What's new in TDM 1.05: Difference between revisions
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<!-- keywords whats new --> | <!-- keywords whats new --> | ||
See also the changelog on our bugtracker page: | See also the changelog on our bugtracker page: [http://bugs.thedarkmod.com/changelog_page.php?version_id=51 Changelog] | ||
{{released|1.05|2011-04-06}} | |||
Source Revision 4749 | |||
<br> | |||
<br> | |||
== Changes / Features / Issues fixed == | |||
* [http://bugs.thedarkmod.com/view.php?id=720 #720]: Guards can be made to repeat their door-closing cycle (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=1145 #1145]: AI trying doors they cannot open (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=1330 #1330]: weapons sometimes hover in midair after AI goes ragdoll (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2209 #2209]: Alert entity proposal (Coding) | |||
* [http://bugs.thedarkmod.com/view.php?id=2283 #2283]: Playing cards have invalid mass (Coding) | |||
* [http://bugs.thedarkmod.com/view.php?id=2468 #2468]: monsters immune to gas arrows (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2469 #2469]: Werebeast not affected by flashbomb (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2560 #2560]: AI Freezing during search (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2568 #2568]: Rats push heavy moveables too powerfully (Physics) | |||
* [http://bugs.thedarkmod.com/view.php?id=2578 #2578]: SEED: Make sure we do not combine entities which cannot be combined (SEED) | |||
* [http://bugs.thedarkmod.com/view.php?id=2604 #2604]: AI do not play "gassed" bark (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2621 #2621]: Add Boost 1.45 static libs for VC++ 2010 (Coding) | |||
* [http://bugs.thedarkmod.com/view.php?id=2632 #2632]: add hide_distance support to func_smoke (Coding) | |||
* [http://bugs.thedarkmod.com/view.php?id=2634 #2634]: Need a way for the mapper to prevent lod_bias hiding important entities (Coding) | |||
* [http://bugs.thedarkmod.com/view.php?id=2635 #2635]: hide_distance < lod_distance is ignored (Coding) | |||
* [http://bugs.thedarkmod.com/view.php?id=2637 #2637]: triplet down models/darkmod/architecture/chimneys/square_stone (Models) | |||
* [http://bugs.thedarkmod.com/view.php?id=2640 #2640]: Searching AI will freeze long distances from a stim point if they can see the point (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2646 #2646]: WARNING: Door XYZ is not within a valid AAS area (Coding) | |||
* [http://bugs.thedarkmod.com/view.php?id=2650 #2650]: Rats close doors (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2654 #2654]: Map start triggered cutscenes kill floating AI's (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2659 #2659]: Rotating doors with (tiny) translation incorrectly clear the "first_frob_open" flag (Coding) | |||
* [http://bugs.thedarkmod.com/view.php?id=2661 #2661]: Shop item description display sometimes missing/wrong (GUI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2662 #2662]: models/darkmod/architecture/awnings_ roofs/awning_cloth_01_large.lwo has some stray verts (Models) | |||
* [http://bugs.thedarkmod.com/view.php?id=2664 #2664]: invert_on_trigger on func_rotating bug (Coding) | |||
* [http://bugs.thedarkmod.com/view.php?id=2667 #2667]: AI Moving Untouched Movables (Physics) | |||
* [http://bugs.thedarkmod.com/view.php?id=2668 #2668]: Combat State 'unhelmeted' AI are blackjackable from any angle. (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2669 #2669]: A patrolling AI blocked by movables can get stuck treadmilling. (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2670 #2670]: Running AIs should not close doors behind them. (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2672 #2672]: Ingame objectives scroll arrows overlap text (GUI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2673 #2673]: KO fails if player steps too close to AI, despite blackjack visually making contact. (Def / Setup) | |||
* [http://bugs.thedarkmod.com/view.php?id=2674 #2674]: Blackjack collision box not properly aligned to blackjack (Def / Setup) | |||
* [http://bugs.thedarkmod.com/view.php?id=2676 #2676]: Lighting lights does not activate binarymovers (Script / Def) | |||
* [http://bugs.thedarkmod.com/view.php?id=2680 #2680]: Need a LOD data manager (SEED) | |||
