NewDark 1.28 (Unofficial)

Автор Glypher, 13 мая 2025 21:52:35

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Glypher

Вышел NewDark 1.28. Скачать. Список изменений находится внутри архива.
...only we know the secrets of the Glyphs...only we know the truth... - Keeper Archives

"To shape a glyph is to shape History." - Caduca

Glypher

#1
ЦитироватьChanges and fixes for v1.28:

Renderer:
  • added support for specifying separate minification and magnification filters when supplying the "tex_filter_mode" configuration variable and related commands
  • the window position will no longer be reset in windowed mode when entering or exiting a menu
  • the game will no longer crash when a DDS texture is rendered on the loadout screen

General:
  • added support for additional sound encoding formats: MP3, Opus, FLAC, PCM (big endian samples, IEEE floating-point samples)
  • added support for additional sound file formats: AIFF, W64, MP1, MP2, MP3, OPUS, FLAC, OGA
  • added "[-]ObjName" DML command for changing object names
  • added "ObjArch" DML command for reparenting objects
  • added "Destroy", "DestroyArch", and "DestroyArchAll" DML commands for removing objects, archetypes, and archetypes with descendants, respectively
  • added "[+][-]QuestVar" DML command for manipulating quest variables
  • added "#!script" DML command for dropping script modules
  • added "#schema" DML command for loading schema definitions in gamesys DMLs
  • added "[!]EXIST" DML fingerprinting method for determining whether an object exists
  • added "[!]ARCH" DML fingerprinting method for determining whether an object has a particular parent archetype
  • added "[!]SCR" DML fingerprinting method for determining whether a script module is loaded
  • added "[!]CFG" DML fingerprinting method for determining whether a configuration variable is defined
  • added support for loading additional video file types: MP4, WEBM, MKV, OGV, MOV, WMF
  • added script manager methods for scripts to generically get parameters from objects: GetAllScriptParams, HasScriptParam, GetScriptParam
  • added script manager methods for scripts to get the currenctly active script modules: GetModuleCount, GetModule
  • added support for using all previously unavailable script service routines in T1
  • added new AI script service routines: SetFaceVisage
  • added new AnimTexture script service routines: ChangeTextureLoc
  • added new Camera script service routines: LockMovement
  • added new DarkGame script service routines: NoMove, PlayerMode, GetPlayerMode, Frob, SaveGame
  • added new DarkUI script service routines: TextMessageFormatted
  • added new Engine script service routines: SetTagBlock, GetTagBlock
  • added new Link script service routines: BroadcastOnAllLinksMany
  • added a new Listener script service for installing hooks into certain subsystems: SubscribeProperty, UnsubscribeProperty, SubscribeObject, UnsubscribeObject, SubscribeLink, UnsubscribeLink, SubscribeHierarchy, UnsubscribeHierarchy
  • added new Object script service routines: SetArchetype, FindDescendantsSpatial, FindScriptDonor, AnyExist, GetAll, GetOne
  • added new Property script service routines: GetIndexed, SetIndexed, SetLocalIndexed
  • added new Quest script service routines: GetFirst, GetNext
  • added new Sound script service routines: SongChange, SongSetTheme
  • added new Version script service routines: GetModPath
  • added "Script" link flavor to permit easily adding an arbitrary number of supplemental scripts to an object
  • added support for 24-bit and 32-bit audio playback in the OpenAL backend
  • added support for the sound spatialization extension in the OpenAL backend
  • added support for nested script module initialization
  • added support for replacing textures assigned to "SKY_HACK" in AnimTexture.ChangeTexture
  • added automap support for arbitrary mission numbers
  • added "e", "Q", and "T" debrief formatting specifiers for displaying enumerations, quantiles, and millisecond-precise time, respectively, on the debriefing screen
  • added "use_obj" command from Shock to Thief
  • added "inv_reset" command to reset the inventory UI
  • added "hpbar_clear_timer" command to clear the HP bar hide timer
  • added "script_ping" command for sending a message to an object or an archetype's descendants and optionally providing three data parameters. This works in both DromEd and the game executable
  • added "goto_mission" command for immediately ending the current mission and going to the mission with the provided number
  • added "dark_map_style" configuration variable for selecting either the new automap style or the old T1 automap style
  • added "dark_menu_training" configuration variable for selecting whether the training button appears on the new game screen
  • added "debrief_font_stats" configuration variable for selecting the font used on the statistics panel in the debriefing screen
  • added "highlight_color" configuration variable for selecting the frob highlight color
  • added "hpbar_timeout" configuration variable for hiding the HP bar after a certain amount of time has passed since the last time the player received damage
  • added "inv_obj_margin" configuration variable for specifying the margin of the rendered inventory items with respect to the edge of the screen
  • added "inv_status_mirror" configuration variable for mirroring the horizontal placement of elements of the status HUD
  • added "inv_status_top" configuration variable for displaying the status HUD aligned to the top of the screen
