Jump to content
The Dark Mod Forums

Recommended Posts

Posted

Changelog of 2.15 development:

dev17587-11358
* Fixed compass and maps GUI on non-standard aspect ratios.
* Fixed glimpse of gray rectangle in mission downloader (post).
* Replaced guard searching animations (post), improved animations while alerted or carrying light source.
* Added walk_sneaking animation for guards (post).
* Fixed normalmap on tdm_forest_treebark_mossy.
* Sounds for ship_rigging material fixed to rope.
* Further improvements in head tracking script.
* GUI anchors cleanup: set cmd limited to 2 arguments again, black bars refactor.
* Improvements of GDB pretty printers for C++ debugging on Linux.

dev17570-11349
* All GUIs now scale differently with the aspect ratio of the game, thanks to the anchors system ported from dhewm3 (thread).
* Automatically update game FOV when window is resized.
* Guards no longer track player with their head by default, fixed the control flag (thread).
* Added aurora skybox prefab.
* Game console can be opened with Shift + Esc.
* Added embedded icon for TDM on X11.

dev17562-11331
* Fixed AIs making jerky movement on high FPS due to subsystem think optimization (6703).
* Core scripts now longer wait for 16 ms to do continuous processing (4772).
* Fixed some FPS-dependent behavior: random AI head turning, fadeInEnt, player water submersion.
* Now guards turn their head to look at the player (thread).
* Fixed wrong field-of-view of a horse (post).
* Better animation of horse movements (post).
* Improved carleton 24p font (6656).
* Fixed GPU hanging up when parallax map has min = max (6715).
* Doubled the triangle limit for eyeball deform.
* Fixed crash on shutdown if the game failed to start OpenGL.
* Make freezes due to console spam increasingly rare (thread).
* First version of GDB pretty printers for nice debugging on Linux (wiki).

dev17544-11321
* Added banking animations for humanoid AIs (thread).
* waitFrame now waits one frame instead of 16 ms for normal threads.
* Linux builds now uses Wayland if possible, and X11 otherwise.
* Supported copy/pasting text into game console on Linux.
* Both the game and tdm_installer now use HTTPS for important downloads.
* Supported locking memory pages for sound data on Linux.
* Removed SetPhysicalWorkMemory call on Windows.
* Better debug visualization of AI fov with tdm_ai_showfov 2.
* Cvars in darkmod.cfg are now sorted lexicographically.
* Internal: property cleanup in SVN repos.

dev17531-11282
* Updated all third-party dependencies.
* Added script debugger from dhewm3 / Quake 4 (thread).
* Various animation improvements: turning (post, post), sleep on chair (post), run jogging (post).
* Fixed FPS-dependent bug in AI unblocking logic (6701).
* Fixed AVX2 detection on Linux.
* Fixed OpenAL issue on game shutdown, potentially causing a crash.
* Revised CMake build: set PCH in standard way + set static runtime directly. Switched stdlibc++ to to C++11 ABI.
* Fixed C++ deprecation warnings from libcurl, pthreads, ffmpeg.
* Print libcurl error message into game console if download has failed.
* Fixed FPS-dependent issues in various AI debug visualization.

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.

  • Like 3
  • Haha 1
  • 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.

  • Like 1
  • Thanks 2
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.

  • 3 weeks later...
  • 1 month later...
  • 4 weeks later...
  • 4 weeks later...
Posted

During betatesting of the new mission "Skeleton Key" I came across this error that won't let me start the mission: 

ERROR:Error: file maps/g2.script, line 478: Unknown value "fadeOutEnt"

TDM 2.14 release works fine, but the latest 2.15 beta does not. I'm not sure what this error means.

  • Thanks 1

My missions:      Stand-alone                                                  Duncan Lynch series           Collabs                             

                                 Down and Out on Newford Road          the Factory Heist                  A Collector's Errand (with Bikerdude)

                           The Wizard's Treasure                          A House Call

                                                                                           The House of deLisle                                                                                                  

                              

Posted
8 hours ago, thebigh said:

During betatesting of the new mission "Skeleton Key" I came across this error that won't let me start the mission: 

ERROR:Error: file maps/g2.script, line 478: Unknown value "fadeOutEnt"

TDM 2.14 release works fine, but the latest 2.15 beta does not. I'm not sure what this error means.

I have deleted them in the core script recently.
They were not used in any released mission.

I have suggested a trivial replacement to the author in the beta thread.

  • Thanks 2
  • 3 weeks later...
Posted
On 4/1/2026 at 5:53 PM, wesp5 said:

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.

I see we have independently noticed this problem. I have proposed named strings for these instead of numbered strings in https://forums.thedarkmod.com/index.php?/topic/23204-proposed-i18n-improvements-for-tdm-215/

Would you be willing to change your patch to use those names?

I'm translating those strings into the 16 languages now. I'll look to your translations for the German versions.

Posted

See here. Also I noticed that in Notepad++ "Umlaute like "ä" are displayed wrong and they look weird inside the game:

    "#str_02017"    "Reverb-Lautstärke"            // added by wesp
    "#str_02018"    "Textur Qualität"            // added by wesp
    "#str_02019"    "Volumetrische Effekte"        // added by wesp
    "#str_02020"    "Parallax Mapping"            // added by wesp
    "#str_02021"    "Schleichen umschalten"        // added by wesp
    "#str_02030"    "Zahlen"                    // added by wesp

Posted

I guess using "ae" in place of "ä" would be too awkward and annoying?

My missions:      Stand-alone                                                  Duncan Lynch series           Collabs                             

                                 Down and Out on Newford Road          the Factory Heist                  A Collector's Errand (with Bikerdude)

                           The Wizard's Treasure                          A House Call

                                                                                           The House of deLisle                                                                                                  

                              

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • datiswous

      So on a regular basis I try to start building something in Darkradiant but very quickly I loose interest and give up.
      I tend to
      create a room, position an ai in it (or first ai, then room, probably better) put a light in it Put some stuff in it test the room in tdm Now I had this new idea:
      Start of with a gigantic room. To skip the importance of sealing for the time being and to think broader than one room. Then just use ground without wall, just to visualise the structure of the level.  Then just use prefab walls and other elements (arches, etc.). Just building area's that aren't enclosed. I can always close them at a later point. Maybe this is all very logical from a mappers perspective, but tdm is the first game where I have done any kind of real mapping and I always stop at the start. It just takes too long to make something exciting.
      I want to build something at some point, because over time I accumulated lots of ideas.
      · 3 replies
    • MayheM

      It would be nice to have a link to the forum thread of a mission in download section, rather than having to search for it manually, like on Thief Guild.
      · 1 reply
    • taffernicus

      Anaglypta , floral and damask wallpaper look great in older homes 
      It’s rare to see anyone using “shader not found” wallpaper in their house

       
      · 0 replies
    • Ansome

      Terribly difficult juggling map designing with work, but I'm still alive and chipping away at something very special. I'm actually making a collaboration of sorts with a friend, I make the map itself and he acts as my "Chief Scope Creep Consultant" that checks in every so often to make sure this project isn't getting out of hand. It's a good system!
      · 1 reply
    • JackFarmer

      We don't need artificial intelligence; we need artistic intelligence. 
      Ralf Hütter, Kraftwerk
      · 6 replies
×
×
  • Create New...