View Revisions: Issue #5184

Summary 0005184: Issues with new manbeast/werebeast/zombie assets
Revision 28.06.2020 18:05 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- for every atdm:ai_undead_zombie_clothed01 in the map, 2 lines get posted to the console about unknown copy_joint headcontrol and neckcontrol. They have 4 inherited copy_joint spawnargs, whereas other zombies and all other AIs I checked only have 2. So far I couldn't find where those extra spawnargs came from.

Fixed but not part of 2.08:
- zombies: zombie alt animations entity was defined twice
- zombies: zombie alt animations entity def was missing snd_rustle_run (caused console spam) and had a duplicate line (anim_rate_manbeast_idle_armswing)
- werebeast: mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast: remove ghost version of the head
- manbeast: include the manbeast mask as an exotic loot item (currently head def is still commented out, needs more work, see comments)
- manbeast: removed all files of the first vocal set because it was unfinished and renamed the files of the 2nd vocal set to take the place of the 1st.
- manbeast: LOD stages: the base model has considerably fewer polys than the first LOD stage and no shadowmesh at all, and a few minor quibbles when it comes to which stage has which adornments. Much enhanced LOD versions submitted by kingsal.
- manbeast: hair material shows up brighter than it should be in SVN
- manbeast: reduced duplicate material counts

Fixed in 2.08:
- zombies: the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
- manbeast: head didn't follow naming conventions for heads
- manbeast: removed ghost version since it wasn't made for regular gameplay
- manbeast: in the "Create entity" list, a new top-level "weapons" folder has been created next to the existing "Weapons" folder
- manbeast: in the "Create entity" list, the "manbeast" folder name isn't capitalised
- manbeast: in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
Revision 28.06.2020 08:51 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- for every atdm:ai_undead_zombie_clothed01 in the map, 2 lines get posted to the console about unknown copy_joint headcontrol and neckcontrol. They have 4 inherited copy_joint spawnargs, whereas other zombies and all other AIs I checked only have 2. So far I couldn't find where those extra spawnargs came from.

Fixed but not part of 2.08:
- zombies: zombie alt animations entity was defined twice
- zombies: zombie alt animations entity def was missing snd_rustle_run (caused console spam) and had a duplicate line (anim_rate_manbeast_idle_armswing)
- werebeast: mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast: include the manbeast mask as an exotic loot item (currently head def is still commented out, needs more work, see comments)
- manbeast: removed all files of the first vocal set because it was unfinished and renamed the files of the 2nd vocal set to take the place of the 1st.
- manbeast: removed ghost version since it wasn't made for regular gameplay
- manbeast: LOD stages: the base model has considerably fewer polys than the first LOD stage and no shadowmesh at all, and a few minor quibbles when it comes to which stage has which adornments. Much enhanced LOD versions submitted by kingsal.
- manbeast: hair material shows up brighter than it should be in SVN
- manbeast: reduced duplicate material counts
- manbeast: manbeast_hair01 material shows as "shader not found"
- manbeast: head didn't follow naming conventions for heads
- manbeast: in the "Create entity" list, a new top-level "weapons" folder has been created next to the existing "Weapons" folder
- manbeast: in the "Create entity" list, the "manbeast" folder name isn't capitalised
- manbeast: in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies

Fixed in 2.08:
- zombies: the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
Revision 20.06.2020 13:27 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- for every atdm:ai_undead_zombie_clothed01 in the map, 2 lines get posted to the console about unknown copy_joint headcontrol and neckcontrol. They have 4 inherited copy_joint spawnargs, whereas other zombies and all other AIs I checked only have 2. So far I couldn't find where those extra spawnargs came from.

