stgatilov Posted January 2 Report Posted January 2 TDM 2.13 is ready for beta test This is how to get beta versions: Upgrade from any version (fast): 1 - Start tdm_installer in darkmod folder. 2 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.13 list, should look like "beta213-NN". 3 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 4 - Continue installing with "Next". Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer from downloads section of the website. Extract tdm_installer executable from the downloaded ZIP and place it into your darkmod folder. 3 - Start tdm_installer (in case of Linux, first edit file permissions to allow executing it). 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.13 list, should look like "beta213-NN". 5 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you don't want to lose your current TDM installation, then you can copy the whole TDM directory and upgrade the copy. This way you can have both 2.13 beta and 2.12 at the same time. At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder. Notes 1 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. 2 - Make sure to check every mission for update just before playing it. We expect to apply small tweaks to missions during this beta phase. 3 - This effort is to find out if we broke anything in TDM with our 2.13 changes, if a new 2.13 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta. 4 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.12 too. By the way, you can easily get 2.12 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release212" on the custom version screen. Thank you for testing ! 4 Quote
Popular Post stgatilov Posted January 2 Author Popular Post Report Posted January 2 PLAYERS Implemented new system to estimate light for AI purposes. Players usually try to hide bodies in dark places so that guards don't see it when passing by. However, the old light estimate system does not properly account for shadows, so what is dark for player can be fully bright for AI. The new system considers all the details including: shadows, projected light textures, cubemaps, blinking and multistage lights, invisible skins (thread). There are many improvements to mission lists in the main menu. It is easy to search mission by name/author prefix, more missions fit into the visible area, several lists can now be scrolled. Default settings should no longer cause any extra micro-stutters, because Uncapped FPS and Vsync are enabled by default now. Other improvements include: support for Vsync on Linux, better implementation of FPS limit on Windows 8 and later. Level loading is further accelerated with better utilization of multicore CPUs and parallel loading of sound samples. Loading progress bar has been reimplemented to reflect all the optimizations of the past years. Subtitles got some improvements as well. The volume estimation is much better now, subtitles for too quiet sounds are no longer shown. Visual appearance of the subtitles font has been greatly improved. Tonemapping has been altered to improve appearance of overly bright colors. Such colors are no longer clamped at value = 1 and they desaturate at high brightness. Finally, brightness slider should be much more useful now (post). The training mission is further updated with vine arrows, EFX reverb, and better performance. New footstep sounds added for broken glass and ice. MAPPERS Added support for parallax mapping. This effect can be used to fake highly detailed geometry in some cases. (wiki, thread) Major overhaul for drunk AIs. Mappers now only have to set the "drunk" spawnarg to "1" on any AI in order for that AI to appear "drunk", and better yet, there are several customization options available to mappers to make their drunk AI more unique. In order to make this happen, we added two new drunk vocal sets for the Drunk Moor and Drunk Jack, respectively. In addition to several bug fixes, there are now improved drunk animations and drunk greetings, female AI and manbeasts can now also be drunk, and drunk idle bark times have been improved. Supported GUI debriefing screen on mission success. Previously mappers could set up debriefing video, but could not make arbitrary interactive GUI like they could do with briefing (thread). Also, mapper can pass information from GUI briefing to game and from game to GUI debriefing via persistent info. Previously it was only used to pass info between missions in a campaign (wiki). Finally, missions are allowed to modify cvars in relatively safe way. This is possible due to the new concept of "cvar mission override", which are part of game state. They can be set by script function sys.setcvar and by game console commands setm / unsetm. Beware that most of cvars are still internal and are not fixed for the sake of backward compatibility! (thread) Also, the cvar system has been cleaned up a bit and is thread-safe now. Major improvements in bumpmapped environment mapping: texcoords