What's new in TDM 1.06: Difference between revisions

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* [http://bugs.angua.at/view.php?id=2739 #2739]: Some stim/responses are being overwritten by others (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2739 #2739]: Some stim/responses are being overwritten by others (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2740 #2740]: AI weapons sometimes cause bad pathfinding (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2740 #2740]: AI weapons sometimes cause bad pathfinding (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2746 #2746]: "Wait until Ready" GUI to be displayed when the mission is ready to start (GUI) (greebo)


== Animations ==
== Animations ==

Revision as of 04:46, 2 May 2011

See also the changelog on our bugtracker page: Roadmap

Version 1.06 of The Dark Mod has not been released yet.

Changes / Features / Issues fixed

  • #2202: Campaign Support (GUI) (greebo)
  • #2264: Need a persistent data structure to store info between multiple maps (Coding) (greebo)
  • #2613: Add more aspect ratios (Coding) (tels)
  • #2655: Werebeast crawler can cause damage above his height (AI) (grayman)
  • #2704: model models/darkmod/loot/coins/coin_pile.lwo has too many verts for a poly (Models) (Springheel)
  • #2717: An AI can think he's reached a goal that's on the floor above him (AI) (grayman)
  • #2723: tdm_update's differential updater leaves a corrupt tdm_game02.pk4 (GUI) (greebo)
  • #2728: Rats interfering with AI movement (AI) (grayman)
  • #2731: AI playing default footsteps on straw mat? (Sound) (Springheel)
  • #2732: AI leaves one of locked double doors unlocked (AI) (grayman)
  • #2734: Inaccurate AAS data can lead to a hang. (Coding) (grayman)
  • #2739: Some stim/responses are being overwritten by others (AI) (grayman)
  • #2740: AI weapons sometimes cause bad pathfinding (AI) (grayman)
  • #2746: "Wait until Ready" GUI to be displayed when the mission is ready to start (GUI) (greebo)

Animations

  • A dozen new animations added, including eat_carrot, sit_talk_gesture (x3), bang_door, walk_alert_torch, sit_turnpage, and lift_skirt (Springheel)

GUI

  • In fixing #2613 a new CVAR "r_fovRatio" was added (Tels), this defines the ratio between X and Y FOV and can be used setup arbitrary wide-screen or multi-monitor resolutions:
FOV 16:10 on 1920x600 FOV 32:10 on 1920x600 (TDM v1.06)
  • The menu support now a couple more resolutions (1360x768, 1600x900, etc.) and more two aspect ratios (5:4 and 16:9 TV) (Tels)


Savegames

  • Savegames are now compressed on-the-fly, which reduces their size further by a factor of 2..4 depending on the mission. For example, saving at the start of "Heart" yielded 85 Mbyte with v1.03, 11 Mbyte with v1.04 and will yield 2.5 Mbyte with v1.06. (stgatilov)


Entities

  • New character head (Springheel)
  • New hanging wheel chandelier model (Springheel)
  • New door handle model (Springheel)
  • New AI characters: Builder Forger / Engineer/BlackSmith (Springheel)

Textures

  • New scattered paper decals x3 (Springheel)



See also