The Dark Mod - Change Log
Released 07/10/2013
A standalone version of TDM that will not require Doom3 to play.
- 0003108: [Design/Coding] Merge 7318's 3D Skybox Code (grayman)
- 0003401: [Def / Setup] Drowning broken? (Springheel)
- 0002964: [AI] Combat: Enemy AI get stuck after hitting each other once (grayman)
- 0003331: [AI] AI have several problems when entering Combat (grayman)
- 0003042: [Sound System] Open visportals do not propagate sound loss to player. (grayman)
- 0003351: [Coding] Game crashes on load if no FM in fms folder. (taaaki)
- 0003125: [Coding] Revising Framework/FileSystem for clarity (taaaki)
- 0003419: [Coding] in-game downloader does not randomize the server URLs (tels)
- 0001104: [AI] Gas arrows leak through glass and doors (grayman)
- 0003431: [AI] AI think they see you when coming out of blind state. (grayman)
- 0003368: [Coding] Envshot is broken in TheDarkMod.exe (taaaki)
- 0003395: [Sound] Create/re-enable voice volume slider in main menu (grayman)
- 0003307: [GUI] The "finished mission" mark is missing on line 10 (SteveL)
- 0003372: [AI] AI not playing pain animation (grayman)
- 0003195: [Coding] Prevent TDM from running as root (taaaki)
- 0002925: [AI] AI should look at target when warning (grayman)
- 0002416: [AI] Sleeping AI can fall through the ground when they wake up (grayman)
- 0003492: [AI] AI vision tests (grayman)
- 0003424: [AI] A group of guards can search for too long (grayman)
- 0003485: [Coding] Landing when crouched makes no noise (Springheel)
- 0003525: [AI] KO'ed and dead AI bodies can be seen when hidden (grayman)
- 0003106: [Feature proposal] Make TDM standalone/untethered (Springheel)
- 0002966: [Coding] Get rid of hardcoded ~/doom3 path on Linux (tels)
- 0003563: [AI] Blackjacking problem (grayman)
- 0003557: [Coding] Clicking Objectives option from Failed Screen causes crash (taaaki)
- 0003554: [Objectives] atdm:target_setobjective_component_state doesn't work (grayman)
- 0003552: [AI] drunk_acuity_factor is applied twice to sleepers (grayman)
- 0003544: [Sound] Hum from electric lights is very annoying (grayman)
- 0003517: [Def / Setup] Player water impact makes too much noise (Springheel)
- 0001771: [AI] Need minimum time (or some control method) between barks of different alert levels (angua)
- 0003496: [AI] "Surprise Bark" interrupts other barks and seems out of place (grayman)
- 0003203: [AI] Crouch-walking on stone can NEVER alert AI (Springheel)
- 0003524: [Coding] Certain lights not contributing to illumination (grayman)
- 0003497: [Sound] Need snd_state5 vocal (grayman)
- 0003473: [Animation] AI sometimes get "stuck" leaning back (grayman)
- 0003511: [Textures] New textures (Springheel)
- 0003505: [AI] Create 'no_alert_idle' spawnarg (grayman)
- 0003410: [Distribution] TDM 2.0 beta exits with error code on startup (taaaki)
- 0003506: [AI] AI should turn head to look at doused lights (grayman)
- 0003510: [AI] AI doesn't complete relight (grayman)
- 0003413: [Sound] Swimming and splashing (jump into water) do not propagate sound to AI (Springheel)
- 0003502: [AI] Zombie not making water footstep sounds (Springheel)
- 0003500: [Graphics] Bad particle (Springheel)
- 0003461: [Sound] Check player volume for footsteps (Springheel)
- 0003498: [AI] Some alert barks are out of place with latched alerts (grayman)
- 0003499: [Sound] Need More Zombie Footsteps (Springheel)
- 0003445: [AI] AI goes into alert_idle because of rats. (grayman)
- 0003471: [Sound] Default "snd_footstep" not playing for AI (grayman)
- 0003487: [AI] Sleepers are giving "to_observant" barks (grayman)
- 0003489: [Sound] Readables making incorrect impact sound (Springheel)
- 0003181: [AI] Examine which barks should propogate to friendly AI (Springheel)
- 0003440: [Def / Setup] Zombies should not take damage from arrows; visual indicator needed (Springheel)
- 0003484: [AI] Sword attachment points need adjusting (Springheel)
- 0003159: [Models] Update longsword model (Springheel)
- 0003476: [Models] Nobleman head has bad weighting around mouth (Springheel)
- 0003426: [AI] Head 06 has see-through mouth (Springheel)
