What's new in TDM 1.07: Difference between revisions

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<!-- keywords whats new -->
<!-- keywords whats new -->
See also the changelog on our bugtracker page: <!--[http://bugs.angua.at/changelog_page.php?version_id=56 Changelog]--> [http://bugs.angua.at/roadmap_page.php?version_id=56 Roadmap]
See also the [http://bugs.thedarkmod.com/roadmap_page.php?version_id=56 changelog] on our bugtracker.
{{testing|1.07}}
{{released|1.07|2011-11-27}}
 
Source Revision 5048
<br>
<br>
== Changes / Features / Issues fixed ==
== Changes / Features / Issues fixed ==


* [http://bugs.angua.at/view.php?id=1327 #1327]: CProjectileResult remains indefinitely (Coding) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=1148 #1148]: Add entity defs for static light fixtures like oil lamps (Script/Def) (tels)
* [http://bugs.angua.at/view.php?id=1447 #1447]: Toggle compass command doesn't toggle (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=1327 #1327]: CProjectileResult remains indefinitely (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=1496 #1496]: Unlocking of armed mines (Feature proposal) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=1447 #1447]: Toggle compass command doesn't toggle (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2439 #2439]: Convert TGA files to DDS (Textures) (tels)
* [http://bugs.thedarkmod.com/view.php?id=1496 #1496]: Unlocking of armed mines (Feature proposal) (grayman)
* [http://bugs.angua.at/view.php?id=2478 #2478]: Adjustments to mines (Coding) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2220 #2220]: AI_USE key for suspicious object (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2698 #2698]: Slim down strings/english.lang (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2439 #2439]: Convert TGA files to DDS (Textures) (tels)
* [http://bugs.angua.at/view.php?id=2722 #2722]: SEED: trace ends at bottom of SEED entity (SEED) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2478 #2478]: Adjustments to mines (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2771 #2771]: Wench legs clip (Animation) (Springheel)
* [http://bugs.thedarkmod.com/view.php?id=2522 #2522]: Adjust damage for different weapons (Def/Setup) (Springheel)
* [http://bugs.angua.at/view.php?id=2772 #2772]: Code uses mindplaces.com (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2537 #2537]: Test Noisycricket's new combat animations (Animation) (Springheel and Noisycricket)
* [http://bugs.angua.at/view.php?id=2777 #2777]: Try to remove ai_character.script (AI) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2698 #2698]: Slim down strings/english.lang (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2781 #2781]: Autogenerate english.lang etc. from strings/all.lang (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2722 #2722]: SEED: trace ends at bottom of SEED entity (SEED) (tels)
* [http://bugs.angua.at/view.php?id=2782 #2782]: Add a way to switch the language in the menu (GUI) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2771 #2771]: Wench legs clip (Animation) (Springheel)
* [http://bugs.angua.at/view.php?id=2783 #2783]: Support translated HUD (weapon names, inventory groups), shopitems, messages etc. (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2772 #2772]: Code uses mindplaces.com (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2787 #2787]: Complete Vine Arrow (Feature proposal) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2777 #2777]: Try to remove ai_character.script (AI) (tels)
* [http://bugs.angua.at/view.php?id=2788 #2788]: Add more premade key entries (possible with new models/skins) (Def / Setup) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2781 #2781]: Autogenerate english.lang etc. from strings/all.lang (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2791 #2791]: Check Revenant Materials (AI) (Springheel)
* [http://bugs.thedarkmod.com/view.php?id=2782 #2782]: Add a way to switch the language in the menu (GUI) (tels)
* [http://bugs.angua.at/view.php?id=2794 #2794]: Mines show decal when shot with water arrow (Coding) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2783 #2783]: Support translated HUD (weapon names, inventory groups), shopitems, messages etc. (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2796 #2796]: Non-ASCII GUI choices don't work (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2787 #2787]: Complete Vine Arrow (Feature proposal) (grayman)
* [http://bugs.angua.at/view.php?id=2797 #2797]: Add support for FM specific translations (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2788 #2788]: Add more premade key entries (possible with new models/skins) (Def / Setup) (tels)
* [http://bugs.angua.at/view.php?id=2801 #2801]: AI play &quot;weapon&quot; bark when shot by arrow (Coding) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2791 #2791]: Check Revenant Materials (AI) (Springheel)
* [http://bugs.angua.at/view.php?id=2802 #2802]: Bitmap &quot;texts&quot; cannot be translated (GUI) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2794 #2794]: Mines show decal when shot with water arrow (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2803 #2803]: Restarting TDM fails with boost error on linux (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2795 #2795]: Add russian fonts (GUI) (tels and Keeper Riff)
* [http://bugs.angua.at/view.php?id=2804 #2804]: Keys (&quot;rusty key&quot; etc) do no twork with chest in italian (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2796 #2796]: Non-ASCII GUI choices don't work (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2805 #2805]: Screenshot image format (Coding) (stgatilov)
* [http://bugs.thedarkmod.com/view.php?id=2797 #2797]: Add support for FM specific translations (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2806 #2806]: hanging_horizontal_leaves has no alpha (Textures) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2798 #2798]: Unarmed AI sometimes used armed search animation (Animation) (Springheel)
