What's new in TDM 1.06: Difference between revisions
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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=52 Changelog] | ||
{{ | {{released|1.06|2011-06-19}} | ||
Source Revision 4890 | |||
<br> | |||
<br> | |||
== Changes / Features / Issues fixed == | |||
* [http://bugs.thedarkmod.com/view.php?id=541 #541]: AI should turn on lights while searching nearby (AI) (grayman) | |||
* [http://bugs.thedarkmod.com/view.php?id=1623 #1623]: AI don't notice lights going out in front of them (AI) (grayman) | |||
* [http://bugs.thedarkmod.com/view.php?id=2133 #2133]: Add random tips to loading screen (GUI) (Springheel) | |||
* [http://bugs.thedarkmod.com/view.php?id=2202 #2202]: Campaign Support (GUI) (greebo) | |||
* [http://bugs.thedarkmod.com/view.php?id=2264 #2264]: Need a persistent data structure to store info between multiple maps (Coding) (greebo) | |||
* [http://bugs.thedarkmod.com/view.php?id=2449 #2449]: Torch-carriers need pain modification (AI) (Springheel) | |||
* [http://bugs.thedarkmod.com/view.php?id=2457 #2457]: Special search animations for torch-bearers (Animation) (Springheel) | |||
* [http://bugs.thedarkmod.com/view.php?id=2518 #2518]: Mac OS X Support (Design/Coding) (greebo) | |||
* [http://bugs.thedarkmod.com/view.php?id=2603 #2603]: AI do not play "notice_lights" bark (AI) (grayman) | |||
* [http://bugs.thedarkmod.com/view.php?id=2613 #2613]: Add more aspect ratios (Coding) (tels) | |||
* [http://bugs.thedarkmod.com/view.php?id=2620 #2620]: Add alarm bark (Sound) (Springheel) | |||
* [http://bugs.thedarkmod.com/view.php?id=2655 #2655]: Werebeast crawler can cause damage above his height (AI) (grayman) | |||
* [http://bugs.thedarkmod.com/view.php?id=2704 #2704]: model models/darkmod/loot/coins/coin_pile.lwo has too many verts for a poly (Models) (Springheel) | |||
* [http://bugs.thedarkmod.com/view.php?id=2715 #2715]: Add option to switch off main menu background music (GUI) (greebo) | |||
* [http://bugs.thedarkmod.com/view.php?id=2717 #2717]: An AI can think he's reached a goal that's on the floor above him (AI) (grayman) | |||
* [http://bugs.thedarkmod.com/view.php?id=2723 #2723]: tdm_update's differential updater leaves a corrupt tdm_game02.pk4 (GUI) (greebo) | |||
* [http://bugs.thedarkmod.com/view.php?id=2728 #2728]: Rats interfering with AI movement (AI) (grayman) | |||
* [http://bugs.thedarkmod.com/view.php?id=2731 #2731]: AI playing default footsteps on straw mat? (Sound) (Springheel) | |||
* [http://bugs.thedarkmod.com/view.php?id=2732 #2732]: AI leaves one of locked double doors unlocked (AI) (grayman) | |||
* [http://bugs.thedarkmod.com/view.php?id=2734 #2734]: Inaccurate AAS data can lead to a hang. (Coding) (grayman) | |||
* [http://bugs.thedarkmod.com/view.php?id=2739 #2739]: Some stim/responses are being overwritten by others (AI) (grayman) | |||
* [http://bugs.thedarkmod.com/view.php?id=2740 #2740]: AI weapons sometimes cause bad pathfinding (AI) (grayman) | |||
* [http://bugs.thedarkmod.com/view.php?id=2744 #2744]: Still getting "Cannot find attachment X to destroy" error (Coding) (greebo) | |||
* [http://bugs.thedarkmod.com/view.php?id=2746 #2746]: "Wait until Ready" GUI to be displayed when the mission is ready to start (GUI) (greebo) | |||
* [http://bugs.thedarkmod.com/view.php?id=2747 #2747]: Crashes after a "Doom 3 Blue Window" type of game shutdown (Coding) (greebo) | |||
* [http://bugs.thedarkmod.com/view.php?id=2748 #2748]: Add lighting animations to female characters (AI) (Springheel) | |||
* [http://bugs.thedarkmod.com/view.php?id=2750 #2750]: In-Game Downloader stops when switching pages (GUI) (greebo) | |||
* [http://bugs.thedarkmod.com/view.php?id=2751 #2751]: Stale download progress info when requeing downloads (GUI) (greebo) | |||
