What's new in TDM 2.13: Difference between revisions

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* Nested subviews (mirrors, remotes, sky, etc.) now work properly (6434).
* Nested subviews (mirrors, remotes, sky, etc.) now work properly (6434).
* Fixed rendering of volumetric light and particles in X-ray views and mirrors (6538).
* Fixed rendering of volumetric light and particles in X-ray views and mirrors (6538).
* Shadow Map specific features are enabled by default in "Maps" mode ( alpha tested shadows, etc)


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Revision as of 02:26, 7 January 2025

Version 2.13 of The Dark Mod has not been released yet.

See the roadmap on our bugtracker.
Source Revision



The Dark Mod 2.13 Enhance AI Edition!



A major focus for The Dark Mod 2.13 development cycle was improving how AI see bodies, loot, and other non-player objects.

See our Feature Discuss Threads for more details about substantial changes.







Important CVARS

PLAYER


tdm_holdfrob_* --- set of variables that affect the reworked frob controls.

tdm_autosearch_bodies --- automatically take items attached to unconscious bodies on frob.

pm_headbob_mod, pm_lean_* --- allows for the reduction of some player movements.

HELPER


tdm_show_viewpos, screenshot_viewpos --- embedding viewpos into screenshots for better bug reports.

tdm_open_doors, tdm_close_doors --- cheats to make mission testing faster.


TROUBLESHOOTING


New


Graphics

  • Parallax Occlusion Mapping support ( See thread )
  • Environment mapped textures with bumpmaps now properly respond to stage keywords ( See thread )
  • Nested subviews (mirrors, remotes, sky, etc.) now work properly (6434).
  • Fixed rendering of volumetric light and particles in X-ray views and mirrors (6538).
  • Shadow Map specific features are enabled by default in "Maps" mode ( alpha tested shadows, etc)


AI

  • AI now have a more accurate vision system ( see thread )
  • Major improvements in drunk AIs: setting "drunk" spawnarg is enough now; new sounds, animation improvements, greetings, etc. (6507). Fixed drunk women AI (5047).


Mapping

  • Added improved editor images for textures/darkmod/metal/detailed materials (6575)
  • Added editor spawnarg for "parallelsky" (6496)
  • Added "particle collision-ready" weather materials (6545)
  • Fixed dmap making almost axis-aligned visportals buggy (6480)


Coding

Vsync now properly works on Linux


Assets

  • Added several parallax materials, as well as their non-parallax equivalents
  • Added gas mine playertool
  • Added slowfall potion
  • Added invisibility potion by Kingsal
  • Added 17 modular industrial pipe models from Polyhaven
  • Added combined lampion light entity
  • Added several factory_machines models (6537)
  • Added textures/darkmod/decals/distant_cityscape_01_tiling material (6487)
  • Added missing normalmap to stainglass_saint_03 (6521)
  • Added missing textures for rough_boards_scratched material (4157)
  • Fixed several issues with largesquare01 window textures (6579)
  • Fixed broken material for stove_open02.lwo (6580)
  • Fixed floating decals for ext_timber01_window01.lwo (5782)
  • Fixed gaps in mesh and UV for generator_big.lwo and warehouse_front_doorframe.lwo (6581)
  • Fixed broken UV for longbanner_ragged.lwo (6573)
  • Fixed issues with newspaper01.lwo (6568)



Gameplay and Interaction

  • Updated Training Mission with Vine Arrow tutorial, graphics enhancements, and EFX Reverb
  • Fixed frob interaction with candle holder that's initially extinguished (6577).


GUIs

  • Massive improvements in mission select & download menus, added search (6339 6570 6449).
  • Mission Notes ( readme data ) can now be scrolled
  • Mission Debriefing feature ( See thread )
  • Stone font improvements


Sound

  • EFX reverb can now be controlled via the Location System
  • Fixed sleeping sounds for drunk AIs (6539), and other sounds for them too (6507).
  • Added improved footstep sounds for broken glass and ice material surfaces (6551).
  • Fixed water_medium_running soundshader (5384)


See also