What's new in TDM 1.07: Difference between revisions

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<!-- keywords whats new -->
<!-- keywords whats new -->
See also the [http://bugs.angua.at/roadmap_page.php?version_id=56 changelog] on our bugtracker.
See also the [http://bugs.angua.at/changelog_page.php?version_id=58 roadmap] <!-- http://bugs.angua.at/roadmap_page.php?version_id=56 changelog] --> on our bugtracker.
{{released|1.07|2011-11-27}}
{{notreleasedyet|1.08}}


== Changes / Features / Issues fixed ==
== Changes / Features / Issues fixed ==


* [http://bugs.angua.at/view.php?id=1148 #1148]: Add entity defs for static light fixtures like oil lamps (Script/Def) (tels)
* [http://bugs.angua.at/view.php?id=2905 #2905]: AI comment about lights out on map start (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=1327 #1327]: CProjectileResult remains indefinitely (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2933 #2933]: Add ability to select player start points to mission briefing (GUI) (grayman)
* [http://bugs.angua.at/view.php?id=1447 #1447]: Toggle compass command doesn't toggle (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2936 #2936]: Merge the GPL'd D3 sources with the TDM codebase (Coding) (greebo)
* [http://bugs.angua.at/view.php?id=1496 #1496]: Unlocking of armed mines (Feature proposal) (grayman)
* [http://bugs.angua.at/view.php?id=2943 #2943]: Some electric lights casting unwanted shadows from their models (Design/Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2220 #2220]: AI_USE key for suspicious object (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2948 #2948]: AI death or KO can block door use (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2439 #2439]: Convert TGA files to DDS (Textures) (tels)
* [http://bugs.angua.at/view.php?id=2956 #2956]: Add a condensed Carleton font (GUI) (tels)
* [http://bugs.angua.at/view.php?id=2478 #2478]: Adjustments to mines (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2959 #2959]: Let AI investigate a low-lighting shouldBeClosed door if they handle it (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2522 #2522]: Adjust damage for different weapons (Def/Setup) (Springheel)
* [http://bugs.angua.at/view.php?id=2962 #2962]: Move tdmlauncher functionality into the game engine (TDM Launcher) (greebo)
* [http://bugs.angua.at/view.php?id=2537 #2537]: Test Noisycricket's new combat animations (Animation) (Springheel and Noisycricket)
* [http://bugs.angua.at/view.php?id=2963 #2963]: Simplify mission PK4 setup (Design/Coding) (greebo)
* [http://bugs.angua.at/view.php?id=2698 #2698]: Slim down strings/english.lang (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2722 #2722]: SEED: trace ends at bottom of SEED entity (SEED) (tels)
* [http://bugs.angua.at/view.php?id=2771 #2771]: Wench legs clip (Animation) (Springheel)
* [http://bugs.angua.at/view.php?id=2772 #2772]: Code uses mindplaces.com (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2777 #2777]: Try to remove ai_character.script (AI) (tels)
* [http://bugs.angua.at/view.php?id=2781 #2781]: Autogenerate english.lang etc. from strings/all.lang (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2782 #2782]: Add a way to switch the language in the menu (GUI) (tels)
* [http://bugs.angua.at/view.php?id=2783 #2783]: Support translated HUD (weapon names, inventory groups), shopitems, messages etc. (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2787 #2787]: Complete Vine Arrow (Feature proposal) (grayman)
* [http://bugs.angua.at/view.php?id=2788 #2788]: Add more premade key entries (possible with new models/skins) (Def / Setup) (tels)
* [http://bugs.angua.at/view.php?id=2791 #2791]: Check Revenant Materials (AI) (Springheel)
* [http://bugs.angua.at/view.php?id=2794 #2794]: Mines show decal when shot with water arrow (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2795 #2795]: Add russian fonts (GUI) (tels and Keeper Riff)
* [http://bugs.angua.at/view.php?id=2796 #2796]: Non-ASCII GUI choices don't work (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2797 #2797]: Add support for FM specific translations (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2798 #2798]: Unarmed AI sometimes used armed search animation (Animation) (Springheel)
* [http://bugs.angua.at/view.php?id=2801 #2801]: AI play &quot;weapon&quot; bark when shot by arrow (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2802 #2802]: Bitmap &quot;texts&quot; cannot be translated (GUI) (tels)
* [http://bugs.angua.at/view.php?id=2803 #2803]: Restarting TDM fails with boost error on linux (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2804 #2804]: Keys (&quot;rusty key&quot; etc) do no twork with chest in italian (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2805 #2805]: Screenshot image format (Coding) (stgatilov)