transforms like translate and rotate do work now, it is OK to have several bumpmap stages toggled on and off dynamically. The visual appearance has also been changed and is now similar to non-bumpmapped case (thread). The behavior of zero sound spawnargs has been changed: now it indeed sets the volume to zero, while previously it had no effect compared to nonexistent spawnarg (thread). The interaction groups in material are now extracted differently. Most importantly, you can split material stages across interactions using the new interactionSeparator syntax (thread). Some features are now enabled for shadow maps despite them being impossible to implement with stencil shadows: shadows on transparent surfaces and alpha-tested shadows (poll). Nested subviews now work properly: mirrors, remotes, sky, etc. They cost tremendous amount of performance, so this is not a feature to rely on. But it is still better than to have a large mirror turn black whenever a small water puddle with mirror material gets into player's view. It has become easier to set standard EFX settings with the new efx_preset spawnarg (thread). Several new player tools have been added: slowfall potion (thread) gas mine invisibility potion (from @kingsal missions) BUGS * Fixed dmap making almost axis-aligned visportals buggy (6480). * Fixed bug in idClip::Translation of non-centered models. * Fixed light culling bug on elongated models with non-identity rotation (6557). * Fixed rendering of volumetric light and particles in X-ray views and mirrors (6538). * Workaround for compiler bug which broke particle collisions with texture layout (post). * Fixed rare crash on loading collision models (post). * Fixed map immobilization not applied if opening map with inv use key. * Fixed frob interaction with candle holder that's initially extinguished (6577). * Fixed frob_light_holder_toggle_light on entities with both skin_lit and skin_unlit. INTERNAL The system for third-party dependencies has been moved to Conan 2 and extended. Now the CI server regularly builds TDM and its dependencies completely from source code. 6 1 Quote
stgatilov Posted January 2 Author Report Posted January 2 BEHAVIOR CHANGES: g_lightQuotientAlgo --- which light estimate system is used by AI (0 = old system). g_showLightQuotient and g_les* --- can be used for debugging of the new system. r_envmapBumpyBehavior --- selects visual behavior of bumpmapped environment mapping (0 for the old behavior, 1 for the new one). s_overrideParmsMode --- selects the behavior of zero value in sound emitter parameters (0 for the old behavior, 1 for the new one). r_materialNewParse --- how are material stages grouped into interaction groups (0 for the old behavior, 1 for the new one). r_shadowMapAlphaTested, r_shadowMapOnTranslucent --- enable some shadow effects which can only be implemented with shadow maps, and don't work with stencil shadows. See also this post. TROUBLESHOOTING: r_lockView --- a debug cvar which freezes culling, so you can fly around and see what is rendered in the frozen frame (thread). r_subviewMaxDepth --- limit on depth of nested subviews. Worth trying to lower this if performance is suddenly awful. dmap_outputNoSnap --- control flag for the latest fix in dmap. Ideally, you never need to change it, unless you try to understand why dmap works differently in 2.13. r_skipEntities, r_skipParallax --- new debug cvars, might be useful to detect performance issues. s_levelLoadParallel 0 --- disables parallel loading of sound samples. jobs_numThreadsRealtime, jobs_numThreadsNonInteractive, jobs_maxHddThreads --- various cvars to tweak parallelism across threads/cores, mainly affects level loading. OTHER: r_postprocess_compress --- controls the new compression curve for overbright colors in tonemapping. r_postprocess_compress*, r_postprocess_overbright_desaturation, r_postprocess_desaturation --- tweak the specifics of this addition. Please read this post! r_tonemapOnlyGame3d 1 --- tonemapping is disabled outside 3D game (e.g. in main menus). tdm_subtitles_volume* --- how volume of played sound is converted to opacity of the location ring on subtitles. CMDS: printPersistentInfo --- debug command that prints "persistent args" to game console. These arguments are used to pass information between missions in a campaign. setm/unsetm --- commands that set mission override value for a cvar, equivalent to setting cvar value from game script. 3 Quote
