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  1. Grayman's Legacy: Seeking Lady Leicester "Seeking Lady Leciester" is the second WIP grayman's son donated to the TDM community according to grayman's will. Bikerdude adopted the mission in June 2021. I asked Bikerdude how he is doing with this particular WIP, so he sent me the following pictures, which I'm allowed to post here: I have no idea how Biker did the reflective water effect in the second shot (pretty sure this is not something from the core mod) Anyhow, I think grayman would like these pictures. More information will follow in due course.
    18 points
  2. Part 2, baybeeee! https://streamable.com/kkc1iq
    17 points
  3. I'd like to announce the release of my 2nd fan mission: In Plain Sight. "You are an intelligence officer tasked with revealing the source of a political uprising in the city of Watchgate" Mission Type: City Missions Credits: @Frost_Salamander: Author @Airship Ballet: All custom content, including signs, loading/menu screens, in-game map, menu music and creative input. Also sets the standard for beta testing. W10 (my son) and @Frost_Salamander: Mission briefing Beta Testers: @AluminumHaste @nbohr1more @Obsttorte @Mawerick @madtaffer @wesp5 @Airship Ballet @Acolytesix @Cambridge Spy @jaxa @prjames Notes: TDM 2.10 required This FM rewards stealth play, although it can be done without KO'ing anyone Read the readables! They trigger some mandatory objectives that aren't initially visible. Follow this and you shouldn't have a problem figuring out what to do next. There are multiple ways to access some parts of the city. Some are riskier than others! If you are finding it too hard, maybe there is an easier way The only differences between the difficulty levels are the (optional) loot objective, the availability of some player tools and the difficulty of the bank objective. There is an in-game map. It's found in a location near the start. This FM contains 5 secrets! Download link until the mission database gets updated: https://github.com/FrostSalamander/tdm-fm-inplainsight/releases/download/v1.1/inplainsight_v1.1.pk4 Screenshots: https://www.flickr.com/photos/196169449@N05/albums/72177720301116716 NOTE: If you downloaded version 1.0 it contains a bug that will break an optional objective. Ensure you have the latest version (currently 1.1)
    11 points
  4. When a light interacts with a surface, Doom 3 engine goes through all triangles of the surface in order to detect which ones are within light volume and front-facing. If the light constantly moves, then this processing has to done every frame. If stencil shadows are used, then engine has to look through triangles once again in order to build shadow volume. This implementation detail means that large static meshes with small dynamic lights nearby can be surprisingly slow. I think this issue happened several times recently: Black Mage: the lava cave Moving Day: rocks in the starting area The workaround was usually to split large mesh into several pieces. The latest dev build dev16574-10036 includes BVH-assisted filtering algorithm, which is enabled by default. It does the same job faster, without the need of touching clearly out-of-volume triangles. As far as I know, it totally solves the original problem, so you no longer need to be wary of how large your terrain mesh is. The new algorithm is enabled by two cvars, which can be changed at runtime: r_modelBvhLightTris r_modelBvhShadows Default values 3 and 1 mean precise filtering with BVH (default), zero values mean precise filtering using Doom 3 code. Note that the new algorithm reorders triangles in static meshes, so it has some influence even if you disable the above two cvars. The total kill switch which disables all BVH code is cvar r_modelBvhBuild, which must be set before starting mission. Here is a test map to show results (Bikerdude stripped for me from NHAT forest). All the terrain and stones are a single LWO mesh: 28 MB size, 127K vertices and 212 K triangles. P.S.: There is no performance difference on most existing missions. You can notice the difference only in critical cases.
    10 points
  5. The animated grass demo is not actually using SEED. Its using a giant bespoke animated model so its only useful for that demo. Grass is actually fairly complicated to get it to look right and perform well. I started building some animated grass models that are more friendly for authors to use; different sizes, skins, lods, ect. although I won't be done with them for a while: Still WIP but here's a little video https://www.dropbox.com/s/f6cwq5ahy8jg7ud/The Dark Mod 2.10_64 2022-05-14 17-04-15.mp4?dl=0
    9 points
  6. I just did a major rewrite of wiki's Bindings and User Settings. Twice the content, in tables now, organized to match the Settings/Controls submenus. Plus an intro. Eyeballs to find flubs appreciated, as always.
