<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.thedarkmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=145.253.32.51</id>
	<title>The DarkMod Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.thedarkmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=145.253.32.51"/>
	<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Special:Contributions/145.253.32.51"/>
	<updated>2026-04-18T11:05:33Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2240</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2240"/>
		<updated>2007-02-12T14:40:21Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: /* Definitions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
This article describes how to set up inventory items and how they can be given to an entity.  The purpose of the inventory is, to keep track of all items that are in an entities possessions. I delibaretly use &amp;quot;entity&amp;quot; here because, in principle, all entities can have an inventory, even though it may only make sense for AI and the player to actuall have one. For future improvements it might be usefull for other purposes as well though.&lt;br /&gt;
Also included is a script interface, so that a mapper can interact with the inventory in a more sophisticated way, if the default implementation is not sufficient.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
The spawnargs can be either set in the def file as a default, or in the map file to override settings for specific entities. Naturaly this also means that they can be manipulated by scripts as well, since they are the standard way of configuring objects in Doom 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT!!!&#039;&#039;&#039; Normally items will vanish from the map as soon as the item is successfully put into the inventory. If this doesn&#039;t work, then the item will stay visible. This is a intentionally so, to make the mapper aware of the problem. Currently there is only one error condition that can really trigger this, which is that an item is configured to not be anonymous, but has an empty inv_icon entry. Additionally to not becoming invisible, you can also look into the logfile, because there you can find an errr message with the name of the entity that was causing the problem.&lt;br /&gt;
&lt;br /&gt;
There are several terms and types of items that can be used in the inventory:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;anonymous items&#039;&#039;&#039;   An anonymous object means that it will not show up as a seperate item in the inventory. An example would be normal loot like coins or golden dishes. Since they should not be stored in the inventory as seperate items, they don&#039;t need to be displayed either. In this case they only count for the total of loot and are discarded afterwards. Anonymous items also can not be dropped after they went into the inventory because they essentially no longer exist. For the loot count it obviously doesn&#039;t matter wether an item is anonymous or not, as all are added up into the loot categories. Examples are gold coins and all the other (mostly loot) items that are collected but not being used individually. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;stackable items&#039;&#039;&#039;   These are items that can be stacked in the inventory. This means that the player can acquire multiple instances of such items, but only one entry is shown in the inventory with a counter of how many currently are available. An example would be a health potion. The player can posses more than one health potion at a time and this would be indicated by the counter. Stackable items are identified by setting the stackable property. They also must always use the same name and category. If this doesn&#039;t match, they are considered to be of different types. This also allows for dealing out i.e. fake health potions which have no effect or deal damage instead (as an example).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Category&#039;&#039;&#039; is a classification of items, to visually group them together. This allows the player to faster scroll through the inventory because he doesn&#039;t have to cycle through all the individual items. For example a category would be &#039;Readables&#039; where books and scrolls are stored, and another Category would be &#039;Tools&#039; where lockpicks and other items can be stored. Note that this category is entirely up to the mapper to decide and also is option. it doesn&#039;t has any consequence as to the playabillity and is only a convenience for the player. Categories can switched of on the HUD, so that the player can use the inventory also in the Thief style (which is the default).&lt;br /&gt;
&lt;br /&gt;
== Spawnargs ==&lt;br /&gt;
&lt;br /&gt;
   inv_category : string&lt;br /&gt;
   Specifies the cagtegory that the object should be filed under. This &lt;br /&gt;
   allows for player convenience and also is needed for stackable items.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_name : string&lt;br /&gt;
   Specifies the name the object should display when it is activated in the inventory.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_icon : D3 path to icon&lt;br /&gt;
   Points to an icon that is to be displayed when the object is selected in the inventory.&lt;br /&gt;
   This entry also determines wether an object is to be considered anonymous or not. &lt;br /&gt;
&lt;br /&gt;
   inv_stackable : [0/1]&lt;br /&gt;
   Determines wether an item is an individual or can be a stack of similar objects. An&lt;br /&gt;
   Example would be the various potions. The player can pick up more than one health &lt;br /&gt;
   potion, but in the inventory he will only get one item with a counter. Keep in mind&lt;br /&gt;
   though that a stack of gold coins is not per se stackable, because usually it will be&lt;br /&gt;
   only one model of a stack of coin with a value of i.E. 10 Gold, so this means that it&lt;br /&gt;
   is not to be confused with a a single gold coin having 10 items with a value of 1 each.&lt;br /&gt;
&lt;br /&gt;
   inv_count : &amp;lt;N&amp;gt;&lt;br /&gt;
   Determines the number of items this represents. This is only needed for items where&lt;br /&gt;
   stackable is 1, otherwise it is set to 0. Als the option for stackable must always &lt;br /&gt;
   precede the count, otherwise the count is set to 0.&lt;br /&gt;
&lt;br /&gt;
   inv_droppable : [0/1]&lt;br /&gt;
   If set to 1 the item can be dropped into the map by the player. This will not&lt;br /&gt;
   work for anonymous items, since they will have no representation after they&lt;br /&gt;
   were put into the inventory.&lt;br /&gt;
&lt;br /&gt;
   inv_delete : [0/1]&lt;br /&gt;
   Determines if an anonymous object can be deleted, after it was put into the inventory.&lt;br /&gt;
   This is advisable, because the entity will stay in memory and a mapper could still&lt;br /&gt;
   access it via scripting. If the mapper decides that an item will no longer be accessed&lt;br /&gt;
   after it has been acquired, this key should be set to 1. This can affect loading time&lt;br /&gt;
   of saved games, as entities, that are no longer needed, don&#039;t need to be saved and&lt;br /&gt;
   restored.&lt;br /&gt;
   If the mapper also creates entities on the fly, with the help of scripts, it might&lt;br /&gt;
   better to set this flag on appropriate objects to free up the limited number of&lt;br /&gt;
   entities a map can hold. The usuals candidates for this flag are all the regular loot&lt;br /&gt;
   items, because they wont be used anymore after they have been found (lik coins, purses,&lt;br /&gt;
   etc.). Also note that, if dropappable is set to 1, then this key will be ignored, since&lt;br /&gt;
   droppabale items must be turned into entities again to be placed in the map.&lt;br /&gt;
&lt;br /&gt;
   inv_loot_type : [ 0 | 1 | 2 | 3 ]&lt;br /&gt;
   * 0 = No lootitem (default)&lt;br /&gt;
   * 1 = Jewelry/Gems&lt;br /&gt;
   * 2 = Gold&lt;br /&gt;
   * 3 = Goods&lt;br /&gt;
   This has to be set in order to define what kind of item it is and if it is a loot item,&lt;br /&gt;
   which category of loot it should account for.&lt;br /&gt;
&lt;br /&gt;
   inv_loot_value : &amp;lt;N&amp;gt;&lt;br /&gt;
   Determines the amount of loot this item accounts for. This value is ignore if it is&lt;br /&gt;
   set on an item, which is of loot_type = 0.&lt;br /&gt;
&lt;br /&gt;
   inv_map_start : [0|1]&lt;br /&gt;
   Determines wether this object should be assigned to an inventory at map start.&lt;br /&gt;
&lt;br /&gt;
   inv_target : &amp;lt;entityname&amp;gt;&lt;br /&gt;
   If the item should be assigned to an entity at map start, this should get the name&lt;br /&gt;
   of the entity who shold recive it. To give an item to the player, you would use&lt;br /&gt;
   &amp;quot;player1&amp;quot; as the name, because this is the name that the player entity gets by&lt;br /&gt;
   default. If inv_map_start is not set or set to 0, then this key doesn&#039;t need to be&lt;br /&gt;
   set and is ignored. Since the name can be arbitrary, this means of course, that you&lt;br /&gt;
   can also give it to an AI, which the player later on meets. This should not be confused&lt;br /&gt;
   with loot, that is to be attached to an AI though. If you attach a purse or a key to&lt;br /&gt;
   an AI, which the player can frob later on, then it doesn&#039;t need to get this set, because&lt;br /&gt;
   such things will not be stored in the inventory. You could assign such things to an&lt;br /&gt;
   chest though, to give the objects to the player when he opens it. This is not directly&lt;br /&gt;
   support though, because it is assumed that chests will be filled with real objects, like&lt;br /&gt;
   TDS did it. However the T1/T2 style chests are still possible to do with some scripting.&lt;br /&gt;
&lt;br /&gt;
== Default equipment for map start ==&lt;br /&gt;
&lt;br /&gt;
This describes how to give items to the player at the mapstart, but the same mechanism can be applied to any other AI (or entity for that matter) as well.&lt;br /&gt;
&lt;br /&gt;
* First create your object in the editor, just like you would if you wanted to put it in the map. Create brush, select the item and/or models and place it anywhere you like in the map&lt;br /&gt;
&lt;br /&gt;
* Set the key inv_map_start on the object entity to the value 1.&lt;br /&gt;
&lt;br /&gt;
* Set the key inv_target on the object entity to the value player1. If you want to assign this object to, as an example, a guard with the name Benny, then set it to benny, assuming the entity key &amp;quot;name&amp;quot; is also set to &amp;quot;benny&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The objects can really be placed anyhwere you like and it doesn&#039;t really matter. As soon as the map starts, the objects will be put in the inventory, and will vanish from the map. So you could put them right in front of the players eyes, and he still wouldn&#039;t see them, as this happens at the intialization time, before the map actually becomes visible.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Quite simple I would say. :)&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2239</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2239"/>
		<updated>2007-02-12T14:39:58Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: /* Definitions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
This article describes how to set up inventory items and how they can be given to an entity.  The purpose of the inventory is, to keep track of all items that are in an entities possessions. I delibaretly use &amp;quot;entity&amp;quot; here because, in principle, all entities can have an inventory, even though it may only make sense for AI and the player to actuall have one. For future improvements it might be usefull for other purposes as well though.&lt;br /&gt;
Also included is a script interface, so that a mapper can interact with the inventory in a more sophisticated way, if the default implementation is not sufficient.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
The spawnargs can be either set in the def file as a default, or in the map file to override settings for specific entities. Naturaly this also means that they can be manipulated by scripts as well, since they are the standard way of configuring objects in Doom 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT!!!&#039;&#039;&#039; Normally items will vanish from the map as soon as the item is successfully put into the inventory. If this doesn&#039;t work, then the item will stay visible. This is a intentionally so, to make the mapper aware of the problem. Currently there is only one error condition that can really trigger this, which is that an item is configured to not be anonymous, but has an empty inv_icon entry. Additionally to not becoming invisible, you can also look into the logfile, because there you can find the name of the entity that was causing the problem.&lt;br /&gt;
&lt;br /&gt;
There are several terms and types of items that can be used in the inventory:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;anonymous items&#039;&#039;&#039;   An anonymous object means that it will not show up as a seperate item in the inventory. An example would be normal loot like coins or golden dishes. Since they should not be stored in the inventory as seperate items, they don&#039;t need to be displayed either. In this case they only count for the total of loot and are discarded afterwards. Anonymous items also can not be dropped after they went into the inventory because they essentially no longer exist. For the loot count it obviously doesn&#039;t matter wether an item is anonymous or not, as all are added up into the loot categories. Examples are gold coins and all the other (mostly loot) items that are collected but not being used individually. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;stackable items&#039;&#039;&#039;   These are items that can be stacked in the inventory. This means that the player can acquire multiple instances of such items, but only one entry is shown in the inventory with a counter of how many currently are available. An example would be a health potion. The player can posses more than one health potion at a time and this would be indicated by the counter. Stackable items are identified by setting the stackable property. They also must always use the same name and category. If this doesn&#039;t match, they are considered to be of different types. This also allows for dealing out i.e. fake health potions which have no effect or deal damage instead (as an example).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Category&#039;&#039;&#039; is a classification of items, to visually group them together. This allows the player to faster scroll through the inventory because he doesn&#039;t have to cycle through all the individual items. For example a category would be &#039;Readables&#039; where books and scrolls are stored, and another Category would be &#039;Tools&#039; where lockpicks and other items can be stored. Note that this category is entirely up to the mapper to decide and also is option. it doesn&#039;t has any consequence as to the playabillity and is only a convenience for the player. Categories can switched of on the HUD, so that the player can use the inventory also in the Thief style (which is the default).&lt;br /&gt;