stgatilov Posted January 2 Author Report Posted January 2 Changelog of 2.13 development: beta213-05 (rev 17312-10946) * Removed back menuLastGameFrame feature because of random texture popup (post). * Console font minor tweak to avoid artifact under P. * Minor fix for Catalan language. beta213-04 (rev 17306-10940) * Fixed bug with compass + X-ray glasses combination. * Fixed two buttons displayed in menu objectives during game (post). * Added new smoking animation. * Added menuLastGameFrame image to show game footage in in-game main menu (6608). * Changed install/uninstall mission to select/deselect in main menu. * Fixed editor images for HD carpets (6607). * More fixes for Catalan language. beta213-03 (rev 17294-10935) * Fixed crash in WS3 due to script name collision in invisibility potion. * Added praying animation. * Fixed heat-haze shaders with nontrivial Render Scale. * Restored back tonemapping in the menus. * Allow settings hotkeys for gasmine, slowfall, invisibility, made strings translatable. * Fixed double-cursor in game console on 1920x1080 (post). * Applied noise reduction to new vocals for drunk "jack" AI. * Added support for Catalan language. * Fixed UV maps on stove models (6312). beta213-02 (rev 17281-10932) * Fixed HOM-like artifacts in AT1 Lucy and trash frames on TDM start on Linux (post, post). * Disabled tonemap compression curve and reverted settings to 2.12 defaults (post). * Added menu options to disable volumetric lights and parallax mapping. * Fixed varioius issues with largesquare01 materials (6579). * Fixed several issues in the new parallax materials (6604). * Deleted plain_redgreen_design_HD material which references non-existent textures (6601). * Some main menu buttons during game start replaced with generic "Next" (post). * Climbing sounds now depend on material (4991). * Added shaded_lamp_with_grill model (6589). * New fabric_ornate and fabric_fleur materials. beta213-01 (rev 17262-10927) * Improving the fonts continued (thread). * Fixed unwanted mine deployment when player eats the last bit of food in hands (6598). * Removed old hack to fix for scripted savegame crash (4967). * Added a model ext_timber01_window01_empty.lwo (6600). * Fixed missing skin for atdm:ai_revenant_spirit (6595). dev17251-10920 * Added slowfall potion. * Added invisibility potion. * New tonemap settings are now default (post). * Added Texture Quality settings in the main menu. * Added pipes_industrial_modular models. * Minor adjustments to colored versions of gen3 environment maps. * Default value of inv_count is back at 1 to fix issues with inventory counts. * Fixed rare crash on loading collision models (post). * Refactored heatHaze shaders. dev17234-10914 * Added many new high-res materials, half of them with parallax mapping. * Implemented optional HDR compression in tonemapping + other improvements (post). * Implemented interactionSeparator syntax in materials (post). * Added new entityDef: atdm:radio. * Added colored versions of gen3 environment cubemaps for metallic materials. * Added new environment cubemaps: sparkles, studio, blurry. * Added coat_commoner_hanging and coat_inventor_hanging models. * Added mantle_clock_ticking sound. * Improved lightgem calculations while leaning (post). * Fixed regression with double-sided materials (5862). * New sorting of inventory grid items (6592). * Reduced font size of mission list, which allows to see more missions and longer names (post). * Added scrollbar to "notes" of a mission in the main menu. * Optimization: don't render interaction groups with black diffuse & specular. * Improved "scepter" material (thread). * Fixed normal map of ornament_relief_mold_eaglelshield (6585). * More tweaks to starry2 materials. * Made material noshadows: moon_full_shaded, shooting_star, moon_glow. * Added "inv_count" "1" spawnarg to atdm:playertool. * Gas mine now costs 125 instead of 75. * Added min/max builtin functions to game scripts. * Added script events about gravity, health, in-air movement. * Added script events setUserBy, setFrobActionScript. dev17171-10894 * Added entityDef archery_target01 with hit detection, it is now used in Training Mission. * Fixed missing steam_pipe02_straight in Training Mission. * Hiding mouse cursor during briefing in official missions (6576). * Cleaned up the code for extracting interaction groups in material. * Parallax mapping: supported "translate", self-shadows are disabled properly (6571). * Fixed meshes generator_big, generator_small, generator2, warehouse_front_doorframe (6581). * Fixed material on model stove_open02 (6580). * Fixed decals on ext_timber01_window01 (5782). * Improved largesquare01 materials with bumpmap and specular (6579). * Added skybox materials clouds3 and clouds_4_small + prefabs. dev17152-10890 * Major update of Training Mission, including vine arrows (4352). * Added TDM version + engine revision in lower-left corner of main menu. * Experimental implementation of parallax mapping (6571). * Fixed frob interaction with candle holder that's initially extinguished (6577). * Better icons for scrollbar thumb in menu, fixed author search (6339 6570 6449). * Fixed hiding mouse cursor during video briefing/debriefing (6576). * Fixed map immobilization not applied if opening map with inv use key. * Forbid adding missions to download when download is in progress (6368). * Skip disabled bump stages in environment mapping (6572). * Disabled texture compression for light images: falloff and IBL cubemaps. * Minor