To get the update,
just run your tdm_update.exe file or see our website for more info:
http://www.thedarkmod.com. The download size for upgrading 1.04 to 1.05 is about 10 MB, a fresh download will be about 2 GB.
Summary
TDM 1.05 is a bugfix/maintenance release to stabilise the code and fix crashes with existing FMs, no art assets have been added.
- A whole bunch of AI code fixes and improvements are included, thanks to grayman's work.
- An alert entity has been added (as another tool in for mappers).
- Crashes when starting some FMs have been fixed (e.g. in The Thieves mission).
- Blackjacking should be more reliable now.
- Plus some smaller fixes, tweaks and changes behind the scenes.
The full changelog can be found on our wiki: [url="http://modetwo.net/darkmod/wiki/index.php?title=What%27s_new_in_TDM_1.05"]http://modetwo.net/d...new_in_TDM_1.05[/url]
Note: While missions are fully compatible with this release, you can NOT load any previously saved games after updating to 1.05. If you're in the middle of playing a mission, you might want to finish it before updating.
A torrent is available here, although it will take a little while until it's been registered on Kolya's tracker: [url="http://www.bloodgate.com/mirrors/tdm/pub/thedarkmod_1.05.torrent%20"]TDM 1.05 Torrent[/url]
Here is a list of the changes / fixes.
Quote:
#720: Guards can be made to repeat their door-closing cycle (AI)
#1145: AI trying doors they cannot open (AI)
#1330: weapons sometimes hover in midair after AI goes ragdoll (AI)
#2209: Alert entity proposal (Coding)
#2283: Playing cards have invalid mass (Coding)
#2468: monsters immune to gas arrows (AI)
#2469: Werebeast not affected by flashbomb (AI)
#2560: AI Freezing during search (AI)
#2568: Rats push heavy moveables too powerfully (Physics)
#2578: SEED: Make sure we do not combine entities which cannot be combined (SEED)
#2604: AI do not play "gassed" bark (AI)
#2621: Add Boost 1.45 static libs for VC++ 2010 (Coding)
#2632: add hide_distance support to func_smoke (Coding)
#2634: Need a way for the mapper to prevent lod_bias hiding important entities (Coding)
#2635: hide_distance < lod_distance is ignored (Coding)
#2637: triplet down models/darkmod/architecture/chimneys/square_stone (Models)
#2640: Searching AI will freeze long distances from a stim point if they can see the point (AI)
#2646: WARNING: Door XYZ is not within a valid AAS area (Coding)
#2650: Rats close doors (AI)
#2654: Map start triggered cutscenes kill floating AI's (AI)
#2659: Rotating doors with (tiny) translation incorrectly clear the "first_frob_open" flag (Coding)
#2661: Shop item description display sometimes missing/wrong (GUI)
#2662: models/darkmod/architecture/awnings_ roofs/awning_cloth_01_large.lwo has some stray verts (Models)
#2664: invert_on_trigger on func_rotating bug (Coding)
#2667: AI Moving Untouched Movables (Physics)
#2668: Combat State 'unhelmeted' AI are blackjackable from any angle. (AI)
#2669: A patrolling AI blocked by movables can get stuck treadmilling. (AI)
#2670: Running AIs should not close doors behind them. (AI)
#2672: Ingame objectives scroll arrows overlap text (GUI)
#2673: KO fails if player steps too close to AI, despite blackjack visually making contact. (Def / Setup)
#2674: Blackjack collision box not properly aligned to blackjack (Def / Setup)
#2676: Lighting lights does not activate binarymovers (Script / Def)
#2680: Need a LOD data manager (SEED)
#2683: Crash when starting The Thieves (AI)
#2684: Rats cause assertion failures when using debug DLL (Coding)
#2685: Chalice of Kings tickles an assert when using a Debug DLL (AI)
#2690: AI become confused when chasing player through a door (AI)
#2691: AI open prefab doors when searching or when chasing the player (AI)
#2692: AI sometimes block a door they're opening (AI)
#2694: An AI running toward a closed door can fall into circling behavior at the door (AI)
#2700: An AI using a door can get blocked and hold up the entire door queue. (AI)
#2706: Console can get spammed with "AI MoveStack contains more than 100 moves!" (AI)
#2708: AI can get stuck near monster-clipped tables, etc. (AI)
#2712: AI don't walk through an open door when it's marked "ai_should_not_handle" (AI)
#2716: In Beleaguered Fence, a guard opens door *_13 from the floor below (AI)
#2721: Revenant's have become immune to Holy Water Arrows (AI)
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