What's new in TDM 2.04: Difference between revisions

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See the [http://bugs.thedarkmod.com/roadmap_page.php?version_id=71 roadmap] on our bugtracker.
See the [http://bugs.thedarkmod.com/changelog_page.php?version_id=71 changelog] on our bugtracker.
<!--See also the [http://bugs.thedarkmod.com/changelog_page.php?version_id=71 changelog] on our bugtracker.-->
{{released|2.04|2016-07-12}}
{{notreleasedyet|2.04}}
Source Revision 6596
<!--{{released|2.04|2015-xx-xx}}-->
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<font size="4">'''TDM 2.04 Stability Release!'''</font>
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<br>
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The Dark Mod 2.04 development cycle was largely about fixing and refining changes made during 2.03.
<br><br>
'''2.04 Features video:'''
<br>
[https://www.youtube.com/watch?v=so3hPDySfxw https://img.youtube.com/vi/so3hPDySfxw/sddefault.jpg]
 
<br><br>New to this release are:
 
* Better AI searching with new "hiding spot" searches.
* A new Inventory Grid system to manage inventory via mouse instead of hotkeys
* Grabber De-Clunking fixes for smoother object manipulation
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== AI ==
== AI ==
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== Coding ==
== Coding ==


* SteveL has fixed a glitch that resulted in occasional sound popping
* SteveL has adjusted the grabber so that it is easier to lift up objects without banging into things
* SteveL has adjusted the grabber so that it is easier to lift up objects without banging into things
* SteveL has fixed breakable glass behavior
* SteveL has fixed breakable glass behavior
* SteveL has fixed collision behavior on skins
* SteveL has fixed collision behavior on skin swapping
* SteveL has fixed distant decals rendering over the top of objects they should be behind
* SteveL has fixed distant decals rendering over the top of objects they should be behind
* SteveL has optimized particle bounds calculations to reduce map load times
* SteveL has optimized particle bounds calculations to reduce map load times
* SteveL has created a new "ai_see" argument for lights so mappers can create decorative lighting without illuminating the player accidentally
* SteveL has created a new "ai_see" argument for lights so mappers can create decorative lighting without illuminating the player accidentally
* SteveL has fixed a bug where lod_bias objects leave collision models behind on map start when set to be removed
* SteveL has fixed a bug where lod_bias objects leave collision models behind on map start when set to be removed
* grayman repaired the savegame crash caused by card players.
* SteveL has improved Dmap (map compiling) performance dramatically by removing logspam and decoupling vsync
* SteveL has created an new quicksave system that alternates between files to prevent corruption caused by poor OS file handling.
* SteveL has fixed the shadow bobbing that happens when a player holds a lantern in water
* Rebb has fixed Ambient shading on rotated models
* grayman has repaired the savegame crash caused by card players.
* Agent Jones has fixed a few stability issues with the Mission Downloader
 
== Sound ==
 
* Demagogue has created a new [[Location_Settings#Sound_Override | override]] that allows mappers to simply override location ambients with another sound
* SteveL has fixed a glitch that resulted in occasional sound popping


== Assets ==
== Assets ==
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* Obstortte has created a new combination lock
* Obstortte has created a new combination lock


== Translation ==
* charisma and the Darkfate community provided a Russian translation of the main menu (and have mission translations)
* Anderson supplied a fix to the Romanian translation to replace unspecified characters with ones that are currently available.
== '''Release news links''' ==
*[http://www.thedarkmod.com/posts/announcing-the-new-the-dark-mod-2-04-update/ TheDarkMod.com News]
*[http://forums.thedarkmod.com/topic/18299-tdm-204-released/ The Dark Mod forums News & Announcements]
*[https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-204-is-out ModDB.com]
{{clear}}


{{whatsnew|sort=204}}
{{whatsnew|sort=204}}

Latest revision as of 00:08, 8 February 2024

See the changelog on our bugtracker.

Version 2.04 of The Dark Mod has been released on 2016-07-12.

Source Revision 6596

TDM 2.04 Stability Release!


The Dark Mod 2.04 development cycle was largely about fixing and refining changes made during 2.03.

2.04 Features video:
sddefault.jpg



New to this release are:

  • Better AI searching with new "hiding spot" searches.
  • A new Inventory Grid system to manage inventory via mouse instead of hotkeys
  • Grabber De-Clunking fixes for smoother object manipulation


AI

  • grayman enhanced AI searching to allow for wider, more realistic searches.
  • grayman fixed some issues with AI relighting lights.
  • grayman fixed the infamous "barmaid gets stuck while peeing" problem in "Inn Business".
  • grayman allowed AI to see weapons dropped by other AI.
  • grayman fixed the "AI get stuck in sit-down & get up" cycle. This was causing them to scoot themselves out of the map.

Coding

  • SteveL has adjusted the grabber so that it is easier to lift up objects without banging into things
  • SteveL has fixed breakable glass behavior
  • SteveL has fixed collision behavior on skin swapping
  • SteveL has fixed distant decals rendering over the top of objects they should be behind
  • SteveL has optimized particle bounds calculations to reduce map load times
  • SteveL has created a new "ai_see" argument for lights so mappers can create decorative lighting without illuminating the player accidentally
  • SteveL has fixed a bug where lod_bias objects leave collision models behind on map start when set to be removed
  • SteveL has improved Dmap (map compiling) performance dramatically by removing logspam and decoupling vsync
  • SteveL has created an new quicksave system that alternates between files to prevent corruption caused by poor OS file handling.
  • SteveL has fixed the shadow bobbing that happens when a player holds a lantern in water
  • Rebb has fixed Ambient shading on rotated models
  • grayman has repaired the savegame crash caused by card players.
  • Agent Jones has fixed a few stability issues with the Mission Downloader

Sound

  • Demagogue has created a new override that allows mappers to simply override location ambients with another sound
  • SteveL has fixed a glitch that resulted in occasional sound popping

Assets

  • No significant asset changes. A massive set of new assets will appear in 2.05.

GUIs

  • grayman expanded the space allotted to the current mission name to accommodate longer names.
  • SteveL has added Durandall's Inventory GUI system which allows for mouse based inventory management

Scripting

  • Obstortte has created a new combination lock

Translation

  • charisma and the Darkfate community provided a Russian translation of the main menu (and have mission translations)
  • Anderson supplied a fix to the Romanian translation to replace unspecified characters with ones that are currently available.

Release news links


See also