What's new in TDM 1.07: Difference between revisions
From The DarkMod Wiki
Jump to navigationJump to search
update |
Springheel (talk | contribs) |
||
Line 77: | Line 77: | ||
* Four variants of ash heap models added (Tels) | * Four variants of ash heap models added (Tels) | ||
* The pre-made fireplace entities now have ash heaps, and the "arch" variant has two stacks of wood logs (Tels) | * The pre-made fireplace entities now have ash heaps, and the "arch" variant has two stacks of wood logs (Tels) | ||
* New scimitar weapon model/entity added (Springheel) | |||
* Several new models added, including water tower, pumpkins, cloth doll, jack-o-lantern (Springheel) | |||
== Sounds == | == Sounds == |
Revision as of 00:41, 22 October 2011
See also the changelog on our bugtracker page: Roadmap
Version 1.07 of The Dark Mod has not been released yet.
Changes / Features / Issues fixed
- #1496: Unlocking of armed mines (Feature proposal) (grayman)
- #2478: Adjustments to mines (Coding) (grayman)
- #2698: Slim down strings/english.lang (Coding) (tels)
- #2722: SEED: trace ends at bottom of SEED entity (SEED) (tels)
- #2771: Wench legs clip (Animation) (Springheel)
- #2772: Code uses mindplaces.com (Coding) (tels)
- #2777: Try to remove ai_character.script (AI) (tels)
- #2781: Autogenerate english.lang etc. from strings/all.lang (Coding) (tels)
- #2782: Add a way to switch the language in the menu (GUI) (tels)
- #2783: Support translated HUD (weapon names, inventory groups), shopitems, messages etc. (Coding) (tels)
- #2787: Complete Vine Arrow (Feature proposal) (grayman)
- #2791: Check Revenant Materials (AI) (Springheel)
- #2794: Mines show decal when shot with water arrow (Coding) (grayman)
- #2796: Non-ASCII GUI choices don't work (Coding) (tels)
- #2797: Add support for FM specific translations (Coding) (tels)
- #2802: Bitmap "texts" cannot be translated (GUI) (tels)
- #2803: Restarting TDM fails with boost error on linux (Coding) (tels)
- #2804: Keys ("rusty key" etc) do no twork with chest in italian (Coding) (tels)
- #2805: Screenshot image format (Coding) (stgatilov)
- #2806: hanging_horizontal_leaves has no alpha (Textures) (tels)
- #2808: Electric lights (Def / Setup) (tels)
- #2811: Font loading does not fall back to English (Coding) (tels)
- #2812: Character 0xFF does not work in fonts (Coding) (tels)
- #2815: Support FM short descriptions in other languages (Coding) (tels)
- #2817: sys_lang only allows a fixed set of languages (Coding) (tels)
- #2820: Unnecessary event posting during map startup can lead to overrunning the event queue (Coding) (grayman)
- #2822: Fireplaces have their light embedded in the floor (Def / Setup) (tels)
- #2823: Light holders (candles, etc.) marked "extinguished" spawn lit (Coding) (grayman)
- #2825: Carleton Bold is missing its size 12 DDS (Graphics) (tels)
- #2826: LOD inventory entities sometimes re-appear (Coding) (tels)
- #2833: --delay not working on tdmlauncher (Coding) (tels)
- #2844: Finish I18N.pl (Coding) (tels)
- #2851: Remove AlertAI() and GetAlertEntity() (AI) (tels)
- #2852: fix GUI command handling with args in HandleMainMenuCommands() (Coding) (tels)
- #2853: A fully-lit absence marker might not be seen by a passing AI (AI) (grayman)
- #2854: Add ability to include custom mission script files in tdm_main.script (Script/Def) (greebo)
- #2859: If an AI opens a door marked ShouldBeClosed, he becomes suspicious (AI) (grayman)
- #2860: When a lootable painting is stolen, AI can't see the absence marker (AI) (grayman)
- #2861: Sliding doors marked shouldBeClosed might not alert nearby AI (AI) (grayman)
- #2862: Doors no longer need to send visual stims if they aren't marked shouldBeClosed (AI) (grayman)
- #2866: AI don't close "shouldBeClosed" doors after searching near them (AI) (grayman)
AI
- Added new wench skins and fixed some clipping issues (Springheel)
- Added new "waif" head and added new hair to some other heads (Springheel)
Animations
- added some rustling cloth sounds to several animations (Springheel)
- added improved melee combat animations (Noisycricket)
Entities/Skins/Models
- New decorative statue skins like copper, brass, alabaster etc. (Tels)
- New key skins and matching entities (with translated names) where added (Tels):
- Added new three-ringed key model (Mysterious Key) and a geometric key model (Strange Key). (Tels)
- Four variants of ash heap models added (Tels)
- The pre-made fireplace entities now have ash heaps, and the "arch" variant has two stacks of wood logs (Tels)
- New scimitar weapon model/entity added (Springheel)
- Several new models added, including water tower, pumpkins, cloth doll, jack-o-lantern (Springheel)
Sounds
- Added several new impact sounds (Mortem)
- Added new weapon and combat sounds (Mortem)
Coding
- Vine arrows are now working (Grayman)
- Weapons are now divided into three different categories of damage. Daggers no longer do the same damage as Longswords. (Springheel)
Textures
- About 90 Mbyte of TGA texture files have been converted to about 25 MByte DDS. This will improve load times and reduce memory consumption (Tels)
- Some plant and barrel textures have been improved (Serpentine)
Translation
- Both the menus and the in-game HUD as well as other on-screen messages are translatable into different languages.
- FMs can have their own, specific translation dictionaries, meaning it is possible to update the translation w/o touching the FM PK4 file itself.
- The language can be selected in the menu, and is switched immidiately.
- Some languages are mostly done, other languages are still waiting for translators. If you want to help, please post at this thread.
Note: Due to technical reasons neither Umlauts nor accented characters appear in the menu font yet. This issue will be fixed before the release.
Please see this article for background and progress information of the internationalization effort.