What's new in TDM 1.03
From The DarkMod Wiki
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)
- #1960: No error message when failing to install FM package (GUI)
- #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)
- #2352: Arrows stick into player head (Coding)
- #2362: Water texture/wobble is too fast (Coding)
- #2379: New golden Ingots as loot items (Models)
- #2380: CObjectiveLocation doesn't recognize absence of deleted entities. (Design/Coding)
- #2385: AI playing cards: some sit_down_angles unusable (AI)
AI
- Spiders have been significantly upgraded: all-new animations (including death animation), new spider types, new behavior (ceiling hang) and quieter footsteps
- Three new female characters: noblewoman, wench, and rogue. [1]
- 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
- 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)
- Built-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)
- The menu now supports three ambient methods (New Horizon):
- Normal (uses interaction shader to calculate ambient),
- Fast (JC's enhanced texture based ambient),
- Fastest (our original texture based ambient)
- The menu now has an "Object Details" setting, which can influence the amount and detail objects. It supports the settings of "Lowest", "Low", "Normal", "High" and "Highest". (Tels)
Sounds
Added a new Builder vocal set -- the Strong Builder-- Postponed -- (Mortem Desino)
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 chosen randomly at entity spawn time, see: random_skin
- A few building/tree skybox facade textures (Sotha)
- Copper clad roof texture and old oxidised copper texture, good for statue skins (Serpentine)
- Two higher res loose stone wall textures (Seperntine)
Models
- Aphrodite statue (Arcturus)
- New carrot stub/turnip stub (Baddcog) and moveables/eaten versions based on them
- Gold bar model with various sizes (Fidcal & Greebo)
- a few new LOD models, which are considerable simpler (and thus render faster) than their originals