What's new in TDM 1.08: Difference between revisions

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== Changes / Features / Issues fixed ==
== Changes / Features / Issues fixed ==


* [http://bugs.angua.at/view.php?id=519 #519]: AI needs "wait for resource" lock (aka: work together) (AI) (tels)
* [http://bugs.angua.at/view.php?id=1395 #1395]: Minimum reaction time for searching alert (AI) (grayman)
* [http://bugs.angua.at/view.php?id=1784 #1784]: Find decent metal armour impact sound (Sound) (Springheel)
* [http://bugs.angua.at/view.php?id=1784 #1784]: Find decent metal armour impact sound (Sound) (Springheel)
* [http://bugs.angua.at/view.php?id=2422 #2422]: AI goes to lower floor when searching (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2433 #2433]: Jump sounds do not play on slanted surfaces (Sound System) (grayman)
* [http://bugs.angua.at/view.php?id=2681 #2681]: assertion when loading Heart under Debug builds (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2695 #2695]: AIs can not correctly handle certain doors (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2695 #2695]: AIs can not correctly handle certain doors (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2724 #2724]: AI wields sword after relaxing from seeing a KO'd comrade (AI) (grayman)
* [http://bugs.angua.at/view.php?id=2905 #2905]: AI comment about lights out on map start (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2905 #2905]: AI comment about lights out on map start (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2921 #2921]: AI using "blood" bark when spotting corpse. (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2922 #2922]: AI give arrow more attention than corpse (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=2933 #2933]: Add ability to select player start points to mission briefing (GUI) (grayman)
* [http://bugs.angua.at/view.php?id=2933 #2933]: Add ability to select player start points to mission briefing (GUI) (grayman)
* [http://bugs.angua.at/view.php?id=2936 #2936]: Merge the GPL'd D3 sources with the TDM codebase (Coding) (greebo)
* [http://bugs.angua.at/view.php?id=2936 #2936]: Merge the GPL'd D3 sources with the TDM codebase (Coding) (greebo)
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* [http://bugs.angua.at/view.php?id=2988 #2988]: Remove fonts with size 6 and 8 (Graphics) (tels)
* [http://bugs.angua.at/view.php?id=2988 #2988]: Remove fonts with size 6 and 8 (Graphics) (tels)
* [http://bugs.angua.at/view.php?id=2994 #2994]: Using inventory items on world entities with used_action_script: inventory item always flashes red (Script/Def) (angua)
* [http://bugs.angua.at/view.php?id=2994 #2994]: Using inventory items on world entities with used_action_script: inventory item always flashes red (Script/Def) (angua)
* [http://bugs.angua.at/view.php?id=2997 #2997]: SVN TDM (1.08) not saving games properly (Saving/Loading) (taaaki)
* [http://bugs.angua.at/view.php?id=2998 #2998]: Weapon issue after a cinematic (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=3001 #3001]: Player cannot knock movables objects off edges (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=3001 #3001]: Player cannot knock movables objects off edges (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=3004 #3004]: Rare issue with AI getting stuck at doors (AI) (grayman)
* [http://bugs.angua.at/view.php?id=3004 #3004]: Rare issue with AI getting stuck at doors (AI) (grayman)