* [http://bugs.angua.at/view.php?id=2808 #2808]: Electric lights (Def / Setup) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2801 #2801]: AI play &quot;weapon&quot; bark when shot by arrow (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2811 #2811]: Font loading does not fall back to English (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2802 #2802]: Bitmap &quot;texts&quot; cannot be translated (GUI) (tels)
* [http://bugs.angua.at/view.php?id=2812 #2812]: Character 0xFF does not work in fonts (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2803 #2803]: Restarting TDM fails with boost error on linux (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2815 #2815]: Support FM short descriptions in other languages (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2804 #2804]: Keys (&quot;rusty key&quot; etc) do no twork with chest in italian (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2817 #2817]: sys_lang only allows a fixed set of languages (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2805 #2805]: Screenshot image format (Coding) (stgatilov)
* [http://bugs.angua.at/view.php?id=2820 #2820]: Unnecessary event posting during map startup can lead to overrunning the event queue (Coding) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2806 #2806]: hanging_horizontal_leaves has no alpha (Textures) (tels)
* [http://bugs.angua.at/view.php?id=2822 #2822]: Fireplaces have their light embedded in the floor (Def / Setup) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2808 #2808]: Electric lights (Def / Setup) (tels)
* [http://bugs.angua.at/view.php?id=2823 #2823]: Light holders (candles, etc.) marked &quot;extinguished&quot; spawn lit (Coding) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2811 #2811]: Font loading does not fall back to English (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2825 #2825]: Carleton Bold is missing its size 12 DDS (Graphics) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2812 #2812]: Character 0xFF does not work in fonts (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2826 #2826]: LOD inventory entities sometimes re-appear (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2815 #2815]: Support FM short descriptions in other languages (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2833 #2833]: --delay not working on tdmlauncher (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2817 #2817]: sys_lang only allows a fixed set of languages (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2840 #2840]: AI Ragdolls moved and distorted on map load (Saving/Loading) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2820 #2820]: Unnecessary event posting during map startup can lead to overrunning the event queue (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2844 #2844]: Finish I18N.pl (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2822 #2822]: Fireplaces have their light embedded in the floor (Def / Setup) (tels)
* [http://bugs.angua.at/view.php?id=2846 #2846]: Download fmname_l10n.pk4 (Coding) (greebo)
* [http://bugs.thedarkmod.com/view.php?id=2823 #2823]: Light holders (candles, etc.) marked &quot;extinguished&quot; spawn lit (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2850 #2850]: Campaign Distinction on In-Game Downloader (GUI) (greebo)
* [http://bugs.thedarkmod.com/view.php?id=2825 #2825]: Carleton Bold is missing its size 12 DDS (Graphics) (tels)
* [http://bugs.angua.at/view.php?id=2851 #2851]: Remove AlertAI() and GetAlertEntity() (AI) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2826 #2826]: LOD inventory entities sometimes re-appear (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2852 #2852]: fix GUI command handling with args in HandleMainMenuCommands() (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2833 #2833]: --delay not working on tdmlauncher (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2853 #2853]: A fully-lit absence marker might not be seen by a passing AI (AI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2840 #2840]: AI Ragdolls moved and distorted on map load (Saving/Loading) (grayman)
* [http://bugs.angua.at/view.php?id=2854 #2854]: Add ability to include custom mission script files in tdm_main.script (Script/Def) (greebo)
* [http://bugs.thedarkmod.com/view.php?id=2844 #2844]: Finish I18N.pl (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2859 #2859]: If an AI opens a door marked ShouldBeClosed, he becomes suspicious (AI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2846 #2846]: Download fmname_l10n.pk4 (Coding) (greebo)
* [http://bugs.angua.at/view.php?id=2860 #2860]: When a lootable painting is stolen, AI can't see the absence marker (AI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2850 #2850]: Campaign Distinction on In-Game Downloader (GUI) (greebo)
* [http://bugs.angua.at/view.php?id=2861 #2861]: Sliding doors marked shouldBeClosed might not alert nearby AI (AI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2851 #2851]: Remove AlertAI() and GetAlertEntity() (AI) (tels)
* [http://bugs.angua.at/view.php?id=2862 #2862]: Doors no longer need to send visual stims if they aren't marked shouldBeClosed (AI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2852 #2852]: fix GUI command handling with args in HandleMainMenuCommands() (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2866 #2866]: AI don't close &quot;shouldBeClosed&quot; doors after searching near them (AI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2853 #2853]: A fully-lit absence marker might not be seen by a passing AI (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2872 #2872]: AI should Notice Ropes (Coding) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2854 #2854]: Add ability to include custom mission script files in tdm_main.script (Script/Def) (greebo)
* [http://bugs.angua.at/view.php?id=2874 #2874]: Changing language during mission while reading (Coding) (greebo)