&lt;br /&gt;
== Spawnargs ==&lt;br /&gt;
&lt;br /&gt;
   inv_category : string&lt;br /&gt;
   Specifies the cagtegory that the object should be filed under. This &lt;br /&gt;
   allows for player convenience and also is needed for stackable items.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_name : string&lt;br /&gt;
   Specifies the name the object should display when it is activated in the inventory.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_icon : D3 path to icon&lt;br /&gt;
   Points to an icon that is to be displayed when the object is selected in the inventory.&lt;br /&gt;
   This entry also determines wether an object is to be considered anonymous or not. &lt;br /&gt;
&lt;br /&gt;
   inv_stackable : [0/1]&lt;br /&gt;
   Determines wether an item is an individual or can be a stack of similar objects. An&lt;br /&gt;
   Example would be the various potions. The player can pick up more than one health &lt;br /&gt;
   potion, but in the inventory he will only get one item with a counter. Keep in mind&lt;br /&gt;
   though that a stack of gold coins is not per se stackable, because usually it will be&lt;br /&gt;
   only one model of a stack of coin with a value of i.E. 10 Gold, so this means that it&lt;br /&gt;
   is not to be confused with a a single gold coin having 10 items with a value of 1 each.&lt;br /&gt;
&lt;br /&gt;
   inv_count : &amp;lt;N&amp;gt;&lt;br /&gt;
   Determines the number of items this represents. This is only needed for items where&lt;br /&gt;
   stackable is 1, otherwise it is set to 0. Als the option for stackable must always &lt;br /&gt;
   precede the count, otherwise the count is set to 0.&lt;br /&gt;
&lt;br /&gt;
   inv_droppable : [0/1]&lt;br /&gt;
   If set to 1 the item can be dropped into the map by the player. This will not&lt;br /&gt;
   work for anonymous items, since they will have no representation after they&lt;br /&gt;
   were put into the inventory.&lt;br /&gt;
&lt;br /&gt;
   inv_delete : [0/1]&lt;br /&gt;
   Determines if an anonymous object can be deleted, after it was put into the inventory.&lt;br /&gt;
   This is advisable, because the entity will stay in memory and a mapper could still&lt;br /&gt;
   access it via scripting. If the mapper decides that an item will no longer be accessed&lt;br /&gt;
   after it has been acquired, this key should be set to 1. This can affect loading time&lt;br /&gt;
   of saved games, as entities, that are no longer needed, don&#039;t need to be saved and&lt;br /&gt;
   restored.&lt;br /&gt;
   If the mapper also creates entities on the fly, with the help of scripts, it might&lt;br /&gt;
   better to set this flag on appropriate objects to free up the limited number of&lt;br /&gt;
   entities a map can hold. The usuals candidates for this flag are all the regular loot&lt;br /&gt;
   items, because they wont be used anymore after they have been found (lik coins, purses,&lt;br /&gt;
   etc.). Also note that, if dropappable is set to 1, then this key will be ignored, since&lt;br /&gt;
   droppabale items must be turned into entities again to be placed in the map.&lt;br /&gt;
&lt;br /&gt;
   inv_loot_type : [ 0 | 1 | 2 | 3 ]&lt;br /&gt;
   * 0 = No lootitem (default)&lt;br /&gt;
   * 1 = Jewelry/Gems&lt;br /&gt;
   * 2 = Gold&lt;br /&gt;
   * 3 = Goods&lt;br /&gt;
   This has to be set in order to define what kind of item it is and if it is a loot item,&lt;br /&gt;
   which category of loot it should account for.&lt;br /&gt;
&lt;br /&gt;
   inv_loot_value : &amp;lt;N&amp;gt;&lt;br /&gt;
   Determines the amount of loot this item accounts for. This value is ignore if it is&lt;br /&gt;
   set on an item, which is of loot_type = 0.&lt;br /&gt;
&lt;br /&gt;
   inv_map_start : [0|1]&lt;br /&gt;
   Determines wether this object should be assigned to an inventory at map start.&lt;br /&gt;
&lt;br /&gt;
   inv_target : &amp;lt;entityname&amp;gt;&lt;br /&gt;
   If the item should be assigned to an entity at map start, this should get the name&lt;br /&gt;
   of the entity who shold recive it. To give an item to the player, you would use&lt;br /&gt;
   &amp;quot;player1&amp;quot; as the name, because this is the name that the player entity gets by&lt;br /&gt;
   default. If inv_map_start is not set or set to 0, then this key doesn&#039;t need to be&lt;br /&gt;
   set and is ignored. Since the name can be arbitrary, this means of course, that you&lt;br /&gt;
   can also give it to an AI, which the player later on meets. This should not be confused&lt;br /&gt;
   with loot, that is to be attached to an AI though. If you attach a purse or a key to&lt;br /&gt;
   an AI, which the player can frob later on, then it doesn&#039;t need to get this set, because&lt;br /&gt;
   such things will not be stored in the inventory. You could assign such things to an&lt;br /&gt;
   chest though, to give the objects to the player when he opens it. This is not directly&lt;br /&gt;
   support though, because it is assumed that chests will be filled with real objects, like&lt;br /&gt;
   TDS did it. However the T1/T2 style chests are still possible to do with some scripting.&lt;br /&gt;
&lt;br /&gt;
== Default equipment for map start ==&lt;br /&gt;
&lt;br /&gt;
This describes how to give items to the player at the mapstart, but the same mechanism can be applied to any other AI (or entity for that matter) as well.&lt;br /&gt;
&lt;br /&gt;
* First create your object in the editor, just like you would if you wanted to put it in the map. Create brush, select the item and/or models and place it anywhere you like in the map&lt;br /&gt;
&lt;br /&gt;
* Set the key inv_map_start on the object entity to the value 1.&lt;br /&gt;
&lt;br /&gt;
* Set the key inv_target on the object entity to the value player1. If you want to assign this object to, as an example, a guard with the name Benny, then set it to benny, assuming the entity key &amp;quot;name&amp;quot; is also set to &amp;quot;benny&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The objects can really be placed anyhwere you like and it doesn&#039;t really matter. As soon as the map starts, the objects will be put in the inventory, and will vanish from the map. So you could put them right in front of the players eyes, and he still wouldn&#039;t see them, as this happens at the intialization time, before the map actually becomes visible.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Quite simple I would say. :)&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2238</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2238"/>
		<updated>2007-02-12T14:39:16Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: /* Definitions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
This article describes how to set up inventory items and how they can be given to an entity.  The purpose of the inventory is, to keep track of all items that are in an entities possessions. I delibaretly use &amp;quot;entity&amp;quot; here because, in principle, all entities can have an inventory, even though it may only make sense for AI and the player to actuall have one. For future improvements it might be usefull for other purposes as well though.&lt;br /&gt;
Also included is a script interface, so that a mapper can interact with the inventory in a more sophisticated way, if the default implementation is not sufficient.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
The spawnargs can be either set in the def file as a default, or in the map file to override settings for specific entities. Naturaly this also means that they can be manipulated by scripts as well, since they are the standard way of configuring objects in Doom 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT!!!&#039;&#039;&#039; Normally items will vanish from the map as soon as the item is successfully put into the inventory. If this doesn&#039;t work, then the item will stay visible. This is a intentionally so, to make the mapper aware of the problem. Currently there is only one error condition that can really trigger this, which is that an item is configured to not be anonymous, but has an empty inv_icon entry.&lt;br /&gt;
&lt;br /&gt;
There are several terms and types of items that can be used in the inventory:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;anonymous items&#039;&#039;&#039;   An anonymous object means that it will not show up as a seperate item in the inventory. An example would be normal loot like coins or golden dishes. Since they should not be stored in the inventory as seperate items, they don&#039;t need to be displayed either. In this case they only count for the total of loot and are discarded afterwards. Anonymous items also can not be dropped after they went into the inventory because they essentially no longer exist. For the loot count it obviously doesn&#039;t matter wether an item is anonymous or not, as all are added up into the loot categories. Examples are gold coins and all the other (mostly loot) items that are collected but not being used individually. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;stackable items&#039;&#039;&#039;   These are items that can be stacked in the inventory. This means that the player can acquire multiple instances of such items, but only one entry is shown in the inventory with a counter of how many currently are available. An example would be a health potion. The player can posses more than one health potion at a time and this would be indicated by the counter. Stackable items are identified by setting the stackable property. They also must always use the same name and category. If this doesn&#039;t match, they are considered to be of different types. This also allows for dealing out i.e. fake health potions which have no effect or deal damage instead (as an example).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Category&#039;&#039;&#039; is a classification of items, to visually group them together. This allows the player to faster scroll through the inventory because he doesn&#039;t have to cycle through all the individual items. For example a category would be &#039;Readables&#039; where books and scrolls are stored, and another Category would be &#039;Tools&#039; where lockpicks and other items can be stored. Note that this category is entirely up to the mapper to decide and also is option. it doesn&#039;t has any consequence as to the playabillity and is only a convenience for the player. Categories can switched of on the HUD, so that the player can use the inventory also in the Thief style (which is the default).&lt;br /&gt;
&lt;br /&gt;
== Spawnargs ==&lt;br /&gt;
&lt;br /&gt;
   inv_category : string&lt;br /&gt;
   Specifies the cagtegory that the object should be filed under. This &lt;br /&gt;
   allows for player convenience and also is needed for stackable items.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_name : string&lt;br /&gt;
   Specifies the name the object should display when it is activated in the inventory.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_icon : D3 path to icon&lt;br /&gt;
   Points to an icon that is to be displayed when the object is selected in the inventory.&lt;br /&gt;
   This entry also determines wether an object is to be considered anonymous or not. &lt;br /&gt;
&lt;br /&gt;
   inv_stackable : [0/1]&lt;br /&gt;
   Determines wether an item is an individual or can be a stack of similar objects. An&lt;br /&gt;
   Example would be the various potions. The player can pick up more than one health &lt;br /&gt;
   potion, but in the inventory he will only get one item with a counter. Keep in mind&lt;br /&gt;
   though that a stack of gold coins is not per se stackable, because usually it will be&lt;br /&gt;
   only one model of a stack of coin with a value of i.E. 10 Gold, so this means that it&lt;br /&gt;
   is not to be confused with a a single gold coin having 10 items with a value of 1 each.&lt;br /&gt;
&lt;br /&gt;
   inv_count : &amp;lt;N&amp;gt;&lt;br /&gt;
   Determines the number of items this represents. This is only needed for items where&lt;br /&gt;
   stackable is 1, otherwise it is set to 0. Als the option for stackable must always &lt;br /&gt;
   precede the count, otherwise the count is set to 0.&lt;br /&gt;
&lt;br /&gt;
   inv_droppable : [0/1]&lt;br /&gt;
   If set to 1 the item can be dropped into the map by the player. This will not&lt;br /&gt;
   work for anonymous items, since they will have no representation after they&lt;br /&gt;
   were put into the inventory.&lt;br /&gt;
&lt;br /&gt;
   inv_delete : [0/1]&lt;br /&gt;
   Determines if an anonymous object can be deleted, after it was put into the inventory.&lt;br /&gt;
   This is advisable, because the entity will stay in memory and a mapper could still&lt;br /&gt;
   access it via scripting. If the mapper decides that an item will no longer be accessed&lt;br /&gt;
   after it has been acquired, this key should be set to 1. This can affect loading time&lt;br /&gt;
   of saved games, as entities, that are no longer needed, don&#039;t need to be saved and&lt;br /&gt;
   restored.&lt;br /&gt;
   If the mapper also creates entities on the fly, with the help of scripts, it might&lt;br /&gt;
   better to set this flag on appropriate objects to free up the limited number of&lt;br /&gt;
   entities a map can hold. The usuals candidates for this flag are all the regular loot&lt;br /&gt;
   items, because they wont be used anymore after they have been found (lik coins, purses,&lt;br /&gt;
   etc.). Also note that, if dropappable is set to 1, then this key will be ignored, since&lt;br /&gt;
   droppabale items must be turned into entities again to be placed in the map.&lt;br /&gt;
&lt;br /&gt;
   inv_loot_type : [ 0 | 1 | 2 | 3 ]&lt;br /&gt;
   * 0 = No lootitem (default)&lt;br /&gt;
   * 1 = Jewelry/Gems&lt;br /&gt;
   * 2 = Gold&lt;br /&gt;
   * 3 = Goods&lt;br /&gt;
   This has to be set in order to define what kind of item it is and if it is a loot item,&lt;br /&gt;
   which category of loot it should account for.&lt;br /&gt;
&lt;br /&gt;
   inv_loot_value : &amp;lt;N&amp;gt;&lt;br /&gt;
   Determines the amount of loot this item accounts for. This value is ignore if it is&lt;br /&gt;
   set on an item, which is of loot_type = 0.&lt;br /&gt;
&lt;br /&gt;
   inv_map_start : [0|1]&lt;br /&gt;
   Determines wether this object should be assigned to an inventory at map start.&lt;br /&gt;
&lt;br /&gt;
   inv_target : &amp;lt;entityname&amp;gt;&lt;br /&gt;
   If the item should be assigned to an entity at map start, this should get the name&lt;br /&gt;
   of the entity who shold recive it. To give an item to the player, you would use&lt;br /&gt;
   &amp;quot;player1&amp;quot; as the name, because this is the name that the player entity gets by&lt;br /&gt;
   default. If inv_map_start is not set or set to 0, then this key doesn&#039;t need to be&lt;br /&gt;
   set and is ignored. Since the name can be arbitrary, this means of course, that you&lt;br /&gt;
   can also give it to an AI, which the player later on meets. This should not be confused&lt;br /&gt;
   with loot, that is to be attached to an AI though. If you attach a purse or a key to&lt;br /&gt;
