What's new in TDM 1.02: Difference between revisions
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See also the changelog on our bugtracker page: [http://bugs.thedarkmod.com/changelog_page.php?version_id=39 Changelog]. | |||
{{released|1.02|May 25th, 2010}} | |||
See also the changelog on our bugtracker page: [http://bugs. | Source Revision 3895 | ||
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== Changes / Features / Issues fixed == | == Changes / Features / Issues fixed == | ||
* [http://bugs. | * [http://bugs.thedarkmod.com/view.php?id=2151 #2151]: replaceInvItem() script event didn't accept $null_entity | ||
* [http://bugs. | * [http://bugs.thedarkmod.com/view.php?id=2174 #2174]: "snd_alert3hc" was not used by the code due to a typo | ||
* [http://bugs. | * [http://bugs.thedarkmod.com/view.php?id=2172 #2172]: attachToPos scriptevent not working | ||
* [http://bugs. | * [http://bugs.thedarkmod.com/view.php?id=2145 #2145]: New objective components to detect readable open/close/page_reached events. | ||
* [http://bugs. | * [http://bugs.thedarkmod.com/view.php?id=2190 #2190]: Moss patches can spawn on players head and is mantleable. | ||
* [http://bugs. | * [http://bugs.thedarkmod.com/view.php?id=2074 #2074]: Crash in idPVS::FreeCurrentPVS | ||
* [http://bugs. | * [http://bugs.thedarkmod.com/view.php?id=2205 #2205]: Crash at shutdown in idEntity::UnbindNotify() of AI | ||
== Textures == | == Textures == | ||
Fixed missing ''crystal_light'' shader. | |||
Added frob-highlight stage to ''textures/darkmod/metal/grate/trans_grating01''. | |||
List of new and improved textures: | List of new and improved textures: | ||
* textures/darkmod/nature/skybox/mountain_sunset | * textures/darkmod/nature/skybox/mountain_sunset | ||
* Several building facades | * Several building facades | ||
* Selflit gleam added to several windows that were missing it | * Selflit gleam added to several windows that were missing it | ||
* A few new door textures | * A few new door textures | ||
== Models == | == Models == | ||
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* AI don't ramp down quite so quickly from minor alerts, and ramp down a little sooner from major alerts. | * AI don't ramp down quite so quickly from minor alerts, and ramp down a little sooner from major alerts. | ||
== '''Release news links''' == | |||
*[http://www.thedarkmod.com/posts/may-25th-2010/ TheDarkMod.com News] | |||
*[http://forums.thedarkmod.com/topic/11114-tdm-102-available/ The Dark Mod forums News & Announcements] | |||
*[https://www.moddb.com/mods/the-dark-mod/news/may-25th-2010 ModDB.com] | |||
{{clear}} | |||
{{whatsnew}} | {{whatsnew|sort=198}} |
Latest revision as of 15:41, 3 February 2021
See also the changelog on our bugtracker page: Changelog.
Version 1.02 of The Dark Mod has been released on May 25th, 2010.
Source Revision 3895
Changes / Features / Issues fixed
- #2151: replaceInvItem() script event didn't accept $null_entity
- #2174: "snd_alert3hc" was not used by the code due to a typo
- #2172: attachToPos scriptevent not working
- #2145: New objective components to detect readable open/close/page_reached events.
- #2190: Moss patches can spawn on players head and is mantleable.
- #2074: Crash in idPVS::FreeCurrentPVS
- #2205: Crash at shutdown in idEntity::UnbindNotify() of AI
Textures
Fixed missing crystal_light shader. Added frob-highlight stage to textures/darkmod/metal/grate/trans_grating01.
List of new and improved textures:
- textures/darkmod/nature/skybox/mountain_sunset
- Several building facades
- Selflit gleam added to several windows that were missing it
- A few new door textures
Models
- Several new models, including a cart, tree, windmill, toolbox, playing cards, etc.
- New skins added to several models
- added a prop winebottle that AI will hold and drink from
AI
- added a couple new animations
- some specialized idle animations for beggar
- special animations and definitions for "sitting and playing cards"
- fixed some animations so torch-wielders don't burn themselves
- zombie foot-drag sound reduced
- "sleeping" behaviour added to revenant
- "Lantern Bot" AI added
Animations
New frame commands:
- attach - spawn and attach an entity of the given class
- destroy - detach and destroy the entity at the named attachment position
- drop - detach (to world) the entity at the named attachment position
- pickup - teleport and attach to the named pos the named entity
These new commands enable sophisticated animations that create temp. objects, or make the AI able to "transport" one entity from A to B (via "pickup", "walk", "drop").
Sounds
- new candle-pinch sounds (less loud than before)
- new Vocal Set: "Average Jack"
Other
- AI don't ramp down quite so quickly from minor alerts, and ramp down a little sooner from major alerts.
Release news links