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The Dark Mod 2.04 is Here

the dark mod 2.04

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#1 Mr. Tibbs

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Posted 12 July 2016 - 04:51 PM

Amazing work, Broken Glass Studios! Thank you so much for your efforts.

 

The new inventory system looks incredibly appealing!



#2 FenPhoenix

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Posted 12 July 2016 - 08:02 PM

Very nice! Happy to see that standing-around AI thing I've been grumbling about has been fixed. Also great to see the inventory grid.


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#3 demagogue

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Posted 12 July 2016 - 08:26 PM

Congratulations everybody! Progress!


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#4 nbohr1more

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Posted 12 July 2016 - 08:29 PM

I'm interested to see how many mappers use the new ai_see argument for lights so they can add little bounce lighting without affecting the lightgem.


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#5 Cambridge Spy

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Posted 12 July 2016 - 09:55 PM

Oh man, I was very lucky to complete PD3 on all difficulties last night! :D


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#6 PranQster

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Posted 12 July 2016 - 11:51 PM

Oh man! I just loaded up a WIP and saw a few annoying performance problems disappear. I had suspected certain SEED entities as being an issue, but was concentrating more on the VPs nearby. Performance near 1 particular SEED while looking at a nearby VP was dropping from ~50fps to about 20. After 2.04 I now get 60+fps in the entire area. Now that performance is excellent it's time to continue with the WIP. :)

 

I like the new inventory grid, but I have one gripe about it.

When moving the cursor over the grid, mouse-view is still following the mouse, causing my player to look all over the place while selecting inventory. :(


Edited by PranQster, 12 July 2016 - 11:55 PM.

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#7 Destined

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Posted 13 July 2016 - 12:36 AM

Great work everyone! Will download this evening.



#8 Durandall

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Posted 13 July 2016 - 12:40 AM

I like the new inventory grid, but I have one gripe about it.

When moving the cursor over the grid, mouse-view is still following the mouse, causing my player to look all over the place while selecting inventory. :(

 

I've only had this happen when noclip was active.


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#9 Goldchocobo

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Posted 13 July 2016 - 12:43 AM

Wonderful work, thanks BGS! Those sexy window textures sealed it for me :).


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#10 Petike the Taffer

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Posted 13 July 2016 - 02:06 AM

Congratulations to the new update. :) I've watched all the new additions in AluminumHaste's recent video already yesterday, and I'm especially pleased at the improved object grabbing mechanics and guards noticing weapons of knocked-out people. B) Excellent job, as always.

 

I'm a bit mad at myself right now for not finishing my localisation on time, but hopefully, it'll get included in 2.05 at the latest. I really need to finish translating the base package files.



#11 Oldjim

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Posted 13 July 2016 - 02:41 AM

The grid based inventory option can have a key allocated via the usual settings route



#12 PranQster

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Posted 13 July 2016 - 02:43 AM

 

I've only had this happen when noclip was active.

Aah. OK I'll try it again. I know I was using noclip at the time.


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#13 demagogue

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Posted 13 July 2016 - 04:54 AM

Interesting. Makes me really curious how noclip gets involved & why it would lead to that bug of all things.

I guess it can't be called a proper bug though, since it still works for the vanilla game.


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#14 MirceaKitsune

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Posted 13 July 2016 - 12:07 PM

Beautiful and much needed improvement. Thank you developers, for putting so much work into making this game so great! This is definitely a notable and wonderful release.

 

I'm especially hyped about the new inventory system, which is something I've been wanting to see for a while. Though to be honest, it isn't entirely what I was hoping for either: I would have opted for a real grid-based inventory... where all objects take up space and can be moved to any hotkey, together with being able to visually hold any item in your hand. Pretty much like Minecraft, or the first of the DeusEx games. Maybe something to hope for in 2.05?

 

G9Z07Eo.jpg



#15 Anderson

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Posted 13 July 2016 - 12:35 PM

 Miracles!

