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D2X-XL

Version: 1.15.79
Author: Dietfrid Mali  
Category: Action Rate this game yourself!   Average of 14 Ratings:4.054.054.054.05

D2X-XL Screenshot Descent 2 OpenGL port

D2X-XL is an OpenGL mod for the classic 3D game Descent 2. D2X-XL is based on D2X 0.2.6. D2X-XL has all bugs from D2X 0.2.6 fixed and has restored all features from the original D2_3dfx (official Voodoo graphics version).

    Above that, D2X-XL contains many new features, like:

  • Colored lighting, lightmap support and per pixel lighting
  • Hires textures, models and sound
  • Many new effects (smoke, lightning, coronas, dynamic shield effects, various gun effects)
  • Massively increased level size (8000 segments, 2000 walls, 3500 objects)
  • New game mechanisms (in-level teleports, speed boosts, cameras, new trigger types, programmable triggers)
  • Full modding support allowing to change textures, models, AI, sound, music per mission and per level
  • Screen resolution up to 1920x1200
  • Full support for playing D1 missions
  • UDP/IP multiplayer code and tracker support
  • New game types (improved CTF, Entropy, Monsterball)
  • Up to 16 players in multiplayer games

and many, many more. See the D2X page from www.descent2.de for a (half way) complete list.

License: free

Additional System Requirements:

  • Original game data
  • gcc
  • SDL 1.2.8 or newer
  • OpenGL
  • Graphics card with hardware 3D acceleration (shader support not required, but recommended)

Sound: Play in X: Play in Console: Multiplayer: Network Play: 3D Acceleration: Source Available:
yes yes no yes yes yes yes


If you try this software, don't forget to come back to this page and rate it!

Submitted by karx11erx on 2005-11-18.


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  Data files posted by Pit @ 161.72.15.23 on May 4 2010 1:16 PM  
OK, one can still buy the full version for $5 from GOG. Does anyone here know if I will be able to unpack that correctly in linux, e.g., in dosbox, and use the data with this port? No, I really don't have any windows around (and actually never had...)

Pit

 
[Reply]
  Re: Data files posted by karx11erx @ 87.177.157.195 on May 7 2010 8:55 AM  
If you can't, please register on http://www.descent2.de/forum and send me a PM referring to your question here. karx
 
[Reply]

  Effort and dedication posted by Stereocaulon @ 83.160.152.8 on Jun 6 2009 2:05 PM 55555
Dear KarX, I am a linux user and have great respect for your work. Descent (2) is a haunting game that sucks you in. Thanks again for making this classic run on modern systems of all flavours. Please take a little whil off now and then so you can still enjoy the real pleasures in life...
 
[Reply]
  Re: Effort and dedication posted by karx11erx @ 87.177.139.84 on Jul 2 2009 11:57 AM  
Life? Pleasures? Hehe. Thank you for your compliments.
 
[Reply]

  Note of support posted by frogstar_robot @ 66.203.58.140 on Apr 2 2009 3:41 PM  
I have to agree with Karx that some of you are coming off as ingrates. He puts an almost superhuman effort into making Descent run like a modern game and be crossplatform.

I am grateful that I have this to play on my Linux machine and that it plays and looks much better than it ever did as a DOS game.

As for the rar files and building quirks, rar files can be decoded free of cost on x86 Linux at least. And I have scripted the business of unpacking, fixing the line endings, and building the source. I'm happy to say that I never notice whether or not the line endings are OK in a given release because of that. The results are worth it IMHO. He has also documented on his site best practices for building, installing, and running the game.

Yes, he does things a little differently than we Linux users are accustomed to but he doesn't have to put forth the effort at all as Windows appears to be his primary environment for developing and playing the game. We should be encouraging rather than disparaging.

BTW, nice April Fool when the game first starts. It ALMOST had me going.
 
[Reply]
  Re: Note of support posted by karx11erx @ 194.25.187.120 on Apr 3 2009 11:04 AM  
Actually Linux users can and should get the source code, make files and scripts from the SVN repository. Key versions have been tagged there.
 
[Reply]
  Re: Note of support posted by karx11erx @ 87.177.189.215 on Apr 3 2009 5:38 PM  
Thanks, frog_star. :)

Btw, if you install Eclipse and the Subclipse plugin for Eclipse, there is almost no effort required to build a d2x-xl version. Update the source code from inside Eclipse using Subclipse, chose "build project" (after making the release project the active one), and there you go.