change in shadow map acne / blur radius computation (6571). * Added banner01_edgar and banner01_viktor banners, along with long versions. * Fixed UV map for longbanner_ragged model (6573). * Added missing jack/drunk_idle13.ogg sample (6507). * Fixed handle_curved02_latch prefab, deleted pull_handle (6286). * Replaced normal map of cobblestone_blue_black with high-res version (6574). * More detailed editor images of some materials (6575). * Added small_dresser_openable prefab. * Added banner_sword + tdm_bannerlong_sword materials. * Increased size of secret message overlay GUI. dev17121-10869 * Massive improvements in mission select & download menus, added search (6339 6570 6449). * Improvements and fixes for "builder priest" animated mesh. * Improvements of idle01 animation. * Improved newspaper01 model (6568). * Added gas mine to "map start pack" prefabs (6559). * Fixed text alignment in save/load menus. * Minor CI/build fixes. dev17104-10844 * Enabled the new system for tracking light value by default (6546). * New light value tracking integration covers ropes and doors + optimized shadow rays (6546). * Added atdm:playertools_gasmine (6559). * Workaround for compiler bug which broke particle collisions with texture layout (post). * Fixed r_showTris: color, values 2 and 3 (6560). * Minor improvements to drunk vocals (6507). * More tweaks to sculpted/girard_relief_pho. dev17095-10833 * Major improvements in drunk AIs: setting "drunk" spawnarg is enough now; new sounds, animation improvements, greetings, etc. (6507). Fixed drunk women AI (5047). * Incorporated stone font updates by Geep (thread). * New footstep sounds for ice and broken glass (6551). * Fixed light culling bug on elongated models with non-identity rotation (6557). * Added new system for tracking light value of entities (6546). It is disabled yet. * Technical change in loading of particle collisions (6546). * Now AI follower settings can be set as spawnargs, added prefab (6552). * Added proper dmap error message if map file contains an entity before worldspawn. * Fixed water_medium_running sound (5384). * Fixed window/metal_irregularpanes_moonlit material. * Fixed wood/boards/rough_boards_scratched (4157). * Fixed wall/ship_wheel model (6549). * Fixed gaps in awning_cloth_01_large model (6550). * Added weather particles with static collisions enabled (6545). * Added a pack of new factory_machines models (6537). * Added fabric/cloth_baize materials (red and purple). * Added window/diamond_pattern01_moonlit_bright material (6133). * Added AO and specular maps to sculpted/girard_relief material. * Added musicbox sound, added prefabs for it and for victrola. * Added wood/panels/mary_panel model. * DarkRadiant now knows about parallelSky param (6496). dev17056-10800 * Supported "efx_preset" spawnarg on location entities (6273, thread). * Fixed rendering of volumetric light and particles in X-ray views (6538). * Fixed rendering of particles in mirrors (6538). * Improved volume estimation for subtitles, very quiet subtitles are hidden (6491). * Fixed bug in idClip::Translation of non-centered models. * Third-party integration greatly reworked for better integration with conan (6253). * Stone/subtitle font improvements by Geep. * Fixed sleeping sounds for drunk AIs (6539), and other sounds for them too (6507). * Fixed missing shadow on endtable_001 model (6288). * Added girard_relief material. Known issues: * Shadows of Northdale Act 1 does not start (6509). (mission has been updated) dev17044-10746 * Supported mission overrides for cvars which are tied to gameplay state (5453). * Fixed crash on start with 32-bit Windows build. * Rebuilt all third-party libraries with conan 2 system (6253). * Reverted improvements of capped FPS to fix video/audio desync (5575). dev17042-10732 * Restored ability to create cvars dynamically, fixing bow in missions (5600). * Fixed issue where .cfg files were saved every frame (5600). * Added sys.getcvarf script event for getting float value of cvar (6530). * Extracted most of constants from weapon scripts into cvars (6530). dev17035-10724 * Support passing information between game and briefing/debriefing GUI via persistent info. Also changed start map & location selection, added on_mission_complete script callback (6509 thread). * New bumpmapped environment mapping is now default (6354). * New behavior of zero sound spawnarg is now default (6346). * Added sound for "charge post" model (6527). * Major refactoring of cvars system to simplify future changes (5600). Known issues: * Bow does not shoot in some missions: thread (only in this dev build) dev17026-10712 * Nested subviews (mirrors, remotes, sky, etc.) now work properly (6434). * Added GUI debriefing state on mission success (6509 thread). * Sound argument override with zero now works properly under cvar (6346 thread). * Environment mapping is same on bumpy and non-bumpy surfaces under cvar (6354 thread). * Default console font size