What's new in TDM 1.07

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Revision as of 00:41, 8 July 2011 by Springheel (talk | contribs)
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See also the changelog on our bugtracker page: Roadmap

Version 1.07 of The Dark Mod has not been released yet.

Changes / Features / Issues fixed

  • #1496: Unlocking of armed mines (Feature proposal) (grayman)
  • #2478: Adjustments to mines (Coding) (grayman)
  • #2698: Slim down strings/english.lang (Coding) (tels)
  • #2722: SEED: trace ends at bottom of SEED entity (SEED) (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)


AI

  • Added new wench skins and fixed some clipping issues (Springheel)

Animations

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

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)

Translation

  • Both the menus and the in-game HUD as well as other on-screen messages are translatable into different languages.
  • The language can be selected in the menu, and is used after a restart of D3.
  • German and French versions are almost complete, other languages are still waiting for translators. If you want to help, please post at this thread.


German HUD The menus in French
Note: Due to technical reasons neither Umlauts nor accented characters work yet, and there are a lot of bitmaps in the menu that are not translated. We work on fixing these issues.


See also