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* [http://bugs.angua.at/view.php?id=3011 #3011]: Frobbing an item does not activate physics for touching contacts (Physics) (grayman)
* [http://bugs.angua.at/view.php?id=3011 #3011]: Frobbing an item does not activate physics for touching contacts (Physics) (grayman)
* [http://bugs.angua.at/view.php?id=3013 #3013]: Allow any entity access to info_location entities (Feature proposal) (grayman)
* [http://bugs.angua.at/view.php?id=3013 #3013]: Allow any entity access to info_location entities (Feature proposal) (grayman)
* [http://bugs.angua.at/view.php?id=3016 #3016]: Remove support for the SSD GUI (Coding) (tels)
* [http://bugs.angua.at/view.php?id=3017 #3017]: make textAlign work with idChoiceWindow (Coding) (tels)
* [http://bugs.angua.at/view.php?id=3018 #3018]: make choiceDefs work with any string (Coding) (tels)
* [http://bugs.angua.at/view.php?id=3018 #3018]: make choiceDefs work with any string (Coding) (tels)
* [http://bugs.angua.at/view.php?id=3019 #3019]: The "Stealth Score" stat for Alert-4 (agit. searches) is cascading, so it overcounts (GUI) (grayman)
* [http://bugs.angua.at/view.php?id=3025 #3025]: Failed KO animations can build up and play repeatedly (AI) (grayman)
* [http://bugs.angua.at/view.php?id=3026 #3026]: Add "tired" sounds to Bow Draw (Coding) (Springheel)
* [http://bugs.angua.at/view.php?id=3028 #3028]: EAX Audio selection problem (GUI) (tels)
* [http://bugs.angua.at/view.php?id=3029 #3029]: AI should use an elevator if it's faster than walking (AI) (grayman)
* [http://bugs.angua.at/view.php?id=3032 #3032]: Enhance debug display of AAS areas (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=3037 #3037]: Player can't hear footsteps while crouch running (Sound) (Springheel)
* [http://bugs.angua.at/view.php?id=3038 #3038]: DDS loading only works up to 4 levels deep (Coding) (tels)
* [http://bugs.angua.at/view.php?id=3043 #3043]: Renderer has a limit of 10000 handles (Graphics) (tels)
* [http://bugs.angua.at/view.php?id=3046 #3046]: 2nd acolyte head shadow issue (AI) (Springheel)
* [http://bugs.angua.at/view.php?id=3047 #3047]: AI not noticing absence marker (Design/Coding) (grayman)
* [http://bugs.angua.at/view.php?id=3048 #3048]: coding for target spawn entity (Coding) (tels)
* [http://bugs.angua.at/view.php?id=3050 #3050]: Further changes to AI elevator use (AI) (grayman)
* [http://bugs.angua.at/view.php?id=3052 #3052]: Alerted AI skips path_waitfortrigger (AI) (grayman)
* [http://bugs.angua.at/view.php?id=3056 #3056]: TDM crashes when using a sword (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=3060 #3060]: Fonts that are not found leak a fontInfo entry everytime they are tried to be registered (Coding) (tels)
* [http://bugs.angua.at/view.php?id=3064 #3064]: Beds with shadow issues (Models) (Springheel)
* [http://bugs.angua.at/view.php?id=3069 #3069]: Rats respond to alerts (AI) (grayman)
* [http://bugs.angua.at/view.php?id=3071 #3071]: Frequent Crashes during combat (Coding) (grayman)
* [http://bugs.angua.at/view.php?id=3074 #3074]: Incorrect run animation when NPC has weapon attached but not drawn (AI) (grayman)
* [http://bugs.angua.at/view.php?id=3075 #3075]: AI can enter combat while still kneeling (AI) (grayman)
* [http://bugs.angua.at/view.php?id=3077 #3077]: Dousing a carried torch during relight causes problems (AI) (grayman)
* [http://bugs.angua.at/view.php?id=3078 #3078]: AI are inconsistent when finding neutral bodies (AI) (grayman)
* [http://bugs.angua.at/view.php?id=3083 #3083]: Builder priest ragdoll broke (AI) (Springheel)