reduced to 5, added lower bound depending on resolution. * Added high-quality versions of panel_carved_rectangles (6515). * Added proper normal map for stainglass_saint_03 (6521). * Fixed DestroyDelay warning when closing objectives. * Fixed the only remaining non-threadsafe cvar (5600). * Minor optimization of depth shader. * Added cm_allocator debug cvar (6505). * Fixed r_lockView when compass is enabled. dev17008-10685 * Enabled shadow features specific to maps implementation (poll). * Auto-detect number of parallel threads to use in jobs system (6503). * Improved parallel images loading, parallelized sounds loading, optimized EAS (6503). * Major improvements in mission loading progress bar (6503). * Core missions are now stored uncompressed in assets SVN (6498). * Deleted a lot of old rendering code under useNewRenderPasses + some cleanup (6271). dev16996-10665 * Environment mapping supports texcoord transforms on bumpmap (6500). * Fully disabled shadows on translucent objects (6490). * Fixed dmap making almost axis-aligned visportals buggy (6480). * com_maxFps no longer quantizes by milliseconds on Windows 8+. * Now Uncapped FPS and Vsync are ON by default. * Supported Vsync control on Linux. * Added set of prototype materials (thread). * Fixes to Stone font to remove stray pixels (post). * Loot candlestick no longer toggle the candle when taken. * Optimized volumetric lights and shadows in the new Training Mission (4352). * Fixed frob_light_holder_toggle_light on entities with both skin_lit and skin_unlit. * Now combination lock supports non-door entities by activating them. * Added low-poly version of hedge model (6481). * Added tiling version of distant_cityscape_01 texture (6487). * Added missing editor image for geometric02_red_end_HD (6492). * Added building_facades/city_district decal material. * Fixed rendering with "r_useScissor 0" (6349). * Added r_lockView debug rendering cvar (thread). * Fixed regression in polygon trace model (5887). * Added a set of lampion light entityDefs. 3 Quote
nbohr1more Posted January 13 Report Posted January 13 2.13 Beta is here! Please join the testing to ensure we are ready for release. 3 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...)
thebigh Posted January 13 Report Posted January 13 I'm having trouble installing this. I've tried two different mirrors but I keep getting "minizip errors", whatever that means. Quote My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist The Wizard's Treasure A House Call The House of deLisle
stgatilov Posted January 13 Author Report Posted January 13 2 hours ago, thebigh said: I'm having trouble installing this. I've tried two different mirrors but I keep getting "minizip errors", whatever that means. I did update from last dev build to bveta213-01 fine. Just now I also did fresh install in empty directory. It also works fine. Could you please try again? And if it still does not work, can you attach the last tdm_installer_xxxxxxxxxx.log? Quote
thebigh Posted January 14 Report Posted January 14 It's working again now. Must have been some temporary glitch. Quote My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist The Wizard's Treasure A House Call The House of deLisle
wesp5 Posted January 15 Report Posted January 15 (edited) On 1/2/2025 at 7:31 PM, stgatilov said: Several new player tools have been added: slowfall potion (thread) gas mine invisibility potion (from @kingsal missions) These are great additions! Finally something new from the gameplay side, and now I can remove my own invisibilty potion. I noticed something about the font though, don't know if it's 2.13 only: in the mission list the lower pixels of letters are cut! Edited January 15 by wesp5 1 Quote
datiswous Posted January 15 Report Posted January 15 (edited) I noticed that in the training mission, the Better and higher LOD settings are making the scene brighter. It's not (always) an improvement. I assume this is because of cubemaps and/or VL-light. Not related to the new tonemapping. Screenshots: Spoiler Edited January 15 by datiswous Quote
datiswous Posted January 15 Report Posted January 15 On 1/2/2025 at 7:32 PM, stgatilov said: * Removed old hack to fix for scripted savegame crash (4967). Nice! @kingsal's Hazard Pay does not crash anymore while saving using a save room in Expert mode under Linux. Just tested. 1 Quote
snatcher Posted January 15 Report Posted January 15 6 hours ago, wesp5 said: I noticed something about the font though, don't know if it's 2.13 only: in the mission list the lower pixels of letters are cut! Screenshot? 1 Quote
wesp5 Posted January 15 Report Posted January 15 (edited) See attachment, I marked some red. And can someone please increase the attachment file size here! It's ridiculous. Edited January 15 by wesp5 1 2 Quote
datiswous Posted January 16 Report Posted January 16 On 1/2/2025 at 7:32 PM, stgatilov said: * Added scrollbar to "notes" of a mission in the main menu. Is it currently possible to add such a scrollbar to a (custom) briefing gui? Or maybe it's activated by default for longer briefing texts? Quote
