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New TDM 2.03 Features for Mappers


grayman

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Also another big thing for mappers in 2.03 are the new prefabs, new models and new textures. All of which that are looking great!

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Also another big thing for mappers in 2.03 are the new prefabs, new models and new textures. All of which that are looking great!

 

Do we know what the new prefabs and models are?

 

Listing new textures would probably take forever, unless someone already has a list to point to.

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Do we know what the new prefabs and models are?

 

Listing new textures would probably take forever, unless someone already has a list to point to.

 

EDIT: Ok i'm pretty bored so I just downloaded 2.02 and compared the file structures between 2.02 and 2.03, here are the differences I found between the two

 

Prefabs: 7 new files

Models: 159 new files (126 of those new files are .lwo so I assume that means new models)

Textures: 415 new files (I removed all _local files when comparing the two & only used the darkmod&dds folders for comparing)

 

That might give a better indication of how much new stuff in is there

 

-Original post-

I don't know exactly whats new but off the top of my head I noticed the buildings were updated in the new prefab and there was another one added, there are a couple of new AI prefabs as well such as the leaning commoner and the townsfolk playing cards, there a new wealthy chest in the containers section, I think theres a new table in there too, wine bottles were added, a new clock as well which seems to have scripts attached.

 

In terms of models i've noticed new bowls, tables, beds (very cool new beds actually), new arched doors, new loot, etc

 

And as for textures there are just a whole heap of new ones I noticed while going through the list, adds more flavor and makes it easier to find just the right one when going through the list.

 

I'm not certain but if I remember correctly most of these new models,prefabs,textures are dumps from Melan, Springheel and Bikerdude

Edited by Goldwell
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I believe that's most of the material from my texture packs, as well as the TTLG Canon Texture Pack project.

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There are also new script events, which let you discover all currently existing entitites with certain spawnargs or classes via script.

 

Plus trigger_touch can now be set to not be checked every frame (making them faster and better scaling).

 

New languages have also been added, but that is not something important for mapping :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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New languages have also been added :)

Hurray!

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There are also new script events, which let you discover all currently existing entitites with certain spawnargs or classes via script.

Does someone have details?

 

Plus trigger_touch can now be set to not be checked every frame (making them faster and better scaling).

How?

 

New languages have also been added, but that is not something important for mapping :)

Which languages? That's more in the player's area than the mapper's.

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Models: 159 new files (126 of those new files are .lwo so I assume that means new models)

 

Most of those are probably mine...I added a LOT of new models last spring along with LOD versions of many. I know I've forgotten half of them by now, but I wouldn't have guessed there were 126 new ones....

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  • AI will post themselves at visportals leading out of the area (which includes visportaled doors), and special "guard points". You can create a guard point by dropping a new entity into your map: Paths->path_guard_point. Place it where you want an AI to stand
  • countEntities - There's now a new console command that displays entity counts by class, to help people work out where they exceed the limit.
  • noFogBoundary - Set this to "1" on your fog lights to stop your caulk sky from getting fogged.
  • Sweet, I did wonder what that was for.
  • Grand this will come in handy on obne of my WIPS.
  • ah very very nice, we can now have T3 style "city fog" etc
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noFogBoundary - Set this to "1" on your fog lights to stop your caulk sky from getting fogged.

 

I'm quite excited by this one...subtle fog looks absolutely fantastic as atmospheric perspective.

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Here's where I was first trying to find a solution, with an image to show the effect:

 

http://forums.thedarkmod.com/topic/15802-simulating-atmospheric-perspective/?p=332344

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A couple more things. I need to wikify some of this, but I *am* making progress with my wiki to-do list!

 

- Soft particles will make it easier to use particles, especially dust fog steam and light glares. Mappers have 2 new keywords for tweaking particles too: worldAxis and particle_depth.

 

- "inline" spawnarg for func_statics -- documented in DR

- Entity lights including torches can now be toggled by activation/targeting/switches

 

The particle keywords mentioned above are separate from the new world particle system mentioned above. In 2.03 you need to use a script to use the world particle system, because we discovered the capability at the last minute, but we'll work on making it more mapper-friendly soon and we can share the new entity defs in the editors' guild without making mappers wait for 2.04.

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I'm quite excited by this one...subtle fog looks absolutely fantastic as atmospheric perspective.

 

Hey, perspective fog is gonne make maps look great...

 

Really liking the post with all the features being discussed, it feels a lot closer and more detailed than the wiki changelog. Very cool work guys.

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