It's amazing how much many Linux people insist on their geekness and superior understanding of computers, OS-s and procedures required to get them going, but you can neither be bothered to read my installation instructions nor to really use some of the greatest stuff Linux has to offer, like Eclipse. Instead you complain about my using RAR - which offers some of the best compression I have seen, and is the perfect choice for me as a Windows user anyway (7zip is just too slow), although Fileroller deals perfectly well with rar files (and don't tell me that more than a dwindling minority of you here use Linux on other than x86 hardware), and aren't even capable of creating a script that converts the source files' line endings, so much less of figuring how svn works (or maybe even what that might be).

Sometimes I am asking myself whether it is the nature of Linux as a free OS that attracts people with that attitude - people who aren't willing to spend anything for what they want to have, but always expect others to set it up perfectly for them - for free, of course.
 
[Reply]
  Re: Note of support posted by frogstar_robot @ 65.25.150.64 on Apr 5 2009 2:29 AM  
Btw, if you install Eclipse and the Subclipse plugin for Eclipse, there is almost no effort required to build a d2x-xl version. Update the source code from inside Eclipse using Subclipse, chose "build project" (after making the release project the active one), and there you go.

I'll give it a shot. I don't build from the rar snapshots out of any sense of 'leetness; I've just become accustomed to doing to doing it that way. I scripted because well....I've built a lot of them and I'm lazy. Laziness tends to be a motivator for learning some scripting ;-).

Though on top of learning Eclipse enough to build a release, I will have to contend with one other wrinkle. You supply an SDL that you have patched to be less buggy with D2X-XL. I unpacked and built that SDL in my D2X game directory and when I build D2X I point the configure script at that local-to-D2X SDL. D2X isn't the only SDL game on my system and I since I don't know what the effects of that version would be on the rest of my system, I don't install it system wide. Besides, that isn't unlike Windows games that use SDL. Most seem to have their own SDL dlls as part of the package. Still, I know how to do it with ./configure but have never even installed Eclipse before. I'll try to figure it out though.

Is the SDL upstream just cold to your fixes?

Incidentally, I wouldn't say most Linuxers and BSDers are do-it-yourselfers-who-want-everything-done-for-them. It is that we have some quality metrics that don't really apply very much in the Windows and OS X world. Since we do have to build so many packages against our systems, ease of building is very much a concern. To me, ./configure, make, checkinstall isn't so different from running an installer in Windows (in the case of D2X-XL, I just chuck the binary into my local game directory).

The degree of militancy about open tools vary. In my point of view, openness is a feature and a very important one at that. So I prefer open tools but will use a closed tool if there is nothing else to do a given job....and I feel no need to take anybody to task for it. So I just apt-get in unrar and have done with it.

Packages that have dependencies that can't be supplied from my distro's repositories, I tend to give a miss. Ditto for things that may build easily for the original devs but not for me. I mostly don't bug the devs about it unless I spot something obviously helpful but I give them a miss. I consider D2X-XL "good enough" from that point of view since you do document procedures that work if followed and don't require major surgery to my system to accomplish.

 
[Reply]
  Re: Note of support posted by karx11erx @ 87.177.143.162 on Apr 6 2009 12:32 AM  
My additions to SDL and SDL_mixer only handle a few null pointer issues that aren't properly handled in the default code (SDL_mixer cannot handle closing and reopening audio devices while the program is running), and find a audio device more successfully on Linux. You can install them globally w/o danger of negative effects.
 
[Reply]
  Re: Note of support posted by karx11erx @ 87.177.143.162 on Apr 6 2009 12:35 AM  
You said it: You've become accustomed to a certain way of building D2X-XL. I could also say that most people cannot be arsed to look into new ways of doing this, even if it's described in the installation instructions and would both increase their Linux skills and simplicity of building D2X-XL. Well, I've had about 3,500 downloads of v1.14 and one donation following it, so I don't really know why I should care anyway (and that's what I was referring to with my remarks about OSS users).
 
[Reply]
  Re: Note of support posted by frogstar_robot @ 65.25.150.64 on Apr 6 2009 3:28 AM  
I got Eclipse installed and built d2x-xl according to instructions. It works a treat so I'll stick with it.

I'll talk to my better half about throwing some cash your way. I'll note also that I had better luck with Eclipse as distributed by eclipse.org rather than the version that came with Ubuntu Intrepid. It runs just fine unpacked in your home directory.

