Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 01/14/25 in all areas

  1. There's no way to be sure. First impressions seem like Battlemage's drivers are much better than Alchemist's, but there are still some weird issues. You are still going to have a problem on systems that don't support resizable BAR. I don't know that it improves support for games using older versions of DirectX. It's unclear if Intel dGPUs will be well supported years from now, certainly they could exit the market and refocus their efforts on iGPUs. There's reasons why it's cheap.
    1 point
  2. v1.4 is up in the mission database. A few minor fixes \ improvements: Missing decorative objects fixed LOD \ Detail setting changes to improve things for low-end players New wreath asset Biker Note: Changes: I have been tweaking the LOD levels through-out the map - - Snow fall has been moved to LOD low/normal. - world fog moved to LOD better. - fireplace grills to LOD better. - world moonlight moved to LOD high. Other tweaks - - reduced light counts in all the fireplaces. - reduced the length of the looping menu video background. - Some new assets Gameplay: - added more ways for the player to get around. - tweaked existing routes to make some easier or more of a challenge. - and added an additional option objective.
    1 point
  3. 4th Secret ? I downloaded the latest version of this mission to play with the latest version of Dark Mod (2.12) and, when completed, there was a tally of secrets that were incomplete. 3of 4 secrets. There was never indication of finding secrets other than of which there were 3. So is there Always a pleasure playing this mission.
    1 point
  4. PLAYERS Implemented new system to estimate light for AI purposes. Players usually try to hide bodies in dark places so that guards don't see it when passing by. However, the old light estimate system does not properly account for shadows, so what is dark for player can be fully bright for AI. The new system considers all the details including: shadows, projected light textures, cubemaps, blinking and multistage lights, invisible skins (thread). There are many improvements to mission lists in the main menu. It is easy to search mission by name/author prefix, more missions fit into the visible area, several lists can now be scrolled. Default settings should no longer cause any extra micro-stutters, because Uncapped FPS and Vsync are enabled by default now. Other improvements include: support for Vsync on Linux, better implementation of FPS limit on Windows 8 and later. Level loading is further accelerated with better utilization of multicore CPUs and parallel loading of sound samples. Loading progress bar has been reimplemented to reflect all the optimizations of the past years. Subtitles got some improvements as well. The volume estimation is much better now, subtitles for too quiet sounds are no longer shown. Visual appearance of the subtitles font has been greatly improved. Tonemapping has been altered to improve appearance of overly bright colors. Such colors are no longer clamped at value = 1 and they desaturate at high brightness. Finally, brightness slider should be much more useful now (post). The training mission is further updated with vine arrows, EFX reverb, and better performance. New footstep sounds added for broken glass and ice. MAPPERS Added support for parallax mapping. This effect can be used to fake highly detailed geometry in some cases. (wiki, thread) Major overhaul for drunk AIs. Mappers now only have to set the "drunk" spawnarg to "1" on any AI in order for that AI to appear "drunk", and better yet, there are several customization options available to mappers to make their drunk AI more unique. In order to make this happen, we added two new drunk vocal sets for the Drunk Moor and Drunk Jack, respectively. In addition to several bug fixes, there are now improved drunk animations and drunk greetings, female AI and manbeasts can now also be drunk, and drunk idle bark times have been improved. Supported GUI debriefing screen on mission success. Previously mappers could set up debriefing video, but could not make arbitrary interactive GUI like they could do with briefing (thread). Also, mapper can pass information from GUI briefing to game and from game to GUI debriefing via persistent info. Previously it was only used to pass info between missions in a campaign (wiki). Finally, missions are allowed to modify cvars in relatively safe way. This is possible due to the new concept of "cvar mission override", which are part of game state. They can be set by script function sys.setcvar and by game console commands setm / unsetm. Beware that most of cvars are still internal and are not fixed for the sake of backward compatibility! (thread) Also, the cvar system has been cleaned up a bit and is thread-safe now. Major improvements in bumpmapped environment mapping: texcoords transforms like translate and rotate do work now, it is OK to have several bumpmap stages toggled on and off dynamically. The visual appearance has also been changed and is now similar to non-bumpmapped case (thread). The behavior of zero sound spawnargs has been changed: now it indeed sets the volume to zero, while previously it had no effect compared to nonexistent spawnarg (thread). The interaction groups in material are now extracted differently. Most importantly, you can split material stages across interactions using the new interactionSeparator syntax (thread). Some features are now enabled for shadow maps despite them being impossible to implement with stencil shadows: shadows on transparent surfaces and alpha-tested shadows (poll). Nested subviews now work properly: mirrors, remotes, sky, etc. They cost tremendous amount of performance, so this is not a feature to rely on. But it is still better than to have a large mirror turn black whenever a small water puddle with mirror material gets into player's view. It has become easier to set standard EFX settings with the new efx_preset spawnarg (thread). Several new player tools have been added: slowfall potion (thread) gas mine invisibility potion (from @kingsal missions) BUGS * Fixed dmap making almost axis-aligned visportals buggy (6480). * Fixed bug in idClip::Translation of non-centered models. * Fixed light culling bug on elongated models with non-identity rotation (6557). * Fixed rendering of volumetric light and particles in X-ray views and mirrors (6538). * Workaround for compiler bug which broke particle collisions with texture layout (post). * Fixed rare crash on loading collision models (post). * Fixed map immobilization not applied if opening map with inv use key. * Fixed frob interaction with candle holder that's initially extinguished (6577). * Fixed frob_light_holder_toggle_light on entities with both skin_lit and skin_unlit. INTERNAL The system for third-party dependencies has been moved to Conan 2 and extended. Now the CI server regularly builds TDM and its dependencies completely from source code.
    1 point
×
×
  • Create New...