What's new in TDM 2.00: Difference between revisions

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<!-- keywords whats new -->
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See also the [http://bugs.angua.at/roadmap_page.php?version_id=59 roadmap] <!-- http://bugs.angua.at/changelog_page.php?version_id=59 changelog] --> on our bugtracker.
See also the [http://bugs.thedarkmod.com/changelog_page.php?version_id=59 changelog] on our bugtracker.
{{released|2.00|2013-10-08}}
{{released|2.00|2013-10-08}}
Source Revision 5890
<br><br>
{{clear}}
'''<font size="5">The Dark Mod 2.0 Standalone Release!!!</font>'''
{{clear}}
<br>
<font size="3">
With the efforts of many developers and content creators, The Dark Mod is at last fully "Standalone".
<br>'''Players <u>no longer need to own or install Doom 3</u> to play The Dark Mod!!!'''
<br><br>Along with the many Asset replacements, the Development team has begun
<br>taking advantage of full source code access to fix longstanding issues.
<br><br>Finally, alongside all this work, Grayman has performed some of the most
<br>extensive AI fixes in the history of the project!
</font>
{{clear}}
<br>


== Changes / Features / Issues fixed ==
== Changes / Features / Issues fixed ==


* [http://bugs.angua.at/view.php?id=578 #578]: falling on a lowering platform doesn't properly subtract the relative velocity, so you get more hurt than you should (Design/Coding) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=578 #578]: falling on a lowering platform doesn't properly subtract the relative velocity, so you get more hurt than you should (Design/Coding) (grayman)
* [http://bugs.angua.at/view.php?id=1104 #1104]: Gas arrows leak through glass and doors (AI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=1104 #1104]: Gas arrows leak through glass and doors (AI) (grayman)
* [http://bugs.angua.at/view.php?id=1184 #1184]: Glass doors - spawnarg to disable portal closing (Mapping) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=1184 #1184]: Glass doors - spawnarg to disable portal closing (Mapping) (grayman)
* [http://bugs.angua.at/view.php?id=1188 #1188]: Target entity for easy changing of AI sound loss on portals (Mapping) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=1188 #1188]: Target entity for easy changing of AI sound loss on portals (Mapping) (grayman)
* [
* [




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== Translation ==
== Translation ==


Significant contributions over the course of 2.0 development. Last documented in [[Translation]]
== '''Release news links''' ==
*[http://www.thedarkmod.com/posts/test-2/ 'Upcoming' news]
*[http://www.thedarkmod.com/posts/free-standalone-tdm-2-0-now-available/ TheDarkMod.com News]
*[http://forums.thedarkmod.com/topic/15099-tdm-200-standalone-released/ The Dark Mod forums News & Announcements]
*[https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-20-standalone ModDB.com]
{{clear}}


{{whatsnew|sort=200}}
{{whatsnew|sort=200}}

Latest revision as of 14:07, 4 February 2021

See also the changelog on our bugtracker.

Version 2.00 of The Dark Mod has been released on 2013-10-08.

Source Revision 5890

The Dark Mod 2.0 Standalone Release!!!


With the efforts of many developers and content creators, The Dark Mod is at last fully "Standalone".
Players no longer need to own or install Doom 3 to play The Dark Mod!!!

Along with the many Asset replacements, the Development team has begun
taking advantage of full source code access to fix longstanding issues.

Finally, alongside all this work, Grayman has performed some of the most
extensive AI fixes in the history of the project!