* [http://bugs.thedarkmod.com/view.php?id=2859 #2859]: If an AI opens a door marked ShouldBeClosed, he becomes suspicious (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2877 #2877]: Games saved when a sliding door is open can crash TDM (Saving/Loading) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2860 #2860]: When a lootable painting is stolen, AI can't see the absence marker (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2879 #2879]: Loading a final save crashes TDM to the main menu. (Saving/Loading) (greebo)
* [http://bugs.thedarkmod.com/view.php?id=2861 #2861]: Sliding doors marked shouldBeClosed might not alert nearby AI (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2880 #2880]: GUI files make Training Mission crash on load (Saving/Loading) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2862 #2862]: Doors no longer need to send visual stims if they aren't marked shouldBeClosed (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2887 #2887]: Stealth Score Level-5 bust (&quot;being seen&quot;) isn't countable for the stats GUI because of incrementing &quot;cascade&quot; (GUI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2866 #2866]: AI don't close &quot;shouldBeClosed&quot; doors after searching near them (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2888 #2888]: &quot;Back&quot; and &quot;Objectives&quot; in the briefing screen are bitmaps (GUI) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2872 #2872]: AI should Notice Ropes (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2889 #2889]: Wench legs clip during alert walk (Animation) (Springheel)
* [http://bugs.thedarkmod.com/view.php?id=2874 #2874]: Changing language during mission while reading (Coding) (greebo)
* [http://bugs.angua.at/view.php?id=2892 #2892]: Crash to desktop on Alberics Curse (Graphics) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2877 #2877]: Games saved when a sliding door is open can crash TDM (Saving/Loading) (grayman)
* [http://bugs.angua.at/view.php?id=2893 #2893]: zones w/ dynamic ambient lighting disabled still carry settings from other zones (Mapping) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2879 #2879]: Loading a final save crashes TDM to the main menu. (Saving/Loading) (greebo)
* [http://bugs.angua.at/view.php?id=2900 #2900]: Carried torches go out at map start (Def / Setup) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2880 #2880]: GUI files make Training Mission crash on load (Saving/Loading) (tels)
* [http://bugs.angua.at/view.php?id=2902 #2902]: TDM 1.07 hangs near the beginning of Let Sleeping Thieves Lie (AI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2887 #2887]: Stealth Score Level-5 bust (&quot;being seen&quot;) isn't countable for the stats GUI because of incrementing &quot;cascade&quot; (GUI) (grayman)
* [http://bugs.angua.at/view.php?id=2903 #2903]: The distance check added for warnings in 1.07 leads to alerts being spread too wide (AI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2888 #2888]: &quot;Back&quot; and &quot;Objectives&quot; in the briefing screen are bitmaps (GUI) (tels)
* [http://bugs.angua.at/view.php?id=2904 #2904]: Steam: FM does not stay installed and Saved games don't run (TDM Launcher) (greebo)
* [http://bugs.thedarkmod.com/view.php?id=2889 #2889]: Wench legs clip during alert walk (Animation) (Springheel)
* [http://bugs.angua.at/view.php?id=2906 #2906]: Arrows sometimes spawn explosion decal without exploding mine (Coding) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2892 #2892]: Crash to desktop on Alberics Curse (Graphics) (tels)
* [http://bugs.angua.at/view.php?id=2907 #2907]: AI not alerted by mine soundprop (Coding) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2893 #2893]: zones w/ dynamic ambient lighting disabled still carry settings from other zones (Mapping) (tels)
* [http://bugs.angua.at/view.php?id=2908 #2908]: AI killed by player-tossed mines don't know they were killed by the player (AI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2900 #2900]: Carried torches go out at map start (Def / Setup) (grayman)
* [http://bugs.angua.at/view.php?id=2911 #2911]: When adding rotating cogs to multistate movers the cogs sometime rotate in the wrong direction (Coding) (greebo)
* [http://bugs.thedarkmod.com/view.php?id=2902 #2902]: TDM 1.07 hangs near the beginning of Let Sleeping Thieves Lie (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2916 #2916]: Create shader for reaction to warnings (Sound) (Springheel)
* [http://bugs.thedarkmod.com/view.php?id=2903 #2903]: The distance check added for warnings in 1.07 leads to alerts being spread too wide (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2928 #2928]: AI might kneel too far from where we expect them to (AI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2904 #2904]: Steam: FM does not stay installed and Saved games don't run (TDM Launcher) (greebo)
* [http://bugs.angua.at/view.php?id=2930 #2930]: AI knockouts aren't behaving as expected when AI have weapons drawn (AI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2906 #2906]: Arrows sometimes spawn explosion decal without exploding mine (Coding) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2907 #2907]: AI not alerted by mine soundprop (Coding) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2908 #2908]: AI killed by player-tossed mines don't know they were killed by the player (AI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2911 #2911]: When adding rotating cogs to multistate movers the cogs sometime rotate in the wrong direction (Coding) (greebo)
* [http://bugs.thedarkmod.com/view.php?id=2916 #2916]: Create shader for reaction to warnings (Sound) (Springheel)
* [http://bugs.thedarkmod.com/view.php?id=2928 #2928]: AI might kneel too far from where we expect them to (AI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2930 #2930]: AI knockouts aren't behaving as expected when AI have weapons drawn (AI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2934 #2934]: The ATTACK key is being ignored when lockpicking an armed mine (Design\Coding) (grayman)




