What's new in TDM 1.01: Difference between revisions

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* textures/darkmod/nature/bones/bone_wall
* textures/darkmod/nature/bones/bone_wall
* textures/darkmod/nature/bones/tiling_1d/trim_bones
* textures/darkmod/nature/bones/tiling_1d/trim_bones
* textures/darkmod/nature/snow/snow_uneven01
Baddcog:
Baddcog:
* textures/darkmod/roof/rooftiles_ceramic_blue
* textures/darkmod/roof/rooftiles_ceramic_blue

Revision as of 22:26, 25 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
  • improved: textures/darkmod/stone/brick/nontiling/chiseled_brick_frame
  • 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/brick/red_brick_dull02
  • textures/darkmod/stone/brick/red_brick_dull02_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
  • textures/darkmod/nature/snow/snow_uneven01

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

See also