I did click the English PayPal link you have up and it takes me to a page in German. Philistine that I am, I'm not literate in that language and could have quite the time figuring out just how I can give you money.

I don't have any idea how to solve the general problem of donations for you but I'll throw the little I can spare your way. I have had some joy of your work.
 
[Reply]
  Re: Note of support posted by karx11erx @ 87.177.192.156 on Apr 6 2009 10:26 AM  
That page once had been in English, and I don't know when the retards at Paypal's have messed with that, and I don't know how to change it back. Anyway, to send money with paypal, all you need is an e-mail address, right? Find it on the "contact" page of www.descent2.de (scroll the home page down all the way for a link there).
 
[Reply]
  Re: Note of support posted by karx11erx @ 87.177.134.148 on Apr 18 2009 12:23 PM  
Well, I managed to change it back. Paypal payment pages now are in English again.
 
[Reply]

  pre beta quality build process posted by Saunabad @ 62.240.83.157 on Mar 11 2009 7:47 AM 333
I'mean having to change line break styles on files. Sure, it's an understandable mistake. When it happens once. When it happens repeadetly it's just slobby.
 
[Reply]
  Re: pre beta quality build process posted by Saunabad @ 62.240.83.157 on Mar 11 2009 7:45 PM 333
Source codes should be checked out directly from repository using subversion and compiltaion goes through fine. I don't know why this is not told in linux installation instructions. Setup is still a bit tedious, and my mouse refuses to work in game although it works fine in menus (buttons work in game also, axes don't). Otherwise a fine port of a great game.
 
[Reply]
  Re: pre beta quality build process posted by karx11erx @ 194.25.187.120 on Mar 19 2009 3:34 PM  
D2X-XL coding currently is a one man show, and instead of lending a hand you complain about minor issues, if not peanuts. Your attitude is questionable to say the least.
 
[Reply]

  rar...? posted by draeath @ 24.96.44.208 on Jan 26 2009 9:32 PM  
Why are you using rar, exactly?

1. Rar is not free, it costs you money to use (unless you steal it).
2. Rar does not support linux file permissions etc.
 
[Reply]
  Re: rar...? posted by draeath @ 66.118.128.10 on Jan 27 2009 5:11 AM  
Also it's kind of a pain that the source archive isn't in a usable state when you download it. Do you even test the linux builds?
 
[Reply]
  Re: rar...? posted by karx11erx @ 87.177.187.161 on Mar 31 2009 5:09 PM  
I really have to hold my self back. D2X-XL is so much work already that it's a pain. And now you come along and have nothing better to do than complain about something, instead of simply notifying me that there are problems. Heck, please just don't use D2X-XL, I really don't want to see my hard work used by such ungrateful trolls who take everything for granted and don't give back at least a little bit!
 
[Reply]
  Re: rar...? posted by karx11erx @ 194.25.187.120 on Jan 30 2009 11:24 AM  
How I love (cough) people complaining w/o even investigating (in the right places).
 
[Reply]
  Re: rar...? posted by BrandeX @ 183.3.12.171 on Feb 8 2010 2:45 AM 55555
I don't know what this guy was smoking, but RAR is free on Win as well as Linux Presumably Mac also). You can add rar support to file roller with a few clicks in your package manager, and rarlabs gives it away for free on their site as shareware for Windows with only a nag screen if its unregistered.
 
[Reply]

  compile problems. posted by static @ 65.38.17.190 on Nov 23 2008 3:21 AM 333
i'm a big descent fan and i appreciate that someone with coding skills is working on it but this is hard to compile. i'm no coding guru.

chmod 755 ./configure
dos2unix config.sub
dos2unix config.guess
./configure --prefix=/usr/local
dos2unix depcomp
make

[FAIL]


vi audio/linux/alsadigi.cpp
fix the newline accidentally inserted on line 80.
part of a number has been deleted. it is probably 0x42. (add it)

make

[FAIL]

vi audio/linux/alsadigi.cpp

change line 220 from:
vl = FixMul(vl, (x = sl->volume);
to
vl = FixMul(vl, (x = sl->volume));

and now i've come across a problem that i can't figure out how to fix.



