Jump to content


Photo

TDM 2.02 released!


  • Please log in to reply
8 replies to this topic

#1 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36631 posts

Posted 07 July 2014 - 03:44 PM

*
POPULAR

TDM 2.02 is now available!

Thanks for your patience everyone...hope it is worth the wait! :)

This version includes a number of new features and bugfixes for The Dark Mod. Several exploits have been dealt with, such as a fix for the bunny-hop exploit by SteveL, and new behaviour that allows AI to notice if you blatantly grab onto a door they're in the process of closing, by grayman.

A fix of a sound bug that was causing sound to drop off too quickly in large spaces (resulting in AI frequently ignoring noise arrows and calls for help) has also been fixed by grayman, and a new AI Hearing slider has been added to the main menu.

New Horizon has adjusted our blackjacking detection so that players are less likely to fail by being too close to an AI.

AI may notice that they've been pickpocketed, and will add that to their evidence of an intruder if you cause a mild alert while snatching something from their belt.

In addition, Springheel has added a new AI and vocal set (acted by Goldwell) for mappers to play with: The Moors.

For a more detailed look at the changes and improvements, see here: http://bugs.thedarkm...p?version_id=65

To get the new update, simply run tdm_update.exe
  • Taffer418, Bikerdude, AluminumHaste and 18 others like this

#2 Bikerdude

Bikerdude

    Mod hero

  • Member
  • PipPipPipPipPip
  • 19016 posts

Posted 07 July 2014 - 03:56 PM

And to celebrate this glorious release Melan and I will be releasing the much anticipated Penny Dreadfull 2 in short order.

#3 RJFerret

RJFerret

    Advanced Member

  • Member
  • PipPipPip
  • 1066 posts

Posted 07 July 2014 - 04:07 PM

A new feature for mappers I'm excited about, which the changelog buries, certain path nodes now trigger their targets.
  • AluminumHaste, Vae and Jon Irenicus like this
"The measure of a man's character is what he would do if he knew he never would be found out."
- Baron Thomas Babington Macauley

#4 grayman

grayman

    Master Builder, Coder

  • Active Developer
  • PipPipPipPipPip
  • 12079 posts

Posted 07 July 2014 - 04:10 PM

Map authors might also be interested in having AI use switches and levers to operate doors.

See the "Door Controllers" section of this wiki page.
  • AluminumHaste, Vae and Jon Irenicus like this

#5 Bikerdude

Bikerdude

    Mod hero

  • Member
  • PipPipPipPipPip
  • 19016 posts

Posted 07 July 2014 - 05:39 PM

I have posted in the TDM sticky over on TTLG -

- http://www.ttlg.com/...l=1#post2256849

#6 Sotha

Sotha

    Vertical Contest Winner

  • Active Developer
  • PipPipPipPipPip
  • 5600 posts

Posted 08 July 2014 - 12:20 AM

Congrats everybody and big thanks to the team for their hard work!
  • Jon Irenicus likes this
Clipper
-The mapper's best friend.

#7 Obsttorte

Obsttorte

    Scripting guru, Mapper

  • Active Developer
  • PipPipPipPipPip
  • 5338 posts

Posted 08 July 2014 - 03:39 AM

Not to forget this script function added by Zbyl(#3304)
scriptEvent float getMissionStatistic(string statisticName);
	Returns current mission statistic.
		statisticName: Can be one of (case insensitive):
		gamePlayTime  gameplay time in seconds
		damageDealt  damage dealt to enemies
		damageReceived  damage received by player
		healthReceived  health received by player
		pocketsPicked  pockets picked by player
		foundLoot  loot found by player
		missionLoot  total loot available in mission
		totalTimePlayerSeen  total time the player was seen by enemies in seconds
		numberTimesPlayerSeen  number of times player was seen by enemies
		numberTimesAISuspicious  number of times AI was 'observant' or 'suspicious'. A single AI passing through both alert levels will add 2 to the score.
		numberTimesAISearched  number of times AI was 'investigating' or 'searching'. A single AI passing through both alert levels will add 2 to the score.
		sightingScore  sighting score (number of times player was seen * weight)
		stealthScore  stealth score (sighting score + alerts * weights)
		killedByPlayer  number of enemies killed by player
		knockedOutByPlayer  number of enemies knocked out by player
		bodiesFound  number of times enemies have spotted a body
	Spawnclasses responding to this event: idThread
Great stuff imho. (see also here)

Can't wait to try this stuff out.
  • SteveL likes this
FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

End of shameless self promotion.

#8 SteveL

SteveL

    Hero Coder

  • Active Developer
  • PipPipPipPip
  • 3669 posts

Posted 08 July 2014 - 04:04 AM

Thanks Obs, but credit where it's due: Zbyl wrote the patch, I just checked and merged it. The updated documentation I do claim credit for :)

#9 Obsttorte

Obsttorte

    Scripting guru, Mapper

  • Active Developer
  • PipPipPipPipPip
  • 5338 posts

Posted 08 July 2014 - 04:18 AM

Corrected :blush:
FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

End of shameless self promotion.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users