   an AI, which the player can frob later on, then it doesn&#039;t need to get this set, because&lt;br /&gt;
   such things will not be stored in the inventory. You could assign such things to an&lt;br /&gt;
   chest though, to give the objects to the player when he opens it. This is not directly&lt;br /&gt;
   support though, because it is assumed that chests will be filled with real objects, like&lt;br /&gt;
   TDS did it. However the T1/T2 style chests are still possible to do with some scripting.&lt;br /&gt;
&lt;br /&gt;
== Default equipment for map start ==&lt;br /&gt;
&lt;br /&gt;
This describes how to give items to the player at the mapstart, but the same mechanism can be applied to any other AI (or entity for that matter) as well.&lt;br /&gt;
&lt;br /&gt;
* First create your object in the editor, just like you would if you wanted to put it in the map. Create brush, select the item and/or models and place it anywhere you like in the map&lt;br /&gt;
&lt;br /&gt;
* Set the key inv_map_start on the object entity to the value 1.&lt;br /&gt;
&lt;br /&gt;
* Set the key inv_target on the object entity to the value player1. If you want to assign this object to, as an example, a guard with the name Benny, then set it to benny, assuming the entity key &amp;quot;name&amp;quot; is also set to &amp;quot;benny&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The objects can really be placed anyhwere you like and it doesn&#039;t really matter. As soon as the map starts, the objects will be put in the inventory, and will vanish from the map. So you could put them right in front of the players eyes, and he still wouldn&#039;t see them, as this happens at the intialization time, before the map actually becomes visible.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Quite simple I would say. :)&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2237</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2237"/>
		<updated>2007-02-12T14:38:57Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: /* Definitions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
This article describes how to set up inventory items and how they can be given to an entity.  The purpose of the inventory is, to keep track of all items that are in an entities possessions. I delibaretly use &amp;quot;entity&amp;quot; here because, in principle, all entities can have an inventory, even though it may only make sense for AI and the player to actuall have one. For future improvements it might be usefull for other purposes as well though.&lt;br /&gt;
Also included is a script interface, so that a mapper can interact with the inventory in a more sophisticated way, if the default implementation is not sufficient.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
The spawnargs can be either set in the def file as a default, or in the map file to override settings for specific entities. Naturaly this also means that they can be manipulated by scripts as well, since they are the standard way of configuring objects in Doom 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT!!!&#039;&#039;&#039; Normally items will vanish from the map as soon as the item is successfully put into teh inventory. If this doesn&#039;t work, then the item will stay visible. This is a intentionally so, to make the mapper aware of the problem. Currently there is only one error condition that can really trigger this, which is that an item is configured to not be anonymous, but has an empty inv_icon entry.&lt;br /&gt;
&lt;br /&gt;
There are several terms and types of items that can be used in the inventory:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;anonymous items&#039;&#039;&#039;   An anonymous object means that it will not show up as a seperate item in the inventory. An example would be normal loot like coins or golden dishes. Since they should not be stored in the inventory as seperate items, they don&#039;t need to be displayed either. In this case they only count for the total of loot and are discarded afterwards. Anonymous items also can not be dropped after they went into the inventory because they essentially no longer exist. For the loot count it obviously doesn&#039;t matter wether an item is anonymous or not, as all are added up into the loot categories. Examples are gold coins and all the other (mostly loot) items that are collected but not being used individually. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;stackable items&#039;&#039;&#039;   These are items that can be stacked in the inventory. This means that the player can acquire multiple instances of such items, but only one entry is shown in the inventory with a counter of how many currently are available. An example would be a health potion. The player can posses more than one health potion at a time and this would be indicated by the counter. Stackable items are identified by setting the stackable property. They also must always use the same name and category. If this doesn&#039;t match, they are considered to be of different types. This also allows for dealing out i.e. fake health potions which have no effect or deal damage instead (as an example).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Category&#039;&#039;&#039; is a classification of items, to visually group them together. This allows the player to faster scroll through the inventory because he doesn&#039;t have to cycle through all the individual items. For example a category would be &#039;Readables&#039; where books and scrolls are stored, and another Category would be &#039;Tools&#039; where lockpicks and other items can be stored. Note that this category is entirely up to the mapper to decide and also is option. it doesn&#039;t has any consequence as to the playabillity and is only a convenience for the player. Categories can switched of on the HUD, so that the player can use the inventory also in the Thief style (which is the default).&lt;br /&gt;
&lt;br /&gt;
== Spawnargs ==&lt;br /&gt;
&lt;br /&gt;
   inv_category : string&lt;br /&gt;
   Specifies the cagtegory that the object should be filed under. This &lt;br /&gt;
   allows for player convenience and also is needed for stackable items.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_name : string&lt;br /&gt;
   Specifies the name the object should display when it is activated in the inventory.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_icon : D3 path to icon&lt;br /&gt;
   Points to an icon that is to be displayed when the object is selected in the inventory.&lt;br /&gt;
   This entry also determines wether an object is to be considered anonymous or not. &lt;br /&gt;
&lt;br /&gt;
   inv_stackable : [0/1]&lt;br /&gt;
   Determines wether an item is an individual or can be a stack of similar objects. An&lt;br /&gt;
   Example would be the various potions. The player can pick up more than one health &lt;br /&gt;
   potion, but in the inventory he will only get one item with a counter. Keep in mind&lt;br /&gt;
   though that a stack of gold coins is not per se stackable, because usually it will be&lt;br /&gt;
   only one model of a stack of coin with a value of i.E. 10 Gold, so this means that it&lt;br /&gt;
   is not to be confused with a a single gold coin having 10 items with a value of 1 each.&lt;br /&gt;
&lt;br /&gt;
   inv_count : &amp;lt;N&amp;gt;&lt;br /&gt;
   Determines the number of items this represents. This is only needed for items where&lt;br /&gt;
   stackable is 1, otherwise it is set to 0. Als the option for stackable must always &lt;br /&gt;
   precede the count, otherwise the count is set to 0.&lt;br /&gt;
&lt;br /&gt;
   inv_droppable : [0/1]&lt;br /&gt;
   If set to 1 the item can be dropped into the map by the player. This will not&lt;br /&gt;
   work for anonymous items, since they will have no representation after they&lt;br /&gt;
   were put into the inventory.&lt;br /&gt;
&lt;br /&gt;
   inv_delete : [0/1]&lt;br /&gt;
   Determines if an anonymous object can be deleted, after it was put into the inventory.&lt;br /&gt;
   This is advisable, because the entity will stay in memory and a mapper could still&lt;br /&gt;
   access it via scripting. If the mapper decides that an item will no longer be accessed&lt;br /&gt;
   after it has been acquired, this key should be set to 1. This can affect loading time&lt;br /&gt;
   of saved games, as entities, that are no longer needed, don&#039;t need to be saved and&lt;br /&gt;
   restored.&lt;br /&gt;
   If the mapper also creates entities on the fly, with the help of scripts, it might&lt;br /&gt;
   better to set this flag on appropriate objects to free up the limited number of&lt;br /&gt;
   entities a map can hold. The usuals candidates for this flag are all the regular loot&lt;br /&gt;
   items, because they wont be used anymore after they have been found (lik coins, purses,&lt;br /&gt;
   etc.). Also note that, if dropappable is set to 1, then this key will be ignored, since&lt;br /&gt;
   droppabale items must be turned into entities again to be placed in the map.&lt;br /&gt;
&lt;br /&gt;
   inv_loot_type : [ 0 | 1 | 2 | 3 ]&lt;br /&gt;
   * 0 = No lootitem (default)&lt;br /&gt;
   * 1 = Jewelry/Gems&lt;br /&gt;
   * 2 = Gold&lt;br /&gt;
   * 3 = Goods&lt;br /&gt;
   This has to be set in order to define what kind of item it is and if it is a loot item,&lt;br /&gt;
   which category of loot it should account for.&lt;br /&gt;
&lt;br /&gt;
   inv_loot_value : &amp;lt;N&amp;gt;&lt;br /&gt;
   Determines the amount of loot this item accounts for. This value is ignore if it is&lt;br /&gt;
   set on an item, which is of loot_type = 0.&lt;br /&gt;
&lt;br /&gt;
   inv_map_start : [0|1]&lt;br /&gt;
   Determines wether this object should be assigned to an inventory at map start.&lt;br /&gt;
&lt;br /&gt;
   inv_target : &amp;lt;entityname&amp;gt;&lt;br /&gt;
   If the item should be assigned to an entity at map start, this should get the name&lt;br /&gt;
   of the entity who shold recive it. To give an item to the player, you would use&lt;br /&gt;
   &amp;quot;player1&amp;quot; as the name, because this is the name that the player entity gets by&lt;br /&gt;
   default. If inv_map_start is not set or set to 0, then this key doesn&#039;t need to be&lt;br /&gt;
   set and is ignored. Since the name can be arbitrary, this means of course, that you&lt;br /&gt;
   can also give it to an AI, which the player later on meets. This should not be confused&lt;br /&gt;
   with loot, that is to be attached to an AI though. If you attach a purse or a key to&lt;br /&gt;
   an AI, which the player can frob later on, then it doesn&#039;t need to get this set, because&lt;br /&gt;
   such things will not be stored in the inventory. You could assign such things to an&lt;br /&gt;
   chest though, to give the objects to the player when he opens it. This is not directly&lt;br /&gt;
   support though, because it is assumed that chests will be filled with real objects, like&lt;br /&gt;
   TDS did it. However the T1/T2 style chests are still possible to do with some scripting.&lt;br /&gt;
&lt;br /&gt;
== Default equipment for map start ==&lt;br /&gt;
&lt;br /&gt;
This describes how to give items to the player at the mapstart, but the same mechanism can be applied to any other AI (or entity for that matter) as well.&lt;br /&gt;
&lt;br /&gt;
* First create your object in the editor, just like you would if you wanted to put it in the map. Create brush, select the item and/or models and place it anywhere you like in the map&lt;br /&gt;
&lt;br /&gt;
* Set the key inv_map_start on the object entity to the value 1.&lt;br /&gt;
&lt;br /&gt;
* Set the key inv_target on the object entity to the value player1. If you want to assign this object to, as an example, a guard with the name Benny, then set it to benny, assuming the entity key &amp;quot;name&amp;quot; is also set to &amp;quot;benny&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The objects can really be placed anyhwere you like and it doesn&#039;t really matter. As soon as the map starts, the objects will be put in the inventory, and will vanish from the map. So you could put them right in front of the players eyes, and he still wouldn&#039;t see them, as this happens at the intialization time, before the map actually becomes visible.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Quite simple I would say. :)&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2236</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2236"/>
		<updated>2007-02-12T14:38:37Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
This article describes how to set up inventory items and how they can be given to an entity.  The purpose of the inventory is, to keep track of all items that are in an entities possessions. I delibaretly use &amp;quot;entity&amp;quot; here because, in principle, all entities can have an inventory, even though it may only make sense for AI and the player to actuall have one. For future improvements it might be usefull for other purposes as well though.&lt;br /&gt;
Also included is a script interface, so that a mapper can interact with the inventory in a more sophisticated way, if the default implementation is not sufficient.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
The spawnargs can be either set in the def file as a default, or in the map file to override settings for specific entities. Naturaly this also means that they can be manipulated by scripts as well, since they are the standard way of configuring objects in Doom 3.&lt;br /&gt;
&lt;br /&gt;
Normally items will vanish from the map as soon as the item is successfully put into teh inventory. If this doesn&#039;t work, then the item will stay visible. This is a intentionally so, to make the mapper aware of the problem. Currently there is only one error condition that can really trigger this, which is that an item is configured to not be anonymous, but has an empty inv_icon entry.&lt;br /&gt;
&lt;br /&gt;
There are several terms and types of items that can be used in the inventory:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;anonymous items&#039;&#039;&#039;   An anonymous object means that it will not show up as a seperate item in the inventory. An example would be normal loot like coins or golden dishes. Since they should not be stored in the inventory as seperate items, they don&#039;t need to be displayed either. In this case they only count for the total of loot and are discarded afterwards. Anonymous items also can not be dropped after they went into the inventory because they essentially no longer exist. For the loot count it obviously doesn&#039;t matter wether an item is anonymous or not, as all are added up into the loot categories. Examples are gold coins and all the other (mostly loot) items that are collected but not being used individually. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;stackable items&#039;&#039;&#039;   These are items that can be stacked in the inventory. This means that the player can acquire multiple instances of such items, but only one entry is shown in the inventory with a counter of how many currently are available. An example would be a health potion. The player can posses more than one health potion at a time and this would be indicated by the counter. Stackable items are identified by setting the stackable property. They also must always use the same name and category. If this doesn&#039;t match, they are considered to be of different types. This also allows for dealing out i.e. fake health potions which have no effect or deal damage instead (as an example).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Category&#039;&#039;&#039; is a classification of items, to visually group them together. This allows the player to faster scroll through the inventory because he doesn&#039;t have to cycle through all the individual items. For example a category would be &#039;Readables&#039; where books and scrolls are stored, and another Category would be &#039;Tools&#039; where lockpicks and other items can be stored. Note that this category is entirely up to the mapper to decide and also is option. it doesn&#039;t has any consequence as to the playabillity and is only a convenience for the player. Categories can switched of on the HUD, so that the player can use the inventory also in the Thief style (which is the default).&lt;br /&gt;
