What's new in TDM 1.03: Difference between revisions
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Serpentinee (talk | contribs) m A few fixes and additions |
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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. | ||
== LODE (Level of Detail Entity manager) == | == LODE (Level of Detail Entity manager) == | ||
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* Spiders have been significantly upgraded: all-new animations (including death animation), new spider types, new behaviour (ceiling hang) and quieter footsteps | * Spiders have been significantly upgraded: all-new animations (including death animation), new spider types, new behaviour (ceiling hang) and quieter footsteps | ||
* Three new female characters: noblewoman, wench, and rogue. http://modetwo.net/darkmod/index.php?/topic/11535-new-female-characters/ | * Three new female characters: noblewoman, wench, and rogue. [http://modetwo.net/darkmod/index.php?/topic/11535-new-female-characters/] | ||
* New animations for female characters | * New animations for female characters | ||
* | * Lowered volume of zombie foot-drag (again) | ||
* Implemented run animation for characters with weapons (so they don't stab their head while running) | * Implemented run animation for characters with weapons (so they don't stab their head while running) | ||
* | * New "Werebeast" monster added | ||
== GUI == | == GUI == | ||
* | * A "Restart game" button now in the "Settings menu" (Greebo) | ||
* The "New mission" menu has been greatly improved and has new features like tracking which mission(s) you played before, how long it took etc. (Greebo) | * The "New mission" menu has been greatly improved and has new features like tracking which mission(s) you played before, how long it took etc. (Greebo) | ||
* | * Built-in version check, so TDM can tell you when an update is available. (Greebo) | ||
* The "Actions/Inventory" menu has been split into "Actions" and "Inventory" (Tels). This makes room for: | * The "Actions/Inventory" menu has been split into "Actions" and "Inventory" (Tels). This makes room for: | ||
** It is now possible to bind keys for "Spyglass" and "Cycle Readables" from the menu (Tels) | ** It is now possible to bind keys for "Spyglass" and "Cycle Readables" from the menu (Tels) | ||
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== Sounds == | == Sounds == | ||
* | * Added a new Builder vocal set -- the Strong Builder (Mortem Desino) | ||
== Textures/Skins == | == Textures/Skins == | ||
* | * A new yellow skin for the lily model has been added (Tels) | ||
* | * Yellow and brown skins for our grass, as well as a dense and a ''colored'' variant of these has been added (Tels) | ||
* | * Grass skins can now be used on all bush models, turning them into grass or plants with long leaves. | ||
* It is possible to set a list of skins, from which one will be choosen '''randomly''' at entity spawn time, see: [[random_skin]] | * It is possible to set a list of skins, from which one will be choosen '''randomly''' at entity spawn time, see: [[random_skin]] | ||
* | * A few building/tree skybox facade textures (Sotha) | ||
* Copper clad roof texture and old oxidised copper texture, good for statue skins (Serpentine) | |||
* Two higher res loose stone wall textures (Seperntine) | |||
{| | {| | ||
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== Models == | == Models == | ||
* | * Aphrodite statue (Arcturus) | ||
* | * New carrot stub/turnip stub (Baddcog) and moveables/eaten versions based on them | ||
* Gold bar model with various sizes (Fidcal & Greebo) | |||
* a few new [[LOD]] models, which are considerable simpler (and thus render faster) than their originals | * a few new [[LOD]] models, which are considerable simpler (and thus render faster) than their originals | ||
{| | |||
|[[Image:Eaten.jpg|200px|Eaten carrot and turnip]] | |- | ||
|[[Image:Eaten.jpg|200px|Eaten carrot and turnip]] | |||
|[[Image:Ingame side by side.jpg|200px|Left: LOD, Right: Original]] | |||
|[[Image:Lily_after_colorcorrect.png|200px|Left: LOD, Right: Original]] | |||
|} | |||
{{whatsnew}} | {{whatsnew}} |
