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 work yet, and there are still some bitmaps in the menu that are not translated. These issues will be fixed before the release.}}
{{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):
New key variants
  • Added new three-ringed key model (Mysterious Key) and a geometric key model (Strange Key). (Tels)
New key variants
  • 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)
German HUD The menus in French The menus in German
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.


See also