Line 133: Line 142:
* [[I18N_-_Translating_Fan_Missions|FMs can have their own]], specific translation dictionaries, meaning it is possible to update the translation w/o touching the FM PK4 file itself.
* [[I18N_-_Translating_Fan_Missions|FMs can have their own]], specific translation dictionaries, meaning it is possible to update the translation w/o touching the FM PK4 file itself.
* The language can be selected in the menu, and is switched immidiately.
* The language can be selected in the menu, and is switched immidiately.
* Czech, Frensch, German, Italian, Polish and Portuguese are mostly done, other languages still need translators. If you want to help, please post at '''[http://modetwo.net/darkmod/index.php?/topic/12863-translating-the-tdm-gui this thread]'''.
* Czech, French, German, Italian, Polish and Portuguese are mostly done, other languages still need translators. If you want to help, please post at '''[http://modetwo.net/darkmod/index.php?/topic/12863-translating-the-tdm-gui this thread]'''.




Line 143: Line 152:


Please see [[I18N|this article]] for background and progress information of the internationalization effort.
Please see [[I18N|this article]] for background and progress information of the internationalization effort.
== '''Release news links''' ==
*[http://www.thedarkmod.com/posts/november-27th-2011/ TheDarkMod.com News]
*[http://forums.thedarkmod.com/topic/13225-tdm-107-released/ The Dark Mod forums News & Announcements]
*[https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-v107-is-out ModDB.com]
{{clear}}


{{whatsnew|sort=193}}
{{whatsnew|sort=193}}

Latest revision as of 14:36, 3 February 2021

See also the changelog on our bugtracker.

Version 1.07 of The Dark Mod has been released on 2011-11-27.

