What's new in TDM 1.03: Difference between revisions

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(add two solved bugs)
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* [http://bugs.angua.at/view.php?id=2268 #2268]: No need to extract startingmap.txt file from mission PK4 (Coding)
* [http://bugs.angua.at/view.php?id=2268 #2268]: No need to extract startingmap.txt file from mission PK4 (Coding)
* [http://bugs.angua.at/view.php?id=2269 #2269]: Response Effect Knockout not working (Script/Def)
* [http://bugs.angua.at/view.php?id=2269 #2269]: Response Effect Knockout not working (Script/Def)
* [http://bugs.angua.at/view.php?id=2269 #2270]: Ambient music volume levels (Sound system)
* [http://bugs.angua.at/view.php?id=2280 #2280]: Mission version check is bound to fail on next major version (GUI)
* [http://bugs.angua.at/view.php?id=2280 #2280]: Mission version check is bound to fail on next major version (GUI)
* [http://bugs.angua.at/view.php?id=2281 #2281]: No physics for dropped pickpocketed objects (Physics)
* [http://bugs.angua.at/view.php?id=2281 #2281]: No physics for dropped pickpocketed objects (Physics)

Revision as of 12:32, 3 November 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)
  • #2226: Lanternbots turn invisible when slain (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)
  • #2270: Ambient music volume levels (Sound system)
  • #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)
  • #2392: Patrolling AI get up immediately after path_sleep (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)


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

Code

id Software had the habit to add a small class for almost each feature needed, instead of combining the features into one class. This leads to situation where one entity can do X, the next can do Y, but none can do X and Y at the same time. Before we only added code to the code base, and fixed bugs. With v1.03 we also started an effort on C++ code cleanup. That means:

  • combining features into one spawnclass instead of distributing it over or duplicating it at several
  • removing unnec. classes (idFuncRadioChatter, idDoor, idElevator, idTarget_EnableStamina, idAFEntity_ClawFourFingers, anything related to the PDA, idTarget_Tip etc.)
  • adding small utility functions (like ToString() to the idBounds class)
  • improving the performance of idlib classes (the idList class has seen improvements upon adding another list to it, f.i.)
  • We also no longer include and use some AI scripts from the base,working towards our goal of a D3-free TDM

This is ongoing work, but it will contribute to making TDM better overall, in small steps.


See also