What's new in TDM 1.01: Difference between revisions
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* reduced volume of player footsteps | * reduced volume of player footsteps | ||
* increased sound radius of doors | * increased sound radius of doors | ||
* changed sound of arrow equip/un-equip | |||
* changed sound of bow draw | |||
* changed player submersion in water bubble sound | |||
Added Dario D's ambient sound contributions. | Added Dario D's ambient sound contributions. |
Revision as of 23:54, 22 February 2010
This article is a work-in-progress and can change before the final release. There are no promises here. Features may be postponed or removed even if they appear on this list, and regressions may re-introduce bugs after they've been fixed internally. See also the changelog on our bugtracker page: Changelog.
Bugs fixed
- #1921: HUD Font reverts to Doom 3 font after fresh gamesave load.
- #1963: Double doors sometimes highlight at a distance.
- #1968 Blackjack no longer makes metallic clang when hitting world
- #1970: Chests went non-solid when frobbed
- #1976: Shop items get duplicated on "Restart" after dying
- #1990: No SOUND on TDM after installing a mission, added CVAR (tdm_fm_restart_delay) to issue a delay request to tdmlauncher.
- #1996: Fixed bug that made shouldered bodies undroppable
- #2007: Fixed: Location settings did igore the "music volume" slider
- #2013: AI vertical FOV too high (they could see you through the top of their helmet)
- #2067: Fixed bug when using shop_skip 1 in FMs.
- #2072: Rats (and other small animals) could be shouldered
- #2075: AI were alerted when they took falling damage
- #2083: Small items like candles, candle holders, rocks etc floated on water instead of sinking
- #2093: Fireplace_arch was missing its texture
- #2117: frob_peer hilite does not sync.
- #2119: Player's run footfall sounds are played while shouldering a body
- #2120: Arrows stuck in AI head can collide with ragdoll causing midair suspension
- #2122: Ragdoll AI not getting pushed back by impact with plate armor
- #2125: Dead AI play failed KO speech and twitch when hit by blackjack
- #2128: atdm:moveable_holder_tall_plus_candle3_unlit model alignment error
- #2114: Running when aiming results in footstep frequency being too fast
- Fixed savegames getting to huge sizes, leading to out-of-memory or crashes
- Fixed a few crashes and memory errors
- Fixed: Crash with ATI cards when viewing certain models (like the marble column)
- Fixed: Location settings did not work with "fast" ambient method
- Melee controls now more responsive
- Fixed blackjack bug where player could hit low ceilings
- Fixed archer bows blocking blackjack attempts
- Fixed bug where some close-range melee attacks neglected armor
- Altered sword thrust collision physics to match up better with visible sword model
- Minor fixes to models and textures (e.g. inverted normals)
- Added a bunch of missing editor images for models (STiFU).
- AI will not be able to see as high without actually tilting their head up.
- AI now have individual FOVs, so a one-eyed guard actually won't see you on their bad side, and hooded AI can't see you through their hood.
Features added
- #2123: In-game objectives display
- A lot new skins for: dirty fireplaces, unlit lamps etc.
- New script events for: get/setDroppable, isEntityHidden, Melee etc.
- Support for "skin_unlit" and "skin_lit" on light entities
- New "unbindOnAlertIndex" spawnarg on attached entities, to make AI drop them when alerted
- Crouch indicator: Lightgem "wings" squash down slightly when crouch mode is on (helpful when climbing)
- AI have a combat skill level now: novice, trained, skilled
- added Difficulty Slider for combat in menu
- AI can be set to drop attached objects on alert
- greater flexibility added to absence markers
- #2012: GC's movetype-specific metal footstep sounds are in-game
- #2015: Added console commands to control logging to darkmod.log
- #2002: FM Installer Code checks required version of Mission to be installed, information can be added to darkmod.txt in the FM package.
- #1977: FM Installer Code considers ZIP files as well as PK4s now
- #1984: FM Installer Code needs to replace dashes with underscores on creating the fms subfolder
- #2080: Doors have a larger sound radius now.
AI added
- added two zombie types with various skins, as well as "sleeping" behaviour
- added spiders and spider children
- added new elite guard character
- added elite guard helmet (immune to KOs)
- added skeleton AI
- added revenant character
- added male beggar character
- added male pagan character
Entities added
- A lot of new combo entities have been added:
- fireplaces,
- static torches,
- statues with torch in hand,
- campfires, bucket and bonfires,
- electric streetlights,
- wall-mounted lamps and torches,
- geodes with pulsating light,
- bottles+candle,
- skulls+candle etc.
- new colored torch flames: blue, green, orange
- new fireflames: white and black smoking, smouldering ones, large and huge bonfires, bucketfire
- a few new model props (eg, saw, wall-light)
- climbable ragdoll chains
- Bug #2110 Loot paintings
Sounds
- changed AI footsteps to mono (so the direction of sound is accurate)
- reduced volume of player footsteps
- increased sound radius of doors
- changed sound of arrow equip/un-equip
- changed sound of bow draw
- changed player submersion in water bubble sound
Added Dario D's ambient sound contributions.
