What's new in TDM 1.03: Difference between revisions
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== Changes / Features / Issues fixed == | == Changes / Features / Issues fixed == | ||
* [http://bugs.angua.at/view.php?id=1254 #1254]: [GUI] Cannot see objectives or why failed after mission end | |||
* [http://bugs.angua.at/view.php?id=1851 #1851]: [Coding] Bug when "using" AI with "shoulderable" set to "0". | |||
* [http://bugs.angua.at/view.php?id=2210 #2210]: [Saving/Loading] Savegame trying to restore Doom3 objectiveSystem | |||
* [http://bugs.angua.at/view.php?id=2218 #2218]: [Coding] "idle_animations_torso" causes crash | |||
* [http://bugs.angua.at/view.php?id=2225 #2225]: [Coding] path_anim won't work without an "angle" property | |||
* [http://bugs.angua.at/view.php?id=2229 #2229]: [Coding] Conversations only playing once | |||
* [http://bugs.angua.at/view.php?id=2234 #2234]: [Coding] Weapon scrolling broken | |||
* [http://bugs.angua.at/view.php?id=2236 #2236]: [Def / Setup] atdm:ai_townsfolk_commoner_armed def vocal set typo | |||
* [http://bugs.angua.at/view.php?id=2237 #2237]: [Feature proposal] Need generic text guis for signs etc | |||
* [http://bugs.angua.at/view.php?id=2241 #2241]: [Coding] gameLocal.m_StimTimer is not cleared between maps | |||
* [http://bugs.angua.at/view.php?id=2242 #2242]: [Coding] Stim/Response Code Cleanup | |||
* [http://bugs.angua.at/view.php?id=2243 #2243]: [Coding] Crash in func_shooter entity when def_projectile is wrong | |||
* [http://bugs.angua.at/view.php?id=2244 #2244]: Invalid tokens in ASE files (errors in NAHT) | * [http://bugs.angua.at/view.php?id=2244 #2244]: Invalid tokens in ASE files (errors in NAHT) | ||
* [http://bugs.angua.at/view.php?id=2255 #2255]: New Mission menu GUI improvements. | * [http://bugs.angua.at/view.php?id=2255 #2255]: New Mission menu GUI improvements. | ||
* [http://bugs.angua.at/view.php?id=2258 #2258]: [Coding] Climbing chains sounds like rope | |||
* [http://bugs.angua.at/view.php?id=2260 #2260]: [GUI] Easier override option for main menu music | |||
* [http://bugs.angua.at/view.php?id=2261 #2261]: [GUI] in 16:9 aspect resolutions, 1280x720 and 1366x768 are reversed | |||
* [http://bugs.angua.at/view.php?id=2262 #2262]: [GUI] Restart Game button for settings menu | |||
* [http://bugs.angua.at/view.php?id=2265 #2265]: [Coding] Console commands to mark missions as played/completed | |||
* [http://bugs.angua.at/view.php?id=2268 #2268]: [Coding] No need to extract startingmap.txt file from mission PK4 | |||
* [http://bugs.angua.at/view.php?id=2269 #2269]: [Script/Def] Response Effect Knockout not working | |||
* [http://bugs.angua.at/view.php?id=2280 #2280]: [GUI] Mission version check is bound to fail on next major version | |||
* [http://bugs.angua.at/view.php?id=2281 #2281]: [Physics] No physics for dropped pickpocketed objects | |||
* [http://bugs.angua.at/view.php?id=2287 #2287]: [Animation] no_random_headturning Not Working | |||
* [http://bugs.angua.at/view.php?id=2308 #2308]: [Coding] Mission Download Manager | |||
* [http://bugs.angua.at/view.php?id=2309 #2309]: [Coding] Support for replace_anim_* spawnargs directly on AI | |||
== LOD (Level of Detail) == | <!--== LOD (Level of Detail) == | ||
The old system with only two levels (object visible and invisible) has been totally rewritten, and features now 7 levels, fade in and fade out distances and can set different models, skins and noshadows on every LOD stage. See [[Level Of Detail|here]] for more information. | The old system with only two levels (object visible and invisible) has been totally rewritten, and features now 7 levels, fade in and fade out distances and can set different models, skins and noshadows on every LOD stage. See [[Level Of Detail|here]] for more information. | ||
--> | |||
== AI == | == AI == | ||
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== Sounds == | == Sounds == | ||
== Textures/Models == | |||
* a new yellow skin for the lily model has been added | |||
* yellow and brown skins for our grass, as well as a dense variant of these has been added | |||
* grass skins can now be used on all bush models, turning them into grass or plants with long leaves. | |||
{| | |||
|- | |||
|[[Image:Three lilies.jpg|200px|Three lilies]] | |||
|[[Image:grass_skins.jpg|200px|Grass variants.]] | |||
|} | |||
{{whatsnew}} | {{whatsnew}} |
Revision as of 18:04, 18 July 2010
See also the changelog on our bugtracker page: Changelog.
Release Date
Version 1.03 of The Dark Mod has not yet been released.
Changes / Features / Issues fixed
- #1254: [GUI] Cannot see objectives or why failed after mission end
- #1851: [Coding] Bug when "using" AI with "shoulderable" set to "0".
- #2210: [Saving/Loading] Savegame trying to restore Doom3 objectiveSystem
- #2218: [Coding] "idle_animations_torso" causes crash
- #2225: [Coding] path_anim won't work without an "angle" property
- #2229: [Coding] Conversations only playing once
- #2234: [Coding] Weapon scrolling broken
- #2236: [Def / Setup] atdm:ai_townsfolk_commoner_armed def vocal set typo
- #2237: [Feature proposal] Need generic text guis for signs etc
- #2241: [Coding] gameLocal.m_StimTimer is not cleared between maps
- #2242: [Coding] Stim/Response Code Cleanup
- #2243: [Coding] Crash in func_shooter entity when def_projectile is wrong
- #2244: Invalid tokens in ASE files (errors in NAHT)
- #2255: New Mission menu GUI improvements.
- #2258: [Coding] Climbing chains sounds like rope
- #2260: [GUI] Easier override option for main menu music
- #2261: [GUI] in 16:9 aspect resolutions, 1280x720 and 1366x768 are reversed
- #2262: [GUI] Restart Game button for settings menu
- #2265: [Coding] Console commands to mark missions as played/completed
- #2268: [Coding] No need to extract startingmap.txt file from mission PK4
- #2269: [Script/Def] Response Effect Knockout not working
- #2280: [GUI] Mission version check is bound to fail on next major version
- #2281: [Physics] No physics for dropped pickpocketed objects
- #2287: [Animation] no_random_headturning Not Working
- #2308: [Coding] Mission Download Manager
- #2309: [Coding] Support for replace_anim_* spawnargs directly on AI
AI
- Spiders have been significantly upgraded: all-new animations (including death animation), new spider types, new behaviour (ceiling hang) and quieter footsteps
GUI
- New mod menu features (...)
Sounds
Textures/Models
- a new yellow skin for the lily model has been added
- yellow and brown skins for our grass, as well as a dense variant of these has been added
- grass skins can now be used on all bush models, turning them into grass or plants with long leaves.