What's new in TDM 2.05
From The DarkMod Wiki
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
- 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
GUIs
- grayman Improved Mission Statistics formatting
Scripting
- grayman Door "percentage open" is available to scripts
- SteveL User friendly "World Particle" system
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