Fixed:
- zombies: zombie alt animations entity was defined twice
- zombies: zombie alt animations entity def was missing snd_rustle_run (caused console spam) and had a duplicate line (anim_rate_manbeast_idle_armswing)
- zombies: zombie_alt01 and zombiehead01 are ancient models unrelated to 2.08. Should probably be deleted.
- zombies: the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
- werebeast: mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast: include the manbeast mask as an exotic loot item (currently head def is still commented out, needs more work, see comments)
- manbeast: removed all files of the first vocal set because it was unfinished and renamed the files of the 2nd vocal set to take the place of the 1st.
- manbeast: removed ghost version since it wasn't made for regular gameplay
- manbeast: LOD stages: the base model has considerably fewer polys than the first LOD stage and no shadowmesh at all, and a few minor quibbles when it comes to which stage has which adornments. Much enhanced LOD versions submitted by kingsal.
- manbeast fur material shows up brighter than it should be in SVN
- manbeast: reduced duplicate material counts
- manbeast: manbeast_hair01 material shows as "shader not found"
- manbeast: head didn't follow naming conventions for heads
- manbeast: in the "Create entity" list, a new top-level "weapons" folder has been created next to the existing "Weapons" folder
- manbeast: in the "Create entity" list, the "manbeast" folder name isn't capitalised
- manbeast: in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
Revision 20.06.2020 11:31 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- make sure we’ve got the masked manbeast head
- for every atdm:ai_undead_zombie_clothed01 in the map, 2 lines get posted to the console about unknown copy_joint headcontrol and neckcontrol. They have 4 inherited copy_joint spawnargs, whereas other zombies and all other AIs I checked only have 2. So far I couldn't find where those extra spawnargs came from.

Fixed:
- zombie alt animations: entity was defined twice
- zombie alt animations: entity def was missing snd_rustle_run (caused console spam) and had a duplicate line (anim_rate_manbeast_idle_armswing)
- werebeast mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast: removed all files of the first vocal set because it was unfinished and renamed the files of the 2nd vocal set to take the place of the 1st.
- manbeast: removed ghost version since it wasn't made for regular gameplay
- manbeast: LOD stages: the base model has considerably fewer polys than the first LOD stage and no shadowmesh at all, and a few minor quibbles when it comes to which stage has which adornments. Much enhanced LOD versions submitted by kingsal.
- manbeast fur material shows up brighter than it should be in SVN
- manbeast: reduced duplicate material counts
- manbeast_hair01 material shows as "shader not found"
- manbeast head didn't follow naming conventions for heads
- in the "Create entity" list, a new top-level "weapons" folder has been created next to the existing "Weapons" folder
- in the "Create entity" list, the "manbeast" folder name isn't capitalised
- in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
- zombie_alt01 and zombiehead01 were ancient models unrelated to 2.08. Should probably be deleted.
- the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
Revision 20.06.2020 11:16 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- WARNING:Framecommand 'sound' on entity 'atdm_ai_undead_zombie_alt_animations_1', anim 'pain1', frame 2: Could not find sound 'snd_rustle_run'
- make sure we’ve got the masked manbeast head
- for every atdm:ai_undead_zombie_clothed01 in the map, 2 lines get posted to the console about unknown copy_joint headcontrol and neckcontrol. They have 4 inherited copy_joint spawnargs, whereas other zombies and all other AIs I checked only have 2. So far I couldn't find where those extra spawnargs came from.


Fixed:
- duplicate incomplete entity def for atdm_ai_undead_zombie_alt_animations in tdm_ai_undead_zombie.def
- werebeast mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast: removed all files of the first vocal set because it was unfinished and renamed the files of the 2nd vocal set to take the place of the 1st.
- manbeast: removed ghost version since it wasn't made for regular gameplay
- manbeast: LOD stages: the base model has considerably fewer polys than the first LOD stage and no shadowmesh at all, and a few minor quibbles when it comes to which stage has which adornments. Much enhanced LOD versions submitted by kingsal.
- manbeast fur material shows up brighter than it should be in SVN
- manbeast: reduced duplicate material counts
- manbeast_hair01 material shows as "shader not found"
- manbeast head didn't follow naming conventions for heads
- in the "Create entity" list, a new top-level "weapons" folder has been created next to the existing "Weapons" folder
- in the "Create entity" list, the "manbeast" folder name isn't capitalised
- in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
- zombie_alt01 and zombiehead01 were ancient models unrelated to 2.08. Should probably be deleted.
- the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
Revision 20.06.2020 10:48 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- make sure we’ve got the masked manbeast head
- for every atdm:ai_undead_zombie_clothed01 in the map, 2 lines get posted to the console about unknown copy_joint headcontrol and neckcontrol. They have 4 inherited copy_joint spawnargs, whereas other zombies and all other AIs I checked only have 2. So far I couldn't find where those extra spawnargs came from.