Changes / Features / Issues fixed

  • #578: falling on a lowering platform doesn't properly subtract the relative velocity, so you get more hurt than you should (Design/Coding) (grayman)
  • #1104: Gas arrows leak through glass and doors (AI) (grayman)
  • #1184: Glass doors - spawnarg to disable portal closing (Mapping) (grayman)
  • #1188: Target entity for easy changing of AI sound loss on portals (Mapping) (grayman)
  • #1771: Need minimum time (or some control method) between barks of different alert levels (AI)(angua)
  • #2416: Sleeping AI can fall through the ground when they wake up (AI) (grayman)
  • #2527: Give weapons to archers (AI) (grayman)
  • #2533: Archers run into player at melee range (AI) (grayman)
  • #2624: Buggy AI prop lantern (AI) (grayman)
  • #2682: Savegame names with dots overwrite each other (Loading\Saving) (tels)
  • #2752: Changing AIs from neutral to enemies during game does not work unless the AIs bump into each other. (AI) (grayman)
  • #2829: Flashbombs should reduce AI hearing as well. (AI) (grayman)
  • #2924: AI react too fast to missing objects (AI) (grayman)
  • #2925: AI should look at target when warning (AI) (grayman)
  • #2953: Add _Propogated_ material-specific bounce sounds to ragdolls (Coding) (Springheel)
  • #2964: Combat: Enemy AI get stuck after hitting each other once (AI) (grayman)
  • #2966: Get rid of hardcoded ~/doom3 path on Linux (coding) (tels)
  • #3009: Blocking AI in chair traps them in place (AI) (grayman)
  • #3042: Open visportals do not propagate sound loss to player. (Sound System) (grayman)
  • #3100: Having an unaccessible path_flee_point breaks AI fleeing behavior (AI) (grayman)
  • #3108: Merge 7318's 3D Skybox Code (coding) (7318 and grayman)
  • #3125: Revising Framework/FileSystem for clarity (coding) (taaaki)
  • #3128: Movable Oil lamps behave strangely (Script/Def) (grayman)
  • #3140: Use "taking fire" soundshader when AI hit by arrows (AI) (grayman)
  • #3159: Update longsword model (Models) (Springheel)
  • #3166: After putting away sword AI still uses weapon_idle (Coding) (grayman)
  • #3181: Examine which barks should propogate to friendly AI (AI) (Springheel)
  • #3182: Idle animations can interrupt idle barks. (AI) (grayman)
  • #3195: Prevent TDM from running as root (coding) (taaaki)
  • #3201: Replace D3 Heads (Models) (Springheel)
  • #3202: Mute AI can engage in greetings (AI) (grayman)
  • #3203: Crouch-walking on stone can NEVER alert AI (AI) (Springheel)
  • #3209: Missing idMover::Events (Coding) (tels)
  • #3217: Need script event to set text of objective (Objectives) (tels)
  • #3223: Add ability for individual entities to randomly not spawn (Coding) (tels)
  • #3228: Adding Sound loss on regular visportals (Sound System) (grayman)
  • #3232: add a way for scripts to query the TDM version (Script/Def) (tels)
  • #3239: getRadius() script event is missing from lights (Script/Def) (tels)
  • #3257: Remove D3 setup scripts (Coding) (tels)
  • #3258: Stealth score doesn't include arrow alerts? (Coding) (grayman)
  • #3259: I18n.pl missing certain inventory name-setting syntax (coding) (tels)
  • #3260: Change the way scriptEvents are declared (Coding) (greebo)
  • #3261: Updater and in-game downloader choke on some HTTP responses (TDM Updater)(tels)
  • #3263: snd_opened does not work on sliding doors (Coding) (grayman)
  • #3264: Noshadows_lod_x spawnarg actually affects (x-1) LOD (Coding) (tels)
  • #3271: add getDifficultyLevel() script event (Script/Def) (tels)
  • #3277: Add getBoolKey() to scripting interface (Script/Def) (tels)
  • #3278: Snow particle effect dosent render in certain situations: (AI) (grayman)
  • #3280: AI Used to take cover from player; no longer working (AI) (grayman)
  • #3282: add getShouldered(), getDragged() and getGrabbed() script events (Script/Def) (tels)
  • #3285: atdm:ai_townsfolk_commoner has broken skin (Def / Setup) (tels)
  • #3286: Eating food can crash with ERROR:idRenderWorld::UpdateEntityDef: index = -1 (coding)(tels)
  • #3287: MapShutdown() is called twice during shutdown (Coding) (tels)
  • #3288: add floor() and ceil() script events (Script/Def) (tels)
  • #3289: add setViewAngles() to idPlayer (Script/Def) (tels)