    6 points
  7. Welcome to the Snatcher's Workshop! Come on in, we may have something for you today. Feel free to look around. We trade everything here. -------------------------------------------------------------------------------- Since I don't know where this thread will end up going, I will only say this: Mods for The Dark Mod, that's our business here. We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Please note that as of today, these mods are not compatible with wesp5's Unofficial Patch. Time will tell what happens. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. These mods will never break your game but you will sooner or later notice some features don't work in a few missions. Feel free to report here what works and what doesn't. What's included in the download ? JSGME v2.6.0.157 Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A "Mod Enabler", required to prevent TDM from breaking when adding/removing mods. FAST DOORS MOD v4.0 Credits: Idea and programming by Obsttorte. Treatment by snatcher. Description: Doors open / close faster when running. Topic: Slam doors open while running LOOT ANIMATIONS MOD v1.0 Credits: Original idea from the Noble Affairs mission by Goldwell. Programming by Obsttorte. Treatment by snatcher Description: (From Obsttorte) "It basically moves the loot towards the player a bit before putting it in the inventory upon frob, thus underlining the impression of actually taking it." DYNAMIC LOOT INVENTORY MOD v1.0 Credits: snatcher. Description: When the player picks up loot, the inventory changes to the Loot Info item. The Dynamic Loot Inventory Mod wil display the loot info but will shortly after revert back to the last non-loot item selected. PLAYER SKILLS MOD - MANIPULATION v1.0 Credits: Dragofer, wesp5, Obsttorte, snatcher. Description: A new "Skills" category is added to the inventory on mission load and the category includes the "Ignite/Blow" item. When selected, the player can light up and blow out candles and oil flames. In addition, players can ignite portable torches. Topic: Project: Extinguish small lights with a blow PLAYER SKILLS MOD - DISTRACTION v1.0 Credits: snatcher. Description: A new "Skills" category is added to the inventory on mission load and the category includes the "Whistle" item. When selected, the player can whistle and draw the attention of nearby AI. Warning: Whistling is an ancient, difficult to master Dark Art that can put the caster in danger. -------------------------------------------------------------------------------- So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS https://www.mediafire.com/file/j1ap4rvaobxzjnk/Mods_for_TDM_v1.0.zip/file INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" File "JSGME.pdf" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable "Mods_for_TDM_v1.0": UNINSTALL INSTRUCTIONS Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" File "JSGME.pdf" -------------------------------------------------------------------------------- That's it for the moment. I hope you enjoy the new mods. No coin? then leave a like for pirate's sake!
    5 points
  8. The dev build dev16574-10036 includes many engine changes for better error reporting in GUI code. Not that GUI scripting has become any better, but at least now you'll see warning messages if you mess up (my favorite example is forgetting to put a semicolon where necessary or putting it where it must not be). This work is mostly done, although some more changes will probably follow. Notes: If a mission seems to have broken GUI (especially its briefing), please report. Some modifications actually changed behavior of obscure cases, so breakage could happen. If you see a GUI warning which you think does not represent a problem or is unclear, please report too. False warning are usually as bad as lack of true warnings. Also note that I did not introduce any hard errors, only warnings. So the situation when you edit GUI code and engine crashes on start will probably still happen. In this case I recommend enabling "logFile 2" and looking at qconsole.log: most likely some warnings are emitted before crash.
    5 points
  9. I recently saw a video on Youtube where someone played an older mission on an older TDM version (think the video was from 2012 or so). I was quite surprised how much better TDM looks in 2022. You don't notice it, if you regularly play it, and update from version to version. Well, at least I didn't notice it. I wouldn't need any game to look better than TDM. IMO, people put WAY too much focus on the visuals today, while neglecting things which really make games fun to play. Most of nowadays' games are better grahpics demos for me. Impressive tech, but a gameplay which is thinner than a slice of crisp bread.
    4 points
  10. Already found a bug - version 1.1 incoming shortly...
    3 points
  11. I was busy before and missed this (the Seeking Lady Leicester WIP screenshots), so I guess it's good this thread was bumped. It looks really great! I'm excited to play it! I'm really happy there is this outlet for us to see part of grayman's great legacy still emerging in a way that respects and even fulfills his wishes. And I'm happy we have reached this approach with Biker for him to contribute to the community in a way that's safe, controlled, and ultimately healthier for Biker & the forum. It's working great. Don't change a thing. Above all I'm happy we have great FMs still being worked on and coming out. They really are the best medicine when everything else in the world seems to be falling apart. The SEED system was created exactly for this purpose, it looks great when it's used, very realistic, and it should be used more often!
