What's new in TDM 2.05

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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.

Coding

  • duzenko and nbohr1more The lightgem calculation has been substantially optimized
  • 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 Assets

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