What's new in TDM 1.03

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Revision as of 13:10, 28 August 2010 by Tels (talk | contribs) (add a few things)
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See also the changelog on our bugtracker page: Changelog.

Release Date

Version 1.03 of The Dark Mod has not yet been released.

Changes / Features / Issues fixed

  • #1254: Cannot see objectives or why failed after mission end (GUI)
  • #1851: Bug when "using" AI with "shoulderable" set to "0". (Coding)
  • #2210: Savegame trying to restore Doom3 objectiveSystem (Saving/Loading)
  • #2218: "idle_animations_torso" causes crash (Coding)
  • #2225: path_anim won't work without an "angle" property (Coding)
  • #2229: Conversations only playing once (Coding)
  • #2234: Weapon scrolling broken (Coding)
  • #2236: atdm:ai_townsfolk_commoner_armed def vocal set typo (Def / Setup)
  • #2237: Need generic text guis for signs etc (Feature proposal)
  • #2241: gameLocal.m_StimTimer is not cleared between maps (Coding)
  • #2242: Stim/Response Code Cleanup (Coding)
  • #2243: Crash in func_shooter entity when def_projectile is wrong (Coding)
  • #2244: Invalid tokens in ASE files (errors in NAHT) (Script/Def)
  • #2255: New Mission menu GUI improvements. (GUI)
  • #2258: Climbing chains sounds like rope (Coding)
  • #2260: Easier override option for main menu music (GUI)
  • #2261: in 16:9 aspect resolutions, 1280x720 and 1366x768 are reversed (GUI)
  • #2262: Restart Game button for settings menu (GUI)
  • #2265: Console commands to mark missions as played/completed (Coding)
  • #2268: No need to extract startingmap.txt file from mission PK4 (Coding)
  • #2269: Response Effect Knockout not working (Script/Def)
  • #2280: Mission version check is bound to fail on next major version (GUI)
  • #2281: No physics for dropped pickpocketed objects (Physics)
  • #2287: no_random_headturning Not Working (Animation)
  • #2308: Mission Download Manager (Coding)
  • #2309: Support for replace_anim_* spawnargs directly on AI (Coding)
  • #2324: Water should decrease visibility: add Lightgem modifier (Coding)
  • #2342: idRotator reverses direction each time it is triggered (Coding)
  • #2343: Split Action/Inventoy menu and add keybinds for Spyglass/Cycle Readables (GUI)
  • #2344: Elevator button double firing (Def / Setup)



AI

  • Spiders have been significantly upgraded: all-new animations (including death animation), new spider types, new behaviour (ceiling hang) and quieter footsteps
  • Three new female characters: noblewoman, wench, and rogue. http://modetwo.net/darkmod/index.php?/topic/11535-new-female-characters/
  • New animations for female characters
  • lowered volume of zombie foot-drag (again)
  • Implemented run animation for characters with weapons (so they don't stab their head while running)
  • new "Werebeast" monster added


GUI

  • There is a "Restart game" button now in the "Settings menu" (Greebo)
  • The "New mission" menu has been greatly improved and has new features like tracking which mission(s) you played before, how long it took etc. (Greebo)
  • Build-in version check, so TDM can tell you when an update is available. (Greebo)
  • The "Actions/Inventory" menu has been split into "Actions" and "Inventory" (Tels). This makes room for:
    • It is now possible to bind keys for "Spyglass" and "Cycle Readables" from the menu (Tels)


Sounds

Textures/Skins

  • a new yellow skin for the lily model has been added (Tels)
  • yellow and brown skins for our grass, as well as a dense and a colored variant of these has been added (Tels)
  • grass skins can now be used on all bush models, turning them into grass or plants with long leaves.
  • It is possible to set a list of skins, from which one will be choosen randomly at entity spawn time, see: random_skin


Three lilies Grass variants


Models

  • new carrot stub/turnip stub (Baddcog) and moveables/eaten versions based on them
  • new Aphrodite statue (Arcturus)


Eaten carrot and turnip


See also