bikerdude on 15/2/2017 at 08:25
The team are very pleased to announce the release of The Dark Mod 2.05!
[video=youtube;brJqHnXmpgE]https://www.youtube.com/watch?v=brJqHnXmpgE[/video]
This update includes literally hundreds of new high-quality models & other assets, along with an update to the editor that will change the way TDM missions look going forward. Please see the latest official trailer above for a quick teaser.
New ModelsSpringheel has created over two hundred modular models that can be combined to create multiple types of environments. Tavern interiors, city streets, industrial warehouses and more. By placing modules together, high fidelity scenes can be created quicker and more easily than ever before. See Springheels (
http://forums.thedarkmod.com/topic/18527-springheels-modular-building-assets-205/) model annoucement thread.
New Official MissionMany of the above new assets are showcased in a new introductory mission for TDM that is included in the update. This mission is the first of a three mission story which serves as our official introduction to TDM's gameplay and setting.
Better PerformanceYou should notice an increase in performance speed in TDM 2.05, thanks to rendering improvements made by duzenko and nbohr1more.
New AssetsGrayman has added a working fire elemental to our list of available AI opponents that will no doubt appear in future missions.
Bug fixesOther changes include a fix to stop sleepers from falling through the floor, new beggar entities, new combination safe entities, and fixes to stop the player or AI from getting trapped by moving elevators. A more detailed list of changes can be seen in the (
http://ttp//bugs.thedarkmod.com/roadmap_page.php) change log and on the (
http://http//wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_2.05) Wiki
Darkradiant updatedGreebo has also just release the latest version of (
http://forums.thedarkmod.com/topic/18626-darkradiant-221-released/) Dark Radiant 2.2.1
Additional infoYou can update your copy of TDM by running tdm_update.exe and as always, older saved games will be incompatible with TDM 2.05, so be sure to complete any missions you're in the middle of before updating!
Thirith on 15/2/2017 at 10:06
Nice! I've not played nearly enough Dark Mod, but it's on my list of Things To Play (Soon). Thanks for all the work and congrats on a great project!
P.S.: I was wondering: was the mural of a demon seen at 1:03 partly inspired by William Blake's Ghost of a Flea, by the way? The posture and general proportions strike me as fairly similar.
voodoo47 on 15/2/2017 at 10:38
that makes two of us - but this year, I actually mean it (so the TDM team can expect me on their forums sometime later this year, being annoying about various details and small things).
Renault on 15/2/2017 at 15:02
Congrats on the new release, I'm a few missions behind so it seems like the perfect time to catch up. All the improvements sound great.
So, is the introductory mission something completely new? Who authored it?
Melan on 15/2/2017 at 15:22
The intro mission is Springheel's work.
Yandros on 15/2/2017 at 15:58
Melan, I haven't forgotten about the TDM voice set I owe you. I've begun working on it as time permits.
Melan on 15/2/2017 at 16:38
Yandros: That's excellent, because I was just about to contact you about another one. :)
Random_Taffer on 15/2/2017 at 21:13
Gratz, bros. Any idea when the O-fficial TDM team campaign will be done?
Also, any hope for some sort of multiplayer support in the far-flung future?
Melan on 15/2/2017 at 22:34
Random_Taffer: The two missions (and the incomplete third one that's still to be done) is as official as it gets. The Crucible of Omens, which was never really official due to various reasons, has been dead for a few years, but we are in talks about resurrecting it.
bassoferrol on 15/2/2017 at 22:41
Are these options still required:
- I presume your GPU has more than 128MB so increase:
seta com_videoRam "128"
to the amount available on your GPU.
Nvidia doesn't like useIndexBuffers so set:
seta r_useIndexBuffers "0"
also, try these image downsize changes to reduce the GPU impact:
seta image_downSize "1"
seta image_downSizeLimit "1024"
seta image_downSizeBump "1"
seta image_downSizeBumpLimit "256"