&lt;br /&gt;
== Spawnargs ==&lt;br /&gt;
&lt;br /&gt;
   inv_category : string&lt;br /&gt;
   Specifies the cagtegory that the object should be filed under. This &lt;br /&gt;
   allows for player convenience and also is needed for stackable items.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_name : string&lt;br /&gt;
   Specifies the name the object should display when it is activated in the inventory.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_icon : D3 path to icon&lt;br /&gt;
   Points to an icon that is to be displayed when the object is selected in the inventory.&lt;br /&gt;
   This entry also determines wether an object is to be considered anonymous or not. &lt;br /&gt;
&lt;br /&gt;
   inv_stackable : [0/1]&lt;br /&gt;
   Determines wether an item is an individual or can be a stack of similar objects. An&lt;br /&gt;
   Example would be the various potions. The player can pick up more than one health &lt;br /&gt;
   potion, but in the inventory he will only get one item with a counter. Keep in mind&lt;br /&gt;
   though that a stack of gold coins is not per se stackable, because usually it will be&lt;br /&gt;
   only one model of a stack of coin with a value of i.E. 10 Gold, so this means that it&lt;br /&gt;
   is not to be confused with a a single gold coin having 10 items with a value of 1 each.&lt;br /&gt;
&lt;br /&gt;
   inv_count : &amp;lt;N&amp;gt;&lt;br /&gt;
   Determines the number of items this represents. This is only needed for items where&lt;br /&gt;
   stackable is 1, otherwise it is set to 0. Als the option for stackable must always &lt;br /&gt;
   precede the count, otherwise the count is set to 0.&lt;br /&gt;
&lt;br /&gt;
   inv_droppable : [0/1]&lt;br /&gt;
   If set to 1 the item can be dropped into the map by the player. This will not&lt;br /&gt;
   work for anonymous items, since they will have no representation after they&lt;br /&gt;
   were put into the inventory.&lt;br /&gt;
&lt;br /&gt;
   inv_delete : [0/1]&lt;br /&gt;
   Determines if an anonymous object can be deleted, after it was put into the inventory.&lt;br /&gt;
   This is advisable, because the entity will stay in memory and a mapper could still&lt;br /&gt;
   access it via scripting. If the mapper decides that an item will no longer be accessed&lt;br /&gt;
   after it has been acquired, this key should be set to 1. This can affect loading time&lt;br /&gt;
   of saved games, as entities, that are no longer needed, don&#039;t need to be saved and&lt;br /&gt;
   restored.&lt;br /&gt;
   If the mapper also creates entities on the fly, with the help of scripts, it might&lt;br /&gt;
   better to set this flag on appropriate objects to free up the limited number of&lt;br /&gt;
   entities a map can hold. The usuals candidates for this flag are all the regular loot&lt;br /&gt;
   items, because they wont be used anymore after they have been found (lik coins, purses,&lt;br /&gt;
   etc.). Also note that, if dropappable is set to 1, then this key will be ignored, since&lt;br /&gt;
   droppabale items must be turned into entities again to be placed in the map.&lt;br /&gt;
&lt;br /&gt;
   inv_loot_type : [ 0 | 1 | 2 | 3 ]&lt;br /&gt;
   * 0 = No lootitem (default)&lt;br /&gt;
   * 1 = Jewelry/Gems&lt;br /&gt;
   * 2 = Gold&lt;br /&gt;
   * 3 = Goods&lt;br /&gt;
   This has to be set in order to define what kind of item it is and if it is a loot item,&lt;br /&gt;
   which category of loot it should account for.&lt;br /&gt;
&lt;br /&gt;
   inv_loot_value : &amp;lt;N&amp;gt;&lt;br /&gt;
   Determines the amount of loot this item accounts for. This value is ignore if it is&lt;br /&gt;
   set on an item, which is of loot_type = 0.&lt;br /&gt;
&lt;br /&gt;
   inv_map_start : [0|1]&lt;br /&gt;
   Determines wether this object should be assigned to an inventory at map start.&lt;br /&gt;
&lt;br /&gt;
   inv_target : &amp;lt;entityname&amp;gt;&lt;br /&gt;
   If the item should be assigned to an entity at map start, this should get the name&lt;br /&gt;
   of the entity who shold recive it. To give an item to the player, you would use&lt;br /&gt;
   &amp;quot;player1&amp;quot; as the name, because this is the name that the player entity gets by&lt;br /&gt;
   default. If inv_map_start is not set or set to 0, then this key doesn&#039;t need to be&lt;br /&gt;
   set and is ignored. Since the name can be arbitrary, this means of course, that you&lt;br /&gt;
   can also give it to an AI, which the player later on meets. This should not be confused&lt;br /&gt;
   with loot, that is to be attached to an AI though. If you attach a purse or a key to&lt;br /&gt;
   an AI, which the player can frob later on, then it doesn&#039;t need to get this set, because&lt;br /&gt;
   such things will not be stored in the inventory. You could assign such things to an&lt;br /&gt;
   chest though, to give the objects to the player when he opens it. This is not directly&lt;br /&gt;
   support though, because it is assumed that chests will be filled with real objects, like&lt;br /&gt;
   TDS did it. However the T1/T2 style chests are still possible to do with some scripting.&lt;br /&gt;
&lt;br /&gt;
== Default equipment for map start ==&lt;br /&gt;
&lt;br /&gt;
This describes how to give items to the player at the mapstart, but the same mechanism can be applied to any other AI (or entity for that matter) as well.&lt;br /&gt;
&lt;br /&gt;
* First create your object in the editor, just like you would if you wanted to put it in the map. Create brush, select the item and/or models and place it anywhere you like in the map&lt;br /&gt;
&lt;br /&gt;
* Set the key inv_map_start on the object entity to the value 1.&lt;br /&gt;
&lt;br /&gt;
* Set the key inv_target on the object entity to the value player1. If you want to assign this object to, as an example, a guard with the name Benny, then set it to benny, assuming the entity key &amp;quot;name&amp;quot; is also set to &amp;quot;benny&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The objects can really be placed anyhwere you like and it doesn&#039;t really matter. As soon as the map starts, the objects will be put in the inventory, and will vanish from the map. So you could put them right in front of the players eyes, and he still wouldn&#039;t see them, as this happens at the intialization time, before the map actually becomes visible.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Quite simple I would say. :)&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2235</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2235"/>
		<updated>2007-02-12T14:35:48Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: /* Spawnargs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
This article describes how to set up inventory items and how they can be given to an entity.  The purpose of the inventory is, to keep track of all items that are in an entities possessions. I delibaretly use &amp;quot;entity&amp;quot; here because, in principle, all entities can have an inventory, even though it may only make sense for AI and the player to actuall have one. For future improvements it might be usefull for other purposes as well though.&lt;br /&gt;
Also included is a script interface, so that a mapper can interact with the inventory in a more sophisticated way, if the default implementation is not sufficient.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
The spawnargs can be either set in the def file as a default, or in the map file to override settings for specific entities. Naturaly this also means that they can be manipulated by scripts as well, since they are the standard way of configuring objects in Doom 3.&lt;br /&gt;
&lt;br /&gt;
There are several terms and types of items that can be used in the inventory:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;anonymous items&#039;&#039;&#039;   An anonymous object means that it will not show up as a seperate item in the inventory. An example would be normal loot like coins or golden dishes. Since they should not be stored in the inventory as seperate items, they don&#039;t need to be displayed either. In this case they only count for the total of loot and are discarded afterwards. Anonymous items also can not be dropped after they went into the inventory because they essentially no longer exist. For the loot count it obviously doesn&#039;t matter wether an item is anonymous or not, as all are added up into the loot categories. Examples are gold coins and all the other (mostly loot) items that are collected but not being used individually. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;stackable items&#039;&#039;&#039;   These are items that can be stacked in the inventory. This means that the player can acquire multiple instances of such items, but only one entry is shown in the inventory with a counter of how many currently are available. An example would be a health potion. The player can posses more than one health potion at a time and this would be indicated by the counter. Stackable items are identified by setting the stackable property. They also must always use the same name and category. If this doesn&#039;t match, they are considered to be of different types. This also allows for dealing out i.e. fake health potions which have no effect or deal damage instead (as an example).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Category&#039;&#039;&#039; is a classification of items, to visually group them together. This allows the player to faster scroll through the inventory because he doesn&#039;t have to cycle through all the individual items. For example a category would be &#039;Readables&#039; where books and scrolls are stored, and another Category would be &#039;Tools&#039; where lockpicks and other items can be stored. Note that this category is entirely up to the mapper to decide and also is option. it doesn&#039;t has any consequence as to the playabillity and is only a convenience for the player. Categories can switched of on the HUD, so that the player can use the inventory also in the Thief style (which is the default).&lt;br /&gt;
&lt;br /&gt;
== Spawnargs ==&lt;br /&gt;
&lt;br /&gt;
   inv_category : string&lt;br /&gt;
   Specifies the cagtegory that the object should be filed under. This &lt;br /&gt;
   allows for player convenience and also is needed for stackable items.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_name : string&lt;br /&gt;
   Specifies the name the object should display when it is activated in the inventory.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_icon : D3 path to icon&lt;br /&gt;
   Points to an icon that is to be displayed when the object is selected in the inventory.&lt;br /&gt;
   This entry also determines wether an object is to be considered anonymous or not. &lt;br /&gt;
&lt;br /&gt;
   inv_stackable : [0/1]&lt;br /&gt;
   Determines wether an item is an individual or can be a stack of similar objects. An&lt;br /&gt;
   Example would be the various potions. The player can pick up more than one health &lt;br /&gt;
   potion, but in the inventory he will only get one item with a counter. Keep in mind&lt;br /&gt;
   though that a stack of gold coins is not per se stackable, because usually it will be&lt;br /&gt;
   only one model of a stack of coin with a value of i.E. 10 Gold, so this means that it&lt;br /&gt;
   is not to be confused with a a single gold coin having 10 items with a value of 1 each.&lt;br /&gt;
&lt;br /&gt;
   inv_count : &amp;lt;N&amp;gt;&lt;br /&gt;
   Determines the number of items this represents. This is only needed for items where&lt;br /&gt;
   stackable is 1, otherwise it is set to 0. Als the option for stackable must always &lt;br /&gt;
   precede the count, otherwise the count is set to 0.&lt;br /&gt;
&lt;br /&gt;
   inv_droppable : [0/1]&lt;br /&gt;
   If set to 1 the item can be dropped into the map by the player. This will not&lt;br /&gt;
   work for anonymous items, since they will have no representation after they&lt;br /&gt;
   were put into the inventory.&lt;br /&gt;
&lt;br /&gt;
   inv_delete : [0/1]&lt;br /&gt;
   Determines if an anonymous object can be deleted, after it was put into the inventory.&lt;br /&gt;
   This is advisable, because the entity will stay in memory and a mapper could still&lt;br /&gt;
   access it via scripting. If the mapper decides that an item will no longer be accessed&lt;br /&gt;
   after it has been acquired, this key should be set to 1. This can affect loading time&lt;br /&gt;
   of saved games, as entities, that are no longer needed, don&#039;t need to be saved and&lt;br /&gt;
   restored.&lt;br /&gt;
   If the mapper also creates entities on the fly, with the help of scripts, it might&lt;br /&gt;
   better to set this flag on appropriate objects to free up the limited number of&lt;br /&gt;
   entities a map can hold. The usuals candidates for this flag are all the regular loot&lt;br /&gt;
   items, because they wont be used anymore after they have been found (lik coins, purses,&lt;br /&gt;
   etc.). Also note that, if dropappable is set to 1, then this key will be ignored, since&lt;br /&gt;
   droppabale items must be turned into entities again to be placed in the map.&lt;br /&gt;
&lt;br /&gt;
   inv_loot_type : [ 0 | 1 | 2 | 3 ]&lt;br /&gt;
   * 0 = No lootitem (default)&lt;br /&gt;
   * 1 = Jewelry/Gems&lt;br /&gt;
   * 2 = Gold&lt;br /&gt;
   * 3 = Goods&lt;br /&gt;
   This has to be set in order to define what kind of item it is and if it is a loot item,&lt;br /&gt;
   which category of loot it should account for.&lt;br /&gt;
&lt;br /&gt;
   inv_loot_value : &amp;lt;N&amp;gt;&lt;br /&gt;
   Determines the amount of loot this item accounts for. This value is ignore if it is&lt;br /&gt;
   set on an item, which is of loot_type = 0.&lt;br /&gt;
&lt;br /&gt;
   inv_map_start : [0|1]&lt;br /&gt;
   Determines wether this object should be assigned to an inventory at map start.&lt;br /&gt;
&lt;br /&gt;
   inv_target : &amp;lt;entityname&amp;gt;&lt;br /&gt;
   If the item should be assigned to an entity at map start, this should get the name&lt;br /&gt;
   of the entity who shold recive it. To give an item to the player, you would use&lt;br /&gt;
