What's new in TDM 1.07: Difference between revisions
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add #2833 as resolved |
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* [http://bugs.angua.at/view.php?id=2828 #2828]: LOD inventory entities sometimes re-appear (Coding) (tels) | * [http://bugs.angua.at/view.php?id=2828 #2828]: LOD inventory entities sometimes re-appear (Coding) (tels) | ||
* [http://bugs.angua.at/view.php?id=2833 #2833]: --delay not working on tdmlauncher (Coding) (tels) | * [http://bugs.angua.at/view.php?id=2833 #2833]: --delay not working on tdmlauncher (Coding) (tels) | ||
* [http://bugs.angua.at/view.php?id=2851 #2851]: Remove AlertAI() and GetAlertEntity() (AI) (tels) | |||
* [http://bugs.angua.at/view.php?id=2852 #2852]: fix GUI command handling with args in HandleMainMenuCommands() (Coding) (tels) | |||
* [http://bugs.angua.at/view.php?id=2853 #2853]: A fully-lit absence marker might not be seen by a passing AI (AI) (grayman) | |||
* [http://bugs.angua.at/view.php?id=2854 #2854]: Add ability to include custom mission script files in tdm_main.script (Script/Def) (greebo) | |||
* [http://bugs.angua.at/view.php?id=2860 #2860]: When a lootable painting is stolen, AI can't see the absence marker (AI) (grayman) | |||
* [http://bugs.angua.at/view.php?id=2861 #2861]: Sliding doors marked shouldBeClosed might not alert nearby AI (AI) (grayman) | |||
* [http://bugs.angua.at/view.php?id=2862 #2862]: Doors no longer need to send visual stims if they aren't marked shouldBeClosed (AI) (grayman) | |||
== AI == | == AI == | ||
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** '''French''', '''German''', '''Italian''', '''Russian''', '''Polish''' (in progress), '''Spanish''' (incomplete), '''Portuguese''' (incomplete) | ** '''French''', '''German''', '''Italian''', '''Russian''', '''Polish''' (in progress), '''Spanish''' (incomplete), '''Portuguese''' (incomplete) | ||
:[[Image:Trans_0003.jpg|340px|German HUD]] [[Image:Trans_0012.jpg|340px|The menus in French]] | :[[Image:Trans_0003.jpg|340px|German HUD]] [[Image:Trans_0012.jpg|340px|The menus in French]] [[Image:Trans_0013.jpg|340px|The menus in German]] | ||
{{clear}} | {{clear}} | ||
{{infobox|''Note'': Due to technical reasons neither Umlauts nor accented characters | {{infobox|''Note'': Due to technical reasons neither Umlauts nor accented characters appear in the font, and settings with accented characters do not work yet. These issues will be fixed before the release.}} | ||
{{whatsnew|sort=193}} | {{whatsnew|sort=193}} |
Revision as of 13:33, 18 September 2011
See also the changelog on our bugtracker page: Roadmap
Version 1.07 of The Dark Mod has not been released yet.
Changes / Features / Issues fixed
- #1496: Unlocking of armed mines (Feature proposal) (grayman)
- #2478: Adjustments to mines (Coding) (grayman)
- #2698: Slim down strings/english.lang (Coding) (tels)
- #2722: SEED: trace ends at bottom of SEED entity (SEED) (tels)
- #2771: Wench legs clip (Animation) (Springheel)
- #2777: Try to remove ai_character.script (AI) (tels)
- #2781: Autogenerate english.lang etc. from strings/all.lang (Coding) (tels)
- #2782: Add a way to switch the language in the menu (GUI) (tels)
- #2783: Support translated HUD (weapon names, inventory groups), shopitems, messages etc. (Coding) (tels)
- #2787: Complete Vine Arrow (Feature proposal) (grayman)
- #2791: Check Revenant Materials (AI) (Springheel)
- #2797: Add support for FM specific translations (Coding) (tels)
- #2803: Restarting TDM fails with boost error on linux (Coding) (tels)
- #2804: Keys ("rusty key" etc) do no twork with chest in italian (Coding) (tels)
- #2805: Screenshot image format (Coding) (stgatilov)
- #2806: hanging_horizontal_leaves has no alpha (Textures) (tels)
- #2808: Electric lights (Def / Setup) (tels)
- #2811: Font loading does not fall back to English (Coding) (tels)
- #2815: Support FM short descriptions in other languages (Coding) (tels)
- #2817: sys_lang only allows a fixed set of languages (Coding) (tels)
- #2820: Unnecessary event posting during map startup can lead to overrunning the event queue (Coding) (grayman)
- #2822: Fireplaces have their light embedded in the floor (Def / Setup) (tels)
- #2823: Light holders (candles, etc.) marked "extinguished" spawn lit (Coding) (grayman)
- #2825: Carleton Bold is missing its size 12 DDS (Graphics) (tels)
- #2828: LOD inventory entities sometimes re-appear (Coding) (tels)
- #2833: --delay not working on tdmlauncher (Coding) (tels)
- #2851: Remove AlertAI() and GetAlertEntity() (AI) (tels)
- #2852: fix GUI command handling with args in HandleMainMenuCommands() (Coding) (tels)
- #2853: A fully-lit absence marker might not be seen by a passing AI (AI) (grayman)
- #2854: Add ability to include custom mission script files in tdm_main.script (Script/Def) (greebo)
- #2860: When a lootable painting is stolen, AI can't see the absence marker (AI) (grayman)
- #2861: Sliding doors marked shouldBeClosed might not alert nearby AI (AI) (grayman)
- #2862: Doors no longer need to send visual stims if they aren't marked shouldBeClosed (AI) (grayman)
AI
- Added new wench skins and fixed some clipping issues (Springheel)
- Added new "waif" head and added new hair to some other heads (Springheel)
Animations
- added some rustling cloth sounds to several animations (Springheel)
- added improved melee combat animations (Noisycricket)
Entities/Skins/Models
- New decorative statue skins like copper, brass, alabaster etc. (Tels)
- New key skins and matching entities (with translated names) were added (Tels):
- Added new three-ringed key model (Mysterious Key) and a geometric key model (Strange Key). (Tels)
- Four variants of ash heap models added (Tels)
- The pre-made fireplace entities now have ash heaps, and the "arch" variant has two stacks of wood logs (Tels)
Sounds
- Added several new impact sounds (Mortem)
- Added new weapon and combat sounds (Mortem)
Coding
- Vine arrows are now working (Grayman)
- Weapons are now divided into three different categories of damage. Daggers no longer do the same damage as Longswords. (Springheel)
Translation
- Both the menus and the in-game HUD as well as other on-screen messages are translatable into different languages.
- FMs can have their own, specific translation dictionaries, meaning it is possible to update the translation w/o touching the FM PK4 file itself.
- The language can be selected in the menu, and is switched immidiately.
- The following languages are mostly done, other languages are still waiting for translators. If you want to help, please post at this thread.
- French, German, Italian, Russian, Polish (in progress), Spanish (incomplete), Portuguese (incomplete)
Note: Due to technical reasons neither Umlauts nor accented characters appear in the font, and settings with accented characters do not work yet. These issues will be fixed before the release.