- 0003468: [AI] Zombies kneel while searching (Springheel)
- 0003452: [Physics] Moveable planks don't fall realistically (grayman)
- 0003415: [AI] AI greeting can occur too often for stationary AI or multiple AI in a group (grayman)
- 0003462: [AI] AI should turn head to look at doors opening (grayman)
- 0003432: [Textures] Some decals not transparent enough (Springheel)
- 0003455: [Sound] Something is wrong with soundprop to player (grayman)
- 0003450: [AI] Zombie IK not on (Springheel)
- 0003449: [AI] Alert index check problem in conversations (grayman)
- 0003448: [AI] An AI passing a conversation is allowed to greet the conversation AI (grayman)
- 0003443: [Sound] Weight "question" greetings higher (Springheel)
- 0003425: [AI] New walk causes clipping with pauldrons (Springheel)
- 0003341: [AI] AI do not do random head-turning when searching? (Springheel)
- 0003414: [AI] Eliminate or reduce wavering in AI walk (grayman)
- 0003430: [AI] AI giving 'return to idle' bark after search (grayman)
- 0003438: [AI] There should be no rampdown barks in Observant State (grayman)
- 0003422: [AI] AI ignore breaking glass of gas arrow (Springheel)
- 0003423: [AI] Idle barks during searches (grayman)
- 0003435: [AI] Zombie missing a sound/swing for melee attack (Springheel)
- 0003385: [Textures] Blood Decals not dropping? (Springheel)
- 0003420: [AI] Daggers don't have replacement anims (Springheel)
- 0003261: [TDM Installer] Updater and in-game downloader choke on some HTTP responses (tels)
- 0003411: [Coding] Common difficulty names are not translated (tels)
- 0003386: [Textures] Blood decals fading away (grayman)
- 0002682: [Saving/Loading] savegame names with dots overwrite each other (tels)
- 0003318: [Sound] Find someone to do Yandros's script (Springheel)
- 0003257: [Design/Coding] Remove D3 setup scripts (tels)
- 0003322: [AI] pagan belt is black (Springheel)
- 0000578: [Design/Coding] falling on a lowering platform doesn't properly subtract the relative velocity, so you get more hurt than you should (grayman)
- 0003406: [GUI] Voice audio settings are not translated (tels)
- 0003404: [Physics] Gas arrows not putting out torches? (Springheel)
- 0003403: [Textures] Alpha layer borked in texture - textures/darkmod/decals/dirt/stain01bwet (Springheel)
- 0003402: [Def / Setup] atdm:lamp_electric_square_1_lit is too bright (Springheel)
- 0003397: [Sound] Stange sound distortion in Let Sleeping Thieves Lie (Springheel)
- 0003396: [AI] Need to distinguish between sleeping on bed and sleeping on floor (grayman)
- 0003399: [Design/Coding] Func_portals disable info_locationseperator entities. (grayman)
- 0003394: [Sound] Ragdoll AI not propagating sounds properly (grayman)
- 0003393: [Coding] TDM 2.00 crashes Alberic's Curse (grayman)
- 0003258: [Coding] Stealth score doesn't include arrow alerts? (grayman)
- 0003353: [Saving/Loading] Crashing Upon Approaching Mine(s) With Lockpicks Drawn To Disarm (grayman)
- 0003361: [Script/Def] atdm:moveable_torch1 does not extinguish if dropped sideways (grayman)
- 0003387: [Coding] Change the TDM revision number from 1.09 to 2.00 (grayman)
- 0003391: [Coding] Allow warnings and crashes when def entities don't exist (grayman)
- 0003389: [AI] Inaccurate AI positioning on elevators (grayman)
- 0003370: [Physics] Moveables can hurt the player and AI (grayman)
- 0003381: [GUI] Briefing videos are broken (grayman)
- 0003375: [AI] Sleeping Builder in Outpost not sleeping (grayman)
- 0003009: [AI] Blocking AI in chair traps them in place (grayman)
- 0003182: [AI] Idle animations can interrupt idle barks. (grayman)
- 0003280: [AI] AI Used to take cover from player; no longer working (grayman)
- 0003343: [AI] Human AIs don't see monsters (grayman)
- 0003358: [AI] Cannonball damages player differently than AI (grayman)
- 0003357: [AI] Fleeing AI problem at path_flee (grayman)
- 0003356: [AI] AI respond too quickly to audible alerts (grayman)
- 0003355: [AI] AI react too quickly to barks that include messages (grayman)
- 0003348: [AI] Rig new skeleton (Springheel)
- 0003140: [AI] Use "taking fire" soundshader when AI hit by arrows (grayman)
