What's new in TDM 1.03

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Revision as of 14:15, 10 August 2010 by Springheel (talk | contribs) (→‎AI)
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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
  • Three new female characters: noblewoman, wench, and rogue. http://modetwo.net/darkmod/index.php?/topic/11535-new-female-characters/
  • 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)

GUI

  • New mod menu features (...)

Sounds

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 choosen randomly at entity spawn time, see: random_skin


Three lilies Grass variants


Models

  • new carrot stub/turnip stub (Baddcog) and moveables/eaten versions based on them
  • new Aphrodite statue (Arcturus)


Eaten carrot and turnip


See also