What's new in TDM 1.04

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See also the changelog on our bugtracker page: Changelog

Release Date

Version 1.04 of The Dark Mod has not yet been released.

Changes / Features / Issues fixed

  • #597: Player weapon equip animations are clunky (Animation)
  • #1444: Remember last position in inventory after clear (Coding)
  • #1965: Make stealth score more meaningful (GUI)
  • #2033: Bottle/arrow-throwing overriding archery (AI)
  • #2154: Arrows fire incorrectly from standing lean (Coding)
  • #2276: Improve the LOD system (Coding)
  • #2282: Initially sitting AI's sit on air after relaxing from a disturbance (AI)
  • #2330: Previously clicked menu-text stays highlighted after going step back (Tweaking)
  • #2339: Self inflicted wounds, and not of the shaving kind. (Coding)
  • #2425: Animation frame commands doubled or skipped (Coding)
  • #2460: Easy way to close maps (Coding)
  • #2464: Sleeping AI respond to greetings (Coding)
  • #2482: Add Atti's nail models (Models)
  • #2483: Vocals from frame commands don't use lipsynching (Coding)
  • #2493: Check sock colour (Textures)
  • #2495: hide_distance etc no longer working after 1.03 (Coding)
  • #2496: TDM Updater does not work in Windows 2000 (TDM Updater)
  • #2497: Fixing ambient volume slider from 1.02 broke it in another way in 1.03 (Sound)
  • #2501: Update Credits (GUI)
  • #2502: PickableLock objects not registered on gamesave - savegames with pending events crash on restore (Coding)
  • #2503: Rig Thief model to new skeleton (AI)
  • #2505: Move LOD models (Models)
  • #2510: Skybox backgrounds too bright using enhanced ambient (Textures)
  • #2511: Lightgem not affected by ambient in "Enhanced" (Graphics)
  • #2512: Previous location's ambient plays at full volume on reload on top of currrent ambient (until next transition) (Sound)
  • #2513: Remove editor_ spawnargs from in-game entities (Saving\Loading)
  • #2519: Add support for sys.log(x) and sys.pow(x,y) to the scripting system (Coding)
  • #2523: When downloading many missions, the notification text is truncated (GUI)
  • #2524: Option to view Mission Details before downloading them (GUI)
  • #2525: Add PNG and JPG support to the devil library (Coding)
  • #2529: Cannot bind FX to specific joints - is always bound to origin (Coding)
  • #2531: Change window Title and Icon (DOOM3 => TDM) (Design/Coding)
  • #2546: Lights take several seconds to extinguish (Scripting)

LOD (Level of Detail)

The old system with only two levels (object visible and invisible) has been totally rewritten, and features now 7 levels, fade in and fade out distances and can set different models, skins and noshadows on every LOD stage. See here for more information.

The new entity generator system has been renamed, and and a lot of bugs have been fixed and new features added.

The system should now be usable, please see SEED for more details.


AI

  • Folders have been reorganized in DR to make finding AI simpler (Springheel)
  • Several new AI entities have been added, including criminal thug and unarmed townsfolk (Springheel)
  • New AI thief characters (including female thief) ready for use (Springheel)
  • A new head model has been added, as well as a few new head entities (Springheel)
  • New AI mage character added (Springheel)


GUI

  • Mission downloads: It is now possible to view details and screenshots before downloading a mission (Greebo)
  • Shop: buttons highlight and can be greyed-out, possible to get dropped items back (Tels)


Sounds

  • The female vocals have been reproccessed to increase their quality.
  • A new set of noblewoman vocals has been added (lady02)
  • A new set of male vocals has been added (critic)

Entities

  • Our combo light entities now know how to handle bound children and set correct On()/Off() signals to either targets or bound children, and they do so now in an extra thread so that the trigger happens instantly, and not after the particle has finished playing.
  • Several (experimental) entities producing random other entities (food, fruit, game pieces, bottles) using SEED have been added under "darkmod/Randoms".

Textures/Skins

  • New material marble_flower_mosaic_cracked (STiFU)
  • Grass decal textures (Tels)
  • a lot of normal TGA textures have their (not-used) alpha channel stripped (Serpentine)

Models

  • New spiked club model added (Springheel)
  • A few new grass and vegetation models (Tels)
  • Most of Nosslaks models (bellows, globe, privacy screen, spyglass, deerpole and two brackets)

Physics

  • gas arrow cloud now damages player



See also