- 0003166: [Coding] After putting away sword AI still uses weapon_idle (grayman)
- 0002924: [AI] AI react too fast to missing objects (grayman)
- 0003349: [AI] Rusted builder needs new arms and legs (Springheel)
- 0003338: [AI] AI Greetings should have additional limits (grayman)
- 0003263: [Coding] snd_opened does not work on sliding doors (grayman)
- 0002829: [AI] Flashbombs should reduce AI hearing as well. (grayman)
- 0003332: [Def / Setup] Some electric lights not working recently (grayman)
- 0002533: [AI] Archers run into player at melee range (grayman)
- 0002527: [AI] Give weapons to archers (grayman)
- 0003128: [Script/Def] Movable Oil lamps behave strangely (grayman)
- 0003278: [AI] Snow particle effect dosent render in certain situations: (grayman)
- 0003316: [Coding] Pickup messages for stackable objects do not include count information. (grayman)
- 0003100: [AI] Having an unaccessible path_flee_point breaks AI fleeing behavior (grayman)
- 0003202: [AI] Mute AI can engage in greetings (grayman)
- 0002752: [AI] Changing AIs from neutral to enemies during game does not work unless the AIs bump into each other. (grayman)
- 0003323: [AI] Need support for AI greeting pagans and beggars (grayman)
- 0003310: [AI] Civilian AI should flee when encountering dead body. (grayman)
- 0003317: [AI] AI need ability to react to sudden deaths of nearby AI (grayman)
- 0003330: [AI] Correct incorrect AI ranks (grayman)
- 0003315: [Coding] Second identical item pickpocketed does not count to "Pockets picked" statistic (grayman)
- 0003313: [Design/Coding] Picked pockets are counted twice (grayman)
- 0003314: [Coding] Found bodies of enemies killed by player do not count to 'Bodies found' (grayman)
- 0001188: [Mapping] Target entity for easy changing of AI sound loss on portals (grayman)
- 0001184: [Mapping] Glass doors - spawnarg to disable portal closing (grayman)
- 0003228: [Sound System] Adding Sound loss on regular visportals (grayman)
- 0003302: [Coding] Placing the playerstart inside a trigger_once_entityname causes crash. (tels)
- 0003297: [Design/Coding] There is no ko_script spawnarg for AI. (tels)
- 0003294: [Tweaking] Integrated Mission Downloader has inconsistent mission handling (for some missions) (tels)
- 0003292: [Design/Coding] Wrong objective level names in end mission screen (grayman)
- 0003291: [AI] AI play wrong vocal when drowning (grayman)
- 0003289: [Script/Def] add setViewAngles() to idPlayer (tels)
- 0003290: [AI] When getting up, sitting AI might use the getting up from sleeping animation (grayman)
- 0003288: [Script/Def] add floor() and ceil() script events (tels)
- 0003287: [Coding] MapShutdown() is called twice during shutdown (tels)
- 0003286: [Coding] Eating food can crash with ERROR:idRenderWorld::UpdateEntityDef: index = -1 (tels)
- 0003282: [Script/Def] add getShouldered(), getDragged() and getGrabbed() script events (tels)
- 0003285: [Def / Setup] atdm:ai_townsfolk_commoner has broken skin (tels)
- 0003277: [Script/Def] Add getBoolKey() to scripting interface (tels)
- 0002624: [AI] Buggy AI prop lantern (grayman)
- 0003264: [Coding] Noshadows_lod_x spawnarg actually affects (x-1) LOD (tels)
- 0003260: [Coding] Change the way scriptEvents are declared (greebo)
- 0003259: [Coding] I18n.pl missing certain inventory name-setting syntax (tels)
- 0003209: [Coding] Missing idMover::Events (tels)
- 0003239: [Script/Def] getRadius() script event is missing from lights (tels)
- 0003232: [Script/Def] add a way for scripts to query the TDM version (tels)
- 0003223: [Coding] Add ability for individual entities to randomly not spawn (tels)
- 0003217: [Objectives] Need script event to set text of objective (tels)
- 0001947: [Feature proposal] Fireflies (Mortem Desino)
- 0002259: [Coding] Animation state/transition code (grayman)
- 0002539: [Sound] false Movement-sound-shader - ai_wood_footsteps
- 0003457: [AI] Review conditions under which greetings are used (grayman)
- 0003474: [AI] Armed AI playing flee barks when uninjured (grayman)
- 0003390: [AI] Door Handling -- AI couldn't open half-open door. (grayman)
165 issues View Issues