* [http://bugs.thedarkmod.com/view.php?id=2757 #2757]: Downloaded missions don't appear until full restart (GUI) (greebo) | |||
* [http://bugs.thedarkmod.com/view.php?id=2762 #2762]: New path_corner type: "Follow this Actor" (AI) (greebo) | |||
* [http://bugs.thedarkmod.com/view.php?id=2767 #2767]: Savegame Compression (Coding) (stgatilov) | |||
* [http://bugs.thedarkmod.com/view.php?id=2768 #2768]: More portable lightgem - getting rid of named pipe / shared memory (Coding) (stgatilov & JC Denton) | |||
* [http://bugs.thedarkmod.com/view.php?id=2774 #2774]: Restart Mission crashes after saving and dying when a weapon is drawn (Coding) (greebo) | |||
== | == Campaign Support == | ||
* Maps can now be strung together to make multi-mission [[Setting_up_Campaigns | Campaigns]]. | |||
A number of new Campaign specific systems have be built. | |||
* Multiple Briefings | |||
* Multiple Briefing Videos | |||
* De-Briefing Videos | |||
* Conditional Objectives that span missions | |||
* Inventory and Loot management for mult-mission setup | |||
== OSX Support == | |||
* | * This will be the first Dark Mod release to officially ship with a Mac OSX binary. | ||
{{clear}} | |||
== Animations == | == Animations == | ||
* A dozen new animations added, including eat_carrot, sit_talk_gesture (x3), bang_door, walk_alert_torch, sit_turnpage, idle_ponder, and lift_skirt (Springheel) | * A dozen new animations added, including eat_carrot, sit_talk_gesture (x3), bang_door, walk_alert_torch, sit_turnpage, idle_ponder, and lift_skirt (Springheel) | ||
== AI == | == AI == | ||
Line 50: | Line 67: | ||
* AI can now be made to notice whether specific lights have been extinguished or "switched off" and will now [[Relighting_Lights | RELIGHT]] them. | * AI can now be made to notice whether specific lights have been extinguished or "switched off" and will now [[Relighting_Lights | RELIGHT]] them. | ||
* AI can now be made to follow behind other (Leader) AI with an easier spawnarg method. | * AI can now be made to follow behind other (Leader) AI with an easier spawnarg method. | ||
== GUI == | == GUI == | ||
Line 59: | Line 75: | ||
* The menu supports now a couple more resolutions ('''1360x768''', '''1600x900''', etc.) and two more aspect ratios ('''5:4''' and '''16:9 TV''') (Tels) | * The menu supports now a couple more resolutions ('''1360x768''', '''1600x900''', etc.) and two more aspect ratios ('''5:4''' and '''16:9 TV''') (Tels) | ||
* The menu supports an optional bow aimer(Dram, New Horizon) | |||
{{clear}} | {{clear}} | ||
== Savegames == | == Savegames == | ||
Line 68: | Line 85: | ||
== Entities == | |||
[[Image:Newchars106.jpg|300px|New characters|right]] | |||
* New character head (Springheel) | * New character head (Springheel) | ||
Line 77: | Line 94: | ||
* New AI characters: Builder Forger / Engineer/ BlackSmith (Springheel) | * New AI characters: Builder Forger / Engineer/ BlackSmith (Springheel) | ||
* New AI characters: Inventor Scientist / Gentleman scientist (Springheel) | * New AI characters: Inventor Scientist / Gentleman scientist (Springheel) | ||
== Textures == | == Textures == | ||
Line 83: | Line 99: | ||
* New scattered paper decals x3 (Springheel) | * New scattered paper decals x3 (Springheel) | ||
== '''Release news links''' == | |||
*[http://www.thedarkmod.com/posts/june-19th-2011/ TheDarkMod.com News] | |||
*[http://forums.thedarkmod.com/topic/12844-tdm-106-released/ The Dark Mod forums News & Announcements] | |||
*[https://www.moddb.com/mods/the-dark-mod/news/june-mega-update ModDB.com] | |||
{{clear}} | |||
{{whatsnew|sort=194}} | {{whatsnew|sort=194}} |
Latest revision as of 05:14, 4 February 2021
See also the changelog on our bugtracker page: Changelog
Version 1.06 of The Dark Mod has been released on 2011-06-19.
