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TDM 1.08 is Finally Here!

It’s the third anniversary of The Dark Training Mission UpdateMod’s release today. What better way to celebrate than to present our most significant update ever?

The 1.08 update contains nearly a year’s worth of updates and improvements. So many, in fact, that it’s hard to remember them all. Some of the improvements, like getting TDM ready to go standalone, are fairly transparent to the user. Others will have a noticable impact on your game.

IMPORTANT: Because of changes to the way TDM is run now, (in preparation for going standalone) the first time you run TDM 1.08, you will need to reset your keybindings and other settings. Additionally, “tdmlauncher.exe” no longer starts TDM. Users will need to change any shortcuts to darkmod/TheDarkMod.exe, in Windows, and thedarkmod.x86 for Linux users. As always with an update, saved games from earlier versions will no longer work, so finish any missions you’re in the middle of!

Additional Note: TDM will NOT work with the Doom 3 BFG edition.

Richer audio: TDM 1.08 should provide a much more immersive sound experience. We’ve added over 200 new impact sounds, as well as two new vocal sets. Many things that used to be silent now make appropriate noises. Falling bodies now make impact sounds, arrows have sound as they whiz past you, and AI make rustling noises as they move based on what they’re wearing.

AI Improvements: The lightning-fast reactions of AI have been toned down, so that they don’t leap immediately to combat after a half-second glimpse of you down the street. AI now react to things getting thrown at them, and can be knocked out by heavy things
being dropped on their head. AI are smarter about using elevators and will use them while searching now. Several new AI character models have been added, including the Builder Acolyte and the Elite Citywatch.

Additionally: The Training Mission has been revamped by Bikerdude for 1.08, with a few new sections and beautiful improvements to the visuals. The team’s second demo mission, The Tears of St. Lucia, has also been updated for 1.08 and is now included with the mod by default.

There have also been dozens of new art assets added, an entire series of new light entities, improved flame particles, performance improvements, additional animations, fixes to some physics issues, and well over 100 other bugfixes. You can see a full changelog here: What’s New

To get the update, simply run tdm_update.exe in your darkmod folder. If you’ve never downloaded TDM before, visit our Download page for full instructions: Download

Thanks to our new coder, Taaaki, who did a great deal of work on this update preparing TDM to run standalone. And special thanks to grayman, without whom the update would never have happened at all.

Hope you enjoy!

Defining 1.08 Mission: In The North, released

We normally don’t post news about new missions on the news page, but this stunning piece of artwork by Grayman is by far and away the best mission for the darkmod we have ever had the distinct pleasure of playing. We won’t be surprised if this becomes most people’s favourite TDM mission of all time. The bar has been raised again!

See the full announcement and media release here.

Happy Anniversary TDM!

It was three years ago today that TDM 1.0 was released to the public. Hard to believe so much time has gone by. Behind the scenes we’re still working diligently to get 1.08 ready for public consumption. There are more than 100 bugfixes for this update, and it changes a lot about the way TDM installs and runs missions, so it is taking longer than we had hoped to get the details out. Keep watching this space for more information.

June 14th, 2012

Work on the 1.08 update continues behind the scenes. We’re changing the way the folder structure works in TDM to prepare for going standalone, and that is requiring a lot of extra time. Version 1.08 will not be fully standalone; it will run without Doom3, but most missions won’t load properly without Doom 3 assets.

There will also be many noticable improvements in 1.08, including a much richer sound experience, new characters, more forgiving AI, and improvements to object physics. A full changelog is here: 1.08 Changelog

Crucible of Omens: News feed!

While the team are beavering away on the campaign we thought we would post a series of regular updates to show the community what we have been doing over the last 12 months, Enjoy!

 

 Arches that show the age and grandeur of the city: What we have here is a melting pot of Hungarian heritage, Gothic & Romanesque styles that result in a cohesive and believable steam-punk universe that the player can immerse themselves in like a warm blanket on a cold winter night.

Plenty of vantage points, exits and entries – multiple ways to plan your route through the byways of Bridgeport: In this shot we spent quite a bit of time getting the perf to acceptable levels with out sacrificing  artistic vision and intent. Its a mixture of imposing framework of the city, and dark nooks and crannies.

 Imposing city streets that twist and turn, hiding dark secrets & resourceful opponents: The city looks alive and believably organic in a pre-contemporary vision. This is tempered by the need for consistent performance so that even players with low end hardware will have a rewarding experience.