* [http://bugs.angua.at/view.php?id=2806 #2806]: hanging_horizontal_leaves has no alpha (Textures) (tels)
* [http://bugs.angua.at/view.php?id=2808 #2808]: Electric lights (Def / Setup) (tels)
* [http://bugs.angua.at/view.php?id=2811 #2811]: Font loading does not fall back to English (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2812 #2812]: Character 0xFF does not work in fonts (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2815 #2815]: Support FM short descriptions in other languages (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2817 #2817]: sys_lang only allows a fixed set of languages (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2820 #2820]: Unnecessary event posting during map startup can lead to overrunning the event queue (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2822 #2822]: Fireplaces have their light embedded in the floor (Def / Setup) (tels)
* [http://bugs.angua.at/view.php?id=2823 #2823]: Light holders (candles, etc.) marked &quot;extinguished&quot; spawn lit (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2825 #2825]: Carleton Bold is missing its size 12 DDS (Graphics) (tels)
* [http://bugs.angua.at/view.php?id=2826 #2826]: 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=2840 #2840]: AI Ragdolls moved and distorted on map load (Saving/Loading) (grayman)
* [http://bugs.angua.at/view.php?id=2844 #2844]: Finish I18N.pl (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2846 #2846]: Download fmname_l10n.pk4 (Coding) (greebo)
* [http://bugs.angua.at/view.php?id=2850 #2850]: Campaign Distinction on In-Game Downloader (GUI) (greebo)
* [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=2859 #2859]: If an AI opens a door marked ShouldBeClosed, he becomes suspicious (AI) (grayman)
* [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)
* [http://bugs.angua.at/view.php?id=2866 #2866]: AI don't close &quot;shouldBeClosed&quot; doors after searching near them (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2872 #2872]: AI should Notice Ropes (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2874 #2874]: Changing language during mission while reading (Coding) (greebo)
* [http://bugs.angua.at/view.php?id=2877 #2877]: Games saved when a sliding door is open can crash TDM (Saving/Loading) (grayman)
* [http://bugs.angua.at/view.php?id=2879 #2879]: Loading a final save crashes TDM to the main menu. (Saving/Loading) (greebo)
* [http://bugs.angua.at/view.php?id=2880 #2880]: GUI files make Training Mission crash on load (Saving/Loading) (tels)
* [http://bugs.angua.at/view.php?id=2887 #2887]: Stealth Score Level-5 bust (&quot;being seen&quot;) isn't countable for the stats GUI because of incrementing &quot;cascade&quot; (GUI) (grayman)
* [http://bugs.angua.at/view.php?id=2888 #2888]: &quot;Back&quot; and &quot;Objectives&quot; in the briefing screen are bitmaps (GUI) (tels)
* [http://bugs.angua.at/view.php?id=2889 #2889]: Wench legs clip during alert walk (Animation) (Springheel)
* [http://bugs.angua.at/view.php?id=2892 #2892]: Crash to desktop on Alberics Curse (Graphics) (tels)
* [http://bugs.angua.at/view.php?id=2893 #2893]: zones w/ dynamic ambient lighting disabled still carry settings from other zones (Mapping) (tels)
* [http://bugs.angua.at/view.php?id=2900 #2900]: Carried torches go out at map start (Def / Setup) (grayman)
* [http://bugs.angua.at/view.php?id=2902 #2902]: TDM 1.07 hangs near the beginning of Let Sleeping Thieves Lie (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2903 #2903]: The distance check added for warnings in 1.07 leads to alerts being spread too wide (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2904 #2904]: Steam: FM does not stay installed and Saved games don't run (TDM Launcher) (greebo)
* [http://bugs.angua.at/view.php?id=2906 #2906]: Arrows sometimes spawn explosion decal without exploding mine (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2907 #2907]: AI not alerted by mine soundprop (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2908 #2908]: AI killed by player-tossed mines don't know they were killed by the player (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2911 #2911]: When adding rotating cogs to multistate movers the cogs sometime rotate in the wrong direction (Coding) (greebo)
* [http://bugs.angua.at/view.php?id=2916 #2916]: Create shader for reaction to warnings (Sound) (Springheel)
* [http://bugs.angua.at/view.php?id=2928 #2928]: AI might kneel too far from where we expect them to (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2930 #2930]: AI knockouts aren't behaving as expected when AI have weapons drawn (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2934 #2934]: The ATTACK key is being ignored when lockpicking an armed mine (Design\Coding) (grayman)




