The Dark Mod - Roadmap
Scheduled For Release 01/01/2026
- 0006674: [Coding] mission.cfg makes no sense (stgatilov)
- 0006470: [Saving/Loading]
Issues with the savegame tool object which may crash TDM(stgatilov) - 0006608: [Graphics]
Support last game frame as in-game main menu background(stgatilov) - 0006690: [Saving/Loading]
2.14-5 long-frobbing with nothing to frob causes immediate CTD(stgatilov) - 0006652: [Models]
Borked UV on model(Amadeus) - 0006606: [Graphics]
Apply tonemap to 3D game only, don't change HUDs(stgatilov) - 0005867: [Graphics]
Try to support interactions on projected decals(stgatilov) - 0006309: [Def / Setup]
Func_Smoke does not correctly loop particles with multiple stages with differing lifespans(stgatilov) - 0006650: [Coding]
Improvements of r_useParallelAddModels(stgatilov) - 0006653: [GUI]
Add option to not select an item in the inventory when picking it up(STiFU) - 0006635: [Design/Coding]
Make Flashbombed AI's become Blackjackable(STiFU) - 0006675: [Models]
Gap in mesh on model - bucket.lwo(Amadeus) - 0006671: [Models]
Several older door models have floating hinges(Amadeus) - 0006641: [Script/Def]
Blackjack hit sounds are inconsistent and propagation barely makes a difference(Amadeus) - 0006060: [Models]
Lever entity in wall_lever01.pfb prefab has gigantic frob box(Amadeus) - 0006272: [Models]
Wardrobe prefab door clips through frame(Amadeus) - 0006663: [Saving/Loading]
Sometimes crash when drawing bow. Might be related to saving/loading and urinating AI(STiFU) - 0006655: [GUI]
idChoiceWindow linked to cvar converts mission override into user value(stgatilov) - 0005023: [Models]
Certain surfaces overbright in fog(Amadeus) - 0006672: [Models]
Models with broken mesh, mis-aligned UV and missing vertex smoothing.(Amadeus) - 0003212: [Graphics]
Hinge doesn't appear in game(Amadeus) - 0006588: [Coding]
Func_fracture infinite decal spawn(Amadeus) - 0005473: [Distribution]
Defs contain wrong info about lockpicks, affecting DR help(Amadeus) - 0006276: [Saving/Loading]
Frequent saving and reloading/"idle_animations_interval" manipulation po causing ai to path find into monster clip and get stuck(STiFU) - 0006590: [Models]
Please add models and prefab to core: Walk-in-safe door(Amadeus) - 0006662: [Models]
Trapdoor prefab has func_emitter with non-existent particle(Amadeus) - 0006661: [GUI]
Minor correction in Romanian.map(Amadeus) - 0006642: [GUI]
Extend Mason Font to All Cyrillic Characters(nbohr1more) - 0006659: [GUI]
Mission downloader should also show the mission completed checkmark(STiFU) - 0006654: [Def / Setup]
func_cameraTargets have collision(Amadeus) - 0006610: [Coding]
OBJ model import issues(stgatilov) - 0005485: [Graphics]
mirrorRenderMap doesn't accept resolution parameters anymore(stgatilov) - 0006649: [Coding]
Light estimate system returns full shadow for parallel lights(stgatilov) - 0006648: [GUI]
Next mission of campaign does not start if all menu states are disabled(stgatilov) - 0006647: [Sound]
In-game main menu music doesn't loop when "leadin" value is applied to custom soundshader.(stgatilov) - 0006617: [GUI]
The live 3D menu in Blackheart Manor is broken as of 2.14 (dev17343-11008)(stgatilov) - 0006593: [GUI]
Compass renderdef model disappears underwater.(stgatilov) - 0006644: [Design/Coding]
Compass broken/dosent show: 2.14 (dev17343-11008)(stgatilov) - 0006629: [GUI]
In the shop menu the description of the slow match is wrong(Amadeus) - 0006630: [Graphics]
Glass shattering animation causes FPS dip(Amadeus) - 0006611: [Coding]
Game can crash when too many pk4s are installed(stgatilov) - 0005223: [Design/Coding]
2.08 Bad internal format console error(nbohr1more)
41 of 42 issue(s) resolved View Issues