    3 points
  12. The Black Mage and Seeking Lady Leicester FMs are not part of the William Steele series and were expressly offered for adoption by grayman, as opposed to the remaining chapters of the William Steele Series.
    3 points
  13. By the way, you can also reduce size of console font now, with cvar con_fontSize. Immensely helpful if you look through it often! I almost halved it and my life has become so much better
    3 points
  14. When the Vulkan renderer is ready
    3 points
  15. dev16574-10036 is now public. This includes tons of assets fixes, GUI warnings, and BVH-assisted optimizations. Quite a lot of breakage potential
    3 points
  16. Had best bring a knife to carve a path through that fog.
    3 points
  17. Hi everyone! I have a fan mission ready for beta test if anyone is interested in helping out. It's a standalone city mission unrelated to the Hare in the Snare (which is on hold indefinitely). I will start a beta testing thread once I get a few replies. Thanks!
    3 points
  18. You "only" need to have a better PC than the author of the mission you're playing. That's the only actual sysreq.
    3 points
  19. I am glad someone found that! You can thank out of bounds expert @AluminumHaste for the ample data used in seeding a lot of the “out of bounds” content in the mission. I could actually use more in order to expand this story line a bit - so let me know if you encounter any!
    3 points
  20. A couple of tips that I found most helpful as a newcomer to music production: When trying to determine whether things sound balanced, try listening quietly. Everything always sounds better when loud, so by listening at a lower volume you make all the flaws a lot more obvious. Put a hard high-pass filter on absolutely every track, then push the cutoff frequency up as far as you can without ruining the sound. The only thing that should have any content in the sub-bass frequencies is the bass track, and even that should have as little as possible. Sub bass frequencies are present in everything (even your closed hihat), but just eat up space in your mix and make everything sound muddy and boomy.
    3 points
  21. dev16519-9985 is now public.
    3 points
  22. The mission has been given a small maintenance update to ensure it'll remain compatible with a tweak to custom assets handling - there should be no changes visible ingame. Some clutter like old snapshots of the map file has also been removed so that it's become a smaller download than before. Update provided by Obsttorte.
    2 points
  23. Robbing a bank and forgetting to take the bag sounds like something I'd do
    2 points
  24. Almost no modern game uses stencil shadows. I think the newest AAA game that used them was ARMA and it only used them for very large light sources. Stencil shadows require a huge amount of geometry processing and fillrate, whereas Shadow Maps mostly just require lots of VRAM and texture sampling. The video card manufacturers could have done more to make newer generations of GPU hardware handle stencil fillrate better but it was much easier ( and profitable ) to throw more VRAM and samplers on the cards so they heavily evangelized shadow maps to all game and engine designers. The state of the art shadow map technologies do mostly perform as well if not better than stencil due to tile-based rendering and shadow re-projection, history buffer and LOD techniques. As I recall, implementing this would require TDM to bump up the required OpenGL minimum version past 4.x. Who knows, both techniques may be obsolete soon as Ray Tracing hardware costs start to drop.
    2 points
  25. The coolest thing about that site is that you can also link your steam wishlist there and also add games not on steam to your "waitlist" (which is what they call the wishlist).
    2 points
  26. There's no shame in not finding that grabber widget to drag the divider - I find myself searching for that on regular occasions.
    2 points
  27. Try renaming darkmod.exe to doomx64.exe
    2 points
  28. Not a problem. This is still useful feedback. If you were confused where to drag, it's a safe bet other people are too, which means there is scope for UI improvement.
