What's new in TDM 1.05: Difference between revisions

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* [http://bugs.angua.at/view.php?id=2676 #2676]: Lighting lights does not activate binarymovers (Script / Def)
* [http://bugs.angua.at/view.php?id=2676 #2676]: Lighting lights does not activate binarymovers (Script / Def)
* [http://bugs.angua.at/view.php?id=2680 #2680]: Need a LOD data manager (SEED)
* [http://bugs.angua.at/view.php?id=2680 #2680]: Need a LOD data manager (SEED)
* [http://bugs.angua.at/view.php?id=2683 #2683]: Crash when starting The Thieves (AI)


== AI ==
== AI ==

Revision as of 21:10, 17 March 2011

See also the changelog on our bugtracker page: Roadmap

Release Date

Version 1.05 of The Dark Mod has not yet been released.

Changes / Features / Issues fixed

  • #720: Guards can be made to repeat their door-closing cycle (AI)
  • #1145: AI trying doors they cannot open (AI)
  • #1330: weapons sometimes hover in midair after AI goes ragdoll (AI)
  • #2209: Alert entity proposal (Coding)
  • #2283: Playing cards have invalid mass (Coding)
  • #2468: monsters immune to gas arrows (AI)
  • #2469: Werebeast not affected by flashbomb (AI)
  • #2560: AI Freezing during search (AI)
  • #2568: Rats push heavy moveables too powerfully (Physics)
  • #2578: SEED: Make sure we do not combine entities which cannot be combined (SEED)
  • #2604: AI do not play "gassed" bark (AI)
  • #2621: Add Boost 1.45 static libs for VC++ 2010 (Coding)
  • #2632: add hide_distance support to func_smoke (Coding)
  • #2634: Need a way for the mapper to prevent lod_bias hiding important entities (Coding)
  • #2635: hide_distance < lod_distance is ignored (Coding)
  • #2637: triplet down models/darkmod/architecture/chimneys/square_stone (Models)
  • #2640: Searching AI will freeze long distances from a stim point if they can see the point (AI)
  • #2646: WARNING: Door XYZ is not within a valid AAS area (Coding)
  • #2650: Rats close doors (AI)
  • #2654: Map start triggered cutscenes kill floating AI's (AI)
  • #2659: Rotating doors with (tiny) translation incorrectly clear the "first_frob_open" flag (Coding)
  • #2661: Shop item description display sometimes missing/wrong (GUI)
  • #2662: models/darkmod/architecture/awnings_ roofs/awning_cloth_01_large.lwo has some stray verts (Models)
  • #2664: invert_on_trigger on func_rotating bug (Coding)
  • #2667: AI Moving Untouched Movables (Physics)
  • #2668: Combat State 'unhelmeted' AI are blackjackable from any angle. (AI)
  • #2669: A patrolling AI blocked by movables can get stuck treadmilling. (AI)
  • #2670: Running AIs should not close doors behind them. (AI)
  • #2672: Ingame objectives scroll arrows overlap text (GUI)
  • #2673: KO fails if player steps too close to AI, despite blackjack visually making contact. (Def / Setup)
  • #2674: Blackjack collision box not properly aligned to blackjack (Def / Setup)
  • #2676: Lighting lights does not activate binarymovers (Script / Def)
  • #2680: Need a LOD data manager (SEED)
  • #2683: Crash when starting The Thieves (AI)

AI

  • Nothing yet.


See also