THE DARK MOD 2.06 IS HERE
After a lengthy public beta phase,
we are proud to announce the release of
The Dark Mod 2.06!
The Dark Mod has undergone a lot of reorganization under the hood.
A substantial amount of work was done to improve rendering performance and overall framework tech.
Legacy OpenGL methods have been replaced with their
equivalents in modern OpenGL.
This is also the first TDM release to offer a native
A full changelog can be viewed here, but some highlights include:
Duzenko and Stgatilov have implemented a Soft Shadows option that finally removes the sharp edges of TDM shadows. This has a huge impact on the visuals of TDM missions. This option is currently labelled “Experimental” in the menu as we have had reports of issues on certain hardware. See here if you are experiencing flickering or other problems.
( Video demonstration courtesy of AluminumHaste. )
Image_Downsize has been fixed!
You may now have Post-Process and Softshadows enabled with it set for a cartoon-style render. Or simply use it to degrade visuals in exchange for VRAM without losing Post-Processing:
Heh! Try image_filter GL_NEAREST for that Minecraft look:
EFX audio now allows users without Creative hardware to enable EAX in the menu—a feature that processes reverb data and changes sounds based on the surrounding environment. Currently, only a few maps, like Volta 2: Cauldron of the Gods, by Kingsal, are set up to use EAX effects, but since all users can now benefit from it, mappers are encouraged to use this feature going forward. Interested mappers should see here.
The TDM menus have also been given a visual update, boosting the resolution and adjusting the graphics for widescreen monitors. Durandall has added scrollbar functionality to the mission menus, and Obsttorte has implemented a new menu option that allows users to customize the size and opacity of HUD elements, complete with a visual preview.
A new set of Springheel’s architectural modules is included in this release–a set of 50 models for creating church interiors. A number of new models have been added to other sets. Also included is a huge number of new prefabs, allowing mappers to quickly and easily create detailed map sections, as demonstrated in Springheel’s Speedbuild series.
Epifire added some amazing new Steampunk hardware:
Dragofer's new Stagecoach model:
Rich_is_Bored improved our lampshade (cubicLight) material. You can see it in action with the lamp_desk_cubic entity:
RPGista supplied some new Medical and Lab models:
Also, Arcturus has fixed the Horse Animation and made an animation for AI sleeping in chairs:
Better Mission Intros:
This is the first TDM release to offer video codec support other than ROQ. TDM 2.06 allows for FFMPEG video support, which means that mappers will now have an easier time adding video briefings to their missions.
An error that kept food from restoring health has been fixed, and all food will now restore a certain amount of health when eaten. Guards can now sleep and wake up while seated.
Also, you can now setup a key bind for toggling creep.
To use you must define a toggle in Darkmod.cfg
bind "<preferred key>" "toggle tdm_toggle_creep 0 1"
replace with whatever key you wish.
If you want to use CTRL, you will need to remove:
bind "CTRL" "_button5"
Finally, experimental multi-core support is included for the first time, via patches from Cabalistic’s VR branch. While this can cause performance enhancements, it is currently in “Experimental” form as some users may experience random crashes with this option enabled. Uncapped FPS is also now an option for users after this update.
New Darkmod Trailer:
(Courtesy of our resident video producer Goldwell)
To update, simply run the tdm_update.exe file in your darkmod folder. Please be aware that old saved games will not be compatible with 2.06, so finish any missions you might be in the middle of first!
Missions Released Since 2.05:
If you haven't touched TDM since 2.05 or earlier, you've really
Especially during the span of 2.05 where amazing commercial quality missions with custom AI, elaborate cut-scenes, and sprawling settings have been on offer.
Greebo has kept busy working during his "retirement" as the main coder from The Dark Mod.
Since the last Moddb update, DarkRadiant has been given the ability to merge arbitrary world geometry with models to export all selected items as a new model. Model export has been improved to include vertex smoothing data. There is now a "Favorites" feature that allows you to save your favorite assets to more easily locate them. Lights and Patches can be exported as models. Finally, there is a new stopwatch timer so you can record your build time.
More screenshots and details to follow in the coming days...