Fixed:
- werebeast mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast: removed all files of the first vocal set because it was unfinished and renamed the files of the 2nd vocal set to take the place of the 1st.
- manbeast: removed ghost version since it wasn't made for regular gameplay
- manbeast: LOD stages: the base model has considerably fewer polys than the first LOD stage and no shadowmesh at all, and a few minor quibbles when it comes to which stage has which adornments. Much enhanced LOD versions submitted by kingsal.
- manbeast fur material shows up brighter than it should be in SVN
- manbeast: reduced duplicate material counts
- manbeast_hair01 material shows as "shader not found"
- manbeast head didn't follow naming conventions for heads
- in the "Create entity" list, a new top-level "weapons" folder has been created next to the existing "Weapons" folder
- in the "Create entity" list, the "manbeast" folder name isn't capitalised
- in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
- zombie_alt01 and zombiehead01 were ancient models unrelated to 2.08. Should probably be deleted.
- the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
Revision 20.06.2020 10:42 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- make sure we’ve got the masked manbeast head
- for every atdm:ai_undead_zombie_clothed01 in the map, 2 lines get posted to the console about unknown copy_joint headcontrol and neckcontrol. They have 4 inherited copy_joint spawnargs, whereas other zombies and all other AIs I checked only have 2. So far I couldn't find where those extra spawnargs came from.

Fixed:
- werebeast mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast: removed all files of the first vocal set because it was unfinished and renamed the files of the 2nd vocal set to become 0000001
- manbeast: removed ghost version since it wasn't made for regular gameplay
- manbeast: LOD stages: the base model has considerably fewer polys than the first LOD stage and no shadowmesh at all, and a few minor quibbles when it comes to which stage has which adornments. Much enhanced LOD versions submitted by kingsal.
- manbeast fur material shows up brighter than it should be in SVN
- manbeast: reduced duplicate material counts
- manbeast_hair01 material shows as "shader not found"
- manbeast head didn't follow naming conventions for heads
- in the "Create entity" list, a new top-level "weapons" folder has been created next to the existing "Weapons" folder
- in the "Create entity" list, the "manbeast" folder name isn't capitalised
- in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
- zombie_alt01 and zombiehead01 were ancient models unrelated to 2.08. Should probably be deleted.
- the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
Revision 19.06.2020 12:35 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- make sure we’ve got the masked manbeast head
- manbeast fur material shows up brighter than it should be in SVN
- manbeast body mesh uses the manbeast01 material 2 times and the manbeast_hair01 material 5 times
- manbeast head mesh uses the manbeast_hair01 material 2 times
- for every atdm:ai_undead_zombie_clothed01 in the map, 2 lines get posted to the console about unknown copy_joint headcontrol and neckcontrol. They have 4 inherited copy_joint spawnargs, whereas other zombies and all other AIs I checked only have 2. So far I couldn't find where those extra spawnargs came from.

The following exist in Volta 2 but not in SVN:
- Manbeast: 1 of the 2 manbeast vocal sets is only partially setup in SVN (vocal def is missing). That vocal set seems to be unfinished, so may need to be removed from SVN for now.
- Manbeast: ghost version - looks unfinished (extremely faint) + couldn't find ghost versions of the head & weapons, have deleted the model for now.
- Manbeast: LOD stages: the base model has considerably fewer polys than the first LOD stage and no shadowmesh at all, and a few minor quibbles when it comes to which stage has which adornments.

