Crashes with DirectX video modes:
have you installed DirectX 9.0c? It is possible that your installation of Windows 7 includes DirectX 10 or 11, but not DirectX 9.0c. In that case, you need to go to
http://www.microsoft.com/en-us/download/details.aspx?id=35 and install them. Do not be afraid of ruining your DirectX 10 or 11 compatibility. DirectX 10 and above, and 9.0c and below, are two separate sets of libraries that can coexist.
Graphical glitches in OpenGL:
I am aware of the "box" overhead in OpenGL mode. I don't know if it can be fixed in Irrlicht 1.5, but you could try recompiling the source with the latest version of Irrlicht and see if the problem was with the engine itself.
Graphical glitches in software mode:
yes, software mode is buggy, and I don't think Irrlicht developers are going to fix it. I just added it for compatibility, but I never actually used it. Even in my TADPSID release video where I pretended to be in possession of Damocles for PC and the graphics look "rough" like in a mid-1990s game, I was not using software mode: I was actually using DirectX 9.0c mode at the resolution of 320x200 and no bilinear filtering.
Bobbing up and down when you land in the sea:
at the moment, I have no way to distinguish between land and sea, because the islands are actually textured squares with the actual island in the middle and the water all around. Maybe (note that I said *maybe*) I could remake the islands as polygonal structures with a precise shape and use per-polygon collision to distinguish between land and sea, but right now I... don't know how to do that. Right now, the collision checks I'm using (for planetary entry, object pickup and transporters) are extremely simplified.
Time distorsion when travelling at high speed in space:
that's coming and will be present in TADPSID v9. I already wrote the clock routines (if you noticed, the screenshot I showed you for the transporter has a clock in the bottom right corner). Besides telling the time, the clock is also the base of the new speed calibration routine and the time distorsion routine.
Blowing up planets and using transporters afterwards:
Actually, what happens in Damocles and Mercenary 3 when you destroy a transporter (this might or might not involve destroying the planet it's on), and then you try to reach it, is that Benson puts out an appropriate message ("Transporter not available"). The same thing will happen in TADPSID.
Right now, the routine for that is already in (the planet being destroyed and Benson recognizing that the transporter is not available), but the objects it requires for its execution are only reachable in my (development) versions, not in public release versions. I made this decision because those objects will play a fundamental part in a solution of Mercenary 4, and I don't want a spoiler to surface *this* early.