    2 points
  29. Here's my video playthrough of By Any Other Name: https://www.youtube.com/watch?v=e7p8AtATRBs
    2 points
  30. Finally, here's a video playthrough of Eastbound: https://www.youtube.com/watch?v=mNQjeb07ZU4
    2 points
  31. I made a playthrough with all loot on Expert, may help track it down:
    2 points
  32. @Thiefettethanks for playing and I am glad you enjoyed it! The way the hidden “thread” objectives are handled is indeed intentional - the map already has a lot to do and at a certain level I did not want players to feel like the had a laundry list of unfinished things hounding them through their play through, but I did want the mission to react to the player’s achievements when they go above beyond in some way (like if someone really wants to track down all the mementos the mission will recognize it, but it’s not going to be sitting there in the objective list taunting a player who just wants to finish the mission with some sense of completion). I do think it’s a bit rough doing this through the objective system as it is bending the intentions a bit. Some aspects I don’t like is that the hidden objectives announce themselves as new ones before they immediately get completed and it would be nice if they could appear in the objective list in the order that they are finished, but there was no way around these aspects at the point of release. Thanks again for your time playing the mission - it means a lot!
    2 points
  33. It doesn't, which is a major oversight in my opinion and the reason I always encourage new sound contributors to provide uncompressed versions as well. As a result of the initial failure to retain uncompressed versions of the original sounds, any editing or cleanup of those sounds (as another forum member did recently) has to rely on decompressing and recompressing Ogg Vorbis files, which is sub-optimal from a quality perspective.
    2 points
  34. @Airship Ballet Fantastic look and feel! The combinbation of both the camera setting and the audio are to me like...Blade Runner in the Middle Ages!
    2 points
  35. Hi Umami, Welcome. I don't know if a repository containing the sounds in uncompressed format exists but you can easily access all base sounds in their current compressed format. You first need a file archiver such as 7-Zip, Winzip, Winrar... I recommend 7-Zip since it is open source / free. Go here: https://www.7-zip.org/ Then go to your The Dark Mod root folder and look for these type of files: tdm_sound_ambient_decls01.pk4 tdm_sound_ambient01.pk4 ... tdm_sound_sfx01.pk4 ... tdm_sound_vocals_decls01.pk4 tdm_sound_vocals01.pk4 ... Use 7-zip to extract the contents and you shall find all sounds in the new folders that got created with identical names. Looking forward to your sound work!
    2 points
  36. I am working on some new assets and looks, here is another preview.
    2 points
  37. Here's a video that I just watched that is basically a short history of the Thief fan mission scene, including a section on TDM.
    2 points
  38. EDIT: please check this post for the newest version. --------------------------------------------------------------------------------- Here is a TOTALLY ROUGH example. How to use: Add download contents to TDM (I recommend using a Mod Enabler) Launch a mission Open the console and spawn two items: spawn atdm:playertools_blow spawn atdm:playertools_flint Pick them up Switch between items for one action or the other Please note you can extinguish any flame, large or small. This is a sample to get a feel of the idea. Nothing else. BlowFlint_Sample_v0.1.zip
    2 points
  39. For a split second when I was reading this I thought you were referring to grayman, not bikerdude. I was like, "whoa, are we talking about a séance?"
    2 points
  40. The TDM team is always working to optimize future releases and it is our hope that CPU requirements won't grow much if at all since TDM 2.0. So your hardware requirements are going to be mostly defined by the ambitions of mission authors. Based on @peter_spy , it appears that Briarwood Manor can have smooth 60 FPS with a Coffee Lake Core i7 8700 and Geforce GTX 1060. So for the latest hardware, you can probably get any Intel Core product with 4 or more cores and 2.8GHZ or higher CPU clocks. For AMD you can go with something like a Ryzen 3 3300X or Ryzen 5 5500. You should definitely get an SSD. The load time improvements in 2.10 are significant even with an HDD but SSD will still drastically improve things for missions with lots of custom textures and models. You should have at least 8GB of RAM. A GPU with at least 4GB of VRAM should be fine even if you want to play at native 4K ( no upscaling \ renderscale 1.0 ). The main factor for GPU performance will be fill-rate performance. Shadow Mapping mode may increase VRAM requirements a bit though, so if you plan to run at 4K with Shadow Mapping then aim higher than 4GB VRAM.
    2 points
  41. Yep it does seem down for me too. Great fast download site but it hasn't been updated in some years. If you want recent updates and current missions try: https://www.thiefguild.com/ although it links back to thiefmissions.com downloads sometimes as well as google shares, darkfate, thekeep, etc.
