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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=How_to_pack_your_Mission&amp;diff=9648</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=9648"/>
		<updated>2010-02-02T10:09:28Z</updated>

		<summary type="html">&lt;p&gt;Crispy: made config file replacement warning a little more obnoxious&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes how to pack The Dark Mod missions into so-called PK4 files for release.&lt;br /&gt;
&lt;br /&gt;
== Mission PK4s ==&lt;br /&gt;
Each TDM mission must be packaged in a PK4 file (a PK4 is just a renamed ZIP archive). The PK4 contains all the files needed to run the mission, including map, cm, aas, proc files, textures, models, scripts, defs, xdata, etc. The contents of the PK4 resemble the folder structure as found in the main &amp;lt;tt&amp;gt;darkmod/&amp;lt;/tt&amp;gt; directory: textures go into textures/, .def files go to def/ and so on.&lt;br /&gt;
&lt;br /&gt;
At the very minimum, a PK4 archive needs to contain the compiled map and two text files:&lt;br /&gt;
 maps/outpost.map&lt;br /&gt;
 maps/outpost.proc&lt;br /&gt;
 maps/outpost.cm&lt;br /&gt;
 maps/outpost.aas32&lt;br /&gt;
 darkmod.txt&lt;br /&gt;
 startingmap.txt&lt;br /&gt;
Easy to see, the above example list of files is based on a mission called &amp;lt;tt&amp;gt;outpost&amp;lt;/tt&amp;gt;. The two text files are needed to display your mission in the &amp;quot;New Mission&amp;quot; dialog in TDM&#039;s main menu. See their description below.&lt;br /&gt;
&lt;br /&gt;
=== darkmod.txt ===&lt;br /&gt;
The darkmod.txt file describes your mission in the TDM&#039;s mission selection dialog:&lt;br /&gt;
 Title: The Outpost&lt;br /&gt;
 Description: Break into a builder outpost to retrieve a gold ingot.&lt;br /&gt;
 Author: angua &amp;amp; greebo&lt;br /&gt;
The description text mustn&#039;t be too long, be sure to check the length of the texts when testing the package in the mission installation dialog.&lt;br /&gt;
&lt;br /&gt;
Starting with release TDM 1.01 it will be possible for missions to specify a &amp;quot;required version&amp;quot;, so that missions which are built upon undead (for example) can specify in their darkmod.txt that it needs TDM 1.01 and upwards to run. If the mission installer encounters a version mismatch, a notification appears and TDM will refuse to install it.&lt;br /&gt;
&lt;br /&gt;
You can specify another line after &#039;&#039;Author:&#039;&#039;&lt;br /&gt;
 Title: The Undead Outpost&lt;br /&gt;
 Description: Break into a builder outpost to retrieve a gold ingot.&lt;br /&gt;
 Author: angua &amp;amp; greebo&lt;br /&gt;
 Required TDM Version: 1.01&lt;br /&gt;
The &amp;quot;Required TDM Version&amp;quot; string is optional, so existing missions still work of course.&lt;br /&gt;
&lt;br /&gt;
=== startingmap.txt ===&lt;br /&gt;
This file holds the name of the first mission to load when the player selects &amp;quot;Start Mission&amp;quot;. This is interesting for multi-map campaigns, but for a single-map mission just put the name of your map file in here: &lt;br /&gt;
 outpost&lt;br /&gt;
&lt;br /&gt;
== Before creating the PK4 ==&lt;br /&gt;
You should always perform a full recompile of your map. Delete the .proc, .cm and .aas* files and run a dmap command from TDM console. Make sure the dates of these files are making sense and no old files are floating around in your maps/ folder.&lt;br /&gt;
&lt;br /&gt;
== Creating your PK4 ==&lt;br /&gt;
A good way to create your initial PK4 is to copy the compiled map files to a temporary maps/ folder and to zip them up. You can use any compression program capable of handling ZIP files, like 7-zip, WinRAR, WinZip, whatever (&#039;&#039;important&#039;&#039;: do not create files using RAR, 7z or any other format, only the ZIP format will be recognised). The zip file can have any legal filename - it doesn&#039;t have to be the exact mission name.  Then rename its suffix to .pk4.&lt;br /&gt;
&lt;br /&gt;
Be sure that the maps/ folder ends up in the root of your ZIP. Then add the &#039;&#039;&#039;darkmod.txt&#039;&#039;&#039; and the &#039;&#039;&#039;startingmap.txt&#039;&#039;&#039; to the archive.&lt;br /&gt;
&lt;br /&gt;