Source Revision 5048

Changes / Features / Issues fixed

  • #1148: Add entity defs for static light fixtures like oil lamps (Script/Def) (tels)
  • #1327: CProjectileResult remains indefinitely (Coding) (grayman)
  • #1447: Toggle compass command doesn't toggle (Coding) (tels)
  • #1496: Unlocking of armed mines (Feature proposal) (grayman)
  • #2220: AI_USE key for suspicious object (Coding) (grayman)
  • #2439: Convert TGA files to DDS (Textures) (tels)
  • #2478: Adjustments to mines (Coding) (grayman)
  • #2522: Adjust damage for different weapons (Def/Setup) (Springheel)
  • #2537: Test Noisycricket's new combat animations (Animation) (Springheel and Noisycricket)
  • #2698: Slim down strings/english.lang (Coding) (tels)
  • #2722: SEED: trace ends at bottom of SEED entity (SEED) (tels)
  • #2771: Wench legs clip (Animation) (Springheel)
  • #2772: Code uses mindplaces.com (Coding) (tels)
  • #2777: Try to remove ai_character.script (AI) (tels)
  • #2781: Autogenerate english.lang etc. from strings/all.lang (Coding) (tels)
  • #2782: Add a way to switch the language in the menu (GUI) (tels)
  • #2783: Support translated HUD (weapon names, inventory groups), shopitems, messages etc. (Coding) (tels)
  • #2787: Complete Vine Arrow (Feature proposal) (grayman)
  • #2788: Add more premade key entries (possible with new models/skins) (Def / Setup) (tels)
  • #2791: Check Revenant Materials (AI) (Springheel)
  • #2794: Mines show decal when shot with water arrow (Coding) (grayman)
  • #2795: Add russian fonts (GUI) (tels and Keeper Riff)
  • #2796: Non-ASCII GUI choices don't work (Coding) (tels)
  • #2797: Add support for FM specific translations (Coding) (tels)
  • #2798: Unarmed AI sometimes used armed search animation (Animation) (Springheel)
  • #2801: AI play "weapon" bark when shot by arrow (Coding) (grayman)
  • #2802: Bitmap "texts" cannot be translated (GUI) (tels)
  • #2803: Restarting TDM fails with boost error on linux (Coding) (tels)
  • #2804: Keys ("rusty key" etc) do no twork with chest in italian (Coding) (tels)
  • #2805: Screenshot image format (Coding) (stgatilov)
  • #2806: hanging_horizontal_leaves has no alpha (Textures) (tels)
  • #2808: Electric lights (Def / Setup) (tels)
  • #2811: Font loading does not fall back to English (Coding) (tels)
  • #2812: Character 0xFF does not work in fonts (Coding) (tels)
  • #2815: Support FM short descriptions in other languages (Coding) (tels)
  • #2817: sys_lang only allows a fixed set of languages (Coding) (tels)
  • #2820: Unnecessary event posting during map startup can lead to overrunning the event queue (Coding) (grayman)
  • #2822: Fireplaces have their light embedded in the floor (Def / Setup) (tels)
  • #2823: Light holders (candles, etc.) marked "extinguished" spawn lit (Coding) (grayman)
  • #2825: Carleton Bold is missing its size 12 DDS (Graphics) (tels)
  • #2826: LOD inventory entities sometimes re-appear (Coding) (tels)
  • #2833: --delay not working on tdmlauncher (Coding) (tels)
  • #2840: AI Ragdolls moved and distorted on map load (Saving/Loading) (grayman)
  • #2844: Finish I18N.pl (Coding) (tels)
  • #2846: Download fmname_l10n.pk4 (Coding) (greebo)
  • #2850: Campaign Distinction on In-Game Downloader (GUI) (greebo)
  • #2851: Remove AlertAI() and GetAlertEntity() (AI) (tels)
  • #2852: fix GUI command handling with args in HandleMainMenuCommands() (Coding) (tels)
  • #2853: A fully-lit absence marker might not be seen by a passing AI (AI) (grayman)
  • #2854: Add ability to include custom mission script files in tdm_main.script (Script/Def) (greebo)
  • #2859: If an AI opens a door marked ShouldBeClosed, he becomes suspicious (AI) (grayman)
  • #2860: When a lootable painting is stolen, AI can't see the absence marker (AI) (grayman)
  • #2861: Sliding doors marked shouldBeClosed might not alert nearby AI (AI) (grayman)
  • #2862: Doors no longer need to send visual stims if they aren't marked shouldBeClosed (AI) (grayman)
  • #2866: AI don't close "shouldBeClosed" doors after searching near them (AI) (grayman)
  • #2872: AI should Notice Ropes (Coding) (grayman)
  • #2874: Changing language during mission while reading (Coding) (greebo)
  • #2877: Games saved when a sliding door is open can crash TDM (Saving/Loading) (grayman)
  • #2879: Loading a final save crashes TDM to the main menu. (Saving/Loading) (greebo)
  • #2880: GUI files make Training Mission crash on load (Saving/Loading) (tels)
  • #2887: Stealth Score Level-5 bust ("being seen") isn't countable for the stats GUI because of incrementing "cascade" (GUI) (grayman)
  • #2888: "Back" and "Objectives" in the briefing screen are bitmaps (GUI) (tels)
  • #2889: Wench legs clip during alert walk (Animation) (Springheel)
  • #2892: Crash to desktop on Alberics Curse (Graphics) (tels)
  • #2893: zones w/ dynamic ambient lighting disabled still carry settings from other zones (Mapping) (tels)
  • #2900: Carried torches go out at map start (Def / Setup) (grayman)
  • #2902: TDM 1.07 hangs near the beginning of Let Sleeping Thieves Lie (AI) (grayman)
  • #2903: The distance check added for warnings in 1.07 leads to alerts being spread too wide (AI) (grayman)
  • #2904: Steam: FM does not stay installed and Saved games don't run (TDM Launcher) (greebo)
  • #2906: Arrows sometimes spawn explosion decal without exploding mine (Coding) (grayman)
  • #2907: AI not alerted by mine soundprop (Coding) (grayman)
  • #2908: AI killed by player-tossed mines don't know they were killed by the player (AI) (grayman)
  • #2911: When adding rotating cogs to multistate movers the cogs sometime rotate in the wrong direction (Coding) (greebo)
  • #2916: Create shader for reaction to warnings (Sound) (Springheel)
  • #2928: AI might kneel too far from where we expect them to (AI) (grayman)
  • #2930: AI knockouts aren't behaving as expected when AI have weapons drawn (AI) (grayman)
  • #2934: The ATTACK key is being ignored when lockpicking an armed mine (Design\Coding) (grayman)