  • #3290: When getting up, sitting AI might use the getting up from sleeping animation (AI) (grayman)
  • #3291: AI play wrong vocal when drowning (AI) (grayman)
  • #3292: Wrong objective level names in end mission screen (Design/Coding) (grayman)
  • #3293: Water Impact sounds (Sound) (Springheel)
  • #3294: Integrated Mission Downloader has inconsistent mission handling (for some missions) (Tweaking) (tels)
  • #3297: There is no ko_script spawnarg for AI. (Design/Coding) (tels)
  • #3302: Placing the playerstart inside a trigger_once_entityname causes crash. (Coding) (tels)
  • #3307: The "finished mission" mark is missing on line 10 (GUI) (tels)
  • #3309: Too easy to kill AI with arrows. (Def / Setup) (Springheel)
  • #3310: Civilian AI should flee when encountering dead body. (AI) (grayman)
  • #3313: Picked pockets are counted twice (Design/Coding) (grayman)
  • #3314: Found bodies of enemies killed by player do not count to 'Bodies found' (Coding) (grayman)
  • #3315: Second identical item pickpocketed does not count to "Pockets picked" statistic (Coding) (grayman)
  • #3316: Pickup messages for stackable objects do not include count information. (Coding) (grayman)
  • #3317: AI need ability to react to sudden deaths of nearby AI (AI) (grayman)
  • #3318: Find someone to do Yandros's script (sound) (Springheel)
  • #3322: pagan belt is black (AI) (Springheel)
  • #3323: Need support for AI greeting pagans and beggars (AI) (grayman)
  • #3325: Need barks for civilians fleeing after seeing body (AI) (Springheel)
  • #3330: Correct incorrect AI ranks (AI) (grayman)
  • #3331: AI have several problems when entering Combat (AI) (grayman)
  • #3332: Some electric lights not working recently (Def / Setup) (grayman)
  • #3335: Replace D3 impact sounds (Sound) (Springheel)
  • #3338: AI Greetings should have additional limits (AI) (grayman)
  • #3340: Sound is leaking out of area it shouldn't (Sound) (grayman)
  • #3341: AI do not do random head-turning when searching? (AI) (Springheel)
  • #3343: Human AIs don't see monsters (AI) (grayman)
  • #3345: Flame based lights not working in Standalone TDM (Coding) (Springheel)
  • #3347: Next batch of sounds to replace (Sound) (Springheel)
  • #3348: Rig new skeleton (AI) (Springheel)
  • #3349: Rusted builder needs new arms and legs (AI) (Springheel)
  • #3351: Game crashes on load if no FM in fms folder. (TDM Launcher) (taaaki)
  • #3353: Crashing Upon Approaching Mine(s) With Lockpicks Drawn To Disarm (Saving/Loading) (grayman)
  • #3355: AI react too quickly to barks that include messages (AI) (grayman)
  • #3356: AI respond too quickly to audible alerts (AI) (grayman)
  • #3357: Fleeing AI problem at path_flee (AI) (grayman)
  • #3358: Cannonball damages player differently than AI (AI) (grayman)
  • #3360: Standalone textures needed (Textures) (Springheel)
  • #3361: atdm:moveable_torch1 does not extinguish if dropped sideways (Script/Def) (grayman)
  • #3363: Drop body sound using blackjack sheath? (Sound) (Springheel)
  • #3368: Envshot is broken in TheDarkMod.exe (coding) (taaaki)
  • #3370: Moveables can hurt the player and AI (Physics) (grayman)
  • #3372: AI not playing pain animation (AI) (grayman)
  • #3373: Builder2 vocals missing monster barks (AI) (Springheel)
  • #3375: Sleeping Builder in Outpost not sleeping (AI) (grayman)
  • #3381: Briefing videos are broken (GUI) (grayman)
  • #3385: Blood Decals not dropping? (textures) (Springheel)
  • #3386: Blood Decals fading away (textures)(grayman)
  • #3387: Change the TDM revision number from 1.09 to 2.00 (Coding) (grayman)
  • #3388: Issue with Transaction scripted scene *spoilers* (Def / Setup) (grayman)
  • #3389: Inaccurate AI positioning on elevators (AI) (grayman)
  • #3390: Door Handling -- AI couldn't open half-open door. (AI) (grayman)
  • #3391: Allow warnings and crashes when def entities don't exist (Coding) (grayman)
  • #3392: flickering light entities not working properly (Def / Setup) (Springheel)
  • #3393: TDM 2.00 crashes Alberic's Curse (Coding) (grayman)
  • #3394: Ragdoll AI not propagating sounds properly (Sound) (grayman)
  • #3395: Create/re-enable voice volume slider in main menu (Sound) (grayman)
  • #3396: Need to distinguish between sleeping on bed and sleeping on floor (AI) (grayman)