Fixed:
- werebeast mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast_hair01 material shows as "shader not found"
- manbeast head didn't follow naming conventions for heads
- in the "Create entity" list, a new top-level "weapons" folder has been created next to the existing "Weapons" folder
- in the "Create entity" list, the "manbeast" folder name isn't capitalised
- in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
- zombie_alt01 and zombiehead01 were ancient models unrelated to 2.08. Should probably be deleted.
- the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
Revision 19.06.2020 10:33 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- make sure we’ve got the masked manbeast head
- manbeast fur material shows up brighter than it should be in SVN
- manbeast body mesh uses the manbeast01 material 2 times and the manbeast_hair01 material 5 times
- manbeast head mesh uses the manbeast_hair01 material 2 times

The following exist in Volta 2 but not in SVN:
- Manbeast: 1 of the 2 manbeast vocal sets is only partially setup in SVN (vocal def is missing). That vocal set seems to be unfinished, so may need to be removed from SVN for now.
- Manbeast: ghost version - looks unfinished (extremely faint) + couldn't find ghost versions of the head & weapons, have deleted the model for now.
- Manbeast: LOD stages: the base model has considerably fewer polys than the first LOD stage and no shadowmesh at all, and a few minor quibbles when it comes to which stage has which adornments.

Fixed:
- werebeast mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast_hair01 material shows as "shader not found"
- manbeast head didn't follow naming conventions for heads
- in the "Create entity" list, a new top-level "weapons" folder has been created next to the existing "Weapons" folder
- in the "Create entity" list, the "manbeast" folder name isn't capitalised
- in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
- zombie_alt01 and zombiehead01 were ancient models unrelated to 2.08. Should probably be deleted.
- the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
Revision 19.06.2020 10:14 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- fur material shows up brighter than it should be in SVN
- manbeast body mesh uses the manbeast01 material 2 times and the manbeast_hair01 material 5 times
- manbeast head mesh uses the manbeast_hair01 material 2 times

The following exist in Volta 2 but not in SVN:
- Manbeast: 1 of the 2 manbeast vocal sets is only partially setup in SVN (vocal def is missing). That vocal set seems to be unfinished, so may need to be removed from SVN for now.
- Manbeast: ghost version - looks unfinished (extremely faint) + couldn't find ghost versions of the head & weapons, have deleted the model for now.
- Manbeast: LOD stages: the base model has considerably fewer polys than the first LOD stage and no shadowmesh at all, and a few minor quibbles when it comes to which stage has which adornments.

Fixed:
- werebeast mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast_hair01 material shows as "shader not found"
- manbeast head didn't follow naming conventions for heads
- in the "Create entity" list, a new top-level "weapons" folder has been created next to the existing "Weapons" folder
- in the "Create entity" list, the "manbeast" folder name isn't capitalised
- in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
- zombie_alt01 and zombiehead01 were ancient models unrelated to 2.08. Should probably be deleted.
- the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
Revision 19.06.2020 09:45 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- manbeast body mesh uses the manbeast01 material 2 times and the manbeast_hair01 material 5 times
- manbeast head mesh uses the manbeast_hair01 material 2 times

The following exist in Volta 2 but not in SVN:
- Manbeast: 1 of the 2 manbeast vocal sets is only partially setup in SVN (vocal def is missing). That vocal set seems to be unfinished, so may need to be removed from SVN for now.
- Manbeast: ghost version - looks unfinished (extremely faint) + couldn't find ghost versions of the head & weapons, have deleted the model for now.
- Manbeast: LOD stages: the base model has considerably fewer polys than the first LOD stage and no shadowmesh at all, and a few minor quibbles when it comes to which stage has which adornments.