Revision as of 14:52, 15 April 2012

See also the roadmap on our bugtracker.

Version 1.08 of The Dark Mod has not been released yet.

Changes / Features / Issues fixed

  • #519: AI needs "wait for resource" lock (aka: work together) (AI) (tels)
  • #1395: Minimum reaction time for searching alert (AI) (grayman)
  • #1784: Find decent metal armour impact sound (Sound) (Springheel)
  • #2422: AI goes to lower floor when searching (AI) (grayman)
  • #2433: Jump sounds do not play on slanted surfaces (Sound System) (grayman)
  • #2681: assertion when loading Heart under Debug builds (Coding) (grayman)
  • #2695: AIs can not correctly handle certain doors (AI) (grayman)
  • #2724: AI wields sword after relaxing from seeing a KO'd comrade (AI) (grayman)
  • #2905: AI comment about lights out on map start (Coding) (grayman)
  • #2921: AI using "blood" bark when spotting corpse. (Coding) (grayman)
  • #2922: AI give arrow more attention than corpse (Coding) (grayman)
  • #2933: Add ability to select player start points to mission briefing (GUI) (grayman)
  • #2936: Merge the GPL'd D3 sources with the TDM codebase (Coding) (greebo)
  • #2940: Check new animations against torch-carriers (Animation) (Springheel)
  • #2943: Some electric lights casting unwanted shadows from their models (Design/Coding) (grayman)
  • #2948: AI death or KO can block door use (AI) (grayman)
  • #2956: Add a condensed Carleton font (GUI) (tels)
  • #2959: Let AI investigate a low-lighting shouldBeClosed door if they handle it (AI) (grayman)
  • #2961: Go through bow sounds (Sound) (Springheel)
  • #2962: Move tdmlauncher functionality into the game engine (TDM Launcher) (greebo)
  • #2963: Simplify mission PK4 setup (Design/Coding) (greebo)
  • #2972: Remove Sourcehook (Design/Coding) (greebo)
  • #2973: Fix uninitialised pointers returned by CollisionModelManager::Translate() (Design/Coding) (greebo)
  • #2975: Objects in forcefield move way too fast (player moves as expected) (Physics) (grayman)
  • #2976: Crash in Training Mission when triggering Message GUIs (Coding) (greebo)
  • #2978: Landing on diagonal surface makes no sound (Coding) (grayman)
  • #2981: Upgrade PugiXML library to 1.0 (Coding) (greebo)
  • #2982: jpeg's used in material stages result in artifacts (Graphics) (greebo)
  • #2983: Allow the the game window to be minimized easily (Coding) (Serpentine)
  • #2984: Remove the limitations on task switching from Win XP (Coding) (Serpentine)
  • #2986: Don't copy the gamex86 module to the mission folders (Design/Coding) (greebo)
  • #2988: Remove fonts with size 6 and 8 (Graphics) (tels)
  • #2994: Using inventory items on world entities with used_action_script: inventory item always flashes red (Script/Def) (angua)
  • #2997: SVN TDM (1.08) not saving games properly (Saving/Loading) (taaaki)
  • #2998: Weapon issue after a cinematic (Coding) (grayman)
  • #3001: Player cannot knock movables objects off edges (Coding) (grayman)
  • #3004: Rare issue with AI getting stuck at doors (AI) (grayman)
  • #3005: Elevators broken by nearby visportals (AI) (grayman)
  • #3006: Missing sound shaders (Sound System) (tels)
  • #3010: Add sounds to player mantle (Coding) (grayman)
  • #3011: Frobbing an item does not activate physics for touching contacts (Physics) (grayman)
  • #3013: Allow any entity access to info_location entities (Feature proposal) (grayman)
  • #3016: Remove support for the SSD GUI (Coding) (tels)
  • #3017: make textAlign work with idChoiceWindow (Coding) (tels)
  • #3018: make choiceDefs work with any string (Coding) (tels)
  • #3019: The "Stealth Score" stat for Alert-4 (agit. searches) is cascading, so it overcounts (GUI) (grayman)
  • #3025: Failed KO animations can build up and play repeatedly (AI) (grayman)
  • #3026: Add "tired" sounds to Bow Draw (Coding) (Springheel)
  • #3028: EAX Audio selection problem (GUI) (tels)
  • #3029: AI should use an elevator if it's faster than walking (AI) (grayman)
  • #3032: Enhance debug display of AAS areas (Coding) (grayman)
  • #3037: Player can't hear footsteps while crouch running (Sound) (Springheel)
  • #3038: DDS loading only works up to 4 levels deep (Coding) (tels)
  • #3043: Renderer has a limit of 10000 handles (Graphics) (tels)
  • #3046: 2nd acolyte head shadow issue (AI) (Springheel)
  • #3047: AI not noticing absence marker (Design/Coding) (grayman)
  • #3048: coding for target spawn entity (Coding) (tels)
  • #3050: Further changes to AI elevator use (AI) (grayman)
  • #3052: Alerted AI skips path_waitfortrigger (AI) (grayman)
  • #3056: TDM crashes when using a sword (Coding) (grayman)
  • #3060: Fonts that are not found leak a fontInfo entry everytime they are tried to be registered (Coding) (tels)
  • #3064: Beds with shadow issues (Models) (Springheel)
  • #3069: Rats respond to alerts (AI) (grayman)
  • #3071: Frequent Crashes during combat (Coding) (grayman)
  • #3074: Incorrect run animation when NPC has weapon attached but not drawn (AI) (grayman)
  • #3075: AI can enter combat while still kneeling (AI) (grayman)
  • #3077: Dousing a carried torch during relight causes problems (AI) (grayman)
  • #3078: AI are inconsistent when finding neutral bodies (AI) (grayman)
  • #3083: Builder priest ragdoll broke (AI) (Springheel)