Source Revision 4890
Changes / Features / Issues fixed
- #541: AI should turn on lights while searching nearby (AI) (grayman)
- #1623: AI don't notice lights going out in front of them (AI) (grayman)
- #2133: Add random tips to loading screen (GUI) (Springheel)
- #2202: Campaign Support (GUI) (greebo)
- #2264: Need a persistent data structure to store info between multiple maps (Coding) (greebo)
- #2449: Torch-carriers need pain modification (AI) (Springheel)
- #2457: Special search animations for torch-bearers (Animation) (Springheel)
- #2518: Mac OS X Support (Design/Coding) (greebo)
- #2603: AI do not play "notice_lights" bark (AI) (grayman)
- #2613: Add more aspect ratios (Coding) (tels)
- #2620: Add alarm bark (Sound) (Springheel)
- #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)
- #2715: Add option to switch off main menu background music (GUI) (greebo)
- #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)
- #2744: Still getting "Cannot find attachment X to destroy" error (Coding) (greebo)
- #2746: "Wait until Ready" GUI to be displayed when the mission is ready to start (GUI) (greebo)
- #2747: Crashes after a "Doom 3 Blue Window" type of game shutdown (Coding) (greebo)
- #2748: Add lighting animations to female characters (AI) (Springheel)
- #2750: In-Game Downloader stops when switching pages (GUI) (greebo)
- #2751: Stale download progress info when requeing downloads (GUI) (greebo)
- #2757: Downloaded missions don't appear until full restart (GUI) (greebo)
- #2762: New path_corner type: "Follow this Actor" (AI) (greebo)
- #2767: Savegame Compression (Coding) (stgatilov)
- #2768: More portable lightgem - getting rid of named pipe / shared memory (Coding) (stgatilov & JC Denton)
- #2774: Restart Mission crashes after saving and dying when a weapon is drawn (Coding) (greebo)
Campaign Support
- Maps can now be strung together to make multi-mission Campaigns.
A number of new Campaign specific systems have be built.
- Multiple Briefings
- Multiple Briefing Videos
- De-Briefing Videos
- Conditional Objectives that span missions
- Inventory and Loot management for mult-mission setup
OSX Support
- This will be the first Dark Mod release to officially ship with a Mac OSX binary.
Animations
- A dozen new animations added, including eat_carrot, sit_talk_gesture (x3), bang_door, walk_alert_torch, sit_turnpage, idle_ponder, and lift_skirt (Springheel)
AI
- AI can now be made to notice whether specific lights have been extinguished or "switched off" and will now RELIGHT them.
- AI can now be made to follow behind other (Leader) AI with an easier spawnarg method.
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:
- The menu supports now a couple more resolutions (1360x768, 1600x900, etc.) and two more aspect ratios (5:4 and 16:9 TV) (Tels)
- The menu supports an optional bow aimer(Dram, New Horizon)
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)
- New AI characters: Inventor Scientist / Gentleman scientist (Springheel)
Textures
- New scattered paper decals x3 (Springheel)
Release news links