   &amp;quot;player1&amp;quot; as the name, because this is the name that the player entity gets by&lt;br /&gt;
   default. If inv_map_start is not set or set to 0, then this key doesn&#039;t need to be&lt;br /&gt;
   set and is ignored. Since the name can be arbitrary, this means of course, that you&lt;br /&gt;
   can also give it to an AI, which the player later on meets. This should not be confused&lt;br /&gt;
   with loot, that is to be attached to an AI though. If you attach a purse or a key to&lt;br /&gt;
   an AI, which the player can frob later on, then it doesn&#039;t need to get this set, because&lt;br /&gt;
   such things will not be stored in the inventory. You could assign such things to an&lt;br /&gt;
   chest though, to give the objects to the player when he opens it. This is not directly&lt;br /&gt;
   support though, because it is assumed that chests will be filled with real objects, like&lt;br /&gt;
   TDS did it. However the T1/T2 style chests are still possible to do with some scripting.&lt;br /&gt;
&lt;br /&gt;
== Default equipment for map start ==&lt;br /&gt;
&lt;br /&gt;
This describes how to give items to the player at the mapstart, but the same mechanism can be applied to any other AI (or entity for that matter) as well.&lt;br /&gt;
&lt;br /&gt;
* First create your object in the editor, just like you would if you wanted to put it in the map. Create brush, select the item and/or models and place it anywhere you like in the map&lt;br /&gt;
&lt;br /&gt;
* Set the key inv_map_start on the object entity to the value 1.&lt;br /&gt;
&lt;br /&gt;
* Set the key inv_target on the object entity to the value player1. If you want to assign this object to, as an example, a guard with the name Benny, then set it to benny, assuming the entity key &amp;quot;name&amp;quot; is also set to &amp;quot;benny&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The objects can really be placed anyhwere you like and it doesn&#039;t really matter. As soon as the map starts, the objects will be put in the inventory, and will vanish from the map. So you could put them right in front of the players eyes, and he still wouldn&#039;t see them, as this happens at the intialization time, before the map actually becomes visible.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Quite simple I would say. :)&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2234</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2234"/>
		<updated>2007-02-12T14:25:12Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: /* Spawnargs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
This article describes how to set up inventory items and how they can be given to an entity.  The purpose of the inventory is, to keep track of all items that are in an entities possessions. I delibaretly use &amp;quot;entity&amp;quot; here because, in principle, all entities can have an inventory, even though it may only make sense for AI and the player to actuall have one. For future improvements it might be usefull for other purposes as well though.&lt;br /&gt;
Also included is a script interface, so that a mapper can interact with the inventory in a more sophisticated way, if the default implementation is not sufficient.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
The spawnargs can be either set in the def file as a default, or in the map file to override settings for specific entities. Naturaly this also means that they can be manipulated by scripts as well, since they are the standard way of configuring objects in Doom 3.&lt;br /&gt;
&lt;br /&gt;
There are several terms and types of items that can be used in the inventory:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;anonymous items&#039;&#039;&#039;   An anonymous object means that it will not show up as a seperate item in the inventory. An example would be normal loot like coins or golden dishes. Since they should not be stored in the inventory as seperate items, they don&#039;t need to be displayed either. In this case they only count for the total of loot and are discarded afterwards. Anonymous items also can not be dropped after they went into the inventory because they essentially no longer exist. For the loot count it obviously doesn&#039;t matter wether an item is anonymous or not, as all are added up into the loot categories. Examples are gold coins and all the other (mostly loot) items that are collected but not being used individually. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;stackable items&#039;&#039;&#039;   These are items that can be stacked in the inventory. This means that the player can acquire multiple instances of such items, but only one entry is shown in the inventory with a counter of how many currently are available. An example would be a health potion. The player can posses more than one health potion at a time and this would be indicated by the counter. Stackable items are identified by setting the stackable property. They also must always use the same name and category. If this doesn&#039;t match, they are considered to be of different types. This also allows for dealing out i.e. fake health potions which have no effect or deal damage instead (as an example).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Category&#039;&#039;&#039; is a classification of items, to visually group them together. This allows the player to faster scroll through the inventory because he doesn&#039;t have to cycle through all the individual items. For example a category would be &#039;Readables&#039; where books and scrolls are stored, and another Category would be &#039;Tools&#039; where lockpicks and other items can be stored. Note that this category is entirely up to the mapper to decide and also is option. it doesn&#039;t has any consequence as to the playabillity and is only a convenience for the player. Categories can switched of on the HUD, so that the player can use the inventory also in the Thief style (which is the default).&lt;br /&gt;
&lt;br /&gt;
== Spawnargs ==&lt;br /&gt;
&lt;br /&gt;
   inv_category : string&lt;br /&gt;
   Specifies the cagtegory that the object should be filed under. This &lt;br /&gt;
   allows for player convenience and also is needed for stackable items.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_name : string&lt;br /&gt;
   Specifies the name the object should display when it is activated in the inventory.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_icon : D3 path to icon&lt;br /&gt;
   Points to an icon that is to be displayed when the object is selected in the inventory.&lt;br /&gt;
   This entry also determines wether an object is to be considered anonymous or not. &lt;br /&gt;
&lt;br /&gt;
   inv_stackable : [0/1]&lt;br /&gt;
   Determines wether an item is an individual or can be a stack of similar objects. An&lt;br /&gt;
   Example would be the various potions. The player can pick up more than one health &lt;br /&gt;
   potion, but in the inventory he will only get one item with a counter. Keep in mind&lt;br /&gt;
   though that a stack of gold coins is not per se stackable, because usually it will be&lt;br /&gt;
   only one model of a stack of coin with a value of i.E. 10 Gold, so this means that it&lt;br /&gt;
   is not to be confused with a a single gold coin having 10 items with a value of 1 each.&lt;br /&gt;
&lt;br /&gt;
   inv_count : &amp;lt;N&amp;gt;&lt;br /&gt;
   Determines the number of items this represents. This is only needed for items where&lt;br /&gt;
   stackable is 1, otherwise it is set to 0. Als the option for stackable must always &lt;br /&gt;
   precede the count, otherwise the count is set to 0.&lt;br /&gt;
&lt;br /&gt;
   inv_droppable : [0/1]&lt;br /&gt;
   If set to 1 the item can be dropped into the map by the player. This will not&lt;br /&gt;
   work for anonymous items, since they will have no representation after they&lt;br /&gt;
   were put into the inventory.&lt;br /&gt;
&lt;br /&gt;
   inv_delete : [0/1]&lt;br /&gt;
   Determines if an anonymous object can be deleted, after it was put into the inventory.&lt;br /&gt;
   This is advisable, because the entity will stay in memory and a mapper could still&lt;br /&gt;
   access it via scripting. If the mapper decides that an item will no longer be accessed&lt;br /&gt;
   after it has been acquired, this key should be set to 1. This can affect loading time&lt;br /&gt;
   of saved games, as entities, that are no longer needed, don&#039;t need to be saved and&lt;br /&gt;
   restored.&lt;br /&gt;
   If the mapper also creates entities on the fly, with the help of scripts, it might&lt;br /&gt;
   better to set this flag on appropriate objects to free up the limited number of&lt;br /&gt;
   entities a map can hold. The usuals candidates for this flag are all the regular loot&lt;br /&gt;
   items, because they wont be used anymore after they have been found (lik coins, purses,&lt;br /&gt;
   etc.). Also note that, if dropappable is set to 1, then this key will be ignored, since&lt;br /&gt;
   droppabale items must be turned into entities again to be placed in the map.&lt;br /&gt;
&lt;br /&gt;
   inv_loot_type : [ 0 | 1 | 2 | 3 ]&lt;br /&gt;
   * 0 = No lootitem (default)&lt;br /&gt;
   * 1 = Jewelry/Gems&lt;br /&gt;
   * 2 = Gold&lt;br /&gt;
   * 3 = Goods&lt;br /&gt;
   This has to be set in order to define what kind of item it is and if it is a loot item,&lt;br /&gt;
   which category of loot it should account for.&lt;br /&gt;
&lt;br /&gt;
   inv_loot_value : &amp;lt;N&amp;gt;&lt;br /&gt;
   Determines the amount of loot this item accounts for. This value is ignore if it is&lt;br /&gt;
   set on an item, which is of loot_type = 0.&lt;br /&gt;
&lt;br /&gt;
   inv_map_start : [0|1]&lt;br /&gt;
   Determines wether this object should be assigned to an inventory at map start.&lt;br /&gt;
&lt;br /&gt;
   inv_target : &amp;lt;entityname&amp;gt;&lt;br /&gt;
   If the item should be assigned to an entity at map start, this should get the name&lt;br /&gt;
   of the entity who shold recive it. To give an item to the player, you would use&lt;br /&gt;
   &amp;quot;player1&amp;quot; as the name, because this is the name that the player entity gets by&lt;br /&gt;
   default. If inv_map_start is not set or set to 0, then this key doesn&#039;t need to be&lt;br /&gt;
   set and is ignored. Since the name can be arbitrary, this means of course, that you&lt;br /&gt;
   can also give it to an AI, which the player later on meets. This should not be confused&lt;br /&gt;
   with loot, that is to be attached to an AI though. If you attach a purse or a key to&lt;br /&gt;
   an AI, which the player can frob later on, then it doesn&#039;t need to get this set, because&lt;br /&gt;
   such things will not be stored in the inventory. You could assign such things to an&lt;br /&gt;
   chest though, to give the objects to the player when he opens it. This is not directly&lt;br /&gt;
   support though, because it is assumed that chests will be filled with real objects, like&lt;br /&gt;
   TDS did it. However the T1/T2 style chests are still possible to do with some scripting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2233</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2233"/>
		<updated>2007-02-12T14:07:43Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: /* Spawnargs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
This article describes how to set up inventory items and how they can be given to an entity.  The purpose of the inventory is, to keep track of all items that are in an entities possessions. I delibaretly use &amp;quot;entity&amp;quot; here because, in principle, all entities can have an inventory, even though it may only make sense for AI and the player to actuall have one. For future improvements it might be usefull for other purposes as well though.&lt;br /&gt;
Also included is a script interface, so that a mapper can interact with the inventory in a more sophisticated way, if the default implementation is not sufficient.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
The spawnargs can be either set in the def file as a default, or in the map file to override settings for specific entities. Naturaly this also means that they can be manipulated by scripts as well, since they are the standard way of configuring objects in Doom 3.&lt;br /&gt;
&lt;br /&gt;
There are several terms and types of items that can be used in the inventory:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;anonymous items&#039;&#039;&#039;   An anonymous object means that it will not show up as a seperate item in the inventory. An example would be normal loot like coins or golden dishes. Since they should not be stored in the inventory as seperate items, they don&#039;t need to be displayed either. In this case they only count for the total of loot and are discarded afterwards. Anonymous items also can not be dropped after they went into the inventory because they essentially no longer exist. For the loot count it obviously doesn&#039;t matter wether an item is anonymous or not, as all are added up into the loot categories. Examples are gold coins and all the other (mostly loot) items that are collected but not being used individually. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;stackable items&#039;&#039;&#039;   These are items that can be stacked in the inventory. This means that the player can acquire multiple instances of such items, but only one entry is shown in the inventory with a counter of how many currently are available. An example would be a health potion. The player can posses more than one health potion at a time and this would be indicated by the counter. Stackable items are identified by setting the stackable property. They also must always use the same name and category. If this doesn&#039;t match, they are considered to be of different types. This also allows for dealing out i.e. fake health potions which have no effect or deal damage instead (as an example).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Category&#039;&#039;&#039; is a classification of items, to visually group them together. This allows the player to faster scroll through the inventory because he doesn&#039;t have to cycle through all the individual items. For example a category would be &#039;Readables&#039; where books and scrolls are stored, and another Category would be &#039;Tools&#039; where lockpicks and other items can be stored. Note that this category is entirely up to the mapper to decide and also is option. it doesn&#039;t has any consequence as to the playabillity and is only a convenience for the player. Categories can switched of on the HUD, so that the player can use the inventory also in the Thief style (which is the default).&lt;br /&gt;
&lt;br /&gt;
== Spawnargs ==&lt;br /&gt;
&lt;br /&gt;
   inv_category : string&lt;br /&gt;
   Specifies the cagtegory that the object should be filed under. This &lt;br /&gt;
   allows for player convenience and also is needed for stackable items.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_name : string&lt;br /&gt;
   Specifies the name the object should display when it is activated in the inventory.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_icon : D3 path to icon&lt;br /&gt;
