to bring my old Sidewinder 3dpro or Precision pro out of mothballs.

  39. NeonXSZ looks interesting. by Dr.+Manhattan · · Score: 2

    A cross between Descent and Tron, with procedurally-generated levels. Haven't had time to try it yet, but it looks worth checking out.

    --
    PHEM - party like it's 1997-2003!
    1. Re:NeonXSZ looks interesting. by danknight48 · · Score: 1

      Looks like a input stutter fest.

      Quaternion interpolation wouldnt go a miss.
      And whats with the vector location snapping back?

      Shame, visually looks stunning, but basic gameplay issues already. Probably using physx instead of custom coded vector/quat no doubt.

  40. It will be consolified. by Culture20 · · Score: 1

    I remember using phoenix style joysticks for descent with a million buttons. The new descent will be made for consoles, and will lack every good option. It will probably also lack flares.

    1. Re:It will be consolified. by 6Yankee · · Score: 1

      Over a few months of play, I conditioned my regular opponent with flare, flare, Mega-Missile. Eventually it got so that just lobbing a flare at him would send him running away screaming. I'd watch him thrashing about in a panic for a little while, maybe taunt him with another flare, before putting him out of his misery.

      Yeah. Gotta have flares.

  41. Re:Off by a few years by Hsien-Ko · · Score: 1

    Same here, I had an 486 DX4-100 when Descent came out and was playing it smoothly. I saw it really choppy and unplayable on i486dx2 50s and 66s which are way above the 'reminiscenced' specs... it's already running 2 seconds per frame on the start of level 1 at that point anyway.

  42. Re:Descent? Give me X-Wing! by GNious · · Score: 1

    Tell that to CCP Games's developers for EVE:Valkyrie ... of cause, in 2 years, they'll announce the incomplete Beta a failure, and switch to something new...

  43. Descent destroyed my ability to do PC gaming by debest · · Score: 1

    I was in with DOOM when it came out. My residence had a 6 PC computer lab that I helped administrate (Windows 3.1 and Novell Netware 3.12: *ouch*), and in early '95 I installed a 4-user game of DOOM for the first multi-player deathmatch any of us had played. I was reasonably skilled, but other guys (who played way single-player more than I) schooled me.

    Still, it was fun and I enjoyed the heck out of DOOM. Although it was "3-D", the entire map of the playing area was flat, and it wasn't too difficult to keep my bearings of where I was and where I needed to go, which it turns out is a requirement for me to playing FPS games because..... ... the next year Descent came out, and its *legit* 3-D! Holy crap, the tunnels and passageways branch out and curve in every direction! I can't figure where I am, there's no "up" or "down"! Arrgh!!!! (and shoves keyboard and mouse back in frustration). Let the young whipersnappers do this, I'm out! (I was 24 at the time :-P )

    I've not played FPS since. I now understand that most games since have been closer to DOOM than Descent (in this regard), but I discovered this too late: 2 decades have gone by, and now the complexity of gameplay and controls is beyond my ability to climb the learning curve. I'm officially old!

    --
    Look at the tomato! Isn't it sad? He can't dance! Poor tomato!
  44. Available on PSX by Nexzus · · Score: 2

    A buddy and I had the game on our playstations, and it was one of the few the supported the Link cable on that system.

    Two CRTs placed near each other, two PSXs , two copies of the game and the link cable made for awesome afternoons.

    Played and controlled well enough, especially since the dual[analog|shock] hadn't been released yet.

    --
    Karma: Can only be portioned out by the Cosmos.
  45. Re:Descent? Give me X-Wing! by Anonymous Coward · · Score: 1

    ...you really need a joystick to play it properly.

    I disagree - not only do you not need a joystick, you are at a disadvantage if you use one.

    I used to play Descent with the coworkers during our lunch hour, and even with their Thrustmasters I used to stomp them using just a keyboard. The number of simultaneous keys I could input at once was my limiting factor, but even then I could maneuver using three motion inputs (i.e. slide on the x-axis, rotate about the z-axis to stay facing them, and thrust on the y-axis to control distance and get that extra speed boost from multiple vectors), and only had to let up one key (y-axis) to fire weapons. It took some nimble finger movements, but was manageable.

    The advantage came from lag: my keypresses were instantaneous changes in vectoring, so I could reverse any given axis without delay. To keep tracking me, they had to shift their joystick over a finite distance. Sure, it was a miniscule distance, but that split second to move their stick/hat switch combinations, combined with the imprecise (rather than exactly-on-axis) control, and delay in their reaction time all added up to enough of a gap to keep me in the lead.

