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  1. We will look at some of this stuff, but SPOILER tags, please!!!
  2. Hey, so to clarify this point: Yes, the specific FM author has to implement it in their FM. This feature won't work on say, Tears of St. Lucia, as the authors of that map did not implement the feature. Usually the (very few) mission authors that use this will make a note about it on their FM release thread
  3. Now I'm not gonna derail this thread too much by getting into the Dark Forces games, but I will say I loved those games growing up and played them til the CD practically melted in the drive. Glad your enjoying it though, and now when you are done you can play SLL!!!
  4. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  5. Interesting, although I'm not sure what to make of that. One of my favorite games (The Chronicles of Riddick Assault on Dark Athena) was published by Atari, and, they don't even seem to care to keep the activation servers running much. Or remove/change the copy protection, which doesn't work at all on Windows 11. I really hope that Nightdive delivers at the end of May... I'm not one of the shit storm crowd (it's absolutely horrible on the Steam forums...), but, 7 years of development is a long time, and delaying the release obviously has become a bit of a habit, to say the least.
  6. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  7. Surrounded by greedy noblemen and treacherous siblings, Lady Kamila Leicester gets more than she bargains for after acquiring an ancient tome and performing the dark rituals within. Bikerdude, Wellingtoncrab, Dragofer, and I proudly present Grayman’s FM “Seeking Lady Leicester.” Notes - TDM 2.11 or later is REQUIRED to play this mission. You can get the latest TDM version via the installer or here. - Seeking Lady Leicester was originally a work-in-progress given to the Dark Mod community per Grayman’s wishes after his passing and was initially adopted by Bikerdude before Dragofer, Amadeus, and Wellingtoncrab joined to complete the FM. -This FM does NOT support any unofficial gameplay patch or mod. The use of such a patch and/or mod could break things in this FM. You've been warned. - "Story" subtitles are available for this FM. Simply go to Settings --> Audio and select "Story" or "On" for the subtitles setting. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. Download Version 1.1 This FM is available for download via the in-game mission downloader, or here via Google Drive. Promotional Screenshots ThiefGuild Thread Credits A big thanks goes out to Noelker and Goldchocobo for their wonderful voice work with the briefing and conversations, JackFarmer and itsPapiD for their fantastic briefing video, and nbohr1more for his story contributions and writing one particular gameplay feature that I won’t spoil here but you can read about in the readme.txt. An even bigger thank you goes out to our beta testers: nbhor1more, Daft Mugi, Silverwolf, Havoc, Datiswous, Cambridge Spy, Aluminumhaste, Thebigh, Ate0ate, Acolyte6, Kalavi, JoeBarnin. Thank you all very much for your fantastic feedback and tireless efforts as this FM evolved throughout the course of development! Asset Credits - Arx EOS’s Fish - Epifire’s models - Kingsal's Assets and Textures - WellingtonCrab’s assets and textures - Obsttorte's frob loot script - ZergRush's custom Grayman painting ===================Rest In Peace Grayman. You are missed=======================
  8. (Following is copied from "AI Barks" thread, regarding: - what the subtitle field margins should be - what the character limits should be - making the subtitle fontsize and field size adjustable.) @datiswous, the centering of the subtitles was the stock tdm_subtitles_common default, so I left it that way with my The Lord customization. I'm not sure centering (versus, say, left justification) is really the issue with respect to subtitles fitting in the box. To that point, as a demonstration with testSubtitlesLord, I used rather aggressive side margins of 170 (so a field width of 300), which can just-barely accommodate 42 characters/line. But that means, depending on word breaks, some lines with 42 or 41 characters will force an autobreak, as it sounds like you observed. While margins of 170 is the minimum required to avoid overlap with fully-enlarged inventory icons, I think such overlap is less critical than avoiding unwanted word-wrap. So going with margins of 160 & field width of 320 is better going forward, while still avoiding the egregious overlap of the stock tdm_subtitles_common. Can you live with a character-length restriction of 42 characters/line? I think (given 2 lines) that should be adequate for almost all srt phrases that are limited to about 6 seconds. Another approach to strike a balance between margin overlap and word-wrap would be to reduce the font scale slightly. And in the long run, it would probably be desirable to have a CVar that the user could use to scale both font size and corresponding field height & width (and probably interfield vertical spacing). This could be shown as part of the HUD Settings special screen, even if internally it is a separate layer. Then the user could find their own compromise.
