THE DARK MOD was once a total conversion of Doom 3, and is now a STANDALONE GAME with the release of TDM 2.0! A dark and moody stealth game, inspired by the Thief series by Looking Glass Studios.
This package contains compiles of the latest Dark Mod execuables and Dll files along with the MSVC 2017 redistributables. Using these in place of the default 2.06 versions will allow you to have MSAA with Framebuffer Objects (default on Nvidia).
This should be the last "informal" 2.07 package before the official 2.07 beta
HRTF Positional Audio!!!!
GUI Softness slider fixed
Fix for strange compass render issue
Improved OpenGL standards compliance.
Mirror textures can now render in PortalSky views. Fixes the mission "Betrayal".
Single Pass shadow maps are now the default: r_shadowMapSinglepass 1
Some shadow map sampling artifacts fixed
Shaders have been cleaned up to match their actual OpenGL profile requirements. (Most are now 120)
A new single-pass shadow map mode (experimental): r_ignore2 (note, this cvar does not save values on restart so you'll either need to change it in the console, add it as a launch flag, or add it to autoexe.cfg)
Some major upheaval and improvement took place since the last update.
Soft Shadows now use a substantially improved PCSS calculation courtesy of stgatilov
Also, there is always a minimum amount of softening as a way to obscure aliasing artifacts
at the low resolution bounds of the shadow map.
In short, shadows are more physically correct, better looking, and almost all aliasing artifacts are
Also, tentative work has been done to setup per light-entity light center size attributes so different lights can have different amounts of softening.
For the shadow map softness, the slider will no longer work as the override is now a negative number.
r_testARBProgram = 1
r_shadows = 2
r_softShadowsRadius = -0.65
r_shadowMapSize = 1024 or 1440
r_softShadowsQuality = 24 or greater
It seems the last update regressed some contact hardening behaviors, now this update
has both improved softening and contact hardening with very minimal shadow acne.
Screenshot function has been fixed.
Tip: The latest shadow map softening is greatly reduced due to the contact hardening function.
It may be worthwhile to try even larger softening radius values like r_softShadowsRadius 11
A new texture atlas system for Shadow Maps significantly improves resolution management and LOD
Improved Softening for Shadow Maps
Almost all shadow acne has been solved and the remaining artifacts are very minimal.
Note: The softening has improved to the point that you can lower r_softShadowsQuality to 14 or lower and still have very smooth shadow transitions in most cases.
(Too changes many to remember!)
Grayman fixed a few AI pathfinding issues and door handling issues
Grayman added better support for security camera features
Sgtatilov fixed an issue with EFX ignoring mixed case location names
Duzenko added an experimental multi-light mode ( r_testARBProgram 2 )
(Requires that you enable shadow maps, r_shadows 2)
Duzenko implemented true "Contact Hardening" soft shadows in Shadow Map mode (r_shadows 2)
The softening appears to be scaled differently in this mode and the slider only goes to 5
so you'll want to use the console to crank it up for now: r_softShadowsRadius 8
Revelator added some more BFG multicore port code and added more rendertools fixes
Cabalistic fixed more light leak scenarios by changing the way shadow FBO is handled
More rendertool fixes, Optimized Mirror rendering, improved Min \ Max Window behavior,
Intel Stencil optimization, Low Resolution Stencil Shadows option, FFMPEG SMP optimization,
Improved Depth behavior for non FBO, Scissor optimizations
EFX 2.0 with presets, root cause of VBO flicker fixed, Envshot fixed, reloadImages fixed
Fix for flickering AI in close proximity, the last major visual issue in this beta.
Cleanup some CPU hardware detection issues for SIMD (AVX) support.
Fix for strange doubling artifact on "Click to Start" screen.
Fix for quick-save issues with Lightgem code.
Major collision fix. Players should be far less likely to get stuck in map geometry. AI will have
a much better time navigating the maps.
It has been decided that we will need to reduce the number of codecs supported by FFMPEG
This build now has the official supported list
will allow you to test whether new SIMD optimizations improve performance.
For me this makes both 32-bit and 64-bit builds match performance and boosts from 38FPS to over 50FPS in one demanding scene (Rightful Property).
Quicksave crash is fixed.
Update 2 Change:
Reduce flickering artifacts in Glass when MSAA is not enabled. (MSAA enabled is still the optimal mode.)
Update 1 Changes:
Some fog flickering fixed
Shadow Softness slider added
Latest GLSL programs added
1) Backup or rename TheDarkMod.exe, TheDarkModx64.exe, ExtLibs.dll, ExtLibsx64.dll, tdm_base01.pk4, tdm_gui01.pk4
2) Extract the files from this package into your darkmod folder
3) If needed, install MSVC 2017 redistributables