What's new in TDM 1.05: Difference between revisions
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* [http://bugs.angua.at/view.php?id=2683 #2683]: Crash when starting The Thieves (AI) | * [http://bugs.angua.at/view.php?id=2683 #2683]: Crash when starting The Thieves (AI) | ||
* [http://bugs.angua.at/view.php?id=2684 #2684]: Rats cause assertion failures when using debug DLL (Coding) | * [http://bugs.angua.at/view.php?id=2684 #2684]: Rats cause assertion failures when using debug DLL (Coding) | ||
* [http://bugs.angua.at/view.php?id=2685 #2685]: Chalice of Kings tickles an assert when using a Debug DLL (AI) | |||
== AI == | == AI == |
Revision as of 21:13, 17 March 2011
See also the changelog on our bugtracker page: Roadmap
Release Date
Version 1.05 of The Dark Mod has not yet been released.
Changes / Features / Issues fixed
- #720: Guards can be made to repeat their door-closing cycle (AI)
- #1145: AI trying doors they cannot open (AI)
- #1330: weapons sometimes hover in midair after AI goes ragdoll (AI)
- #2209: Alert entity proposal (Coding)
- #2283: Playing cards have invalid mass (Coding)
- #2468: monsters immune to gas arrows (AI)
- #2469: Werebeast not affected by flashbomb (AI)
- #2560: AI Freezing during search (AI)
- #2568: Rats push heavy moveables too powerfully (Physics)
- #2578: SEED: Make sure we do not combine entities which cannot be combined (SEED)
- #2604: AI do not play "gassed" bark (AI)
- #2621: Add Boost 1.45 static libs for VC++ 2010 (Coding)
- #2632: add hide_distance support to func_smoke (Coding)
- #2634: Need a way for the mapper to prevent lod_bias hiding important entities (Coding)
- #2635: hide_distance < lod_distance is ignored (Coding)
- #2637: triplet down models/darkmod/architecture/chimneys/square_stone (Models)
- #2640: Searching AI will freeze long distances from a stim point if they can see the point (AI)
- #2646: WARNING: Door XYZ is not within a valid AAS area (Coding)
- #2650: Rats close doors (AI)
- #2654: Map start triggered cutscenes kill floating AI's (AI)
- #2659: Rotating doors with (tiny) translation incorrectly clear the "first_frob_open" flag (Coding)
- #2661: Shop item description display sometimes missing/wrong (GUI)
- #2662: models/darkmod/architecture/awnings_ roofs/awning_cloth_01_large.lwo has some stray verts (Models)
- #2664: invert_on_trigger on func_rotating bug (Coding)
- #2667: AI Moving Untouched Movables (Physics)
- #2668: Combat State 'unhelmeted' AI are blackjackable from any angle. (AI)
- #2669: A patrolling AI blocked by movables can get stuck treadmilling. (AI)
- #2670: Running AIs should not close doors behind them. (AI)
- #2672: Ingame objectives scroll arrows overlap text (GUI)
- #2673: KO fails if player steps too close to AI, despite blackjack visually making contact. (Def / Setup)
- #2674: Blackjack collision box not properly aligned to blackjack (Def / Setup)
- #2676: Lighting lights does not activate binarymovers (Script / Def)
- #2680: Need a LOD data manager (SEED)
- #2683: Crash when starting The Thieves (AI)
- #2684: Rats cause assertion failures when using debug DLL (Coding)
- #2685: Chalice of Kings tickles an assert when using a Debug DLL (AI)
AI
- Nothing yet.
See also
- What's new in TDM 2.12 (Older releases: What's new in TDM 2.11, What's new in TDM 2.10, What's new in TDM 2.09, v2.08, v2.07, v2.06, v2.05, v2.04, v2.03, v2.02, v2.01, v2.00, v1.08, v1.07, v1.06, v1.05, v1.04, v1.03, v1.02, v1.01)
- Download TDM