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Thread: The Dark Mod updated to 2.07!

  1. #176
    Registered: Jul 2010

    Halloween Contest

    As a reminder, the Halloween Speedbuild contest entries are out:

    Please play them and vote before November 14th.

  2. #177
    Registered: Apr 2003
    Location: Wales
    Perhaps you could also post this info in the FM Forum. As far as I can tell, only The Rats Triumphant has been posted so it would be good to have the other missions included. I didn't know there was a contest as I don't often have time these days to visit the DarkMod.

  3. #178
    Registered: Jul 2010
    (2.04 is out now!)

    The team here at Broken Glass Studios is very pleased to announce the latest update to TDM!

    The update to 2.04 is primarily a bugfix release but has over a year's worth of fixes.

    Some changes will be noticeable right away, while others will take a while to appear in new maps.

    To apply the update, simply run the tdm_update.exe file in your darkmod folder.
    (Note that saved games from earlier versions will not be compatible with 2.04, so finish any missions you are playing first).

    Some of the improvements are listed below. To see the full changelog, go here:


    The changes in 2.03 caused AI to develop a choke-off pattern to
    more accurately reflect how people in groups would coordinate a search effort.
    It was found that this change often caused AI to remain stationary
    around the last known whereabouts of the player (causing the player to wait endlessly for the cooldown process).
    2.04 now prompts isolated AI to move around more and investigate “hiding spots”
    within a radius of the alert region.
    This will give players more opportunities to make daring escapes
    or maneuverability to better reach a point of advantage to the AI.


    Even the TDM team developers were surprised to find that no prior release
    had code support for AI noticing dropped weapons.
    This has been added so now all your “weapon hiding antics” are meaningful as expected!


    We were fortunate to gain a new mouse navigated grid-based inventory manager thanks to a new forum contributor, Durandall.
    Thank you!

    To activate, bind a key to _impulse30 in the console or Darkmod.cfg

    bind “t” “_impulse30”


    In previous TDM versions, players would often create unintentional alerts by clunking candles, bowls, or other moveables against the table-top when trying to lift them. This became so frustrating that Sotha and Goldwell began using stationary snuff-able candles in their missions to avoid this scenario.

    Now the grabber more smoothly moves objects into manipulation range and with a middle-click centers them on the screen directly in front of the player for easier manipulation.


    While developing breakable display cases for an upcoming mission, it was discovered that the whole breakable system was in poor shape. Crack decals would disappear after a small amount of time, rotated models would spawn “pre-fractured”, objects thrown through glass with zero-health would simply pass through without shattering it, and the fracture code itself caused a memory leak and save-game crash. SteveL spent a great deal of time sorting out these problems and updated the glass shader rendering as well.


    Along with SteveL’s rendering fixes, AluminumHaste repaired many of the broken stained-glass materials,
    and I improved the flask glass shader (using fixes discovered by Obstortte and Arcturus).


    One of the oft-mentioned visual annoyances has been decals that seem to pop over distant objects rather than
    staying on their associated surface. This was tracked to OpenGL depth offset range behavior. It seems that Doom 3 has this set to an absurd 600 units (probably to work with DepthHack particles, which are a precursor to soft-particles in modern engines). 2.04 changes this range to reduce or eliminate this problematic behavior. This will also reduce the likeliness of z-fighting in missions and save on some overdraw.


    A new quicksave safety system has been implemented. Save files are now written with alternating filenames rather than repeatedly overwriting the existing file. For a variety of reasons, the host OS has run into problems with rapid requests to write and overwrite these files leading to either corrupt or lost saves. The new system should be far less prone to this. It currently alternates between two files but can be set to any number you prefer with the “com_numSaveGames” console argument.

    While not a huge jump, it was found that particle bounds were determined via a lengthy Monte Carlo simulation.
    This has been scaled back to a simpler bounds calculation resulting in shorter map loading.


    Sound values are now prevented from being sent to the audio device with “negative volume” (invalid values)
    causing popping sounds.

    A new override system allows mappers to replace the ambient sound easily with another sound of their choice.


    Thanks to the hard work from folks at the Darkfate Community, we now have better Russian translation and fonts.
    Similarly, the Romanian translation has been fixed to remove characters which do not have associated fonts yet for a more legible Romanian interface.

    (Coming Soon) FREYK’S INSTALLER

    For the past few releases, freyk has been creating an installer tool to assist
    users who are not good with portable file setup in Windows
    or address dependency issues in Linux.
    We are now adding this tool to the official installation page as an alternate option.


    As with any release, general bug fixes have been addressed.
    Of major note is the Card Player savegame crash, breakable savegame crash,
    AI scooting themselves out into the void, and a fix for a memory leak in the SEED system.

