What's new in TDM 1.05: Difference between revisions

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<!-- keywords whats new -->
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See also the changelog on our bugtracker page: <!--[http://bugs.angua.at/changelog_page.php?version_id=51 Changelog]--> [http://bugs.angua.at/roadmap_page.php?version_id=51 Roadmap]
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
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<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


== Release Date ==


Version 1.04 of The Dark Mod has '''not yet''' been released.
== Entities ==


== Changes / Features / Issues fixed ==
* 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


<!-- * [http://bugs.angua.at/view.php?id=837 #837]: Arrows don't stick into attachments on living AI (Coding) -->


== 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


== AI ==
== '''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


See also