Announcing TDM 1.05!
This update is primarily a bugfixing release, though there are a couple new assets, and a useful new “alarm entity” added by Tels to create area-wide alerts for AI. Grayman has worked on a number of pathfinding fixes and improvements, and New Horizon has tweaked our blackjacking collision boxes to make KOs more reliable–feedback suggests that this removes most of the difficulties some people were having with blackjacking. This update also fixes some problems that were introduced in the last update, including crashes on certain missions.
Run tdm_update.exe to download the new update.
Note: While missions are fully compatible with this release, you can NOT load any previously saved games after updating to 1.05. If you’re in the middle of playing a mission, you might want to finish it before updating.










At long last, the TDM 1.01 update is ready for download! This is a BIG update, that adds dozens of new assets for mappers (including 6 new AI types, new models, and new ambient tracks), as well as fixing numerous bugs. New features for players, like a crouch indicator and combat difficulty levels, have also been added. We’ve also responded to the many player requests to reduce the volume of the player footsteps. See the full list of changes
Voting for our Christmas Contest is now complete. There were half a dozen entries, all of which were built in less than two months. Seeing the amount of quality that was achieved in that time (by mappers completely new to Dark Radiant) was really encouraging. All of the missions were a blast to play, but the winner (sweeping all three categories of Gameplay, Visual Appeal and Story) was Melan, for “Return to the City”. If you haven’t played his mission yet, you should. Get it
The team is working hard on the first update to TDM 1.0. Springheel (me) has been adding some more zombie types to the game, and Crispy has been setting up “sleeping” behaviour on them, so zombies can suddenly get up and ambush you.