    2 points
  42. Not sure if mentioned before, but IMHO this artist's music would be very fitting for a Thief-style game.
    2 points
  43. If there is something almost all missions have in common is that there is no balancing in regards to the amount of tools given. The typical answers I got when asking mission authors on that matter is "it might be useful/needed". At the same time, the majority of the people on this forum consider ghosting more or less the way to play. So any discussion about tools is more or less pointless. This. On the other hand, mappers are free to customize the way the player can interact with the environment, and in this particular case I even think that there are missions who allow frob-extinguishing oil lamps, like there are fms that allow to douse candles without having to pick it up.
    2 points
  44. DarkRadiant's main codebase is not relying on any intrinsics as far as I can recall right now, it's generally kept very close to the C++ standard for portability reasons. Third-party libraries like Eigen might use platform-specific stuff, but I assume they are portable as well. It all comes down to whether the third-party dependencies provide a port to the platform, these are some of them: freetype - https://download.savannah.gnu.org/releases/freetype/ FTGL - https://github.com/frankheckenbach/ftgl GLEW - https://github.com/nigels-com/glew libeigen - https://gitlab.com/libeigen/eigen libgit2 - https://github.com/libgit2/libgit2 libjpeg - https://sourceforge.net/projects/libjpeg/ libpng - http://www.libpng.org libsigc++ - https://github.com/libsigcplusplus/libsigcplusplus libvorbis - https://github.com/xiph/vorbis/ libxml2 - http://xmlsoft.org/ libzlib - https://zlib.net/ Python - https://www.python.org win_iconv - https://github.com/win-iconv/win-iconv wxWidgets - https://wxwidgets.org A problem might be the openGL version that is supported on your target platform. There could be some openGL API calls in DarkRadiant that may cause troubles.
    2 points
  45. The teller key simply opens the front door, you got it from the keybox in the lobby. The "teller safe key" is what you need.
    2 points
  46. ...and let's not forget the "Smitherton Gallery" in "By Any Other Name" It includes a special collection of canvas paintings showing all of Grayman's published missions.
    2 points
  47. Changelog of 2.11 development: dev16481-9881 * Updated Visual C++ from 2017 to 2022, build game and idlib as on VC project (5820). * Updated all third-party libraries (5881). * Render scale does not affect main menu GUI. * Optimized compass rendering: don't copy depth buffer. * Fixed debug polygons not showing up. * Don't draw debug lines in subviews. * Don't open game console by tilde if com_allowConsole is 0 on Linux (post). * Moving GUI slider with mouse now results in discrete increments. * Restored code for 16-bit colors (via r_fboColorBits cvar only). * Game console bottom line gets thinner on smaller console font. * Added tuneDown command to quickly ender very low graphics mode. * Added r_fboScaling cvar which allows to change Render scale filtering to nearest. * Avoid purging/reloading all images on Alt+Tabbing in Windows. Known problems: * Won't boot on Windows 7 dev16485-9903 * Optimized iteration over active entities by switching from linked list to array. * Fixed bow sometimes not working on savegame load (5928). * Allow headbob cvar changes to persist between sessions (post). * Player speed modifiers (like pm_runmod) are no longer archived (post). * Applied Clang build fixes by @Partmedia (post). * Fixed "testVideo withAudio" command. * Fixed unbounded brush AAS warning by trying to process each edge of brush once (5648). * Use double precision for winding splits in dmap and collision. * Reworked FFmpeg player to not use deprecated functions, fixed protocol warning (5881). * Fixed 2GB overflow in printMemInfo. Known problems: * Won't boot on Windows 7 * JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help... dev16487-9919 * Fixed saving/loading JPEG crash on Linux (5881). * Fixed wrong sound on strafe right (5554). * Major refactoring and optimization on LOD system, LOD entities no longer "think" (5944). * Improved time distribution of stims and LOD checks for more solid performance. * Optimized creation/destruction of script threads. * Optimized idClip = broad phase collision detection (5954). * Reduced size of Linux executable back from 24 MB to 18 MB by removing globals. * Now in-game downloader prints URL of download to game console. Known problems: * Won't boot on Windows 7 