Author Topic: The Dark Mod 2.02  (Read 2933 times)

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nbohr1more

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The Dark Mod 2.02
« on: July 19, 2014, 10:38:33 PM »
I know it's a bit late but it took me awhile to find this forum.

The Dark Mod 2.02 is out:

http://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-202-is-out


This version includes a number of new features and bugfixes for The Dark Mod

grayman and taaaki spent some extra time tracking down memory leaks and game-save related crashes. You should find that this version runs noticeably more stable.

Several exploits have been dealt with, such as a fix for the bunny-hop exploit by SteveL, and new behaviour that allows AI to notice if you blatantly grab onto a door they're in the process of closing, by grayman.

A fix of a sound bug that was causing sound to drop off too quickly in large spaces (resulting in AI frequently ignoring noise arrows and calls for help) has also been fixed by grayman, and a new AI Hearing slider has been added to the main menu.

New Horizon has adjusted our blackjacking detection so that players are less likely to fail by being too close to an AI.

AI may notice that they've been pick-pocketed, and will add that to their evidence of an intruder if you cause a mild alert while snatching something from their belt.

In addition, Springheel has added a new AI and vocal set (acted by Goldwell) for mappers to play with: The Moors.

Zombie

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Re: The Dark Mod 2.02
« Reply #1 on: July 19, 2014, 11:01:10 PM »
I love how much work you've put in to this.

Admirable :)

The Happy Friar

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Re: The Dark Mod 2.02
« Reply #2 on: July 20, 2014, 07:52:07 AM »
I know it's a bit late but it took me awhile to find this forum.

Glad you found the forum! 

Also great work on Dark Mod.  It's rare to see work on something that ambitious for this long after it's initial release. 

nbohr1more

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Re: The Dark Mod 2.02
« Reply #3 on: July 20, 2014, 12:23:17 PM »
Thanks guys.

Yeah, there's still some life in TDM yet. One of the new coders seems to have taken to fixing LOD bugs after we lost
the old designer of that system. We'll probably see AI with LOD stages in the next release (currently LOD is only used
for static object or vegetation).

My biggest fret is that the project so quickly integrated the GPL code without waiting for better revisions from the open
source community and now the prospect of integrating 3rd party fixes continues to grow more daunting and complex...

The Happy Friar

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Re: The Dark Mod 2.02
« Reply #4 on: July 20, 2014, 08:36:50 PM »
My biggest fret is that the project so quickly integrated the GPL code without waiting for better revisions from the open source community and now the prospect of integrating 3rd party fixes continues to grow more daunting and complex...

You could also consider that a blessing: you and the team can develop the game as you see fit vs using whatever another group of people come up with.  Reminds me of the engine Alien Arena uses vs the other Q2/3GPL ones out there.  It's unique, the features are all useful and used for their product.  That's what I've always taken the direction TDM is heading anyway.  Internally, you guys might have something completely different in mind.  :)

tron

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Re: The Dark Mod 2.02
« Reply #5 on: September 01, 2014, 10:07:44 AM »
I must admit I haven't played with the Dark Mod for years, seeing how active your forums are and the amount of work still going into this has convinced me I'm overdue to reinstall it.  Extremely impressive to have got it standalone!