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Posted

Changelog of 2.15 development:

dev17516-11241
* Added settings to hide HUD elements when unused/unchanged (6677, thread).
* Added a way to show and customize frob outline for pickable objects (5428).
* New HUD section in the menu settings, which include these two features.
* Fixed crash when estimating light factor of animated model in 32-bit executable.
* Forbid using inventory items via hotkey before game starts (thread).
* Fixed mission overrides of pm_walkspeed cvar (6697).
* Updated Linux build environment from Ubuntu 16.04 to Ubuntu 20.04, updated C/C++ standards to C++17/C11, rebuilt the game and tdm_installer using it.

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  • stgatilov unlocked this topic
  • 2 weeks later...
Posted

dev17516-11241 is available.

As usual, it contains some features which were implemented during beta phase.
Also it includes the upgrade of build tools, although there is more to be done here.

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Posted (edited)
On 3/20/2026 at 7:45 PM, stgatilov said:

* New HUD section in the menu settings, which include these two features.

The new HUD section doesn't show after upgrade.

stlucia(2026-03-3100-31-38)(000).thumb.jpg.c6b2d8dea161f4368f916c2c8d97aa4a.jpg

Edit: The gui file does seem to have the code in it, so I wonder why it doesn't show up.

Edited by datiswous
Posted (edited)

What I noticed is that the Darkmod.cfg file has a capital letter at the start, but if you rename it to darkmod.cfg (without capital D) the file Darkmod.cfg is recreated at start, from the settings from the darkmod.cfg file.

Edited by datiswous
Posted
20 hours ago, datiswous said:

The new HUD section doesn't show after upgrade.

Do you use dev17516-11241 release from tdm_installer?

Do you by any chance have installed a certain latest mission which overrides the whole main menu?

Posted
13 hours ago, stgatilov said:

Do you use dev17516-11241 release from tdm_installer?

Yes I do. I upgraded from 2.14 beta 6.

 

13 hours ago, stgatilov said:

Do you by any chance have installed a certain latest mission which overrides the whole main menu?

This is from St Lucia installed, but I tested it with multiple missions, including Away0.

 

Posted
On 3/29/2026 at 12:10 AM, stgatilov said:

Also it includes the upgrade of build tools

Does it also include the script debugger? I personally see no point in not including it.

Posted (edited)
On 3/31/2026 at 8:54 PM, stgatilov said:

Do you by any chance have installed a certain latest mission which overrides the whole main menu?

Hey sorry, I had unzipped the strings folder for some reason and it was still there, overriding 2.15 strings. I removed it and the HUD settings menu shows up now.

Edited by datiswous
Posted (edited)

Speaking of strings, while updating the German translation for my patch, I noticed that some text is defined directly in the UI files. I have fixed that for now, but it would be good if that went into the next core update. What I added to strings are:

   "#str_02017"    "Reverb Volume"
    "#str_02018"    "Texture Quality"
    "#str_02019"    "Volumetric Effects"
    "#str_02020"    "Parallax Mapping"
    "#str_02021"    "Toggle Creep"

Also "Load Game" and "Save Game" are hard-coded somewhere outside of the UI files so ATM it will never be translated.

Edited by wesp5
Posted (edited)
7 hours ago, nbohr1more said:

We are moving away from numeric translation tokens to word based ones like #str_reverbvolume to make it easier for translators and to avoid string collisions for mission translations 

That is a good idea, but still in 2.14 several strings like the ones I mentioned above are defined in the GUI files themselves. Also it seems "next" is hard-coded in some places as well!

Edited by wesp5
Posted (edited)
10 hours ago, wesp5 said:

I have fixed that for now, but it would be good if that went into the next core update.

You mean that it gets documented somewhere what the strings are?

Or you mean that at some places the text doesn't have a #str for it so they are not translatable?

Edited by datiswous
Posted
1 hour ago, datiswous said:

You mean that it gets documented somewhere what the strings are?

Or you mean that at some places the text doesn't have a #str for it so they are not translatable?

Both is true. In the GUI files luckily it's documented what the strings are, but in some cases there is no #str only direct text.

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