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Posted

One of the dhewm3 changes might improve the situation around "save scumming". 

Please try doing lots of quick save / reload actions on any missions where anomalies were seen.

r_ssao_insubview is mostly to make mirrors have reflections that match the scene lighting but it also has an impact on X-ray rendering. 

Please enable it and check for anomalies.

Thank you!

 

 

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...)

  • 3 months later...
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Posted
On 4/6/2025 at 6:22 AM, nbohr1more said:

One of the dhewm3 changes might improve the situation around "save scumming". 

Please try doing lots of quick save / reload actions on any missions where anomalies were seen.

I never understood what you mean with this, therefore making it hard to test anything. 

I got a lot of crashes with quickloading in fm The Siege Shop, but this could be unrelated. I haven't tested in 2.13 yet.

  • 1 month later...
  • 2 weeks later...
Posted
On 11/26/2025 at 6:57 AM, Bikerdude said:

Afternoon

https://bugs.thedarkmod.com/view.php?id=6617

Any chance I can download and test this (v11020)version please?

Here's a 64-bit Windows build:

https://drive.google.com/file/d/1s16AZhMNUjP8w3IUZ0RHY06-tXxgqN1M/view?usp=drive_link

  • Thanks 2

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...)

  • 3 weeks later...
Posted
On 4/5/2025 at 11:36 PM, stgatilov said:

dev17330-10984
* Tonemapping is now applied to game frame only, HUD and menu are not affected. [...]

Well done @stgatilov. We can finally crank in-game brightness / contrast up or down without altering the HUD. Loving it.

My monitors are always configured on the lower end of brightness and contrast and the menus now look less crisp and a more saturated than in 2.13. Were the menus intentionally darkened or is this an unintended consequence?

TDM_Modpack_Thumb.png

Posted

From the old Beta testing 2.13 topic...

Did you guys have some time to solve this for good? (A script-based fix is available in the TDM Modpack 5.0)

On 1/2/2025 at 7:32 PM, stgatilov said:

* Fixed unwanted mine deployment when player eats the last bit of food in hands (6598).

On 1/24/2025 at 8:27 PM, snatcher said:

Okay but this is more of a hack than fix. It solves a problem for a particular scenario but it doesn't address the underlying issue and it ends up messing with the user interface (where did my compass go). The problem is still there: depending when some items are acquired and the number of items players can still unintentionally, in example, drop a flashbomb after drinking a potion.

  • Sad 1

TDM_Modpack_Thumb.png

Posted
1 hour ago, snatcher said:

My monitors are always configured on the lower end of brightness and contrast and the menus now look less crisp and a more saturated than in 2.13. Were the menus intentionally darkened or is this an unintended consequence?

It is unintended consequence.
TDM had gamma = 1.2 by default, so all the menus were brighter when they should. The game was also more prone to color banding of near-black colors in cinematics.
Now there is no postprocessing, the game should display the images and videos as they were made.

  • Like 2
Posted
On 4/5/2025 at 11:36 PM, stgatilov said:

* Tonemapping is now applied to game frame only, HUD and menu are not affected. Includes major & breaking changes in X-ray implementation (6606).

So does this mean that if you would create a mission for 2.13 with x-ray glasses, it will not work in 2.14, but if you change the code to 2.14 compattible it breaks in 2.13?

Posted

Onwards and upwards @datiswous !

22 hours ago, stgatilov said:

It is unintended consequence.
TDM had gamma = 1.2 by default, so all the menus were brighter when they should. The game was also more prone to color banding of near-black colors in cinematics.
Now there is no postprocessing, the game should display the images and videos as they were made.

Good. Thank you.

  • Like 1

TDM_Modpack_Thumb.png

Posted
21 hours ago, datiswous said:

So does this mean that if you would create a mission for 2.13 with x-ray glasses, it will not work in 2.14, but if you change the code to 2.14 compattible it breaks in 2.13?

Yes.
The way it was done previously made it impossible to detect whether the GUI overlay is using X-ray or not.

UPDATE: Actually, the script code can be wrapped into #if TDM_VERSION_FULL > ??? to make the updated mission work in both versions.

  • Like 1
Posted
20 hours ago, datiswous said:

I don't understand what you mean, sorry.

With "onwards and upwards" I meant that it doesn't matter if missions break. Missions will eventually be fixed and nobody will care afterwards, just like nobody cares today about things that happened around 2.12 times.

TDM_Modpack_Thumb.png

Posted

Tonemapping... do I detect a loss of sharpness in HUD icons in 2.14dev? A kind of subtle blurriness?

Volta 2: Cauldron.

  1. Launch 2.14dev and confirm gamma is set to 1.2 (default).
  2. Launch 2.13 in parallel and set gamma to 1 (try to match 2.14dev).
  3. Set icon size to XL in both versions for best comparison (Settings > Video > HUD > Adjust).
  4. Launch the mission in both versions and select the "Spore Bomb".
  5. Compare (inspect the icon closely).

For what is worth: I don't care. I noticed it and I am reporting it in case something truly important is found during investigations.

TDM_Modpack_Thumb.png

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