What's new in TDM 1.03: Difference between revisions

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m (add #2352)
m (add "Object Details" setting)
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** '''Fast''' (JC's enhanced texture based ambient),  
** '''Fast''' (JC's enhanced texture based ambient),  
** '''Fastest''' (our original 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".





Revision as of 10:48, 30 September 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: 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)



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".


Sounds

  • Added a new Builder vocal set -- the Strong Builder (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)


Three lilies Grass variants


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


Eaten carrot and turnip Left: LOD, Right: Original Left: LOD, Right: Original



See also