  9. @datiswous, the centering of the subtitles was the stock tdm_subtitles_common default, so I left it that way with my The Lord customization. I'm not sure centering (versus, say, left justification) is really the issue with respect to subtitles fitting in the box. To that point, as a demonstration with testSubtitlesLord, I used rather aggressive side margins of 170 (so a field width of 300), which can just-barely accommodate 42 characters/line. But that means, depending on word breaks, some lines with 42 or 41 characters will force an autobreak, as it sounds like you observed. While margins of 170 is the minimum required to avoid overlap with fully-enlarged inventory icons, I think such overlap is less critical than avoiding unwanted word-wrap. So going with margins of 160 & field width of 320 is better going forward, while still avoiding the egregious overlap of the stock tdm_subtitles_common. Can you live with a character-length restriction of 42 characters/line? I think (given 2 lines) that should be adequate for almost all srt phrases that are limited to about 6 seconds. Another approach to strike a balance between margin overlap and word-wrap would be to reduce the font scale slightly. And in the long run, it would probably be desirable to have a CVar that the user could use to scale both font size and corresponding field height & width (and probably interfield vertical spacing). This could be shown as part of the HUD Settings special screen, even if internally it is a separate layer. Then the user could find their own compromise. EDIT: I'll copy this to the "futures" thread, given the "long run" ideas.
  10. tdm_froblock_frobability.script: in frob_lock_loop() you have two while(1) loops. Consider a different thread for the first.
  11. p.s sorry about the rant it did not in fact have any place in this thread i was just so dissapointed after getting two new pc cases that each of them despite being pretty expensive used sub standard materials, one even shredded the screw threads after pulling my gfx card despite the screws only being tightened with my fingers . The obsession with glass windows and lightshows in these cases bear a good deal of the responsibility i reckon.
  12. I spent way too long searching for this. I cannot find the thread but we had a long discussion about large vs small missions and I think the final tally was that most players and map authors preferred missions that were nearly as large or larger than the original Thief missions such as Baffords. TDM was partly a reaction to the smaller missions in Thief: Deadly Shadows and the hope was that we would eventually be able to offer missions that looked as good but were larger than TDS. Now we have some truly monster sized missions so the need to constantly create big mission might be excessive?
  13. Above 3 items are released now, on the "Barks" thread: https://forums.thedarkmod.com/index.php?/topic/21740-english-subtitles-for-ai-barks/&do=findComment&comment=483331
  14. Instead of that, you could, in that time period, start learning your own missions and in doing so become more active on the forums, learning from others. It's also great to understand how things work in the engine, when you play. It might spoil some immersion though.. Or learn to build games with other engines, like Godot for example.
  15. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  16. I have implemented the extension, and seems to work fine (6262). Inline subtitle for a sound of duration = T lasts for max(T + 0.2, 1.0) seconds. This is configurable: 1.0 second minimum taken from this thread, and 0.2 addition was taken from hardcoded delay between actions in conversations. Also I noticed that while I planned subtitles to not move between slots, they indeed do move sometimes. Also, as noticed here, high-level subtitles are not guaranteed to be displayed in presence of many low-level messages. So with 6264, fixed this and I passed more information from sound engine. For instance, now subtitle slots can be reused by having same "emitter"... which is supposedly very close to the concept of "who says this". Also, the original Doom 3 has the following rules which affect subtitles. Every "sound emitter" has a bunch of "sound channels". Conversation sounds go into SND_CHANNEL_VOICE channel, but ordinary barks usually occupy any free channel. One channel can only play one sound at a time. If new sound is started on the same emitter and same channel, then the old sound is stopped and replaced with the new one. The consequence is that no matter how long subtitles show after the sound is over, you'll never see two subtitle messages from the same actor at once: the newer one would replace the older one. But in case of barks it is well possible, since new mesage can take a different channel.
