Popular Post stgatilov Posted March 2, 2021 Popular Post Report Posted March 2, 2021 For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts  5 10 Quote
stgatilov Posted March 20 Author Report Posted March 20 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. 2 1 Quote
stgatilov Posted March 28 Author Report Posted March 28 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. 2 Quote
datiswous Posted March 30 Report Posted March 30 (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. Edit: The gui file does seem to have the code in it, so I wonder why it doesn't show up. Edited March 31 by datiswous Quote
datiswous Posted March 30 Report Posted March 30 (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 March 30 by datiswous Quote
stgatilov Posted March 31 Author Report Posted March 31 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? Quote
datiswous Posted April 1 Report Posted April 1 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.  Quote
datiswous Posted April 1 Report Posted April 1 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. Quote
datiswous Posted April 1 Report Posted April 1 (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 April 1 by datiswous Quote
wesp5 Posted April 1 Report Posted April 1 (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: Â Â "#str_02017"Â Â "Reverb Volume" Â Â "#str_02018"Â Â "Texture Quality" Â Â "#str_02019"Â Â "Volumetric Effects" Â Â "#str_02020"Â Â "Parallax Mapping" Â Â "#str_02021"Â Â "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 April 1 by wesp5 Quote
nbohr1more Posted April 1 Report Posted April 1 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 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
wesp5 Posted April 2 Report Posted April 2 (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 April 2 by wesp5 Quote
datiswous Posted April 2 Report Posted April 2 (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 April 2 by datiswous Quote
wesp5 Posted April 2 Report Posted April 2 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. Quote
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