AI

  • The death cry of AI killed by surprise will now be heard by nearby AI (previously they ignored it) (Springheel)
  • New Builder Acolyte character added (Springheel)


Animations

  • Fixed pain animations for archers so their bow doesn't clip through torso (Springheel)
  • Added new idle_warmhands_low animation for low flames or sitting AI (Springheel)


Entities/Skins/Models

  • Added Nosslak's Alembic model
  • Added new, more realistic torch flame particle and torch entities (Arcturus)
  • Added Nosslak's new tree and Constantine's improved tree01
  • New dirty skins for various models (crates, barrels, etc) (Springheel)


Sounds

  • Added new "Commander" vocal set (Narrator/Springheel)
  • Went through all our nearly 500 movable entities and added at least 200 new sound files to improve the impact sounds, using sound contributions from Noisycricket, Mortem Desino and Amita. (Springheel)
  • Added impact sounds for ragdolls...bodies will no longer fall silently after kills/KOs. (Springheel)
  • Added improved sword and bow sounds. Arrows now make noise while in flight so you'll hear them zipping by you if you duck. (Springheel)
  • Added some more city ambient sounds from Amita
  • Added new Builder vocal set (Mortem Desino)
  • Player now makes grunt sounds when mantling (grayman)


Coding

  • Movables that sit on top of other movables will now fall properly if the object under them is removed. (grayman)
  • Correctly distribute impulses to objects touching the moveable, and leave an appropriate amount for the moveable itself (movables can now more reasonably be knocked off when sitting on other movables). (grayman)


Textures

  • Several new light textures and textures have been added, others have been cleaned up and updated.


TDMLauncher and Standalone TDM

  • TDMLauncher has been removed, and a new TheDarkMod executable is created. The engine can now reload the assets w/o requiring a restart. A restart is still required for certain video setting changes (like resolution) and switching between Russian and the Western languages.
  • Preparations are underway to make TDM load without D3 being present at all. This is not complete however, and maybe will not work 100% with v1.08, esp. since a important and hard to replace assets like animations are used from D3.


Translation

  • A new Mason font has been added to be used for the huge headlines, including a Russian variant (Tels)
  • The backgrounds with the painted-on headlines using the Mason font (like "Settings", "New Mission") have been replaced by a combination of parchment, watermark overlay and ornamental overlay plus translatable text. (Tels)
  • The Spanish translation has been completed and updated (rubereaglenest)
  • A new Carleton Condensed font has been added and is used for the settings menu, to avoid texts overflowing (Tels)


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


See also