make[2]: Entering directory `/home/static/src/d2x-xl/audio'
source='./linux/alsadigi.cpp' object='alsadigi.o' libtool=no \
depfile='.deps/alsadigi.Po' tmpdepfile='.deps/alsadigi.TPo' \
depmode=none /bin/bash ../depcomp \
g++ -DHAVE_CONFIG_H -I. -I. -I.. -I ../include -I ../input/include -I ../network/linux/include -I ../audio/linux/include -I /usr/local/include/SDL -I/usr/include/SDL -D_GNU_SOURCE=1 -D_REENTRANT -O3 -g -Wall -Wno-char-subscripts -c -o alsadigi.o `test -f './linux/alsadigi.cpp' || echo './'`./linux/alsadigi.cpp
In file included from ../include/gr.h:20,
from ../include/error.h:19,
from ./linux/alsadigi.cpp:20:
../include/vecmat.h: In member function ‘fVector3* fVector::V3()’:
../include/vecmat.h:385: warning: dereferencing type-punned pointer will break strict-aliasing rules
In file included from ../include/wall.h:17,
from ./linux/alsadigi.cpp:28:
../include/inferno.h: At global scope:
../include/inferno.h:1830: error: ‘tWall’ does not name a type
../include/inferno.h:1831: error: ‘tExplWall’ does not name a type
../include/inferno.h:1832: error: ‘tActiveDoor’ does not name a type
../include/inferno.h:1833: error: ‘tCloakingWall’ does not name a type
../include/inferno.h:1834: error: ‘tWallClip’ does not name a type
../include/inferno.h:1835: error: ‘MAX_WALL_ANIMS’ was not declared in this scope
../include/inferno.h:1840: error: ISO C++ forbids declaration of ‘tWallClip’ with no type
../include/inferno.h:1840: error: expected ‘;’ before ‘*’ token
./linux/alsadigi.cpp:148: error: expected initializer before ‘.’ token
./linux/alsadigi.cpp:153: error: expected initializer before ‘.’ token
./linux/alsadigi.cpp:156: error: expected initializer before ‘.’ token
./linux/alsadigi.cpp:158: error: expected initializer before ‘.’ token
./linux/alsadigi.cpp:173: error: expected initializer before ‘.’ token
./linux/alsadigi.cpp:176: error: expected initializer before ‘.’ token
./linux/alsadigi.cpp: In function ‘void AudioMixCallback(void*, ubyte*, int)’:
./linux/alsadigi.cpp:204: error: request for member ‘vPosition’ in ‘sl->sound_slot::position’, which is of non-class type ‘unsigned int’

inferno.h is having problems seeing typedefs in wall.h (even though it includes wall.h)? however, wall.h also includes inferno.h.. so i'm wondering how wall.h can include inferno.h seeing that inferno.h requires typedefs from wall.h. is there a way i can just skip compiling this alsa stuff and still have sound support?
 
[Reply]
  Re: compile problems. posted by static @ 65.38.17.190 on Nov 23 2008 3:26 AM 333
my line numbers are a bit off in the gcc error cos i've been adding stuff to the source code. but i commented it out. the problems start on line 1771 in inferno.h, i believe.
 
[Reply]
  Re: compile problems. posted by karx11erx @ 87.177.186.166 on Jan 19 2009 12:01 PM  
The SVN top code revision currently is a w.i.p. Visit my forum @ www.descent2.de to get information about D2X-XL SVN organization and general installation help.
 
[Reply]

  5* posted by prygme @ 89.148.97.130 on Jun 27 2008 2:46 AM 55555
Great
 
[Reply]

  Permissions wrong? posted by PRAEst76 @ 89.19.65.124 on May 31 2008 10:08 PM  

I seem to be having some issues trying to configure the source for compiling. I think this may be a permissions problem but I'm stumped so far as to how to fix it.

$ sh autogen.sh
set: 2: Illegal option -

When I try:

$ ./autogen.sh
bash: ./autogen.sh: /bin/sh^M: bad interpreter: No such file or directory

Any ideas/suggestions/tips?

 
[Reply]
  Re: Permissions wrong? posted by skwurp @ 118.92.119.42 on Jun 2 2008 1:49 AM  
Yeah, I think I've have this problem before.

Open autogen.sh in a text editor and change the end-of-line style from Windows style to Unix style and save.
Then re-run autogen.sh.

Or, if you can't find any text editors on your system that can convert EOL style, you could try:

tr -d '\r' < inputfile > outputfile (from wikipedia)
 
[Reply]
  Re: Permissions wrong? posted by Krovogad @ 217.10.45.74 on Sep 28 2008 12:55 PM  
tr -d in your example is not working, better use

# sed 's/.$//' dosfile.txt > unixfile.txt
 
[Reply]
  Re: Permissions wrong? posted by karx11erx @ 87.177.134.84 on Jun 2 2008 10:04 PM  
I am maintaining these files on MS Windows. Usually I replace DOS with Unix line endings in these files before packing them up in a release source archive, but sometimes I forget to do that, and you need to do it yourself. Getting the files from the D2X-XL source repository on Sourceforge.net should cure that problem.
 
