For the past few releases, freyk has been creating a GUI installer tool to assist users who are not good with portable file setup in Windows or address dependency issues in Linux. We are now adding this tool to the official installation page as an alternate option.
The original plan for The Dark Mod 2.04 was very ambitious.
No fewer than 4 large skunkworks projects were put into motion to bring about massive changes in the game\engine and produce oft-requested features and content. In addition, our community donated massive amounts of textures, models, prefabs, sounds, etc. during the development cycle. All of this increased workload arrived around the time that the core developers were less able to dedicate their free time to the project.
As the 1 year mark from the 2.03 launch approached it was decided that too many critical code fixes and refinements were being kept from players while these gargantuan projects lumbered slowly towards completion. Parallel to this sequence of events, Grayman broke his own vow to take a hiatus from coding (to work in the William Steele missions) and decided to address some issues found with coordinated AI searching in 2.03. Because untangling the assets added for some of the unfinished projects would be a project in itself, it was decided that 2.04 would primarily be a code fix release with only a few assets to go along with renderer fixes.
If you’ve been following along in the forums, you’ll no doubt be aware of a few patch executables that were floating around. These were in one way or another previews of 2.04 with the most commonly downloaded one called the “De-Clunking patch” or “De-Clunking mod”. A full changelog can be found Here and the forum announcement with more details can be found Here.
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!
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.