AI

  • Added new wench skins and fixed some clipping issues (Springheel)
  • Added new "waif" head and added new hair to some other heads (Springheel)


Animations

  • added some rustling cloth sounds to several animations (Springheel)
  • added improved melee combat animations (Noisycricket)


Entities/Skins/Models

  • New decorative statue skins like copper, brass, alabaster etc. (Tels)
  • New key skins and matching entities (with translated names) where added (Tels):
New key variants
  • Added new three-ringed key model (Mysterious Key) and a geometric key model (Strange Key). (Tels)
New key variants
  • Four variants of ash heap models added (Tels)
  • The pre-made fireplace entities now have ash heaps, and the "arch" variant has two stacks of wood logs (Tels)
  • New scimitar weapon model/entity added (Springheel)
  • Several new models added, including water tower, pumpkins, cloth doll, jack-o-lantern (Springheel)


Sounds

  • Added several new impact sounds (Mortem)
  • Added new weapon and combat sounds (Mortem)


Coding

  • Vine arrows are now working (Grayman)
  • Weapons are now divided into three different categories of damage. Daggers no longer do the same damage as Longswords. (Springheel)


Textures

  • About 90 Mbyte of TGA texture files have been converted to about 25 MByte DDS. This will improve load times and reduce memory consumption (Tels)
  • Some plant and barrel textures have been improved (Serpentine)


Translation

  • Both the menus and the in-game HUD as well as other on-screen messages are translatable into different languages.
  • FMs can have their own, specific translation dictionaries, meaning it is possible to update the translation w/o touching the FM PK4 file itself.
  • The language can be selected in the menu, and is switched immidiately.
  • Czech, French, German, Italian, Polish and Portuguese are mostly done, other languages still need translators. If you want to help, please post at this thread.


The menus in Czech The menus in French The menus in German
German HUD German Briefing


Please see this article for background and progress information of the internationalization effort.

Release news links


See also