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=2220 #2220]: AI_USE key for suspicious object (Coding) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=1496 #1496]: Unlocking of armed mines (Feature proposal) (grayman)
* [http://bugs.angua.at/view.php?id=2439 #2439]: Convert TGA files to DDS (Textures) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2220 #2220]: AI_USE key for suspicious object (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2478 #2478]: Adjustments to mines (Coding) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2439 #2439]: Convert TGA files to DDS (Textures) (tels)
* [http://bugs.angua.at/view.php?id=2698 #2698]: Slim down strings/english.lang (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2478 #2478]: Adjustments to mines (Coding) (grayman)
* [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=2522 #2522]: Adjust damage for different weapons (Def/Setup) (Springheel)
* [http://bugs.angua.at/view.php?id=2771 #2771]: Wench legs clip (Animation) (Springheel)
* [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=2772 #2772]: Code uses mindplaces.com (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2698 #2698]: Slim down strings/english.lang (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2777 #2777]: Try to remove ai_character.script (AI) (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=2781 #2781]: Autogenerate english.lang etc. from strings/all.lang (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2771 #2771]: Wench legs clip (Animation) (Springheel)
* [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=2772 #2772]: Code uses mindplaces.com (Coding) (tels)
* [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=2777 #2777]: Try to remove ai_character.script (AI) (tels)
* [http://bugs.angua.at/view.php?id=2787 #2787]: Complete Vine Arrow (Feature proposal) (grayman)
* [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=2788 #2788]: Add more premade key entries (possible with new models/skins) (Def / Setup) (tels)
* [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=2791 #2791]: Check Revenant Materials (AI) (Springheel)
* [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=2794 #2794]: Mines show decal when shot with water arrow (Coding) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2787 #2787]: Complete Vine Arrow (Feature proposal) (grayman)
* [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=2788 #2788]: Add more premade key entries (possible with new models/skins) (Def / Setup) (tels)
* [http://bugs.angua.at/view.php?id=2797 #2797]: Add support for FM specific translations (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2791 #2791]: Check Revenant Materials (AI) (Springheel)
* [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=2794 #2794]: Mines show decal when shot with water arrow (Coding) (grayman)
* [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=2795 #2795]: Add russian fonts (GUI) (tels and Keeper Riff)
* [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=2796 #2796]: Non-ASCII GUI choices don't work (Coding) (tels)
* [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=2797 #2797]: Add support for FM specific translations (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2805 #2805]: Screenshot image format (Coding) (stgatilov)
* [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=2806 #2806]: hanging_horizontal_leaves has no alpha (Textures) (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=2808 #2808]: Electric lights (Def / Setup) (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=2811 #2811]: Font loading does not fall back to English (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=2812 #2812]: Character 0xFF does not work in fonts (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=2815 #2815]: Support FM short descriptions in other languages (Coding) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2805 #2805]: Screenshot image format (Coding) (stgatilov)
* [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=2806 #2806]: hanging_horizontal_leaves has no alpha (Textures) (tels)
* [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=2808 #2808]: Electric lights (Def / Setup) (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=2811 #2811]: Font loading does not fall back to English (Coding) (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=2812 #2812]: Character 0xFF does not work in fonts (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=2815 #2815]: Support FM short descriptions in other languages (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=2817 #2817]: sys_lang only allows a fixed set of 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=2820 #2820]: Unnecessary event posting during map startup can lead to overrunning the event queue (Coding) (grayman)
* [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=2822 #2822]: Fireplaces have their light embedded in the floor (Def / Setup) (tels)
* [http://bugs.angua.at/view.php?id=2844 #2844]: Finish I18N.pl (Coding) (tels)
* [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=2846 #2846]: Download fmname_l10n.pk4 (Coding) (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=2850 #2850]: Campaign Distinction on In-Game Downloader (GUI) (greebo)
* [http://bugs.thedarkmod.com/view.php?id=2826 #2826]: LOD inventory entities sometimes re-appear (Coding) (tels)
* [http://bugs.angua.at/view.php?id=2851 #2851]: Remove AlertAI() and GetAlertEntity() (AI) (tels)
* [http://bugs.thedarkmod.com/view.php?id=2833 #2833]: --delay not working on tdmlauncher (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=2840 #2840]: AI Ragdolls moved and distorted on map load (Saving/Loading) (grayman)
* [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=2844 #2844]: Finish I18N.pl (Coding) (tels)
* [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=2846 #2846]: Download fmname_l10n.pk4 (Coding) (greebo)
* [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=2850 #2850]: Campaign Distinction on In-Game Downloader (GUI) (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=2851 #2851]: Remove AlertAI() and GetAlertEntity() (AI) (tels)
* [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=2852 #2852]: fix GUI command handling with args in HandleMainMenuCommands() (Coding) (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=2853 #2853]: A fully-lit absence marker might not be seen by a passing AI (AI) (grayman)
* [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=2854 #2854]: Add ability to include custom mission script files in tdm_main.script (Script/Def) (greebo)
* [http://bugs.angua.at/view.php?id=2872 #2872]: AI should Notice Ropes (Coding) (grayman)
* [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=2874 #2874]: Changing language during mission while reading (Coding) (greebo)
* [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=2877 #2877]: Games saved when a sliding door is open can crash TDM (Saving/Loading) (grayman)
* [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=2879 #2879]: Loading a final save crashes TDM to the main menu. (Saving/Loading) (greebo)
* [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=2880 #2880]: GUI files make Training Mission crash on load (Saving/Loading) (tels)
* [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=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=2872 #2872]: AI should Notice Ropes (Coding) (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=2874 #2874]: Changing language during mission while reading (Coding) (greebo)
* [http://bugs.angua.at/view.php?id=2889 #2889]: Wench legs clip during alert walk (Animation) (Springheel)
* [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=2892 #2892]: Crash to desktop on Alberics Curse (Graphics) (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=2893 #2893]: zones w/ dynamic ambient lighting disabled still carry settings from other zones (Mapping) (tels)
* [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=2900 #2900]: Carried torches go out at map start (Def / Setup) (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=2902 #2902]: TDM 1.07 hangs near the beginning of Let Sleeping Thieves Lie (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=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=2889 #2889]: Wench legs clip during alert walk (Animation) (Springheel)
* [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=2892 #2892]: Crash to desktop on Alberics Curse (Graphics) (tels)
* [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=2893 #2893]: zones w/ dynamic ambient lighting disabled still carry settings from other zones (Mapping) (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=2900 #2900]: Carried torches go out at map start (Def / Setup) (grayman)
* [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=2902 #2902]: TDM 1.07 hangs near the beginning of Let Sleeping Thieves Lie (AI) (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=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=2916 #2916]: Create shader for reaction to warnings (Sound) (Springheel)
* [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=2928 #2928]: AI might kneel too far from where we expect them to (AI) (grayman)
* [http://bugs.thedarkmod.com/view.php?id=2906 #2906]: Arrows sometimes spawn explosion decal without exploding mine (Coding) (grayman)
* [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=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 134: 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 144: 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