What's new in TDM 1.02: Difference between revisions

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'''v1.02 has not yet been released, so this page may change at any time.'''
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.angua.at/changelog_page.php?project_id=2 Changelog].
Source Revision 3895
 
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== Changes / Features / Issues fixed ==
== Changes / Features / Issues fixed ==
* [http://bugs.angua.at/view.php?id=2151 #2151]: replaceInvItem() script event didn't accept $null_entity  
* [http://bugs.thedarkmod.com/view.php?id=2151 #2151]: replaceInvItem() script event didn't accept $null_entity  
* [http://bugs.angua.at/view.php?id=2174 #2174]: "snd_alert3hc" was not used by the code due to a typo
* [http://bugs.thedarkmod.com/view.php?id=2174 #2174]: "snd_alert3hc" was not used by the code due to a typo
* [http://bugs.angua.at/view.php?id=2172 #2172]: attachToPos scriptevent not working
* [http://bugs.thedarkmod.com/view.php?id=2172 #2172]: attachToPos scriptevent not working
* [http://bugs.angua.at/view.php?id=2145 #2145]: New objective components to detect readable open/close/page_reached events.
* [http://bugs.thedarkmod.com/view.php?id=2145 #2145]: New objective components to detect readable open/close/page_reached events.
* [http://bugs.angua.at/view.php?id=2190 #2190]: Moss patches can spawn on players head and is mantleable.
* [http://bugs.thedarkmod.com/view.php?id=2190 #2190]: Moss patches can spawn on players head and is mantleable.
* [http://bugs.angua.at/view.php?id=2074 #2074]: Crash in idPVS::FreeCurrentPVS - reduced to a warning.
* [http://bugs.thedarkmod.com/view.php?id=2074 #2074]: Crash in idPVS::FreeCurrentPVS
* [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:


STiFU:
* 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 ==
Line 58: Line 60:
* 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]


== See also ==
{{clear}}
 
* [http://thedarkmod.com/downloads.php Download TDM]
* [[What's new in TDM 1.01]]


{{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


See also