- Environmental Sound Shaders added
- animal_crickets_birds01, animal_crickets04, animal_crickets05, animal_dog03, animal_frog03, animal_night_bird01, animal_owl04, animal_owl05, animal_owl06
- machine_sparks01
- music_harp01, music_harp02, music_bum_bum01, music_bum_bum02
- weather_thunder04, weather_thunder05
- Ambient Sound Shaders added
- drone01, drone02, drone03a, drone03b, drone05a, drone05b
- hit01a, hit02b, hit03a, hit03b
- hum01, hum01b, hum02, hum03, hum04, hum05_loop, hum05_loop_b, hum06_loop, hum06_loop_b, hum07_loop, hum07_loop_b, hum08
Textures
Added STiFU's, Renzatic's and Baddcog's textures, including the following shaders: STiFU:
- textures/darkmod/door/wood/board_brown_nails_hinge
- textures/darkmod/metal/detailed/threadplate_large_dirty
- textures/darkmod/roof/slate_cracked_large_greyblue
- textures/darkmod/roof/slate_cracked_large_greyblue_shiny
- textures/darkmod/stone/brick/tiling_1d/poolwall_large_dirty_weathered_greengrey
- textures/darkmod/stone/brick/tiling_1d/poolwall_large_dirty_weathered_greengrey_wet
- textures/darkmod/stone/cobblestones/cobblestones_large_uneven_darkgrey
- textures/darkmod/stone/cobblestones/cobblestones_large_uneven_darkgrey_wet
- textures/darkmod/stone/flat/tiles_ceramic_large_clean_even
- textures/darkmod/stone/flat/tiles_ceramic_large_clean_rough
- textures/darkmod/stone/flat/tiles_ceramic_large_ornate_old_blue
- textures/darkmod/stone/flat/tiles_large_dirty_cracked
- textures/darkmod/stone/flat/tiles_large_dirty_cracked_greasy
- textures/darkmod/stone/natural/rock_large_rough_grey
- textures/darkmod/stone/natural/rock_large_rough_grey_greasy
- textures/darkmod/stone/natural/rock_large_cracked_holey_grey
- textures/darkmod/stone/natural/rock_large_cracked_holey_grey_greasy
- textures/darkmod/stone/sculpted/tiling_1d/trim_large_ornate_old_bright
- textures/darkmod/stone/sculpted/tiling_1d/trim_large_ornate_old_bright_greasy
- textures/darkmod/stone/sculpted/tiling_1d/trim_large_ornate_old_dark_bluered
- textures/darkmod/stone/sculpted/tiling_1d/trim_large_ornate_old_dark_bluered_greasy
- textures/darkmod/stone/sculpted/tiling_1d/trim_small_ornate_old
- textures/darkmod/stone/sculpted/tiling_1d/trim_small_ornate_old_greasy
- textures/darkmod/wood/boards/polished_shiny_large_red
- textures/darkmod/wood/boards/rough_wood_large_brown
- textures/darkmod/wood/boards/rough_wood_large_brown_glossy
- textures/darkmod/wood/boards/planks_wood_large_worn_rough_bright
- textures/darkmod/wood/boards/planks_wood_large_worn_rough_bright_glossy
- textures/darkmod/wood/boards/planks_wood_large_worn_rough_dark
- textures/darkmod/wood/boards/planks_wood_large_worn_rough_dark_glossy
- textures/darkmod/wood/boards/roof_framework_boards_large_old_brown
- textures/darkmod/wood/boards/roof_framework_boards_large_old_green
- textures/darkmod/roof/shingles_blue
- textures/darkmod/roof/shingles_blue_shiny
- textures/darkmod/roof/shingles_red_shiny
- Improved: textures/darkmod/roof/shingles_red
- textures/darkmod/nature/bones/skull_panels_dirty
- textures/darkmod/nature/bones/bone_wall
- textures/darkmod/nature/bones/tiling_1d/trim_bones
Baddcog:
- textures/darkmod/roof/rooftiles_ceramic_blue
- textures/darkmod/roof/rooftiles_ceramic_brown
- textures/darkmod/roof/rooftiles_ceramic_red
Renzatic:
- textures/darkmod/plaster/tiling_1d/plaster_rot01
- textures/darkmod/nature/dirt/dirt_packed_grey
- textures/darkmod/stone/brick/bricks_ind_grey
- textures/darkmod/stone/brick/bricks_mossy01
- textures/darkmod/stone/brick/stone_rough_segmented
- textures/darkmod/stone/cobblestones/cobblestone_vert_grey
- textures/darkmod/stone/sculpted/tiling_1d/concrete_trim01
- textures/darkmod/wood/boards/wood_rot_planks01
- textures/darkmod/wood/boards/wood_rot_planks02
- textures/darkmod/wood/panels/tiling_1d/wood_old_trim01
- textures/darkmod/wood/panels/tiling_1d/wood_rot_trim01