  • added "inv_weap_spin" and "inv_item_spin" configuration variables for configuring whether rendered inventory weapon and item models rotate while selected
  • added "player_camera_limit_x", "player_camera_limit_y", and "player_camera_limit_z" configuration variables for specifying the player camera's angle limits
  • added "text_message_alignment" configuration variable for selecting the default on-screen message alignment
  • added "text_message_font" configuration variable for selecting the default on-screen message font
  • added "force_filtered_aol" configuration variable for forcing texture filtering on alpha overlays
  • added support for undefining configuration variables by prepending "!" to them
  • added proper support for configuring inventory capabilities
  • added "Mission Game" field to the "DARKMISS" tag block for hinting which game the current mission is for
  • added "Motion DB Res" field to the "RENDPARAMS" tag block for specifying a custom motion database filename
  • added "Star Orientation" field to the "STAROBJVAR" tag block for specifying a custom orientation of the starfield about the world's Z axis
  • added support for dynamically specifying supplemental keybinding definitions in "bnd.ini"
  • added support for scrolling in the hardware devices options menu
  • added sound when interacting with UI sliders and changed their behavior to snap to even intervals
  • added support for supplying additional formatting to panels with "<panel_name>F.BIN"
  • added support for paging in the save and load screens with the arrow or page keys
  • added support for deleting saves by alt-clicking a slot or selecting a slot and using the delete key
  • added "Push MetaProperty" reaction for adding a metaproperty only if it does not already exist on the target
  • added "FromSelf" trap flag for trap-like scripts to determine whether self-referential triggers are allowed
  • added support for loading an optional "mod.cfg" file to allow mods to change the game configuration
  • added "Renderer/Face Str" property for specifying the face strings that AIs should use
  • added support for the "physics", "fly", and "flytoggle" commands in the standard game executable, which can be enabled using the "allow_physics_toggle" and "allow_fly" configuration variables
  • fixed loading of malformed object models that older versions of the game supported
  • fixed a crash when a data path exceeded the maximum buffer size
  • fixed an original issue with the debriefing screen showing the incorrect time in certain cases
  • fixed an original issue that allowed frobbing world objects near a scouting orb immediately after exiting it
  • fixed an original bug that caused a reference to the currently nocked arrow to not be discarded when loading a saved game
  • fixed an original bug that sometimes caused physics calculations to be incorrect if there was a non-OBB door in the mission, which would cause arrows and other projectiles to hang in place
  • fixed some UI sliders in the options menu still being selectable when entering a submenu
  • fixed an issue involving a crash that sometimes occurs if a quicksave and quickload occur too quickly in succession
  • fixed a crash that could occur if a fingerprinted object in a DML has an ID that is too large
  • fixed an original oversight that caused translating doors to not become halted when obstructed
  • fixed an original bug that caused incapacitated bodies to stick to moving terrain objects
  • fixed an issue that prevented the "Pore Size" field of the "Physics/Model/Attributes" property from being set by scripts or dbmods
  • fixed the player camera appearing to get stuck at its limits
  • fixed an original bug that caused looping speech schemas to not work properly with face animations
  • fixed an original bug that prevented face visage priorities from working
  • fixed an original oversight that prevented an "InvFocus" message from being relayed when an inventory item is focused under some circumstances
  • fixed an original bug that caused a visible movement discontinuity when spinning doors become fully open or closed
  • fixed an issue that caused a black portal to remain if a closed and vision-blocking door was teleported or otherwise displaced
  • fixed a crash when attempting to use the "script_test" command in the game executable
  • fixed an issue causing ambient sounds to sometimes persist when opening a menu when using the OpenAL backend
  • holding down the crouch key while in toggle-crouch mode will no longer rapidly crouch and stand the player
  • increased the maximum number of keybindings in the options menu to 256
  • turrets now respect the "AI/Utility/AI Fires Through" property like other ranged AIs
  • UI buttons no longer make sounds when they are disabled or already depressed
  • there is no longer a noticeable delay when clearing or focusing an inventory item
  • configuration variables defined in fm.cfg will no longer be written back to cam.cfg
  • improved command line argument processing to support an arbitrary number of parameters
  • added "datadir" command line option to specify in which directory the root game data is located
  • improved logging to show additional CPU information and properly displays the Windows version number for modern Windows versions
  • the game now uses the system shell font for dialog text and the modern common controls style
  • the close button is now disabled, as it did not function before
  • and more...