  • #3397: Stange sound distortion in Let Sleeping Thieves Lie (Sound) (Springheel)
  • #3399: Func_portals disable info_locationseperator entities. (Design/Coding) (grayman)
  • #3401: Drowning broken? (Def / Setup) (Springheel)
  • #3402: atdm:lamp_electric_square_1_lit is too bright (Def / Setup) (Springheel)
  • #3403: Alpha layer borked in texture - textures/darkmod/decals/dirt/stain01bwet (textures) (Springheel)
  • #3404: Gas arrows not putting out torches? (Physics) (Springheel)
  • #3406: [GUI] Voice audio settings are not translated (tels)
  • #3410: [Distribution] TDM 2.0 beta exits with error code on startup (taaaki)
  • #3411: [Coding] Common difficulty names are not translated (tels)
  • #3413: [Sound] Swimming and splashing (jump into water) do not propagate sound to AI (Springheel)
  • #3414: [AI] Eliminate or reduce wavering in AI walk (grayman)
  • #3415: [AI] AI greeting can occur too often for stationary AI or multiple AI in a group (grayman)
  • #3419: [Coding] in-game downloader does not randomize the server URLs (tels)
  • #3420: [AI] Daggers don't have replacement anims (Springheel)
  • #3422: [AI] AI ignore breaking glass of gas arrow (Springheel)
  • #3423: [AI] Idle barks during searches (grayman)
  • #3424: [AI] A group of guards can search for too long (grayman)
  • #3425: [AI] New walk causes clipping with pauldrons (Springheel)
  • #3426: [AI] Head 06 has see-through mouth (Springheel)
  • #3430: [AI] AI giving 'return to idle' bark after search (grayman)
  • #3431: [AI] AI think they see you when coming out of blind state. (grayman)
  • #3432: [Textures] Some decals not transparent enough (Springheel)
  • #3435: [AI] Zombie missing a sound/swing for melee attack (Springheel)
  • #3438: [AI] There should be no rampdown barks in Observant State (grayman)
  • #3440: [Def / Setup] Zombies should not take damage from arrows; visual indicator needed (Springheel)
  • #3443: [Sound] Weight "question" greetings higher (Springheel)
  • #3445: [AI] AI goes into alert_idle because of rats. (grayman)
  • #3448: [AI] An AI passing a conversation is allowed to greet the conversation AI (grayman)
  • #3449: [AI] Alert index check problem in conversations (grayman)
  • #3450: [AI] Zombie IK not on (Springheel)
  • #3452: [Physics] Moveable planks don't fall realistically (grayman)
  • #3455: [Sound] Something is wrong with soundprop to player (grayman)
  • #3461: [Sound] Check player volume for footsteps (Springheel)
  • #3462: [AI] AI should turn head to look at doors opening (grayman)
  • #3468: [AI] Zombies kneel while searching (Springheel)
  • #3471: [Sound] Default "snd_footstep" not playing for AI (grayman)
  • #3473: [Animation] AI sometimes get "stuck" leaning back (grayman)
  • #3476: [Models] Nobleman head has bad weighting around mouth (Springheel)
  • #3484: [AI] Sword attachment points need adjusting (Springheel)
  • #3485: [Coding] Landing when crouched makes no noise (Springheel)
  • #3487: [AI] Sleepers are giving "to_observant" barks (grayman)
  • #3489: [Sound] Readables making incorrect impact sound (Springheel)
  • #3492: [AI] AI vision tests (grayman)
  • #3496: [AI] "Surprise Bark" interrupts other barks and seems out of place (grayman)
  • #3497: [Sound] Need snd _state5 vocal (grayman)
  • #3498: [AI] Some alert barks are out of place with latched alerts (grayman)
  • #3499: [Sound] Need More Zombie Footsteps (Springheel)
  • #3500: [Graphics] Bad particle (Springheel)
  • #3502: [AI] Zombie not making water footstep sounds (Springheel)
  • #3505: [AI] Create 'no_alert_idle' spawnarg (grayman)
  • #3506: [AI] AI should turn head to look at doused lights (grayman)
  • #3510: [AI] AI doesn't complete relight (grayman)
  • #3511: [Textures] New textures (Springheel)
  • #3517: [Def / Setup] Player water impact makes too much noise (Springheel)
  • #3524: [Coding] Certain lights not contributing to illumination (grayman)
  • #3544: [Sound] Hum from electric lights is very annoying (grayman)
  • #3552: [AI] drunk_acuity_factor is applied twice to sleepers (grayman)
  • #3554: [Objectives] atdm:target_setobjective_component_state doesn't work (grayman)
  • #3557: [Coding] Clicking Objectives option from Failed Screen causes crash (taaaki)