   Points to an icon that is to be displayed when the object is selected in the inventory.&lt;br /&gt;
   This entry also determines wether an object is to be considered anonymous or not. &lt;br /&gt;
&lt;br /&gt;
   inv_droppable : [0/1]&lt;br /&gt;
   If set to 1 the item can be dropped into the map by the player. This will not&lt;br /&gt;
   work for anonymous items, since they will have no representation after they&lt;br /&gt;
   were put into the inventory.&lt;br /&gt;
&lt;br /&gt;
   inv_delete : [0/1]&lt;br /&gt;
   Determines if an anonymous object can be deleted, after it was put into the inventory.&lt;br /&gt;
   This is advisable, because the entity will stay in memory and a mapper could still&lt;br /&gt;
   access it via scripting. If the mapper decides that an item will no longer be accessed&lt;br /&gt;
   after it has been acquired, this key should be set to 1. This can affect loading time&lt;br /&gt;
   of saved games, as entities, that are no longer needed, don&#039;t need to be saved and&lt;br /&gt;
   restored.&lt;br /&gt;
   If the mapper also creates entities on the fly, with the help of scripts, it might&lt;br /&gt;
   better to set this flag on appropriate objects to free up the limited number of&lt;br /&gt;
   entities a map can hold. The usuals candidates for this flag are all the regular loot&lt;br /&gt;
   items, because they wont be used anymore after they have been found (lik coins, purses,&lt;br /&gt;
   etc.). Also note that, if dropappable is set to 1, then this key will be ignored, since&lt;br /&gt;
   droppabale items must be turned into entities again to be placed in the map.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2232</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2232"/>
		<updated>2007-02-12T14:07:01Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: /* Spawnargs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
This article describes how to set up inventory items and how they can be given to an entity.  The purpose of the inventory is, to keep track of all items that are in an entities possessions. I delibaretly use &amp;quot;entity&amp;quot; here because, in principle, all entities can have an inventory, even though it may only make sense for AI and the player to actuall have one. For future improvements it might be usefull for other purposes as well though.&lt;br /&gt;
Also included is a script interface, so that a mapper can interact with the inventory in a more sophisticated way, if the default implementation is not sufficient.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
The spawnargs can be either set in the def file as a default, or in the map file to override settings for specific entities. Naturaly this also means that they can be manipulated by scripts as well, since they are the standard way of configuring objects in Doom 3.&lt;br /&gt;
&lt;br /&gt;
There are several terms and types of items that can be used in the inventory:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;anonymous items&#039;&#039;&#039;   An anonymous object means that it will not show up as a seperate item in the inventory. An example would be normal loot like coins or golden dishes. Since they should not be stored in the inventory as seperate items, they don&#039;t need to be displayed either. In this case they only count for the total of loot and are discarded afterwards. Anonymous items also can not be dropped after they went into the inventory because they essentially no longer exist. For the loot count it obviously doesn&#039;t matter wether an item is anonymous or not, as all are added up into the loot categories. Examples are gold coins and all the other (mostly loot) items that are collected but not being used individually. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;stackable items&#039;&#039;&#039;   These are items that can be stacked in the inventory. This means that the player can acquire multiple instances of such items, but only one entry is shown in the inventory with a counter of how many currently are available. An example would be a health potion. The player can posses more than one health potion at a time and this would be indicated by the counter. Stackable items are identified by setting the stackable property. They also must always use the same name and category. If this doesn&#039;t match, they are considered to be of different types. This also allows for dealing out i.e. fake health potions which have no effect or deal damage instead (as an example).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Category&#039;&#039;&#039; is a classification of items, to visually group them together. This allows the player to faster scroll through the inventory because he doesn&#039;t have to cycle through all the individual items. For example a category would be &#039;Readables&#039; where books and scrolls are stored, and another Category would be &#039;Tools&#039; where lockpicks and other items can be stored. Note that this category is entirely up to the mapper to decide and also is option. it doesn&#039;t has any consequence as to the playabillity and is only a convenience for the player. Categories can switched of on the HUD, so that the player can use the inventory also in the Thief style (which is the default).&lt;br /&gt;
&lt;br /&gt;
== Spawnargs ==&lt;br /&gt;
&lt;br /&gt;
   inv_category : string&lt;br /&gt;
   Specifies the cagtegory that the object should be filed under. This &lt;br /&gt;
   allows for player convenience and also is needed for stackable items.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_name : string&lt;br /&gt;
   Specifies the name the object should display when it is activated in the inventory.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_icon : D3 path to icon&lt;br /&gt;
   Points to an icon that is to be displayed when the object is selected in the inventory.&lt;br /&gt;
   This entry also determines wether an object is to be considered anonymous or not. &lt;br /&gt;
&lt;br /&gt;
   inv_droppable : [0/1]&lt;br /&gt;
   If set to 1 the item can be dropped into the map by the player. This will not&lt;br /&gt;
   work for anonymous items, since they will have no representation after they&lt;br /&gt;
   were put into the inventory.&lt;br /&gt;
&lt;br /&gt;
   inv_delete : [0/1]&lt;br /&gt;
   Determines if an anonymous object can be deleted, after it was put into the inventory.&lt;br /&gt;
   This is advisable, because the entity will stay in memory and a mapper could still&lt;br /&gt;
   access it via scripting. If the mapper decides that an item will no longer be accessed&lt;br /&gt;
   after it has been acquired, this key should be set to 1. This can affect loading time&lt;br /&gt;
   of saved games, as entities, that are no longer needed, don&#039;t need to be saved and&lt;br /&gt;
   restored.&lt;br /&gt;
   If the mapper also creates entities on the fly, with the help of scripts, it might&lt;br /&gt;
   better to set this flag on appropriate objects tofree up the limited number of entities&lt;br /&gt;
   a map can hold. The usuals candidates for this flag are all the regular loot items,&lt;br /&gt;
   because they wont be used anymore after they have been found (lik coins, purses, etc.). &lt;br /&gt;
   Also note that, if dropappable is set to 1, then this key will be ignored, since&lt;br /&gt;
   droppabale items must be turned into entities again to be placed in the map.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2231</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2231"/>
		<updated>2007-02-12T14:05:36Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: /* Spawnargs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
This article describes how to set up inventory items and how they can be given to an entity.  The purpose of the inventory is, to keep track of all items that are in an entities possessions. I delibaretly use &amp;quot;entity&amp;quot; here because, in principle, all entities can have an inventory, even though it may only make sense for AI and the player to actuall have one. For future improvements it might be usefull for other purposes as well though.&lt;br /&gt;
Also included is a script interface, so that a mapper can interact with the inventory in a more sophisticated way, if the default implementation is not sufficient.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
The spawnargs can be either set in the def file as a default, or in the map file to override settings for specific entities. Naturaly this also means that they can be manipulated by scripts as well, since they are the standard way of configuring objects in Doom 3.&lt;br /&gt;
&lt;br /&gt;
There are several terms and types of items that can be used in the inventory:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;anonymous items&#039;&#039;&#039;   An anonymous object means that it will not show up as a seperate item in the inventory. An example would be normal loot like coins or golden dishes. Since they should not be stored in the inventory as seperate items, they don&#039;t need to be displayed either. In this case they only count for the total of loot and are discarded afterwards. Anonymous items also can not be dropped after they went into the inventory because they essentially no longer exist. For the loot count it obviously doesn&#039;t matter wether an item is anonymous or not, as all are added up into the loot categories. Examples are gold coins and all the other (mostly loot) items that are collected but not being used individually. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;stackable items&#039;&#039;&#039;   These are items that can be stacked in the inventory. This means that the player can acquire multiple instances of such items, but only one entry is shown in the inventory with a counter of how many currently are available. An example would be a health potion. The player can posses more than one health potion at a time and this would be indicated by the counter. Stackable items are identified by setting the stackable property. They also must always use the same name and category. If this doesn&#039;t match, they are considered to be of different types. This also allows for dealing out i.e. fake health potions which have no effect or deal damage instead (as an example).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Category&#039;&#039;&#039; is a classification of items, to visually group them together. This allows the player to faster scroll through the inventory because he doesn&#039;t have to cycle through all the individual items. For example a category would be &#039;Readables&#039; where books and scrolls are stored, and another Category would be &#039;Tools&#039; where lockpicks and other items can be stored. Note that this category is entirely up to the mapper to decide and also is option. it doesn&#039;t has any consequence as to the playabillity and is only a convenience for the player. Categories can switched of on the HUD, so that the player can use the inventory also in the Thief style (which is the default).&lt;br /&gt;
&lt;br /&gt;
== Spawnargs ==&lt;br /&gt;
&lt;br /&gt;
   inv_category : string&lt;br /&gt;
   Specifies the cagtegory that the object should be filed under. This &lt;br /&gt;
   allows for player convenience and also is needed for stackable items.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_name : string&lt;br /&gt;
   Specifies the name the object should display when it is activated in the inventory.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_icon : D3 path to icon&lt;br /&gt;
   Points to an icon that is to be displayed when the object is selected in the inventory.&lt;br /&gt;
   This entry also determines wether an object is to be considered anonymous or not. &lt;br /&gt;
&lt;br /&gt;
   inv_droppable : [0/1]&lt;br /&gt;
   If set to 1 the item can be dropped into the map by the player. This will not&lt;br /&gt;
   work for anonymous items, since they will have no representation after they&lt;br /&gt;
   were put into the inventory.&lt;br /&gt;
&lt;br /&gt;
   inv_delete : [0/1]&lt;br /&gt;
   Determines if an anonymous object can be deleted, after it was put into the inventory.&lt;br /&gt;
   This is advisable, because the entity will stay in memory and a mapper could still&lt;br /&gt;
   access it via scripting. If the mapper decides that an item will no longer be accessed&lt;br /&gt;
   after it&lt;br /&gt;
   has been acquired, this key should be set to 1. This can affect loading time of saved&lt;br /&gt;
   games, as entities, that are no longer needed, don&#039;t need to be saved and restored. If&lt;br /&gt;
   the mapper also creates entities on the fly, with the help of scripts, it might better&lt;br /&gt;
   to set this flag on appropriate objects tofree up the limited number of entities a map&lt;br /&gt;
   can hold. The usuals candidates for this flag are all the regular loot items, because&lt;br /&gt;
   they wont be used anymore after they have been found (lik coins, purses, etc.). Also&lt;br /&gt;
   note that, if dropappable is set to 1, then this key will be ignored, since dropabale&lt;br /&gt;
   items must be turned into entities again to be placed in the map.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2230</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2230"/>
		<updated>2007-02-12T14:01:35Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: /* Definitions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
This article describes how to set up inventory items and how they can be given to an entity.  The purpose of the inventory is, to keep track of all items that are in an entities possessions. I delibaretly use &amp;quot;entity&amp;quot; here because, in principle, all entities can have an inventory, even though it may only make sense for AI and the player to actuall have one. For future improvements it might be usefull for other purposes as well though.&lt;br /&gt;
Also included is a script interface, so that a mapper can interact with the inventory in a more sophisticated way, if the default implementation is not sufficient.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
The spawnargs can be either set in the def file as a default, or in the map file to override settings for specific entities. Naturaly this also means that they can be manipulated by scripts as well, since they are the standard way of configuring objects in Doom 3.&lt;br /&gt;
&lt;br /&gt;