== AI ==
== 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 ==
== Animations ==


* added some rustling cloth sounds to several animations (Springheel)
* added improved melee combat animations (Noisycricket)




== Entities/Skins/Models ==
== Entities/Skins/Models ==


* New decorative statue skins like copper, brass, alabaster etc. (Tels)
* New key skins and matching entities (with translated names) where added (Tels):
:[[Image:New_keys.jpg|600px|New key variants]]
{{clear}}
* Added new three-ringed key model (Mysterious Key) and a geometric key model (Strange Key). (Tels)
:[[Image:New_key_variants.jpg|800px|New key variants]]
{{clear}}
* 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)
* New scimitar weapon model/entity added (Springheel)
* Several new models added, including water tower, pumpkins, cloth doll, jack-o-lantern (Springheel)




== Sounds ==
== Sounds ==
* Added several new impact sounds (Mortem)
* Added new weapon and combat sounds (Mortem)




== Coding ==
== 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)




== Textures ==
== Textures ==


* About 90 Mbyte of TGA texture files have been converted to about 25 MByte DDS. This will improve load times and reduce memory consumption (Tels)
* Some plant and barrel textures have been improved (Serpentine)




== Translation ==
== Translation ==


* Both the '''menus''' and the '''in-game HUD''' as well as other on-screen messages are translatable into different languages.
* The backgrounds with the painted-on headlines using the Mason font (like "Settings", "New Mission") have been replaced by a combination of parchment, watermark overlay and ornamental overlay plus translatable text. (Tels)
* [[I18N_-_Translating_Fan_Missions|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.
* Czech, French, German, Italian, Polish and Portuguese are mostly done, other languages still need translators. If you want to help, please post at '''[http://modetwo.net/darkmod/index.php?/topic/12863-translating-the-tdm-gui this thread]'''.
 


<!--
:[[Image:Trans_0014.jpg|200px|The menus in Czech]] [[Image:Trans_0012.jpg|200px|The menus in French]] [[Image:Trans_0013.jpg|200px|The menus in German]]
:[[Image:Trans_0014.jpg|200px|The menus in Czech]] [[Image:Trans_0012.jpg|200px|The menus in French]] [[Image:Trans_0013.jpg|200px|The menus in German]]
:[[Image:Trans_0003.jpg|304px|German HUD]] [[Image:Briefing_german.jpg|304px|German Briefing]]  
:[[Image:Trans_0003.jpg|304px|German HUD]] [[Image:Briefing_german.jpg|304px|German Briefing]]  
 
-->


{{clear}}
{{clear}}
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Please see [[I18N|this article]] for background and progress information of the internationalization effort.
Please see [[I18N|this article]] for background and progress information of the internationalization effort.


{{whatsnew|sort=193}}
{{whatsnew|sort=192}}

Revision as of 22:14, 8 January 2012

See also the roadmap on our bugtracker.

Version 1.08 of The Dark Mod has not been released yet.

Changes / Features / Issues fixed

  • #2905: AI comment about lights out on map start (Coding) (grayman)
  • #2933: Add ability to select player start points to mission briefing (GUI) (grayman)
  • #2936: Merge the GPL'd D3 sources with the TDM codebase (Coding) (greebo)
  • #2943: Some electric lights casting unwanted shadows from their models (Design/Coding) (grayman)
  • #2948: AI death or KO can block door use (AI) (grayman)
  • #2956: Add a condensed Carleton font (GUI) (tels)
  • #2959: Let AI investigate a low-lighting shouldBeClosed door if they handle it (AI) (grayman)
  • #2962: Move tdmlauncher functionality into the game engine (TDM Launcher) (greebo)
  • #2963: Simplify mission PK4 setup (Design/Coding) (greebo)


AI

Animations

Entities/Skins/Models

Sounds

Coding

Textures

Translation

  • The backgrounds with the painted-on headlines using the Mason font (like "Settings", "New Mission") have been replaced by a combination of parchment, watermark overlay and ornamental overlay plus translatable text. (Tels)


Please see this article for background and progress information of the internationalization effort.


See also