What's new in TDM 2.07

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Revision as of 05:20, 18 December 2018 by Nbohr1more (talk | contribs)
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Version 2.07 of The Dark Mod has not been released yet.

See the roadmap on our bugtracker.

The Dark Mod 2.07 Stability Release


Taking the bold new features introduced in 2.06 and improving stability was the intended goal
of this release cycle. With that said, 2.07 has a number of new tricks up it's sleeve so
you'll still get a few new features along with the bulk of the bug fixed code.





Important cvars:

Old:

  • r_useFBO: enables/disables FBO rendering. It is now ON by default.
  • r_fboResolution: coefficient for internal rendering resolution (takes effect only when FBO is on). 2 means double resolution. Works like SSAA. Very high performance cost.
  • r_softshadowsradius: Determines how large the light center is for light sources. Negative value overrides emitter_size spawnarg. (partly configurable in video settings GUI)
  • r_softshadowsquality: Determines how many gradients for shadows. Larger values produce smoother blending at more performance cost. (configurable in video settings GUI)

New:

  • r_ambientMinLevel, r_ambientGamma: applies linear and gamma correction to ambient light only (not subject to color banding effect).
  • r_shadows 2: enables new "Maps" implementation of shadows. (configurable in video settings GUI)
  • r_shadowMapSize: defines resolution of shadow maps with "Maps" implementation of shadows. More = better, less = faster.


AI

  • AI react properly to flashbomb attacks while seated
  • AI properly return to seated coordinates after being interrupted from patrol routes
  • Improved the way that AI respond to the player escaping to dark ledges
  • AI can now handle bodies obstructing door closure
  • Fire Elemental deemed complete. Further changes are enhancement requests.


Coding

  • Mouse sensitivity in the main menu should be similar to one in Windows.
  • Precision fixes: dmap and collision-related gameplay are affected.
  • tdm_update: probably improved VCRedist installation, built Linux 64-bit version.
  • Moved closer to Doom 3 BFG Vertex Buffer management (better multi-core stability)
  • AVX instructions used to improve performance ( 64-bit rendering now has performance parity to 32-bit )
  • Lightgem is now defined in it's own "view" to better match native rendering conventions
  • FFMPEG now utilizes SMP
  • Envshot is fixed and can also capture the skybox

Graphics

  • Finished the move to FBO-based rendering and implemented proper antialiasing (MSAA).
 It is recommended to reset config file, or at least set "r_useFBO 1" and "r_fboResolution 1" manually.
  • Numerous FBO-related fixes: reloadImages now works, quickload no longer crashes, no more duplicate renders, etc.
  • New experimental mode of rendering shadows ("Maps") --- can be switched on in Video/Advanced menu.
 Shadow Map mode offers contact hardening PCSS style rendering.
  • Softness of soft shadows can be controlled by "emitter_size" spawnarg.
 Beware: "Maps" and "Stencil" modes of rendering shadows treat it in absolutely different way!
  • Added "soft gamma": implementation of gamma correction not subject to color banding.
 See cvars r_ambientMinLevel and r_ambientGamma.
  • Lanterns no longer flicker when climbing ladders

Assets

GUIs

  • STiFU added a "Frob helper" feature provides a small screen center indicator when frobbing small object
  • nbohr1more added a softness slider for soft shadows
  • AluminumHaste added a toggle for Stencil Shadows vs Shadow Maps
  • wesps added "Look Up" and "Look Down" key configurations

Gameplay

  • grayman added remote listening support

Sound

  • New syntax for EFX files (Version 2): allows using presets from openal-soft.
 ( See syntax in http://bugs.thedarkmod.com/view.php?id=4815 (to be added to wiki page later) ).
  • Sounds which should not be affected by environment are marked as no_efx.
  • Enabled HRTF by default for better positional sound: works properly only with headphones.


See also