What's new in TDM 2.05: Difference between revisions

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* duzenko and nbohr1more The lightgem calculation has been substantially optimized
* duzenko and nbohr1more The lightgem calculation has been substantially optimized
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<pre>       
Pixel Pack Buffers used to transfer lightgem image shot
1) Pixel Pack Buffers used to transfer lightgem image shot
Only lights the player is inside will render to the lightgem
2) Only lights the player is inside will render to the lightgem
All noshadows surfaces except the lightgem surface excluded from the lightgem render
3) All noshadows surfaces except the lightgem surface excluded from the lightgem render
tdm_lg_split optimization is on by default
4) tdm_lg_split optimization is on by default
New tdm_lg_interleave_min setting allows you to define the minimum FPS where the tdm_lg_interleave optimization will start working
5) New tdm_lg_interleave_min setting allows you to define the minimum FPS where the tdm_lg_interleave optimization will start working
</pre>
</pre>
* duzenko Initial code support for uncapped FPS (com_fixedTic 1)
* duzenko Initial code support for uncapped FPS (com_fixedTic 1)

Revision as of 21:41, 26 December 2016

Version 2.05 of The Dark Mod has not been released yet.

See the roadmap on our bugtracker.

AI

  • grayman Reduced the amounts added to the stealth score when an AI spots the player and almost immediately ramps up to Combat.
  • grayman Initial support for the Fire Elemental

Coding

  • duzenko and nbohr1more The lightgem calculation has been substantially optimized
      
1) Pixel Pack Buffers used to transfer lightgem image shot
2) Only lights the player is inside will render to the lightgem
3) All noshadows surfaces except the lightgem surface excluded from the lightgem render
4) tdm_lg_split optimization is on by default
5) New tdm_lg_interleave_min setting allows you to define the minimum FPS where the tdm_lg_interleave optimization will start working
  • duzenko Initial code support for uncapped FPS (com_fixedTic 1)
  • duzenko Optimize Skybox rendering by changing it's render order (takes better advantage of hierarchical-z)
  • duzenko option to offload mipmap generation to GPU driver
  • duzenko Change vproj settings to allow (MSVC 2013) Windows XP optimized builds
  • duzenko Improved alt-tab support
  • duzenko Improved high-dpi support
  • nbohr1more Initial support for Cubemap lights based on Sikkpin's shader
  • nbohr1more Image_downsize options can now be used without making menus and maps blurry
  • nbohr1more light entities now respect the nospecular argument and can more easily be used for simulated radiosity (bounce lights)
  • nbohr1more func_emitter now supports lod_bias so mappers can increase\decrease particle density based on the Object Detail slider

Assets

  • Springheel's huge "Modular Asset" collection
  • Most of Bob Necro's textures
  • Airship Ballet's asset collection
  • Spooks, nbohr1more, and Sikkpin Example CubicLight textures

GUIs

  • grayman Improved Mission Statistics formatting

Scripting

Gameplay

  • nbohr1more Auto-Parry is now enabled by default to improve the experience for new players.

Sound

  • grayman Volume is now diminished when the player is underwater


See also