DromEd:
  • added "edit_status_invert" configuration variable for inverting the color of the status bar
  • added "edit_color_select" configuration variable to allow choosing DromEd's selection color
  • added "no_auto_relight" configuration variable to prevent relighting automatically during portalization
  • added "ifeq", "ifneq", and "toggle" command directives for accessing and manipulating configuration variables
  • added "check_scripts" command for determining if any object has multiple instances of a script
  • added "script_spy_obj" and "script_unspy_obj" commands for toggling script message spying on an object
  • added "flytoggle" command for toggling whether the player is in fly mode
  • added "set_room_arch" command for assigning room archetypes to the current brush or multibrush
  • added support for explicitly specifying a strings table in gamestrings properties, which now takes the form "<string>@<table>:<default>"
  • added compatibility option to allow the search functionality of the filter dialogs to work in Wine
  • added support for loading primary editor UI rects and coordinates from "GFHR.BIN" and "GFHC.BIN", respectively
  • fixed the "mesh_segs_display" command so that it works without crashing
  • fixed the following commands interfering with DromEd in edit mode: "automap", "debrief", "endgame", "loadout", "objectives", "metagame"
  • fixed buttons and sliders such that they no longer appear depressed after releasing them
  • fixed jitter that would occur when flying into solid terrain with player physics disabled
  • fields of the "Scripts" property are now cleared when it is initially added
  • unreachable lights are now culled from each cell at the end of the lighting stage during processing
  • DromEd can now load without requiring any old resource system (RES) files
  • the texture gadget will no longer exceed the total number of loaded textures
  • DromEd now uses the system shell font for dialog text and the modern common controls style
  • the close button is now disabled when in game mode, where it did not previously function
  • and more...

Other:
  • added "sq_include" and "sq_exclude" configuration variables for explicitly including or excluding Squirrel script files
  • added SetPeriodicTimer and LinkSource methods for Squirrel scripts
  • added a statistically superior and faster random number generator
  • updated the Squirrel OSM to account for new scripting features
  • and more...
...only we know the secrets of the Glyphs...only we know the truth... - Keeper Archives

"To shape a glyph is to shape History." - Caduca

Glypher

На форуме ariane4ever 11 мая была выложена новая версия NewDark. Это неофциальный/полуофициальный релиз. Автор данной версии уже не Le Corbeau, а некий Thorne. Неизвестно, кто скрывается под этим именем, но список изменений довольно внушительный.