[Reply]
  Re: Permissions wrong? posted by draeath @ 24.96.44.208 on Jan 26 2009 9:33 PM  
Dropping windows and working within a real operating system (be it Mac or Linux or whatever else) is also a good solution.
 
[Reply]

  Dang thief-bot posted by Anonymous @ 192.52.57.33 on Mar 11 2008 3:42 PM  
I loved the original Descent but couldn't play more than 5 minutes of Descent 2-3. That dang thief bot ruined the whole game for me. The frustration factor of hunting down upgrades that I was just going to lose anyway kind of took all the fun out of it for me. Do you think an option to turn the thing off might be interesting? I realize that that might make you too powerful in those games, though.
 
[Reply]
  Re: Dang thief-bot posted by Anonymous @ 66.203.54.77 on Mar 11 2008 6:33 PM  
Here is a time consuming but sure way to kill the thiefbot:

The thiefbot generally won't come near you if you can see him. He basically runs away from your guns. So enable the rear-view display. The thief generally hangs out near the start of a level. Once he starts showing up, fire a few lasers at him. He'll run. Find a nearby alcove or tunnel with only one way in or out and point the back of your ship out the opening. Choose the most powerful gun you have. I like the fusion cannon if so equipped. The Mercury Missiles are good thief-hammers too.

Watch your Rear Display until the thief starts sneaking up on you. Once he gets close (but not too close!) spin around and let him have it. If you have the fusion, hold down the button as you spin and release as soon as that annoying little pest is in your sights. If it is a good long tunnel, you can make him eat at least two Mercurys too. He'll run like a scalded cat once you fire on him.

The thief is a tough little booger. You'll have to hit him four or five times this way before he dies. Thankfully, he's stupid too and will show up for another hit not too long after the first blasting. He'll do a little damage to your shields since he is apt to be close and goes out with a bang at death. As long as your shields aren't too low, you'll make it up as the thief generally leaves behind a couple of shield orbs when he blows.
 
[Reply]
  Re: Dang thief-bot posted by karx11erx @ 87.177.187.119 on Mar 11 2008 8:38 PM  
D2X-XL offers a cheat code to kill the thief bot (that will cost you your score though - but imo the fun of playing Descent doesn't like in gathering a high score). For a skilled player the thief only a nuisance though.
 
[Reply]
  Re: Dang thief-bot posted by Anonymous @ 192.52.57.33 on Mar 12 2008 1:44 PM  
I'm sure that's true, but it affects gameplay. In the first Descent, I favored a very methodical strategy for cleaning out every room. In Descent II-III it seemed like they wanted to discourage that kind of thing to speed up the game pace. The thief bot seemed to be just one of the ways to keep you moving and give you the sense of urgency and enemies on every side.
 
[Reply]
  Re: Dang thief-bot posted by Anonymous @ 24.93.127.221 on Mar 13 2008 12:48 AM  
D2 can be played that way too with the following caveats:

1. You have to take out the thief when present. As I mentioned earlier, he is stupid. You need only a big gun, some patience, and the willingness to show him your ass a lot ;-).

2. Rooms with Robot Generators can be cleaned out as the generator will eventually stop producing robots. However, once you leave that general area it'll pump that room full of robots again. Sometimes it doesn't matter and other times you have go back through the generator room after getting a key or other goal and that room is along the only way in or out.

Unlike plain ole D2, D2X can slug the odds a bit more in your favor in that you can save up cloaks and invulnerability powerups and use them at will with a hotkey rather than the powerup triggering on pickup. Sometimes, it's better to sneak past a room with 15 nasties rather than battle it out.
 
[Reply]
  Re: Dang thief-bot posted by karx11erx @ 87.177.190.185 on Mar 21 2008 4:12 PM  
Usually I hunt the thief down and kill it - it is so satisfying to hear that angry and surprised squeal ... :D

Two methods:
  • Hunt it with Vulcan or Gauss. Other gun shots travel oslow as it evades shots very fast.
  • Find a tunnel, fly inside, drop a prox or smart mine behind you (proceed a little to avoid blast damage) and wait for the thief to approach.
 