  46. The "Shareware" Trial version was amazing! by Megabyte · · Score: 1

    Came to you on some floppy disks and had:

                1. 12 Levels
                2. The games 1st boss
                3. Multiplayer

    All for the low, low price of FREE!!!
    If you liked what you played, you could buy the rest (More weapons, storyline, more levels & bosses) What game today has anything near as cool and this was over 20 years ago.
    Descent2 was almost as good. Love the cut scenes. Lets just leave it there with no remembrance at all of Descent 3 and Freespace. (What do you MEAN I can't fly BACKWARDS??) The developers of the later games totally lost the plot...

  47. Miner Wars 2081 by 7bit · · Score: 1

    "Perhaps the influences of Red Faction and Minecraft could also come into play as you bored your own shortcuts through layers of destructible sediment."

    You have described the multiplayer game [Miner Wars 2081]. In every way it is the game that the submitter described. It has the full Descent style navigation though asteroids as well as a customizable voxel universe. Seriously, check out the videos.

    Miner Wars 2081

    1. Re:Miner Wars 2081 by grumbel5969 · · Score: 1

      Quite true, I would however not call "Miner Wars 2081" a multiplayer game. While it was originally planed to have heavier focus on multiplayer, that never got properly developed and what is there, is now mostly useless with the servers being empty. That said, the game has a fully fledged single player game with a 15h long story driven campaign, which turns out surprisingly interesting. It's basically a modern take on Descent 3, just with better graphics, physics and everything.

  48. Perfected with by nobuddy · · Score: 1

    Descent to Undermountain. I cried salty nerd tears of lust when that came out.

  49. Joystick Dead Zones by Sanians · · Score: 1

    I got the world's best game controller, in my opinion -- the Logitech Cyberman II -- for playing this game.

    And think I still have it... somewhere.

    You'd better hope so if you want to play Descent again. It's impossible to find a joystick these days without a dead zone, a spot in the middle of the axis where you can wiggle the stick a little without the value reported to the OS being changed.

    Descent, being designed for proper joysticks, is simply incompatible with dead zones. You need to turn slowly left, so you move the stick a little, and nothing happens. Your brain's immediate instinct is to assume it simply moved the stick too little, and so it tries moving it twice as far, but still, nothing happens. So then your brain doubles that, but still, nothing happens, as you've only just now reached the edge of the dead zone. So your brain doubles up again, and suddenly you're turning 8x faster than you wanted.

    I tired, but it's apparently impossible for the brain to learn the limits of the dead zone such that it can reliably move the stick just barely past the dead zone to make a slow turn.

    I actually thought about making a Descent-like game about a year ago, but attempting to play the old Descent with modern joysticks revealed the above problem, and without a proper joystick, there's just no fucking point.

  50. Great OPL music by PDF · · Score: 1

    While we're on the subject of Descent, the Yamaha OPL MIDI tracks were some of the best I've heard. The way it was meant to sound: https://www.youtube.com/watch?...

    Playing it in DOSBox doesn't sound anywhere near as good as the real deal... you've got to switch the OPL instrument patch bank and the support for doing that in DOSBox isn't too good. If you play the OPL MIDI files with adlmidi and the proper Descent patch bank, then it sounds good.

  51. Perfect time for a Descent reboot by fabioalcor · · Score: 1

    Because of Oculus Rift. It not only would make a fucking amazing experience, but the immersion and 3D effect of the Oculus would really ADD to the gameplay, especially when using the 3D map, and it even could be included as an "holografic HUD minimap".

    1. Re:Perfect time for a Descent reboot by Osgeld · · Score: 1

      I did it with the original decent and some i-glasses back in the late 90's (cause the precious oculus is not the first fairly inexpensive headset on the market), seemed like an awesome idea, lasted 5 min before it just became a pair of monitors with 3d glasses strapped to my face.

      main problem with it was your head doesnt turn 360 degrees in 6 axis, so now your back to using traditional hand controls, other than 3d and having the outside world shut off, there's little point

    2. Re:Perfect time for a Descent reboot by fabioalcor · · Score: 1

      main problem with it was your head doesnt turn 360 degrees in 6 axis

      Actually it would be pretty shitty to control the ship with your head movement.
      It doesn't need to. Make the ship move by the controllers command, but if you move your head, you would move your head inside the cockpit, that is, you'd be able to see the side windows, the instruments above you, etc. The game would even show additional information in "displays" inside the cockpit, kind of stuff that you don't need to see all the time, only when needed. But such feature should demand a real preparation of the game for the Oculus/Morpheus/whatever, not only an image adjustment.