AI

  • Builder default head replaced by new model (Springheel)
  • Upgrades to Commoner mesh and textures; several new skins added (Springheel)
Click to see a comparison
Click to see a comparison
  • Unarmed AI will flee if a they find a body (grayman)
  • AI now react differently if they see someone killed vs finding the body later (grayman)
  • Corrected a bug that caused a pair of AI to greet each other once, and then never again. (grayman)
  • AI now react to the sounds of bodies falling to the ground
  • neutral and friendly AI will now greet the player

Animations

  • Updated walk animations (Arcturus)
  • new zombie animations (Arcturus)

Entities/Skins/Models

Sounds

Too many to list

See also Standalone_Progress

Coding

  • Support for flying AI added (angua)
  • Players can no longer hide in shadows created by objects they are carrying (Rebb)
  • Bodies now make noise when they fall into water. (Springheel)
  • AI will not be so easily killed (corrected combat settings that were modifying AI HP by -50 (!) on Normal setting). (Springheel)
  • Visportals can now block sounds to the player as well as the AI. Mappers have a great deal more flexibility in controlling how much sound doors and windows block. (grayman)
  • 7318's new skybox code has been added allowing for HL2 style skyboxes (7318 and Grayman)


Scripting Interface

The scripting interface has been greatly enhanced to make it more versatile:

  • Script events need now only be declared on the SDK side (greebo).
  • There are many new functions (tels):
    • to modify objectives
    • transform numbers (ceil(), floor(), getBoolKey())
    • determine the difficulty level
    • call functions when an AI is knocked out
    • get the entity that the player drags, shoulders or has grabbed

Textures

Too many to list.

See also Standalone_Progress

Standalone TDM

  • Four D3 heads replaced by new models (Springheel)
  • D3 Zombie replaced by new mesh (greebo)
  • Beggar model is completely updated to remove D3 parts (Springheel)
  • Replacement spider sounds (Springheel)
  • skeleton model replaced with new mesh (Mr. Lemonyfresh)

Translation

Significant contributions over the course of 2.0 development. Last documented in Translation

Release news links


See also