The Dark Mod 2.11 has been Released!


The Dark Mod 2.11 is primarily a bug-fix release. The majority of development time was dedicated to fixing or improving long-standing bugs or problem areas with the project rather than focusing on new features.

That said, some of the improvements that were introduced to address these issues could very well be classified as new features in terms of the amount of changes required to bring them to life.

A full changelog can be viewed here, but some highlights include:

Major gameplay improvements!

For players, Stealth Score and AI alert behavior has been improved to better detect tactile contact with AI and proximity.
An older TDM release introduced a grace period feature that was overly broad and made some AI ignore players that were right in front of them. This has been substantially improved so stealth scoring and AI reactions should be a lot more consistent and logical.

Players will also have a new Blackjack experience with better cues about whether a blackjack attack will succeed and improvements to the way that the blackjack attack is executed.

Players can more smoothly transition from climbing as the player is now permitted to be crouched during the climb.

There is a new multi-loot feature which allows you to pickup multiple loot pieces by holding down the frob button!

Performance Improvements!

The new volumetric light feature has been improved via a new blur phase. This means that you no longer need to increase the samples to reduce or remove banding and performance should be substantially improved.

Before ( 2.10 with dither and low sample artifacts, click to view):

After ( 2.11 with the new blur algorithm, click to view ):

Soft Shadows now utilize scissors and tile-based evaluation in stencil mode so that Anti-Aliasing no longer need be applied to the entire shadow buffer.

Shadow Maps have improved mipmap, LOD and texel utilization. There should be fewer artifacts and better performance.

Large models are now evaluated via a BVH structure so that they can be split for lighting and culling optimizations.

AI think cycles have been optimized and perform less work per-frame.

GLSL programs have been rewritten to have better performance on AMD graphic cards.

Included mission improvements!

Mission 1: A New Job now features subtitles!

Mission 2: Tears of Saint Lucia has been improved with EFX reverb and a few bug fixes!

Asset fixes and additions!

Dragofer has fixed hundreds of assets that were missing setup definitions or other components that would cause the console to flood with errors on TDM launch or on the launch of missions. In addition, he has added hundreds of new and old assets from both TDM team members and members of the TDM community.

Improvements for Mappers!

The Engine now supports Obj model format

Material Shaders no longer require you to add frob stages. Frob is now auto-generated. You can still add custom frob effects to materials if preferred

Missions can now include decls that override those in the core TDM without using an override file to replace the entire core file.

GUI scripting has been overhauled with better syntax and error reporting

Dmap precision has been increased and Dmap T-junction performance has been optimized

To UPDATE, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported,

but you can download the new installer from the Downloads page if you don’t have it yet.
Please be aware that old saved games will not be compatible with 2.11, so finish any missions you might be in the middle of first!


Farewell to Grayman


We have lost one of the most talented members to ever join the TDM team.

Rand Phares “grayman” has lost his long battle with cancer and is no longer with us.

Before joining the TDM team and rising to become the lead developer, grayman was making mods for Doom, Quake, and Return to Castle Wolfenstein (including the excellent “Stolen Artifact” mod). Grayman used his deep knowledge of id Tech AI and scripting to repair and improve TDM AI from versions 1.02 to 2.08.

Grayman’s “William Steele” series missions were always filled with complicated sequences and had a cinematic quality that few authors achieved. Grayman often recorded his own voice-acting and his stories often were tinged with a little of his unmistakable humor.

It is impossible to fathom all the things grayman has done for TDM over the years and he will missed as both a developer and mentor for team members, mappers, and players alike.

Other news:

The Dark Mod 2.09a “Hotfix” has been released.

209 mission

A number of critical stability issues have been discovered subsequent to the 2.09 release, including a moderately rare crash in William Steele 3. I was decided that these fixes could not wait until 2.10 so a hotfix has been issued. Unlike full releases, save-game files will be compatible with this update so there is no need to wait to update to this version. If you have an AMD graphics card and found that 2.09 would not render properly, please try this new hotfix as many new graphic defaults are now friendlier to older AMD drivers.

A list of 2.09a ( Hotfix ) fixes can be found here:

The Dark Mod 2.09 has been Released!

We are proud to announce the release of The Dark Mod 2.09!

TDM 2.09 marks a new phase of performance improvements aimed lowering CPU overhead in the graphics engine.

A whole new graphic backend has been created by Cabalistic which uses modern OpenGL features to eliminate the need for the CPU to constantly issue commands to allow the Graphic Processor to render scenes.

This gives TDM some of the performance advantages of rendering using a low level API like Vulkan.

Stgatilov has been very busy this release cycle. He has put heroic efforts into improving the way that TDM upgrades and hosting operate in addition to the vast improvements to TDM itself. (He also refactored the entire particle engine and created a link system to connect TDM to Dark Radiant.)

A full changelog can be viewed here, but some highlights include:

Better performance:

A brand new Backend that uses UBO, Persistent Mapping, Bindless textures, and Multi-Draw has been added.

“Frontend Acceleration” (Multi-Core job based rendering based on Doom 3 BFG) now works as expected.

Normal Map compression now uses RGTC resulting in lower storage, VRAM requirements, and less artifacts ( load times should improve in future TDM versions when pre-compressed RGTC textures are added )

Background texture loading has improved. This should shorten load times and reload.

Better visuals:

A new Sharpening Filter has been added. It can make 70% Render Scale look almost like native resolution (more performance).

( It also cleans up some blurry textures for all Render Scales. )

Bumpmap lighting is smoother, so that lighting does not instantly flip to off when getting close to edges of occluded objects.

Particle physics have been substantially improved for both accuracy and performance.

Borderless Fullscreen works properly on Windows.

Water and other GUI effects that did not respond to Gamma now brighten properly.

AMD and Intel fixes have been added for SSAO rendering

Better gameplay:

Experimental Gamepad support has been added.

Creep works in alway-run mode

Better mapping:

A new linking system allows The Dark Mod to act as a real-time preview of Dark Radiant

The redesigned particles now have improved setup and configuration.

Automated fixes have been created for “rotation hacked” models

Prefabs have been seen numerous fixes and reorganization to make them easier to use

Better Sound:

Conversation and other sounds are no longer stopped by saving or going to main menu.

EFX reverb has been added to “Mission 1: A New Job”

Extinguished gas lamps are no longer noisy when doused

New Assets:

Dragofer, Epifire, Bikerdude, LDAsh, Kingsal, Dram have all added substantial asset updates ranging from updated Werebeast animations, Steam Engines, fireflies

More stable:

A huge number of fragile code areas have been overhauled to either fix crashes or prevent likely crashes due to risk of divide by zero, uninitialized values, or dangling pointers (leftover settings) on entities and functions.

We recommend that you upgrade using the new “tdm_installer” available here. Please be aware that old saved games will not be compatible with 2.09, so finish any missions you might be in the middle of first!