What's new in TDM 1.03: Difference between revisions

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


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


== LOD (Level of Detail) ==
<!--== 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 [[Level Of Detail|here]] for more information.
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 [[Level Of Detail|here]] for more information.
-->


== AI ==
== AI ==
Line 22: Line 47:


== Sounds ==
== Sounds ==
== Textures/Models ==
* a new yellow skin for the lily model has been added
* yellow and brown skins for our grass, as well as a dense variant of these has been added
* grass skins can now be used on all bush models, turning them into grass or plants with long leaves.
{|
|-
|[[Image:Three lilies.jpg|200px|Three lilies]]
|[[Image:grass_skins.jpg|200px|Grass variants.]]
|}


{{whatsnew}}
{{whatsnew}}

Revision as of 18:04, 18 July 2010

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


AI

  • Spiders have been significantly upgraded: all-new animations (including death animation), new spider types, new behaviour (ceiling hang) and quieter footsteps

GUI

  • New mod menu features (...)

Sounds

Textures/Models

  • a new yellow skin for the lily model has been added
  • yellow and brown skins for our grass, as well as a dense variant of these has been added
  • grass skins can now be used on all bush models, turning them into grass or plants with long leaves.
Three lilies Grass variants.


See also