Fixed:
- werebeast mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast_hair01 material shows as "shader not found"
- manbeast head didn't follow naming conventions for heads
- in the "Create entity" list, a new top-level "weapons" folder has been created next to the existing "Weapons" folder
- in the "Create entity" list, the "manbeast" folder name isn't capitalised
- in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
- zombie_alt01 and zombiehead01 were ancient models unrelated to 2.08. Should probably be deleted.
- the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
Revision 16.06.2020 11:18 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- manbeast body mesh uses the manbeast01 material 2 times and the manbeast_hair01 material 5 times
- manbeast head mesh uses the manbeast_hair01 material 2 times

The following exist in Volta 2 but not in SVN:
- Manbeast: only 1 of the 2 manbeast vocal sets is in SVN.
- Manbeast: ghost version - looks unfinished (extremely faint) + couldn't find ghost versions of the head & weapons, have deleted the model for now.
- Manbeast: LOD models: they don't show up ingame, console says the model files defaulted. I guess that's why they weren't copied over and edited out of the .def.

Fixed:
- werebeast mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast_hair01 material shows as "shader not found"
- manbeast head didn't follow naming conventions for heads
- in the "Create entity" list, a new top-level "weapons" folder has been created next to the existing "Weapons" folder
- in the "Create entity" list, the "manbeast" folder name isn't capitalised
- in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
- zombie_alt01 and zombiehead01 were ancient models unrelated to 2.08. Should probably be deleted.
- the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
Revision 16.06.2020 11:13 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- manbeast body mesh uses the manbeast01 material 2 times and the manbeast_hair01 material 5 times
- manbeast head mesh uses the manbeast_hair01 material 2 times

The following exist in Volta 2 but not in SVN:
- Manbeast: only 1 of the 2 manbeast vocal sets is in SVN.
- Manbeast: ghost version - looks unfinished (extremely faint) + couldn't find ghost versions of the head & weapons, have deleted the model for now.
- Manbeast: LOD models: they don't show up ingame, console says the model files defaulted. I guess that's why they weren't copied over.

Fixed:
- werebeast mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast_hair01 material shows as "shader not found"
- manbeast head didn't follow naming conventions for heads
- in the "Create entity" list, a new top-level "weapons" folder has been created next to the existing "Weapons" folder
- in the "Create entity" list, the "manbeast" folder name isn't capitalised
- in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
- zombie_alt01 and zombiehead01 were ancient models unrelated to 2.08. Should probably be deleted.
- the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
Revision 16.06.2020 11:03 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- manbeast body mesh uses the manbeast01 material 2 times and the manbeast_hair01 material 5 times
- manbeast head mesh uses the manbeast_hair01 material 2 times

The following exist in Volta 2 but not in SVN:
- Manbeast: only 1 of the 2 manbeast vocal sets is in SVN.
- Manbeast: ghost version - looks very faint/WIP + couldn't find ghost versions of the head & weapons, would drop.
- Manbeast: LOD models: they don't show up ingame, console says the model files defaulted. I guess that's why they weren't copied over.

Fixed:
- werebeast mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast_hair01 material shows as "shader not found"
- manbeast head didn't follow naming conventions for heads
- in the "Create entity" list, a new top-level "weapons" folder has been created next to the existing "Weapons" folder
- in the "Create entity" list, the "manbeast" folder name isn't capitalised
- in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
- zombie_alt01 and zombiehead01 were ancient models unrelated to 2.08. Should probably be deleted.
- the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
Revision 16.06.2020 09:10 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- manbeast body mesh uses the manbeast01 material 2 times and the manbeast_hair01 material 5 times
- manbeast head mesh uses the manbeast_hair01 material 2 times
- manbeast_ghost material shows as "shader not found"
- manbeast_ghost model exists, but no entity
- manbeast LOD models didn't make it from Volta 2 into TDM SVN
- in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
- in the "Create entity" list, a new weapons folder has been created in addition to the existing Weapons folder
- the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
- the model zombie_alt01 uses the zombie_rags material 2 times
- the material models/monsters/zombie/boney/boney on the model zombie_alt01 doesn't exist
- the material zombie_test on the model models/md5/chars/undead/zombie/zombiehead01.md5mesh doesn't exist.

