What's new in TDM 1.05: Difference between revisions
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* New Loot entities | * New Loot entities | ||
* "func_emitter" entities can have multiple particles at once | * "func_emitter" entities can have multiple particles at once | ||
* Keys and important small items like loot purses are | * Keys and important small items like loot purses are now a bit brighter than before, and should be more easy to see | ||
Revision as of 21:07, 23 March 2011
See also the changelog on our bugtracker page: Roadmap
Version 1.05 of The Dark Mod is currently in freeze/testing and is expected to be released in the near future.
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)
- #2690: AI become confused when chasing player through a door (AI)
- #2691: AI open prefab doors when searching or when chasing the player (AI)
- #2692: AI sometimes block a door they're opening (AI)
- #2694: An AI running toward a closed door can fall into circling behavior at the door (AI)
- #2700: An AI using a door can get blocked and hold up the entire door queue. (AI)
AI
- Significant improvements to Blackjack mechanics and functionality.
- More AI pathfinding and door handling enhancements
Entities
- New alert sound entity
- New Loot entities
- "func_emitter" entities can have multiple particles at once
- Keys and important small items like loot purses are now a bit brighter than before, and should be more easy to see
LOD (Level of Detail)
- A new memory manager to keep track of LOD entities
- Enhanced hide_distance control options
- Enhanced LOD Bias control
- "func_smoke" has hide_distance support