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Posted (edited)

Congratulations on the new release! I believe we can close the beta 2.13 thread now and list any problems here:

- If main menu info tips are displayed, they keep being displayed in the background of the mission difficulty menu.

- If you enter an alternative key for the "sheathe weapon" key it will be cut off, but only if default key ' is still active.

Edited by wesp5
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Posted

Thank you!

I'll add that it was decided that the latest font and texture mipmap fixes were held back for inclusion in 2.14.

The team decided that another beta round might just spur more reports of other texture and font problems and keep the beta process going for another month or more.

I fixed missions that were impacted by the mipmap issue and will post the list of broken textures this evening so mappers can avoid them or pack fixed versions with their missions.

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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...)

Posted
35 minutes ago, nbohr1more said:

The team decided that another beta round might just spur more reports of other texture and font problems and keep the beta process going for another month or more.

Why is that a problem? Afraid of not reaching an imposed one version release a year chedule?

Posted
1 hour ago, datiswous said:

Why is that a problem? Afraid of not reaching an imposed one version release a year chedule?

The longer we keep the beta open, the more likely we are to start fixing bigger issues and thus possibly introduce more long term bugs \ regressions. We try to adhere to a regular release schedule so that we have a stable baseline for bisecting issues by first checking major releases before narrowing to betas, then dev builds, and finally individual commits.

That said, I will go on record to say that I would have included these two fixes in 2.13 without another beta run.

I'm not the king so I can only vote and hope others agree.

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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...)

Posted (edited)
9 hours ago, wesp5 said:

- If main menu info tips are displayed, they keep being displayed in the background of the mission difficulty menu.

This used to happen in (at least) 2.12 as well. Press escape while a tip is being displayed and it will stay with you even when watching the credits. Fortunately the tip goes away when a mission starts.

9 hours ago, wesp5 said:

- If you enter an alternative key for the "sheathe weapon" key it will be cut off, but only if default key ' is still active.

I am not not totally sure I get what you mean but... This is normal and probably unavoidable. The space is limited. Try setting Print Screen and Capslock to any control.

So far this is but it isn't a "TDM 2.13 issues" thread, imho. Consider a different name for the topic not to mislead an audience eager to try the new version!

Edited by snatcher

TDM_Modpack_Thumb.png

Posted
10 hours ago, nbohr1more said:

Thank you!

I'll add that it was decided that the latest font and texture mipmap fixes were held back for inclusion in 2.14.

The team decided that another beta round might just spur more reports of other texture and font problems and keep the beta process going for another month or more.

I fixed missions that were impacted by the mipmap issue and will post the list of broken textures this evening so mappers can avoid them or pack fixed versions with their missions.

Here is the thread with the impacted textures:

 

  • Like 1

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...)

Posted
11 hours ago, snatcher said:

This used to happen in (at least) 2.12 as well. Press escape while a tip is being displayed and it will stay with you even when watching the credits. Fortunately the tip goes away when a mission starts.

Ah, I didn't know this. Is there a way to get these tips to always be displayed so we could take a look at the GUI script to see if there is an easy fix? Also I think the thread title is okay, because it includes everything still broken in 2.13 ;).

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Posted (edited)

I just found a minor issue that I will fix in my patch, but which should also be fixed in 2.14 (bug tracker filed):

- The compass is not in the tools section but has one of its own, because of a bad string in tdm_playertools:

  In entityDef atdm:playertools_compass: "inv_category" "#str_02397" should be "inv_category" "#str_02394".

Edited by wesp5
Posted
1 hour ago, wesp5 said:

The compass is not in the tools section but has one of its own, because of a bad string in tdm_playertools [...]

It never made much sense to me that the compass had its own category which made me believe it is by design for some reason. Watch out for side-effects in missions. "Compass", "Loot" and "all others" are three different things.

TDM_Modpack_Thumb.png

Posted (edited)

I have two model issues to report which might have been in earlier versions as well:

- There is a maid with a very visible gap in the model beneath her throath. It's visible when she falls down.

- There is a servant with a broom in the hand. If you knock him out, the broom will not drop, but stick up...

ch1_eaton (2025-03-25 21-09-33) (4372 -334.31 -109.75).jpg

Edited by wesp5
  • Like 2
Posted
22 hours ago, wesp5 said:

I have two model issues to report which might have been in earlier versions as well:

- There is a maid with a very visible gap in the model beneath her throath. It's visible when she falls down.

- There is a servant with a broom in the hand. If you knock him out, the broom will not drop, but stick up...

ch1_eaton (2025-03-25 21-09-33) (4372 -334.31 -109.75).jpg

I noticed the thing with the female AI throat gap the other day.  She doesn't need to be on the ground to see it  For some reason I thought this was fixed recently, but maybe I imagined that.

I was using atdm:ai_townsfolk_female.

image.png.0a6ddc7f3b81d6ad12af781fe9f61a85.png

TDM Community Github: https://github.com/thedarkmodcommunity

My fan missions:

With Kerry000: The Hare in the Snare, Part 1

The Lieutenant Series: In Plain Sight  High Expectations Foreign Affairs A Reciprocal Gambit

Posted (edited)

Snatcher noticed that the knock out from the new gas mine is not credited to the player, although it uses the same stim as the gas arrow which works. I have the same problem with the electric mine in my patch, any ideas on how to fix that?

(I just filed a bugtracker for this.)

Edited by wesp5
Posted
On 3/26/2025 at 8:43 PM, Frost_Salamander said:

I noticed the thing with the female AI throat gap the other day.  She doesn't need to be on the ground to see it  For some reason I thought this was fixed recently, but maybe I imagined that.

I was using atdm:ai_townsfolk_female.

image.png.0a6ddc7f3b81d6ad12af781fe9f61a85.png

Have raised an issue: https://bugs.thedarkmod.com/view.php?id=6616

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TDM Community Github: https://github.com/thedarkmodcommunity

My fan missions:

With Kerry000: The Hare in the Snare, Part 1

The Lieutenant Series: In Plain Sight  High Expectations Foreign Affairs A Reciprocal Gambit

  • 3 weeks later...
  • 6 months later...
Posted
On 4/17/2025 at 4:42 PM, desin said:

NPC's get stuck

This looks more like a monster clipping issue, where in previous version of TDM, NPC's were able to navigate around these spots...

  • Thanks 1

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