 

Thank you for the collective labour put in this project. The size of this is inspiring. Thank you for heeding toward that request for Romanian.

 

In the comment section of the video, there is some speculation going on about EAX. Does anyone hold information on what is the current status of that feature and it's corelation with OpenAL? Can I ask if there is any sense in hoping for it working like in the Thief trilogy?



#16 Taquito

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Posted 13 July 2016 - 02:50 PM

Finally we get an inventory! Hopefully this opens new possibilities in the future like craft/combine. Specially for puzzle elements.


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#17 MirceaKitsune

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Posted 13 July 2016 - 03:16 PM

 Miracles!

 

Thank you for the collective labour put in this project. The size of this is inspiring. Thank you for heeding toward that request for Romanian.

 

I was pretty surprised to hear there's someone maintaining a Romanian translation in the dev team, since I haven't even met any other TDM players from Romania here. It's nice if others from my country are around too :)

 

In the comment section of the video, there is some speculation going on about EAX. Does anyone hold information on what is the current status of that feature and it's corelation with OpenAL? Can I ask if there is any sense in hoping for it working like in the Thief trilogy?

 

I'm curious about this as well; If I remember correctly, EAX makes audio effects like echoes in rooms possible. But because of proprietary mumbo-jumbo, it doesn't work out of the box any more... especially on Linux which I use. There was talk of an open-source alternative being considered for replacing it in the engine, but I don't know where to follow the progress on that.


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#18 fllood

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Posted 13 July 2016 - 03:27 PM

Great news guys!!

Happy to see the decal patch :rolleyes: 

 

Congrats to all involved.


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#19 MirceaKitsune

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Posted 13 July 2016 - 03:44 PM

Also, I noticed a note about "AI scooting themselves out into the void": I should have reported that there was this one map once, which had a few diagonal walls (almost fully vertical but slightly tilted). Sometimes, when guards would patrol too close to it and stepped on the surface, they suddenly rocketed into the air then their bodies fell from the sky. It gave me a few scares at the time :P



#20 Fieldmedic

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Posted 13 July 2016 - 03:54 PM

I cannot get the update to work. The tdm_update.exe says a new updater needs to be installed and when I press Continue it just loops...

 

Also the ingame updater says the most recent version is 2.03...

 

 

I found another file; _tdm_update.exe and now it works! :)

 

Thanks for all the effort you've put into this boys and girls!

 

 

And also

 

ea5c2887_o.jpeg

 

 

It's good to know that I'm ahead of the game B)


Edited by Fieldmedic, 13 July 2016 - 04:05 PM.


#21 nbohr1more

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Posted 13 July 2016 - 03:56 PM

I cannot get the update to work. The tdm_update.exe says a new updater needs to be installed and when I press Continue it just loops...

 

Also the ingame updater says the most recent version is 2.03...

 

Try setting "Do not allow tdm_updater to update itself" in the advanced menu.


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#22 Fieldmedic

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Posted 13 July 2016 - 04:12 PM

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WOHOOOO! I read about the improvements of DMAP-time and A Night To Remember takes between 5-10 minutes on 2.03. (Strange since it's a relatively small map. BikerDude said bad monsterclipping could be to blame).

 

I tried to DMAP it now and it took about 30 seconds! I was so happy I DMAP:ed it again with the same result :)


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#23 jaxa

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Posted 13 July 2016 - 04:57 PM

I was so happy I DMAP:ed it again with the same result :)

 

DMAP in joy.



#24 The Dark One

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Posted 13 July 2016 - 06:28 PM

Huh, tis not working for me. I think I'm having a similar issue to a user above me. I try to install, and it keeps looping. A message pops up, but goes away before I can get a good look at it.


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#25 PranQster

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Posted 13 July 2016 - 11:21 PM

Interesting. Makes me really curious how noclip gets involved & why it would lead to that bug of all things.

I guess it can't be called a proper bug though, since it still works for the vanilla game.

If I recall correctly, the same issue occurs when rotating a held object while in noclip.


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