    Logspam has been significantly reduced in both the LOD\SEED system
    and in DMAP compiling leading to dramatic performance improvement in the latter.
    Last edited by nbohr1more; 12th Jul 2016 at 22:45.

  4. #179
    Registered: Jun 2009
    Location: The Spiraling Sea
    Looks good!...I especially like the Ai enhancements...

    Please update the OP.

  5. #180
    Registered: May 2004
    Wow, I have wanted an inventory option like that in Thief for over a decade and a couple of years ago I requested this over in the TDM forum. Awesome!

    It makes so much sense in FMs where you either start with unconventional inventory items or you get a ton of inventory items and it becomes ridiculous cycling through it all one item at a time. You know Garrett would just open his bag and take a quick peak at exactly what he's carrying before determining how tackle a problem; he wouldn't take every single item out one at a time or count multiple stacked items one at a time.

    Everything else here looks awesome, too, but I'm pretty excited for the inventory screen.

  6. #181
    Registered: Jun 2009
    Location: The Spiraling Sea
    I have mixed feelings about the inventory screen...On one hand there is the natural convenience, which is positive...on the other hand, there is an immersion-breaking effect by it popping-up in the middle of the screen during play.

    I prefer the keyboard/mouse shortcut keys, and highly recommend using a 9+ button mouse, in order to obtain convenience whilst at the same time preserving immersion.

  7. #182
    Registered: May 2004
    I use shortcuts extensively and I use a 9 button mouse.

    For me, it breaks immersion to not be able to glance at multiple carried items at once like I would do in real life. Garrett even does this in the original Thief intro video. He rolls out his tools to view them all at once before selecting one. Perhaps an Ultima-style backpack graphical skin would help your personal perception of immersion?

  8. #183
    Registered: Jun 2009
    Location: The Spiraling Sea
    Yes, a natural way to view your inventory would work.

    Immersion, is not based on "preference" or "like"...If an inventory screen that unnaturally pops-up in your face while playing doesn't break your immersion, then you are not in a state of immersion, you are simply engaged in the experience.

  9. #184
    Registered: May 2004
    I could argue that point for days, which I know is what it would take with you, but it's really not worth it.

    If someone is comfortable with the way things work right now, that person can simply ignore this new feature.

  10. #185
    Registered: Mar 2004
    Location: Cape Breton Nova Scotia Canada
    I'm getting the TDMupdater installing on an infinite loop. It updates the installer checks the new version then starts again.

    For some reason I had to download the updater manually , weird. I was using the one in the install directory It's now updating.
    Last edited by Ravenus1; 12th Jul 2016 at 21:25. Reason: figured out the problem

  11. #186
    Registered: Jul 2010
    Quote Originally Posted by Ravenus1 View Post
    I'm getting the TDMupdater installing on an infinite loop. It updates the installer checks the new version then starts again.

    For some reason I had to download the updater manually , weird. I was using the one in the install directory It's now updating.
    I'm not sure why this happens sometimes but if you go to the advanced menu and choose "Do not allow tdm_updater to update itself" you can break free of this issue.

  12. #187
    Registered: Aug 2009
    Thank you!

  13. #188
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by Vae View Post
    I have mixed feelings about the inventory screen...On one hand there is the natural convenience, which is positive...on the other hand, there is an immersion-breaking effect by it popping-up in the middle of the screen during play.

    It's optional. Don't use it!

  14. #189
    Registered: Jun 2009
    Location: The Spiraling Sea
    Of course it that would be breaking a fundamental principal of immersive simulation to not have it optional...and I can't imagine you ever doing that...

    Now, if you excuse me, I must attend to some important business with Gerald Foxley.

  15. #190
    Registered: May 2010
    Location: Taffer's Inn
    Thanks! Just updated so now it's time for some Penny Dreadful 3

  16. #191
    Registered: Feb 2012
    Location: Where you live
    Yei! (for 2.04)
    Thank you!

  17. #192
    Registered: Jun 2011
    Location: ���&#5671
    My quickload keys stopped working after this update. What can I do?

  18. #193
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    Check the bindings in the menu?

  19. #194
    Registered: Jul 2010
    Yeah, you can try re-binding the key or delete your Darkmod.cfg and then run tdm_update to grab a fresh copy.

  20. #195
    Registered: Jun 2011
    Location: ���&#5671

    C'mon fam, I know I'm not the brightest guy but I'm not that stupid


    And that did the trick! TY

  21. #196
    A new TDM version... Yess!

  22. #197
    Registered: Jul 2010
    We're trying to get onto GOG. Please spread the word and re-tweet:

  23. #198
    Registered: Jun 2014
    Location: Dunwall

  24. #199
    Registered: Jan 2001
    Location: Constantly losing tug o'war
    Is TDM old enough or is GOG really GG?

  25. #200
    GOG is just GOG now, they retired the "Good Old Games" name several years ago.

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