  17. There is no SS3, how can they do a remake? And thank god they got rid of unity, that engine is total trash garbage on anything over 60 fps. Just spend 5 minutes on steam forums for Unity project games, and there's just thousands of people complaining about poor performance, stuttering etc.
  18. That was way bigger than I initially expected! Pretty tough too, got stuck a couple times and had to look through this thread. Took me 3 hours to complete and in the end I got 8400 loot, but that was after consulting the hints and finding 3/5 secrets. One thing that frustrated me was that it was sometimes unclear where I'm supposed to be able to jump and where not. The openable window that's opposite the post office (I'm not specific in order to not spoil things, hopefully it's clear) seems like it should be reachable if you climb on the pub sign and lamp on the other side of the street, jump over and grab or jump onto the piece of the wooden beam that's sticking out, but it's not and the beam cannot be stood on or grabbed. Similar situation with the courtyard in front of lord Eton's house - when you first enter through the bottom window, it seems like you could grab the bottom of the top balcony on the left, but you cannot. On the other hand some of the intended jumps had quite narrow outside window sills, so falling down or not jumping far enough was very easy and frustrating. It felt like the space where you can stand up outside of a window, press forward and make a jump was rather tiny. And another problem was that when there were window sills, they were often slightly overhanging, which was blocking me from mantling on them when crouching (I would bump into the overhang instead of mantling on top of it), without making noise. It was rather fiddly. Apart from these issues which affected the smoothness of movement I had a good time. Interesting mission and not simple either.
  19. Continuing this thread, which I started here. Issue (so you don't have to read it all): In some cases guards walking near you or even bumping into you notice you and make a "huh?" sound, but then they continue walking for a bit until they suddenly turn around and run towards you fully aware. The part that I have a problem is not the delay itself but that they keep walking during it. I think it's unrealistic (even in the context of a game like this) and confusing - it doesn't send the message of what's happening clearly. It was proposed that I show an example of what I mean, which took me merely 10 months, and I bring not one but two whole examples. In both cases the guards physically bump into me. I think this also happens if the guard notices the player from up close because the player is just slightly lit, without the guard physically bumping into the player, but I have not encountered it in the last couple missions I played, so no proof/example there. Proposed solution (so I don't come empty handed): After saying "huh?" the guard stops and looks at the player, or maybe better, starts looking around in the general direction of the player. Since this seems to be triggered by bumping into the player, making one step back after stopping and turning to face the player would also seem realistic to me (at least that's what I'd do after bumping into something in the dark). I gotta say without sound those videos are kind of funny. I imagine the guard walking behind the corner and suddenly realizing "CRAP! WAS THAT A BLOODY THIEF??"
  20. Copied from the AI Barks thread. In response to datiswous, I said:
  21. Here's my understanding. There are 3 stacked non-overlapping "slots" for a subtitle field to appear in. You can see this in the testSubtitles FM if you hit any of the buttons fast enough. (Granted, this is all in the same voice, not different voices.) When a sound is about to play, the sound system looks for the lowest unused slot to put its field in. And it keeps that field until the sound clip ends (e.g., across multiple srt phrases). If a sound starts playing and there's no slot free, then no subtitle appears for it. Because the sound system currently doesn't know who/what emits a sound, it can't "reserve" a slot for a particular AI or other entity across separate .ogg files. Even without knowing the emitting entity, what the subtitle system could do now (but doesn't currently) is look at the standardized pathname of the sound file, and determine what vocal set it comes from. It could then "reserve" a slot for a while for future utterances from the same voice. Is that a good idea? Unclear to me. (There's a broader issue here about giving priority to "story" phrases over "speech" phrases. I'll move this to the Future thread.) Later in the year, when more bark subtitles for different voices are in 2.12dev, it should be possible to just drop your player into a room of miscellaneous AI and fill up those 3 slots big time.
  22. Probably the .script file that's needed, but unfortunately can't be included with a prefab. Maybe there's a comment somewhere in the prefab (or in the wiki or forums) that says what script it needs and where to find it. (The similar combination setup I used earlier doesn't involve "slot", so clearly uses a different script that I what I have.)
  23. Where are the 2.11 dev posts that used to be in this thread?
  24. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here. Source: 2.12 beta testing thread
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