There are several terms and types of items that can be used in the inventory:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;anonymous items&#039;&#039;&#039;   An anonymous object means that it will not show up as a seperate item in the inventory. An example would be normal loot like coins or golden dishes. Since they should not be stored in the inventory as seperate items, they don&#039;t need to be displayed either. In this case they only count for the total of loot and are discarded afterwards. Anonymous items also can not be dropped after they went into the inventory because they essentially no longer exist. For the loot count it obviously doesn&#039;t matter wether an item is anonymous or not, as all are added up into the loot categories. Examples are gold coins and all the other (mostly loot) items that are collected but not being used individually. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;stackable items&#039;&#039;&#039;   These are items that can be stacked in the inventory. This means that the player can acquire multiple instances of such items, but only one entry is shown in the inventory with a counter of how many currently are available. An example would be a health potion. The player can posses more than one health potion at a time and this would be indicated by the counter. Stackable items are identified by setting the stackable property. They also must always use the same name and category. If this doesn&#039;t match, they are considered to be of different types. This also allows for dealing out i.e. fake health potions which have no effect or deal damage instead (as an example).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Category&#039;&#039;&#039; is a classification of items, to visually group them together. This allows the player to faster scroll through the inventory because he doesn&#039;t have to cycle through all the individual items. For example a category would be &#039;Readables&#039; where books and scrolls are stored, and another Category would be &#039;Tools&#039; where lockpicks and other items can be stored. Note that this category is entirely up to the mapper to decide and also is option. it doesn&#039;t has any consequence as to the playabillity and is only a convenience for the player. Categories can switched of on the HUD, so that the player can use the inventory also in the Thief style (which is the default).&lt;br /&gt;
&lt;br /&gt;
== Spawnargs ==&lt;br /&gt;
&lt;br /&gt;
   inv_category : string&lt;br /&gt;
   Specifies the cagtegory that the object should be filed under. This &lt;br /&gt;
   allows for player convenience and also is needed for stackable items.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_name : string&lt;br /&gt;
   Specifies the name the object should display when it is activated in the inventory.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_icon : D3 path to icon&lt;br /&gt;
   Points to an icon that is to be displayed when the object is selected in the inventory.&lt;br /&gt;
   This entry also determines wether an object is to be considered anonymous or not. &lt;br /&gt;
&lt;br /&gt;
   inv_droppable : [0/1]&lt;br /&gt;
   If set to 1 the item can be dropped into the map by the player. This will not&lt;br /&gt;
   work for anonymous items, since they will have no representation after they&lt;br /&gt;
   were put into the inventory.&lt;br /&gt;
&lt;br /&gt;
   inv_delete : [0/1]&lt;br /&gt;
   Determines if an anonymous object can be deleted, after it was put into the inventory.&lt;br /&gt;
   this is neccessary, because the entity will stay in memory and a mapper can access it&lt;br /&gt;
   via scripting. If the mapper decides that an item will no longer be accessed after it&lt;br /&gt;
   has been acquired, this key should be set to 1. This can affect loading time of saved&lt;br /&gt;
   games, as entities, that are no longer needed, don&#039;t need to be saved and restored. If&lt;br /&gt;
   the mapper also creates entities on the fly, with the help of scripts, it might better&lt;br /&gt;
   to set this flag on appropriate objects tofree up the limited number of entities a map&lt;br /&gt;
   can hold. The usuals candidates for this flag are all the regular loot items, because&lt;br /&gt;
   they wont be used anymore after they have been found (lik coins, purses, etc.). Also&lt;br /&gt;
   note that, if dropappable is set to 1, then this key will be ignored, since dropabale&lt;br /&gt;
   items must be turned into entities again to be placed in the map.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2229</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2229"/>
		<updated>2007-02-12T14:00:53Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: /* Definitions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
This article describes how to set up inventory items and how they can be given to an entity.  The purpose of the inventory is, to keep track of all items that are in an entities possessions. I delibaretly use &amp;quot;entity&amp;quot; here because, in principle, all entities can have an inventory, even though it may only make sense for AI and the player to actuall have one. For future improvements it might be usefull for other purposes as well though.&lt;br /&gt;
Also included is a script interface, so that a mapper can interact with the inventory in a more sophisticated way, if the default implementation is not sufficient.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
The spawnargs can be either set in the def file as a default, or in the map file to override settings for specific entities. Naturaly this also means that they can be manipulated by scripts as well, since they are the standard way of configuring objects in Doom 3.&lt;br /&gt;
&lt;br /&gt;
There are several terms and types of items that can be used in the inventory:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;anonymous items&#039;&#039;&#039;   Gold coins and all the other (mostly loot) items that are collected but not being used individually.&lt;br /&gt;
&lt;br /&gt;
An anonymous object means that it will not show up as a seperate item in the inventory. An example would be normal loot like coins or golden dishes. Since they should not be stored in the inventory as seperate items, they don&#039;t need to be displayed either. In this case they only count for the total of loot and are discarded afterwards. Anonymous items also can not be dropped after they went into the inventory because they essentially no longer exist. For the loot count it obviously doesn&#039;t matter wether an item is anonymous or not, as all are added up into the loot categories.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;stackable items&#039;&#039;&#039;   These are items that can be stacked in the inventory. This means that the player can acquire multiple instances of such items, but only one entry is shown in the inventory with a counter of how many currently are available. An example would be a health potion. The player can posses more than one health potion at a time and this would be indicated by the counter. Stackable items are identified by setting the stackable property. They also must always use the same name and category. If this doesn&#039;t match, they are considered to be of different types. This also allows for dealing out i.e. fake health potions which have no effect or deal damage instead (as an example).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Category&#039;&#039;&#039; is a classification of items, to visually group them together. This allows the player to faster scroll through the inventory because he doesn&#039;t have to cycle through all the individual items. For example a category would be &#039;Readables&#039; where books and scrolls are stored, and another Category would be &#039;Tools&#039; where lockpicks and other items can be stored. Note that this category is entirely up to the mapper to decide and also is option. it doesn&#039;t has any consequence as to the playabillity and is only a convenience for the player. Categories can switched of on the HUD, so that the player can use the inventory also in the Thief style (which is the default).&lt;br /&gt;
&lt;br /&gt;
== Spawnargs ==&lt;br /&gt;
&lt;br /&gt;
   inv_category : string&lt;br /&gt;
   Specifies the cagtegory that the object should be filed under. This &lt;br /&gt;
   allows for player convenience and also is needed for stackable items.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_name : string&lt;br /&gt;
   Specifies the name the object should display when it is activated in the inventory.&lt;br /&gt;
   example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   inv_icon : D3 path to icon&lt;br /&gt;
   Points to an icon that is to be displayed when the object is selected in the inventory.&lt;br /&gt;
   This entry also determines wether an object is to be considered anonymous or not. &lt;br /&gt;
&lt;br /&gt;
   inv_droppable : [0/1]&lt;br /&gt;
   If set to 1 the item can be dropped into the map by the player. This will not&lt;br /&gt;
   work for anonymous items, since they will have no representation after they&lt;br /&gt;
   were put into the inventory.&lt;br /&gt;
&lt;br /&gt;
   inv_delete : [0/1]&lt;br /&gt;
   Determines if an anonymous object can be deleted, after it was put into the inventory.&lt;br /&gt;
   this is neccessary, because the entity will stay in memory and a mapper can access it&lt;br /&gt;
   via scripting. If the mapper decides that an item will no longer be accessed after it&lt;br /&gt;
   has been acquired, this key should be set to 1. This can affect loading time of saved&lt;br /&gt;
   games, as entities, that are no longer needed, don&#039;t need to be saved and restored. If&lt;br /&gt;
   the mapper also creates entities on the fly, with the help of scripts, it might better&lt;br /&gt;
   to set this flag on appropriate objects tofree up the limited number of entities a map&lt;br /&gt;
   can hold. The usuals candidates for this flag are all the regular loot items, because&lt;br /&gt;
   they wont be used anymore after they have been found (lik coins, purses, etc.). Also&lt;br /&gt;
   note that, if dropappable is set to 1, then this key will be ignored, since dropabale&lt;br /&gt;
   items must be turned into entities again to be placed in the map.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=How_to_pack_your_Mission&amp;diff=1452</id>
		<title>How to pack your Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=How_to_pack_your_Mission&amp;diff=1452"/>
		<updated>2005-12-05T17:46:08Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You should pack all your assets into a seperate directory following the same structure as can be seen in the various origina PK4 files. Then you can use any application to pack it into a zip file (Winzip, WinRAR, etc.). After it is packed you just rename the zip extension to pk4.&lt;br /&gt;
&lt;br /&gt;
The result can be dropped either in the darkmod directory or in the base folder of your Doom 3 installation.&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=How_to_pack_your_Mission&amp;diff=1451</id>
		<title>How to pack your Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=How_to_pack_your_Mission&amp;diff=1451"/>
		<updated>2005-12-05T17:45:57Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You should pack all your assets into a seperate directory following the same structure as can be seen in the various origina PK4 files. Then you can use any application to pack it into a zip file (Winzip, WinRAR, etc.). After it is packed you just rename the zip extension to pk4.&lt;br /&gt;
&lt;br /&gt;
The result can be dropped either in the darkdod directory or in the base folder of your Doom 3 installation.&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=How_to_pack_your_Mission&amp;diff=1450</id>
		<title>How to pack your Mission</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=How_to_pack_your_Mission&amp;diff=1450"/>
		<updated>2005-12-05T17:45:49Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You should pack al your assets into a seperate directory following the same structure as can be seen in the various origina PK4 files. Then you can use any application to pack it into a zip file (Winzip, WinRAR, etc.). After it is packed you just rename the zip extension to pk4.&lt;br /&gt;
&lt;br /&gt;
The result can be dropped either in the darkdod directory or in the base folder of your Doom 3 installation.&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Coding&amp;diff=1449</id>
		<title>Coding</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Coding&amp;diff=1449"/>
		<updated>2005-12-05T17:43:38Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dl&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Scripting]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Info relevant to scripting for The Dark Mod&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[SDK]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Info relevant to coding in the SDK for The Dark Mod&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/dl&amp;gt;&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Coding&amp;diff=1448</id>
		<title>Coding</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Coding&amp;diff=1448"/>
		<updated>2005-12-05T17:42:57Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dl&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Scripting]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information how to get The Dark Mod running&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[SDK]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information about level design and the tools&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/dl&amp;gt;&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Coding&amp;diff=1447</id>
		<title>Coding</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Coding&amp;diff=1447"/>
		<updated>2005-12-05T17:42:36Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;Coding sections&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Scripting]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information how to get The Dark Mod running&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[SDK]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information about level design and the tools&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/dl&amp;gt;&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Coding&amp;diff=1446</id>
		<title>Coding</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Coding&amp;diff=1446"/>
		<updated>2005-12-05T17:42:16Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;Editing Categories:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Scripting]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information how to get The Dark Mod running&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[SDK]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information about level design and the tools&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/dl&amp;gt;&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Coding&amp;diff=1445</id>
		<title>Coding</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Coding&amp;diff=1445"/>
		<updated>2005-12-05T17:41:52Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;Editing Categories:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Scripting]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information how to get The Dark Mod running&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[SDK]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information about level design and the tools&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:2em 0 2em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;(Create a new page by making a link to it, then click it. Or you can just go to www.evilarmyfilms.com/darkwiki/yourpagename)&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Coding&amp;diff=1444</id>
		<title>Coding</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Coding&amp;diff=1444"/>