    3. Re:Perfect time for a Descent reboot by Osgeld · · Score: 1

      agreed, but whats the chances of a massive rift only feature being included unless it was a bundled or otherwise bought off feature

  52. Re:Descent VR by Khyber · · Score: 1

    "Unfortunately my old LCD glasses can no longer work, as the polarization of them isn't compatible with the polarization of modern LCD screens."

    Try rotating the lenses 90 degrees.

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  53. Re:Forsaken 64 by Osgeld · · Score: 1

    Forsaken on pc was much better :p

  54. One of the the most awesome games ever! by Jeepster77 · · Score: 1

    I played every version made back when it came out, had hand cramps for days on end from playing it on a keyboard. For its day it had the most amazing graphics and immersive gameplay. I'd love to see an updated version!

  55. Re:Off by a few years by quetwo · · Score: 1

    Not everybody could afford buying the latest and greatest.... When Descent came out, I was running on a 486/66 DX2 Packard Bell. I think I upgraded the processor on that machine to a 486/100 DX4 when D2 came out...

  56. Stalactites in zero-gravity? WTF?? by dolmen.fr · · Score: 1

    Descent was about piloting a spaceship in zero gravity. There was no absolute up/down: it was always relative to the spaceship.

    Can someone explain me how stalactite (suggested by the article author) are expected to grow in a zero gravity environment?

  57. Re:Descent VR by Spiridios · · Score: 1

    "Unfortunately my old LCD glasses can no longer work, as the polarization of them isn't compatible with the polarization of modern LCD screens."

    Try rotating the lenses 90 degrees.

    Seems reasonable, but I'm not entirely sure the lenses are square, which would mean some serious hacking. See this image: http://en.wikipedia.org/wiki/File:Sega-Masters-Sys-3D-Glasses.jpg

  58. Re:D3 Development by blahplusplus · · Score: 1

    "IIRC D3 wasn't the same dev team"

    Incorrect, the Descent 3 team was originally part of Parallax Software (the original devs of descent 1 + 2).

    http://en.wikipedia.org/wiki/P...

  59. WebDescent by spongman · · Score: 1

    heh, i started writing a WebGL version of descent a while back. never finished it, but you can play with it here: WebDescent (only tested on Chrome).

  60. One minor problem with Xbox 360 + DirectInput by tepples · · Score: 1

    If the game uses DirectInput, you are likely to have problems.

    I routinely use an Xbox 360 controller without major problems in Pygame games. Pygame uses SDL 1.2, and SDL for Windows uses DirectInput. The only fault I've seen is that DirectInput programs see only the difference LT - RT, not LT alone, RT alone, or the sum LT + RT. On Linux, SDL can see LT and RT independently.

  61. Dual stick Pygame games by tepples · · Score: 1

    Pygame can see all four axes of the analog sticks on the face of an Xbox 360 controller. I'll grant that Pygame games are 2D, and 2D games are less likely to use the right stick unless they're Robotron-style shooters. Should I download Dwn of Pwn to see how well it works? As for games that use both sticks in general, Pygame sees what SDL sees, and there are plenty of games that rely on SDL for input and audio and OpenGL for graphics.

    1. Re:Dual stick Pygame games by tepples · · Score: 1

      The only fault I've seen is that DirectInput programs see only the difference LT - RT

      And the analogue triggers?

      I already mentioned that. DI applications see the triggers as two sides of a single rotation axis. This is because DI expects every axis to have a + and a -, unlike LT and RT that have only a +. It's safe to bind one action to "rotation +" and another to "rotation -" so long as they don't need to be input at the same time, in the same way that fighting games bind both jump and crouch to the left stick's vertical axis.

      where Microsoft admits that Xbox 360 controllers have problems with DirectInput.

      On the page you linked, Microsoft admits the LT - RT design choice and lack of vibration when Xbox 360 controllers are used through DI. The right stick problem is Rockstar's.

  62. Re:Descent VR by Khyber · · Score: 1

    Don't worry about the lenses being square. Just rotate them 90 degrees one way or another to get the proper polarization. Anything else is a secondary concern.

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  63. LT and RT at the same time by tepples · · Score: 1

    Only if Descent requires the player to press LT and RT at the same time is my assertion flawed.

  64. One is +1 and the other is -1 by tepples · · Score: 1

    LT and RT don't act as buttons under DI; they act as opposite sides of the rotation axis. All the way positive means LT is pressed, all the way negative means RT is pressed, and near zero means either neither is pressed or both are pressed. Not being able to tell difference between positive and negative on the rotation axis is like not being able to tell left from right on the primary X axis.

  65. What's the bid? by FreedomFirstThenPeac · · Score: 1

    For my functioning x486 class machine with Descent up and running? Time to find that old joystick

    --
    "There is no god but allah" - well, they got it half right.