What's new in TDM 2.03: Difference between revisions

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= AI =
= AI =


-- AI will react if they are hit by an opening door (grayman)
* AI will react if they are hit by an opening door (grayman)


= Coding =
= Coding =


-- The loading bar now accurate reflects the amount of time it takes a mission to load (grayman)
* The loading bar now accurate reflects the amount of time it takes a mission to load (grayman)


-- the LOD system has been extended to cover AI and animated objects (SteveL)
* the LOD system has been extended to cover AI and animated objects (SteveL)


= Assets =
= Assets =


-- numerous new models and skins have been added to the mod (Springheel)
* numerous new models and skins have been added to the mod (Springheel)


-- several new light entities have been added (Springheel)
* several new light entities have been added (Springheel)


-- A number of entities are now using the LOD system by default, allowing for higher poly models close up (Springheel)
* A number of entities are now using the LOD system by default, allowing for higher poly models close up (Springheel)


-- loot textures have been given more shine to make them a bit easier to pick out (Springheel)
* loot textures have been given more shine to make them a bit easier to pick out (Springheel)

Revision as of 14:28, 31 July 2014

See also the changelog on our bugtracker.


AI

  • AI will react if they are hit by an opening door (grayman)

Coding

  • The loading bar now accurate reflects the amount of time it takes a mission to load (grayman)
  • the LOD system has been extended to cover AI and animated objects (SteveL)

Assets

  • numerous new models and skins have been added to the mod (Springheel)
  • several new light entities have been added (Springheel)
  • A number of entities are now using the LOD system by default, allowing for higher poly models close up (Springheel)
  • loot textures have been given more shine to make them a bit easier to pick out (Springheel)