View Revisions: Issue #5184
Summary | 0005184: Issues with new manbeast/werebeast/zombie assets | ||
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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" |
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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" |
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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" |
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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. |
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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. |