* [http://bugs.thedarkmod.com/view.php?id=2683 #2683]: Crash when starting The Thieves (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2684 #2684]: Rats cause assertion failures when using debug DLL (Coding) | |||
* [http://bugs.thedarkmod.com/view.php?id=2685 #2685]: Chalice of Kings tickles an assert when using a Debug DLL (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2690 #2690]: AI become confused when chasing player through a door (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2691 #2691]: AI open prefab doors when searching or when chasing the player (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2692 #2692]: AI sometimes block a door they're opening (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2694 #2694]: An AI running toward a closed door can fall into circling behavior at the door (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2700 #2700]: An AI using a door can get blocked and hold up the entire door queue. (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2706 #2706]: Console can get spammed with "AI MoveStack contains more than 100 moves!" (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2708 #2708]: AI can get stuck near monster-clipped tables, etc. (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2712 #2712]: AI don't walk through an open door when it's marked "ai_should_not_handle" (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2716 #2716]: In Beleaguered Fence, a guard opens door *_13 from the floor below (AI) | |||
* [http://bugs.thedarkmod.com/view.php?id=2721 #2721]: Revenant's have become immune to Holy Water Arrows (AI) | |||
== AI == | |||
* Significant improvements to Blackjack mechanics and functionality. | |||
* More AI pathfinding and door handling enhancements | |||
== Entities == | |||
* New [[Atdm:alarm_sound|alert sound]] entity | |||
* New Loot entities | |||
* "func_emitter" entities can have multiple particles at once | |||
* Keys and important small items like loot purses are now a bit brighter than before, and should be more easy to see | |||
== LOD (Level of Detail) == | |||
* A new memory manager to keep track of LOD entities | |||
* Enhanced hide_distance control options | |||
* Enhanced LOD Bias control | |||
* "func_smoke" has hide_distance support | |||
== | == '''Release news links''' == | ||
*[http://www.thedarkmod.com/posts/april-6th-2011/ TheDarkMod.com News] | |||
*[http://forums.thedarkmod.com/topic/12553-tdm-105-released/ The Dark Mod forums News & Announcements] | |||
*[https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-version-105-is-out ModDB.com] | |||
{{clear}} | |||
{{whatsnew|sort=195}} | {{whatsnew|sort=195}} |
Latest revision as of 04:45, 4 February 2021
See also the changelog on our bugtracker page: Changelog
Version 1.05 of The Dark Mod has been released on 2011-04-06.
Source Revision 4749
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)
- #2684: Rats cause assertion failures when using debug DLL (Coding)
- #2685: Chalice of Kings tickles an assert when using a Debug DLL (AI)
- #2690: AI become confused when chasing player through a door (AI)
- #2691: AI open prefab doors when searching or when chasing the player (AI)
- #2692: AI sometimes block a door they're opening (AI)
- #2694: An AI running toward a closed door can fall into circling behavior at the door (AI)
- #2700: An AI using a door can get blocked and hold up the entire door queue. (AI)
- #2706: Console can get spammed with "AI MoveStack contains more than 100 moves!" (AI)
- #2708: AI can get stuck near monster-clipped tables, etc. (AI)
- #2712: AI don't walk through an open door when it's marked "ai_should_not_handle" (AI)
- #2716: In Beleaguered Fence, a guard opens door *_13 from the floor below (AI)
- #2721: Revenant's have become immune to Holy Water Arrows (AI)
AI
- Significant improvements to Blackjack mechanics and functionality.
- More AI pathfinding and door handling enhancements
Entities
- New alert sound entity
- New Loot entities
- "func_emitter" entities can have multiple particles at once
- Keys and important small items like loot purses are now a bit brighter than before, and should be more easy to see
LOD (Level of Detail)
- A new memory manager to keep track of LOD entities
- Enhanced hide_distance control options
- Enhanced LOD Bias control
- "func_smoke" has hide_distance support
Release news links