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Pixley: vemin has it mostly right. We do use Galaxy for online authentication, however, we do not have skill-based matchmaking yet, and, even when it does, the game will not be wholly reliant on it. We have (and will continue to have) a server browser. So we don't use Galaxy's matchmaking component. We just use it to be able to know who's who, for stat tracking and (later on) various forms of progression.
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advowson: Would it be fair to say that you do not have now, and plan not to add, any support for playing over the Internet for users who cannot or will not use GOG Galaxy? I have had sufficient problems with GOG Galaxy that, from my perspective, a game which requires GOG Galaxy for multiplayer may as well not have multiplayer at all. From what I can tell so far, Descent: Underground would be appealing primarily for its multiplayer, so if there is no usable Galaxy-free multiplayer, that would disqualify the game for me.

A source port (DXX-Rebirth) derived from your predecessor offers, among other modes, direct peer-to-peer play when the guests know the host's IP address, which the players can communicate out-of-band via IRC, IM, e-mail, etc. I like this mode because it will work long after any matchmaking provided by GOG or by your company is discontinued. I already know who I want in my games and how to contact them, so the minor inconvenience of out-of-band coordination is irrelevant to me.
It would, in fact, not be fair. :)

We currently support a number of forms of multiplayer authentication based on where someone purchased the game. Galaxy is that tool for GOG.

We are also working on supporting private, player-hosted servers both through our match browser and via direct IP connections for things like LAN play. We intend to release these as part of our mod tools, which are planned for release at some point after the single-player prologue missions are complete.
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C0BRA01: You list full controller support. I have a Logitech Force Feedback controller with an Analog throttle. Will you support controllers like this?
The input part of that should already be supported. As for force feedback, this is not currently something we have planned. I won't say never, though. Depends on how accessible the code on which we build our joystick support makes that sort of thing, which is not a part of it I've looked at (being the person who maintains the joystick system). Also depends on priorities.
While you mention Full Controller Support, will Descent: Underground be smoothly playable just with Mouse and Keyboard (WASD mainly)

I did play one of the Descent games with Joystick back in the days, but I'm absolutely not a fan of those.

Also, can you customize key bindings on your mouse in the game's options menu?
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BeralShakUr: While you mention Full Controller Support, will Descent: Underground be smoothly playable just with Mouse and Keyboard (WASD mainly)

I did play one of the Descent games with Joystick back in the days, but I'm absolutely not a fan of those.

Also, can you customize key bindings on your mouse in the game's options menu?
The answer to both of those questions is yes. The default MKB layout was done with modern conventions in mind, and all control binds are completely configurable.
Glad to hear that. You seem to be doing really well in Gameplay, Support and Customization!

Guess I have to give it a try then :)
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C0BRA01: You list full controller support. I have a Logitech Force Feedback controller with an Analog throttle. Will you support controllers like this?
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Pixley: The input part of that should already be supported. As for force feedback, this is not currently something we have planned. I won't say never, though. Depends on how accessible the code on which we build our joystick support makes that sort of thing, which is not a part of it I've looked at (being the person who maintains the joystick system). Also depends on priorities.
I was more interested in the analog throttle. Force Feedback is nice, but I really care about the analog throttle support.
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Pixley: The input part of that should already be supported. As for force feedback, this is not currently something we have planned. I won't say never, though. Depends on how accessible the code on which we build our joystick support makes that sort of thing, which is not a part of it I've looked at (being the person who maintains the joystick system). Also depends on priorities.
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C0BRA01: I was more interested in the analog throttle. Force Feedback is nice, but I really care about the analog throttle support.
Ah. Gotcha. So, the answer is yes, but your throttle would control back-and-forth movement, so, to be motionless, it would need to be in the middle, rather than at one end. A pure-forward axis is something that a few people have requested in the past, so, if you want that, by all means, say so. We've implemented more than a few features by request.
Hi, please allow me to ask a question twice. Do you intend to support NVidia 3dvision in the finished product?
http://www.nvidia.com/object/3d-vision-main.html
(Doesn't the guy in the picture look as absorbed as if he were playing Descent? ^^ But no, 3dvision doesn't seem to work right now.)
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Jentuncegs: Hi, please allow me to ask a question twice. Do you intend to support NVidia 3dvision in the finished product?
http://www.nvidia.com/object/3d-vision-main.html
(Doesn't the guy in the picture look as absorbed as if he were playing Descent? ^^ But no, 3dvision doesn't seem to work right now.)
There are no current plans to support 3DVision, as it seems that neither NVidia or Epic Games (developers of Unreal Engine 4) are interested in supporting it any longer. While it would be cool, we'd have to do it ourselves, so it's a matter of dev resources, and we only have so much, and there's a lot else to do.
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Jentuncegs: Hi, please allow me to ask a question twice. Do you intend to support NVidia 3dvision in the finished product?
http://www.nvidia.com/object/3d-vision-main.html
(Doesn't the guy in the picture look as absorbed as if he were playing Descent? ^^ But no, 3dvision doesn't seem to work right now.)
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Pixley: There are no current plans to support 3DVision, as it seems that neither NVidia or Epic Games (developers of Unreal Engine 4) are interested in supporting it any longer. While it would be cool, we'd have to do it ourselves, so it's a matter of dev resources, and we only have so much, and there's a lot else to do.
Oh, well, I best be shopping for a VR set then. Thank you for explaining this to me. ^^
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dunkelza: It would, in fact, not be fair. :)

We currently support a number of forms of multiplayer authentication based on where someone purchased the game. Galaxy is that tool for GOG.

We are also working on supporting private, player-hosted servers both through our match browser and via direct IP connections for things like LAN play. We intend to release these as part of our mod tools, which are planned for release at some point after the single-player prologue missions are complete.
Good to hear. I look forward to when GOG can drop the "Galaxy is required for multiplayer" note from your game page. :)
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C0BRA01: I was more interested in the analog throttle. Force Feedback is nice, but I really care about the analog throttle support.
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Pixley: Ah. Gotcha. So, the answer is yes, but your throttle would control back-and-forth movement, so, to be motionless, it would need to be in the middle, rather than at one end. A pure-forward axis is something that a few people have requested in the past, so, if you want that, by all means, say so. We've implemented more than a few features by request.
Hmm.. I'll have to think about that. It doesn't have a spring loaded center position. I forgot they can go straight back. :)