[Reply]

  Can you at least make few GPL levels? posted by dejan @ 79.73.157.3 on Feb 1 2008 1:25 PM 1
Instead of requiring original game data, and spending time on irrelevant things, i would recommend spending few more hours and make couple of free levels for people who do not wish to buy Descent, and want just to give it a try...
 
[Reply]
  Re: Can you at least make few GPL levels posted by dejan @ 79.73.157.3 on Feb 1 2008 1:32 PM 1
Yes, someone might say - download demo data file. No, i said this above because in case someone wishes to make a package for some distribution, she/he cannot legally put original Demo data in it.
 
[Reply]
  Re: Can you at least make few GPL levels posted by nath @ 88.72.198.91 on Feb 1 2008 1:34 PM  
One could make a package without the data files and include that in the demo. Then one could use autodownloader to get the demo data. This is the way, Fedora does this with games like Doom.
 
[Reply]
  Re: Can you at least make few GPL levels posted by dejan @ 79.72.215.148 on Mar 15 2008 10:47 PM 1
I agree Nath, that is the way it should be done, but this guy (or these guys) care more about fixing couple of bugs every two weeks and releasing a new version so "their precioussssss" can be seen on The Linux Tome again... (And I am definitely not the only one who thinks so, just see the comments of other people here about this game)
 
[Reply]
  Re: Can you at least make few GPL levels posted by Anonymous @ 24.93.127.221 on Mar 16 2008 8:06 PM  
I did in fact see the other comments, including those of the primary dev. They don't control when the Tome announces a new version. The fact is that they release something with a few fixes and maybe a new feature every two or three days and could care less when the Tome announces one of them.

The Tome appears to use some sort of automated system to announce releases of the projects it tracks. The Tome itself is responsible for spamming D2X-XL on every other page. It isn't D2X-XL's fault that it is released early and often.
 
[Reply]
  Re: Can you at least make few GPL levels posted by DaVince @ 62.51.153.52 on Aug 15 2008 1:41 AM 333
If it's really some sort of bot submitting those releases every once in a while (since the only other way to submit seems to be manually I guess it must be a bot), one starts wondering why other oft-updated projects don't appear as often as this one does.
 
[Reply]
  Re: Can you at least make few GPL levels posted by nath @ 83.223.93.153 on Aug 15 2008 8:23 AM  
There is no bot. I simply know that this game is updated quite often and so I look for updates from time to time. If you know about other games that are frequently updated but don't get a post here, please submit updates yourself. I can't check every game for updates every day.
 
[Reply]
  Re: Can you at least make few GPL levels posted by dejan @ 79.73.157.3 on Feb 1 2008 4:54 PM 1
Project _source_ packaged in a .rar file... configure/make files packaged into another rar file (inside previously mentioned rar file!!) ... No further comments...
 
[Reply]
  Re: Can you at least make few GPL levels posted by static @ 65.38.17.190 on Nov 23 2008 3:39 AM 333
i'm sort of with dejan on this. i don't mean to be critical, but this is the LINUX game tome. and this game is extremely difficult to compile on linux. (at least, that's the way i found it. i couldn't get it to compile.). the packaging is really silly. it looks to me like the developers are using visual c++ and don't really bother much with linux.

and i'm ok with that except that this is the LINUX game tome.
 
[Reply]
  Re: Can you at least make few GPL levels posted by karx11erx @ 87.177.158.212 on Feb 3 2008 1:08 AM  
dejan, please forgive us that us unworthy grunts dared to spend our time on useless stuff instead of fulfilling your highnesses' wishes and desires. Not that you paid us or contributed anything useful to the project. Btw, there's tons of free levels for this game. Obviously levels aren't the issue ... I leave further conclusions to your superior intellect.
 
[Reply]
  Re: Can you at least make few GPL levels posted by Anonymous @ 78.8.12.176 on Mar 9 2008 10:08 PM  
lol:P
 
[Reply]
  Re: Can you at least make few GPL levels posted by Anonymous @ 79.72.215.148 on Mar 15 2008 10:43 PM  
It is neither my wish nor desire. I simply opted not to play the game because of what i wrote above! :) Luckily, there are some free games around, you know...
 
[Reply]
  Re: Can you at least make few GPL levels posted by dejan @ 79.72.215.148 on Mar 15 2008 10:44 PM 1
The reply above was mine - i did not see i was not logged in...
 
[Reply]

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