		<updated>2005-12-05T17:41:20Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;Editing Categories:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Installation]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information how to get The Dark Mod running&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Editing]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information about level design and the tools&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Textures]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Explanation of material shaders and image files&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Modeling]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Modeling and file format information&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Sound]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Soundeffects, ambients and how to get them ingame&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Coding]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Source code modification, level and GUI scripting&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Release]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;How to pack a mission, and get it tested and released!&amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:2em 0 2em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;(Create a new page by making a link to it, then click it. Or you can just go to www.evilarmyfilms.com/darkwiki/yourpagename)&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Editing&amp;diff=1443</id>
		<title>Editing</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Editing&amp;diff=1443"/>
		<updated>2005-12-05T17:39:32Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The general hub for DarkMod specific editing - links to articles about:&lt;br /&gt;
&lt;br /&gt;
[[AI]]&lt;br /&gt;
&lt;br /&gt;
[[Sound Prop]]&lt;br /&gt;
&lt;br /&gt;
[[Creating doors]]&lt;br /&gt;
&lt;br /&gt;
[[Visportals]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and other specifics that are relevant to the mod.&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=1442</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=1442"/>
		<updated>2005-12-05T17:37:53Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: /* Installing The Dark Mod on Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to install The Dark Mod D3 has to have at least patch for 1.3 installed. You can download the patch here http://download.activision.com/doom3/D3_1_3.exe. It is recommended that the installation path for Doom 3 contains no blanks as it might cause problems with some of the tools. Additionally it is recommended to keep all the paths lower case. This is especially important as Doom 3 can also run on other platforms like Linux where pathnames are different depending on their case (i.e. /home/sparhawk/Doom3 is a different path than /home/sparhawk/doom3). Windows does not have such restrictions but it happened on some systems that there were still issues with paths, as Doom 3 has it&#039;s own internal library of handling paths in a system independent way and therefore this might cause maps to break on some systems while they can work on others.&lt;br /&gt;
&lt;br /&gt;
Depending on the operating system additional requirements may apply. Doom 3 currently supports Windows, Linux and Mac platforms. Requirements for the various platforms will be added at a later point, when development has progressed to a state where it makes sense to ensure platform compatibillity.&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod on Windows ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to install The Dark Mod, once the requirements have been satsified, you should download the package which is provided (insert link here). In the distribution is a DLL contained named DevIL.dll which is required for image handling. Since as the time of writing there is no installer, so the user must install this library himself. To do this the DLL must be copied in the windows/system32 directory. The DLL can also be put in any other directory where a path is pointing to (meaning that the directory is included in the PATH environment variable when Doom 3 is run). If the library is not found when the mod is loaded, Doom 3 will show it&#039;s blue window and can not be started. The downloaded archive must be extracted directly into the Doom 3 folder which will create a darkmod folder in there with all files neccessary to run the mod.&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod on Linux ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instructions on how to install The Dark Mod on linux will be added at a later point, as currently there is no development done to ensure linux compatibillity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is assumed that running a mod is consistent throughout the supported platforms. In case this turns out not to be true, we will add specific instructions for certain platforms later.&lt;br /&gt;
In order to run The Dark Mod, Doom 3 can be started normally. In the lower right corner you can see a button saying &amp;quot;MOD&amp;quot;. Clicking on this button will cause a dialog to appear listing all the mods currently installed. You can select Darkmod by choosing the appropriate entry from the dialog and load it. This will cause Doom 3 to load the mod data and initialze the mod. For later releases it is planned to create a total conversion, which means that we will provide menu screens for all the various settings to be done in a consistant style fitting to the The Dark Mod universe. Since this is still under development, TDM maps have to be loaded via console commands using &amp;quot;map &amp;lt;mapname&amp;gt;&amp;quot;. For instructions on how to use the console please refer to the game manual or tutorials which can be found (insert link to general tutorial site).&lt;br /&gt;
&lt;br /&gt;
== Running the Mod ==&lt;br /&gt;
&lt;br /&gt;
Alterantively The Dark Mod can be initialized directly from the command line (or via an icon from the desktop) by using the commandline &lt;br /&gt;
&#039;&#039;&#039;Windows:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3.exe +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linux:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3 +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is recommended to use this way of running The Dark Mod, as it appears that Doom 3 will handle paths more consistently then loading the mod manually.&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=1441</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=1441"/>
		<updated>2005-12-05T17:37:10Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to install The Dark Mod D3 has to have at least patch for 1.3 installed. You can download the patch here http://download.activision.com/doom3/D3_1_3.exe. It is recommended that the installation path for Doom 3 contains no blanks as it might cause problems with some of the tools. Additionally it is recommended to keep all the paths lower case. This is especially important as Doom 3 can also run on other platforms like Linux where pathnames are different depending on their case (i.e. /home/sparhawk/Doom3 is a different path than /home/sparhawk/doom3). Windows does not have such restrictions but it happened on some systems that there were still issues with paths, as Doom 3 has it&#039;s own internal library of handling paths in a system independent way and therefore this might cause maps to break on some systems while they can work on others.&lt;br /&gt;
&lt;br /&gt;
Depending on the operating system additional requirements may apply. Doom 3 currently supports Windows, Linux and Mac platforms. Requirements for the various platforms will be added at a later point, when development has progressed to a state where it makes sense to ensure platform compatibillity.&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod on Windows ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to install The Dark Mod, once the requirements have been satsified, you should download the package which is provided (inert link here). In the distribution is a DLL contained named DevIL.dll which is required for image handling. Since as the time of writing there is no installer, so the user must install this library himself. To do this the DLL must be copied in the windows/system32 directory. The DLL can also be put in any other directory where a path is pointing to (meaning that the directory is included in the PATH environment variable when Doom 3 is run). If the library is not found when the mod is loaded, Doom 3 will show it&#039;s blue window and can not be started. The downloaded archive must be extracted directly into the Doom 3 folder which will create a darkmod folder in there with all files neccessary to run the mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod on Linux ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instructions on how to install The Dark Mod on linux will be added at a later point, as currently there is no development done to ensure linux compatibillity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is assumed that running a mod is consistent throughout the supported platforms. In case this turns out not to be true, we will add specific instructions for certain platforms later.&lt;br /&gt;
In order to run The Dark Mod, Doom 3 can be started normally. In the lower right corner you can see a button saying &amp;quot;MOD&amp;quot;. Clicking on this button will cause a dialog to appear listing all the mods currently installed. You can select Darkmod by choosing the appropriate entry from the dialog and load it. This will cause Doom 3 to load the mod data and initialze the mod. For later releases it is planned to create a total conversion, which means that we will provide menu screens for all the various settings to be done in a consistant style fitting to the The Dark Mod universe. Since this is still under development, TDM maps have to be loaded via console commands using &amp;quot;map &amp;lt;mapname&amp;gt;&amp;quot;. For instructions on how to use the console please refer to the game manual or tutorials which can be found (insert link to general tutorial site).&lt;br /&gt;
&lt;br /&gt;
== Running the Mod ==&lt;br /&gt;
&lt;br /&gt;
Alterantively The Dark Mod can be initialized directly from the command line (or via an icon from the desktop) by using the commandline &lt;br /&gt;
&#039;&#039;&#039;Windows:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3.exe +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linux:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3 +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is recommended to use this way of running The Dark Mod, as it appears that Doom 3 will handle paths more consistently then loading the mod manually.&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=1440</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=1440"/>
		<updated>2005-12-05T17:36:51Z</updated>

		<summary type="html">&lt;p&gt;145.253.32.51: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to install The Dark Mod D3 has to have at least patch for 1.3 installed. You can download the patch http://download.activision.com/doom3/D3_1_3.exe. It is recommended that the installation path for Doom 3 contains no blanks as it might cause problems with some of the tools. Additionally it is recommended to keep all the paths lower case. This is especially important as Doom 3 can also run on other platforms like Linux where pathnames are different depending on their case (i.e. /home/sparhawk/Doom3 is a different path than /home/sparhawk/doom3). Windows does not have such restrictions but it happened on some systems that there were still issues with paths, as Doom 3 has it&#039;s own internal library of handling paths in a system independent way and therefore this might cause maps to break on some systems while they can work on others.&lt;br /&gt;
&lt;br /&gt;
Depending on the operating system additional requirements may apply. Doom 3 currently supports Windows, Linux and Mac platforms. Requirements for the various platforms will be added at a later point, when development has progressed to a state where it makes sense to ensure platform compatibillity.&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod on Windows ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to install The Dark Mod, once the requirements have been satsified, you should download the package which is provided (inert link here). In the distribution is a DLL contained named DevIL.dll which is required for image handling. Since as the time of writing there is no installer, so the user must install this library himself. To do this the DLL must be copied in the windows/system32 directory. The DLL can also be put in any other directory where a path is pointing to (meaning that the directory is included in the PATH environment variable when Doom 3 is run). If the library is not found when the mod is loaded, Doom 3 will show it&#039;s blue window and can not be started. The downloaded archive must be extracted directly into the Doom 3 folder which will create a darkmod folder in there with all files neccessary to run the mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod on Linux ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instructions on how to install The Dark Mod on linux will be added at a later point, as currently there is no development done to ensure linux compatibillity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is assumed that running a mod is consistent throughout the supported platforms. In case this turns out not to be true, we will add specific instructions for certain platforms later.&lt;br /&gt;
In order to run The Dark Mod, Doom 3 can be started normally. In the lower right corner you can see a button saying &amp;quot;MOD&amp;quot;. Clicking on this button will cause a dialog to appear listing all the mods currently installed. You can select Darkmod by choosing the appropriate entry from the dialog and load it. This will cause Doom 3 to load the mod data and initialze the mod. For later releases it is planned to create a total conversion, which means that we will provide menu screens for all the various settings to be done in a consistant style fitting to the The Dark Mod universe. Since this is still under development, TDM maps have to be loaded via console commands using &amp;quot;map &amp;lt;mapname&amp;gt;&amp;quot;. For instructions on how to use the console please refer to the game manual or tutorials which can be found (insert link to general tutorial site).&lt;br /&gt;
&lt;br /&gt;
== Running the Mod ==&lt;br /&gt;
&lt;br /&gt;
Alterantively The Dark Mod can be initialized directly from the command line (or via an icon from the desktop) by using the commandline &lt;br /&gt;
&#039;&#039;&#039;Windows:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3.exe +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linux:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3 +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is recommended to use this way of running The Dark Mod, as it appears that Doom 3 will handle paths more consistently then loading the mod manually.&lt;/div&gt;</summary>
		<author><name>145.253.32.51</name></author>
	</entry>
</feed>