Revision as of 14:35, 26 September 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: Cannot see objectives or why failed after mission end (GUI)
- #1851: Bug when "using" AI with "shoulderable" set to "0". (Coding)
- #1960: No error message when failing to install FM package (GUI)
- #2210: Savegame trying to restore Doom3 objectiveSystem (Saving/Loading)
- #2218: "idle_animations_torso" causes crash (Coding)
- #2225: path_anim won't work without an "angle" property (Coding)
- #2229: Conversations only playing once (Coding)
- #2234: Weapon scrolling broken (Coding)
- #2236: atdm:ai_townsfolk_commoner_armed def vocal set typo (Def / Setup)
- #2237: Need generic text guis for signs etc (Feature proposal)
- #2241: gameLocal.m_StimTimer is not cleared between maps (Coding)
- #2242: Stim/Response Code Cleanup (Coding)
- #2243: Crash in func_shooter entity when def_projectile is wrong (Coding)
- #2244: Invalid tokens in ASE files (errors in NAHT) (Script/Def)
- #2255: New Mission menu GUI improvements. (GUI)
- #2258: Climbing chains sounds like rope (Coding)
- #2260: Easier override option for main menu music (GUI)
- #2261: in 16:9 aspect resolutions, 1280x720 and 1366x768 are reversed (GUI)
- #2262: Restart Game button for settings menu (GUI)
- #2265: Console commands to mark missions as played/completed (Coding)
- #2268: No need to extract startingmap.txt file from mission PK4 (Coding)
- #2269: Response Effect Knockout not working (Script/Def)
- #2280: Mission version check is bound to fail on next major version (GUI)
- #2281: No physics for dropped pickpocketed objects (Physics)
- #2287: no_random_headturning Not Working (Animation)
- #2308: Mission Download Manager (Coding)
- #2309: Support for replace_anim_* spawnargs directly on AI (Coding)
- #2324: Water should decrease visibility: add Lightgem modifier (Coding)
- #2342: idRotator reverses direction each time it is triggered (Coding)
- #2343: Split Action/Inventoy menu and add keybinds for Spyglass/Cycle Readables (GUI)
- #2344: Elevator button double firing (Def / Setup)
AI
- Spiders have been significantly upgraded: all-new animations (including death animation), new spider types, new behaviour (ceiling hang) and quieter footsteps
- Three new female characters: noblewoman, wench, and rogue. [1]
- New animations for female characters
- Lowered volume of zombie foot-drag (again)
- Implemented run animation for characters with weapons (so they don't stab their head while running)
- New "Werebeast" monster added
GUI
- A "Restart game" button now in the "Settings menu" (Greebo)
- The "New mission" menu has been greatly improved and has new features like tracking which mission(s) you played before, how long it took etc. (Greebo)
- Built-in version check, so TDM can tell you when an update is available. (Greebo)
- The "Actions/Inventory" menu has been split into "Actions" and "Inventory" (Tels). This makes room for:
- It is now possible to bind keys for "Spyglass" and "Cycle Readables" from the menu (Tels)
- The menu now supports three ambient methods (New Horizon):
- Normal (uses interaction shader to calculate ambient),
- Fast (JC's enhanced texture based ambient),
- Fastest (our original texture based ambient)
Sounds
- Added a new Builder vocal set -- the Strong Builder (Mortem Desino)
Textures/Skins
- A new yellow skin for the lily model has been added (Tels)
- Yellow and brown skins for our grass, as well as a dense and a colored variant of these has been added (Tels)
- Grass skins can now be used on all bush models, turning them into grass or plants with long leaves.
- It is possible to set a list of skins, from which one will be choosen randomly at entity spawn time, see: random_skin
- A few building/tree skybox facade textures (Sotha)
- Copper clad roof texture and old oxidised copper texture, good for statue skins (Serpentine)
- Two higher res loose stone wall textures (Seperntine)
Models
- Aphrodite statue (Arcturus)
- New carrot stub/turnip stub (Baddcog) and moveables/eaten versions based on them
- Gold bar model with various sizes (Fidcal & Greebo)
- a few new LOD models, which are considerable simpler (and thus render faster) than their originals