datiswous Posted January 16 Report Posted January 16 (edited) There's still this (briefing) bug that I think I mentioned, but can't find it: When you write in mainmenu_custom_devs.gui for your mission #define ENABLE_MAINMENU_SHOP 0 It still shows the "Buy equipment"-button for it on the difficulty screen of the briefing, although it does skip the shop if you click on it. I know there is the option to set it in the worldspawn of your map, but still the above setting is almost useless. Or should I make a bug report for this instead? Edited January 16 by datiswous 2 Quote
stgatilov Posted January 16 Author Report Posted January 16 2 hours ago, datiswous said: There's still this (briefing) bug that I think I mentioned, but can't find it: When you write in mainmenu_custom_devs.gui for your mission #define ENABLE_MAINMENU_SHOP 0 It still shows the "Buy equipment"-button for it on the difficulty screen of the briefing, although it does skip the shop if you click on it. I know there is the option to set it in the worldspawn of your map, but still the above setting is almost useless. I guess the two messages should be merged into single "Next" button. In general case, we usually don't know what would be the next page in the sequence. Quote
datiswous Posted January 16 Report Posted January 16 Is it maybe possible to make some sort of if statement based on the setting #define ENABLE_MAINMENU_SHOP ? Quote
snatcher Posted January 16 Report Posted January 16 An addition to my, never acknowledged (too much asking, I know), previous report: AT1: Lucy's quest: funny things going on in the background during the briefing 2 Quote
stgatilov Posted January 16 Author Report Posted January 16 4 hours ago, datiswous said: Is it maybe possible to make some sort of if statement based on the setting #define ENABLE_MAINMENU_SHOP ? It is possible. It's just a wrong approach in general now. When it was done, the sequence of menu screens during mission start was almost completely fixed. Now when you click Back button in the shop, you might get to difficulty selection, briefing, briefing video, or straight to the menu. It has become rather impractical trying to set all button names depending on where you will arrive. The better approach is to simply have "Continue" and "Back" buttons everywhere. 1 Quote
nbohr1more Posted January 17 Report Posted January 17 5 hours ago, snatcher said: An addition to my, never acknowledged (too much asking, I know), previous report: AT1: Lucy's quest: funny things going on in the background during the briefing Confirmed Also: dev17251-10920 on Windows By Any Other Name: file maps\byanyothername.script, line 2075: endTime redeclared The Heart of Saint Mattis: Press escape during the initial cutscene and the game freezes Can anybody else confirm? I fixed "By Any Other Name". Once the mission database fully processes the commit v5 will have the fix. 1 1 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 January 17 Report Posted January 17 (edited) 7 hours ago, nbohr1more said: By Any Other Name: file maps\byanyothername.script, line 2075: endTime redeclared I can confirm that and it was already mentioned before. My suggestion is to rename endTime in the Holy Water arrow script to holyarrow_endTime or similar, because otherwise this might happen again or already is happening elsewhere. Edited January 17 by wesp5 Quote
Daft Mugi Posted January 17 Report Posted January 17 On 1/15/2025 at 7:21 AM, wesp5 said: I noticed something about the font though, don't know if it's 2.13 only: in the mission list the lower pixels of letters are cut! This is due to the recent tonemapper changes. When r_tonemapOnlyGame3d is set to 1, the fonts are distorted. When r_tonemapOnlyGame3d is set to 0, the fonts look fine. Quote
snatcher Posted January 17 Report Posted January 17 Mandrasola: Some windows have lost their mojo 2.12 2.13b1 2 Quote
nbohr1more Posted January 17 Report Posted January 17 11 minutes ago, snatcher said: Mandrasola: Some windows have lost their mojo 2.12 2.13b1 https://bugs.thedarkmod.com/view.php?id=6579 @Amadeus can you revert this and create new materials defs with the desired design eg: window_moolit_new (etc)? Do your changes significantly improve existing missions so that only this mission is an outlier ( eg we would just include an override def in this mission ) ? 2 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...)
Daft Mugi Posted January 17 Report Posted January 17 re comparison screenshots of the windows: Could it be the difference in tonemappers rather than something wrong with the assets? 2 hours ago, snatcher said: Mandrasola: Some windows have lost their mojo What does it look like with: r_postprocess_compress 0 r_postprocess_desaturation 0 r_postprocess_overbright_desaturation 0 Quote
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