Fixed locally (not yet committed):
- werebeast mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast_hair01 material shows as "shader not found"
Revision 16.06.2020 08:37 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- manbeast body mesh uses the manbeast01 material 2 times and the manbeast_hair01 material 5 times
- manbeast head mesh uses the manbeast_hair01 material 2 times
- manbeast_ghost material shows as "shader not found"
- manbeast_ghost model exists, but no entity
- in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
- in the "Create entity" list, a new weapons folder has been created in addition to the existing Weapons folder
- the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
- the model zombie_alt01 uses the zombie_rags material 2 times
- the material models/monsters/zombie/boney/boney on the model zombie_alt01 doesn't exist
- the material zombie_test on the model models/md5/chars/undead/zombie/zombiehead01.md5mesh doesn't exist.

Fixed locally (not yet committed):
- werebeast mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast_hair01 material shows as "shader not found"
Revision 16.06.2020 08:37 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

Unfixed:
- manbeast body mesh uses the manbeast01 material 2 times and the manbeast_hair01 material 5 times
- manbeast head mesh uses the manbeast_hair01 material 2 times
- manbeast_ghost material shows as "shader not found"
- manbeast_ghost model exists, but no entity
- in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
- in the "Create entity" list, a new weapons folder has been created in addition to the existing Weapons folder
- the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
- the model zombie_alt01 uses the zombie_rags material 2 times
- the material models/monsters/zombie/boney/boney on the model zombie_alt01 doesn't exist
- the material zombie_test on the model models/md5/chars/undead/zombie/zombiehead01.md5mesh doesn't exist.

Fixed:
- werebeast mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast_hair01 material shows as "shader not found"
Revision 14.06.2020 18:40 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

- werebeast mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast body mesh uses the manbeast01 material 2 times and the manbeast_hair01 material 5 times
- manbeast head mesh uses the manbeast_hair01 material 2 times
- manbeast_hair01 material shows as "shader not found"
- in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
- in the "Create entity" list, a new weapons folder has been created in addition to the existing Weapons folder
- the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
- the model zombie_alt01 uses the zombie_rags material 2 times
- the material models/monsters/zombie/boney/boney on the model zombie_alt01 doesn't exist
- the material zombie_test on the model models/md5/chars/undead/zombie/zombiehead01.md5mesh doesn't exist.
Revision 18.03.2020 13:05 by Dragofer
Description As per https://forums.thedarkmod.com/index.php?/topic/20291-beta-testing-208/&do=findComment&comment=444834:

- werebeast mesh exists twice, (2nd one is models/md5/chars/monsters/werebeast/werebeast_mesh - Kopie.md5mesh)
- manbeast body mesh uses the manbeast01 material 2 times and the manbeast_hair01 material 5 times
- manbeast head mesh uses the manbeast_hair01 material 2 times
- manbeast_hair01 material shows as "shader not found"
- in the "Create entity" list, a new top-level folder "creatures" contains the heads, vocal set and ragdoll, which breaks conventions
   i) heads are usually in Internal/AI
   ii) vocal sets are usually in AI/Internal/Vocal Sets
   iii) ragdolls are usually in Ragdolls/Bodies
- the entities atdm:ai_undead_zombie_alt_animations and atdm:ai_undead_zombie_clothed01 are missing models, so I see just a "shader not found" box
- the model zombie_alt01 uses the zombie_rags material 2 times
- the material models/monsters/zombie/boney/boney on the model zombie_alt01 doesn't exist
- the material zombie_test on the model models/md5/chars/undead/zombie/zombiehead01.md5mesh doesn't exist.