You can read and reply to posts and download all mods without registering.
We're an independent and non-profit fan-site. Find out more about us here.
Changes and fixes for v2.43---------------------------General: - fixed various smaller issues that could potentially affect stability - fixed light radius from dynamic lights on other objects so it matches light radius on terrain (instead of infinite) - fixed (or at least reduced) issue where on rare occasions it could turn AIs invulnerable and non-collidable after loading or level transition (fix may not apply to existing savegames where this already happened) - fixed bug with archive extraction failure not being detected properly in FMSel, at least for archives with unsupported compression method (like old zips using "Implode") - fixed some bugs in FMSel with localization, paths containing umlauts and other special characters, and added OGG to WAV conversion option - fixed DML parsing bug with link IDs - fixed bug with "d3d_disp_enable_atoc 1" on nVidia where it ended up using SSAA (if available) instead of ATOC - fixed bug where filtering was applied to even pixel scaled UI in DX9 on most resolutions even when it shouldn't have - added subtitle support - added support for mission DMLs to include so called fingerprints, data that can link a DML to a particular mission (because mission filenames are often the same for different OMs/FMs) - added support for mission DMLs to be bundled in dbmods subdirectories - added support for DMLs to request additional OSMs and to reference objects by name - and more...DromEd: - fixed bug that reversed the OSM load order each time a mission was saved - fixed editor lockup when setting Texture Anim Data rate to 0 - fixed updates after changing Texture Anim Data property in edit mode so it doesn't require reportalization - fixed bug with reconstruct_lights command, it falsely created a brush light for the first anim light object - fixed inconsistencies with "AI->Utility->Pathable object", it used the property value in some places but not others, now it always uses it - fixed bug with "Particle Launch Info" that caused "Loc unrotated?" to end up unchecked after each load - fixed bug with "Medium 5-pt" lightmaps that could cause additional artifacts/seams under certain circumstances - fixed inadequate handling of room EAX types where deleting/editing room brushes could mess up EAX assignments of a lot of rooms - fixed issue with pendulum tweq freezing with lower rotational speeds - fixed "skybox" and "envbox" commands when running in widescreen resolutions - fixed uvmap_cylinder bug when lightmap scale was not 1 and added option for automatic V tiling calculation - fixed bug with self-illum water (i.e. lava) not working when lightmapped water was enabled - fixed bug with mousewheel not working in mono console - fixed bug with darkdlgs Export function, it didn't always export all links - increased MAX_GLOBAL_RENDER, MAX_GLOBAL_PLANES and MAX_GLOBAL_POINTS - cleaned up metaproperty sub-menus in darkdlgs property popup menus - cleaned up the metaproperties tree dialog resolving some issues with delete, drag-and-drop and not being able to distinguish between metaproperties and regular archetypes using metaproperties - changed so object name properties in the obj properties dialog are displayed in bold if the object has an explicit name assigned (and not automatic parent name applied) - changed "lm32_params" defaults to 1 1 when creating new missions (see new_config_vars.txt) - added resize support for some dialogs - added a separate icon for metaproperties in dialogs - added Dynamic Light Radius property - added "object X is partially or completely out of world, physics deactivated" mono warnings for objects with physics shape not entirely inside world (only the message is new, the underlying deactivation has always happened) - added support for rotational tweqs to affect a DetailAttachement link's rotation - added option to CreatureAttachment links to select rotation behavior - added right-click support for filter buttons to quickly select solo filters - added more functions to Camera script service interface - added "CameraAttach" and "CameraDetach" script messages when player camera attachment changes - added option to customize the light intensity cutoff for anim lights - added functionality to "set_room_type" command so it displays selection dialog when no arguments are supplied - added support for down-tiling with material file param "tile_factor" - added "mono_quickedit" config var to enable QuickEdit in mono console - added "spew_relations" and "spew_metaprops" commands to monitor link and metaproperty add/remove events, useful to catch feedback loops that slow down framerate - added "rebuild" command that runs "build_dlg" with last used settings without displaying dialog - and more...Sources: - updated lgvid source with an added function to the decoder API to aid subtitle synchronization - new FMSel version with the latest fixes and additions (including some missed strings and an addition in localization file fmsel.po, do a diff for details)Updated various documentation so it doesn't hurt to browse through it again even if you're familiar with it.
yup, another NewDark update, just going through the docs - good stuff, as always. also, everything can be subtitled, not just the movies.
Are you deaf, or why?There isn't much in the game which is without any text to read on. So creating subtitles for anything without it should't be such a big task.
I am not deaf but my hearing is not so great and I always watch movies and series with subtitles. It helps a lot. I play games with subtitles every time I can.