Как я понимаю, в данной версии была также решена проблема с микролагами. У кого она присутствовала, можете протестировать.
...only we know the secrets of the Glyphs...only we know the truth... - Keeper Archives

"To shape a glyph is to shape History." - Caduca

Zontik

Быстренько пробежался по списку, ничего революционного не обнаружил. В основном похоже на уборку после ремонта. Дело хорошее, но у уборщика нет лицензии, а вода для мытья пола взята из неизвестного источника. Воздержусь пока.
Дайте глазам отдохнуть! Тёмное место

Force

Шикарная новость, спасибо!  :up:

goodman

Цитата: Glypher от 13 мая 2025 21:55:30Как я понимаю, в данной версии была также решена проблема с микролагами. У кого она присутствовала, можете протестировать.

Поставил, как раз затестирую AlternaCrystallis 2

Silentor

Распаковал две папки в Т2. Версия стала с 1.26 на 1.28
Но проблема с большими режимами не ушла.
На мониторе 5:4 1280х1024 даёт интерфейс 4х3, но без сглаженных контуров картинки, шрифтов. И в игре диапазон, хоть и не очень заметно, но на 4:3 растянутый.
В режиме 4:3 1280х960 интерфейс заполняет весь экран и в игре также.
В интерфейсе сглаженности тоже нет.
Только в режиме 16:10 всё в рамках и гладко в меню.
То есть в движке, расширяя режимы, "Ле Корбю" не докрутил.

А что значит:
Цитировать- добавлены переменные конфигурации "player_camera_limit_x", "player_camera_limit_y" и "player_camera_limit_z" для
указания пределов угла камеры игрока
Может это поможет? Или на ТТЛГ спросить?

Забавно:
Цитировать- DromEd will no longer stop working after 03:14:07 on Tuesday, 19 January 2038
Планировалось отключить редактор через сорок лет? ))


Zontik

ЦитироватьПланировалось отключить редактор через сорок лет?
Скорее, это что-то из разряда "Проблемы-2000" или "640 Кб хватит всем".
Дайте глазам отдохнуть! Тёмное место

Chuzhoi

Цитата: Zontik от 15 мая 2025 16:21:08Скорее, это что-то из разряда "Проблемы-2000" или "640 Кб хватит всем".
Это самая настоящая проблема 2038 года.

Silentor

Вот нашёл, что для сглаженности надо этот параметр активировать.
Зачем его по умолчанию закрыли?
Цитировать; force scaled menu and 2D overlay graphics to always use bilinear filtering, even when scaled an even multiple
; (smoothness/fuzziness vs pixel perfectness)
d3d_disp_force_filter_scale2d

Удержать 4:3 на мониторе 5:4 смог только с опцией масштабирование в GPU

А отдельное изменение вертикального поля обзора FOV похоже не предвидится.  :\

Glypher

Вышел хотфикс от 15.05.2025.

Цитировать
  • added "run_sys_wait" DromEd command for running system commands and waiting on the result (Thanks, Jayrude!)
  • fixed regression involving toggle crouch failing to function when not bound to a standard keyboard key. The new behavior is now controlled by the opt-in "crouch_norepeat" bind variable (Thanks, Taffingtaffer!)
  • fixed regression involving some translating door setups being incompatible with the relevant fix. The translating door blocking fix is now controlled by by the opt-in "trans_door_block_fix" configuration variable (Thanks, FenPhoenix and vfig!)
  • fixed an original bug that caused the player head speed to not be reset when unequipping the sword while charged (Thanks, FenPhoenix and vfig!)
...only we know the secrets of the Glyphs...only we know the truth... - Keeper Archives

"To shape a glyph is to shape History." - Caduca

Glypher

#11
Если у кого-то есть предложения по тому, что можно исправить/улучшить, пишите в теме на TTLG. Автор отслеживает тему.
...only we know the secrets of the Glyphs...only we know the truth... - Keeper Archives

"To shape a glyph is to shape History." - Caduca

Soul_Tear

Хорошо, что что-то делается.

Soul_Tear

2377 просматривающих? :aaa:


goodman

#14
Цитата: Glypher от 19 мая 2025 18:32:30Если у кого-то есть предложения по тому, что можно исправить/улучшить,

Glypher, я так и не понял, в 1.28 кол-во сейвов увеличено до ста или нет? У меня не работает..