dev16498-9944 * Updated Tracy library, hopefully fixed running on Windows 7 (post). * Fixed crash on loading save done while elemental is dying (5845). * Implemented multiloot on holding frob button (5984). * Crouched state does not affect player speed on ladder/rope (5961). * Crouch-toggle takes effect on keydown rather than release (5973). * Added setviewpos to screenshot filename (5819). * Show estimate for total number of pickpockets on end-mission screen (5678). * In-game downloader: show asterisk/sharp at the beginning (5842). * Trigger entities now work on AI which stands still (5319). * Added setObjectiveNotification, which allows to change objective silently (5967). * Added script functions to add/remove frob peers (5976). * AIs notice destroyed fracture entities (5978). * Enabled frobhelper by default (post). * Fixed some architecture skins by Nort. * Fix graffiti materials (5930). * Now default quicksave/quickload are F5/F9 (post). * Minor optimizations: SSE in idRenderMatrix, cache "drunk" spawnarg. * Looped bind does not cause crash, although behavior is undefined (post). Known problems: * Night to Remember, Cole Hurst 1 Eaton: cannot start missions due to hard error. * Painter's Wife: killing elemental should cause hard error (mission fixed). dev16519-9985 * Now AIs think once per frame on low FPS when several game tics are modelled (5992). * More responsive crouch toggle (5973, thread). * Added "absence_alert_increase" as correct implementation of "absence_alert" (5987). * Allow drawing up to 4 postprocessing surfaces, as long as draw order is right (thread). * Missions can be sorted by date in in-game mission downloader. * Added getAnimRate/setAnimRate script events (540). * Fixed lean-peeking sound not always stopping when player goes away from door (5899). * Fixed wrong sounds of func_fracture after save/load (5363). * Fixed scorch and smear01 decals (5970). * Fixed fx/sparks effect, set "triggered 1" for newly added effects (5034). * Fixed startup image/sound warnings on some AIs (5993). * Fixed joints warnings on zombies (5466). * Fixed "screw" skin not showing in DR on appropriate models (5217). * Fixed for frobability in kitchen_cupboard_openable.pfb (5989). * Added editor images for panel_halfcircle_walnut and panel_vase_polished_walnut. * Bumped maximum number of edges to 1 million for stencil shadows, added overflow warning. * Fixed debug cvars tdm_ai_opt_forceopt and tdm_ai_opt_forcedormant 5992). * Tiny optimization: memcpy is now using streaming stores only at vertex cache. * Removed support of bindless textures (5891). * Extracted tdm_package and removed tdm_update source code (5076). dev16574-10036 * Add Dragofer's fully mapped ship prefabs, vintage lamps set, barouche carriage and camgoyle sentry turret with power source (4687) * Added BVH-based interaction culling for large meshes (5886, thread). * Added warnings for wrong GUI code, fixed them in core GUI (5869, thread). * Fixed leaning against non-axis-aligned door (5899). * Fixed skin of non-rotating security camera (6004). * Tweaked inlining and optimization, new debug builds Fast/Editable. * Disabled multiple rendercopies for warping materials (post). * Created materials for previously unreferenced textures, now available for use (5563, 5178) * Fixed 50 skin-related, auto-detected bugs that were generating console warnings (6019) * Female mage legs are now textured (5994) * Adjusted LOD offsets for atdm:nature_pine to avoid popping (3987) * Wooden torches now have burning/burnt tops (1293) * tdm_grass_clump and tdm_wildgrass particles no longer render fullbright (5689) * Added inclusion guards to all core script files (4427) * small_round_furnace_openable.pfb fixed with regards to model gaps and door origin (6018) * Fixed underwater_bubblesbubbles particle (5198) * Fixed burnt log end cap texture alignment (4896) * Added unlit and moonlit versions of textures/darkmod/window/ornate/round_spokes01 (5857) * Added specularmap to rivet_strip01 textures (5999) * Restored plain_robes skin for mages, pagan_orb_effect particle, fix windows in tudor building4 etc. (5690) * Fixed models that made use of missing materials (4390) * Diffusemap for wallpaper_ornamental_01_red now matches its normalmap (4798) * Hardwood materials now use wooden footstep sounds (4988) * Fixed skins for 6-candle chandeliers and nails (5900, 5217) * All fence_spike_01_tall models are now solid (6010) * Fixed typo in shouldered manbeast name (5877) Changelog of earlier versions can be found here.
    2 points
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