In case you haven&#039;t added any custom models, textures or other assets (i.e. you&#039;re just using vanilla TDM assets), you&#039;re done here. Proceed with [[#Testing the PK4]]&lt;br /&gt;
&lt;br /&gt;
== Adding custom Assets ==&lt;br /&gt;
Any custom models, textures, def, xdata files need to be added to the PK4. Be sure to put the files in the exact same folder structure as found in the darkmod/ main mod folder. Example: .mtr files need to go to the materials/ subfolder. If you were to extract the PK4 file to the darkmod/ folder, the files would end up in the correct place (note: don&#039;t do this actually, you might overwrite existing files in the darkmod folder).&lt;br /&gt;
&lt;br /&gt;
In the (hopefully) rare case your mission needs to overwrite existing TDM content (e.g. modify a DEF file present in the main mod to change a setting), just include the modified file in your PK4. The file in your PK4 will &amp;quot;overrule&amp;quot; the ones in the mod base when the mission is installed (this is what the &amp;lt;tt&amp;gt;fs_game_base&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;fs_game&amp;lt;/tt&amp;gt; parameters are for: &amp;quot;game&amp;quot; content will overrule &amp;quot;game_base&amp;quot; content).&lt;br /&gt;
&lt;br /&gt;
Be aware that replacing files containing definitions (def, mtr, etc.) could potentially render your mission incompatible with future versions of TDM, so try to avoid this where possible. Sometimes it is necessary, however.&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Warning|text=Do not package &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; or &#039;&#039;&#039;autoexec.cfg&#039;&#039;&#039; with your mission. Doing so will overwrite players&#039; own config files, potentially cause their TDM installation to break!}}&lt;br /&gt;
&lt;br /&gt;
== Testing the PK4 ==&lt;br /&gt;
Once created, add a new folder in your darkmod/fms/ directory and put the PK4 in there. Then start TDM, your map should be listed now in the list of available missions. Make sure to use a &amp;quot;good&amp;quot; foldername for your PK4, not conflicting with any existing ones and without spaces, special or foreign (=non-english) characters. Numbers are fine.&lt;br /&gt;
&lt;br /&gt;
Install the mission and see whether it starts correctly.&lt;br /&gt;
&lt;br /&gt;
== Splash Image (optional) ==&lt;br /&gt;
When browsing through the mission selection dialog, a small background screenshot can be displayed in the menu. This file is named &#039;&#039;&#039;install_splash.tga&#039;&#039;&#039; and can optionally be provided by the mission creator. Just create a small 256x256 image (must be TGA format, DDS files won&#039;t work) and put them in your PK4, next to the startingmap.txt and darkmod.txt files. The loading code will find this image and extract it just in time for display in the menu.&lt;br /&gt;
&lt;br /&gt;
== FM Notes (optional) ==&lt;br /&gt;
It&#039;s possible to display a couple of lines as FM notes. Just add a file called &#039;&#039;&#039;readme.txt&#039;&#039;&#039; in the PK4. When this file is available, an additional button &amp;quot;Notes&amp;quot; will be displayed next to the &amp;quot;Install Mission&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
== Distributing your Mission ==&lt;br /&gt;
&lt;br /&gt;
You need only distribute your pk4 for others to play your fan mission. They must, of course, have the Dark Mod resources.&lt;br /&gt;
&lt;br /&gt;
You can include a readme.txt or similar in the pk4 for any extra info including credits etc.&lt;br /&gt;
&lt;br /&gt;
There will be at least one website available that accepts Dark Mod fan mission pk4s for downloading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{tutorial-editing}}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=How_to_pack_your_Mission&amp;diff=9647</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=9647"/>
		<updated>2010-02-02T10:04:09Z</updated>

		<summary type="html">&lt;p&gt;Crispy: added warnings about replacing files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes how to pack The Dark Mod missions into so-called PK4 files for release.&lt;br /&gt;
&lt;br /&gt;
== Mission PK4s ==&lt;br /&gt;
Each TDM mission must be packaged in a PK4 file (a PK4 is just a renamed ZIP archive). The PK4 contains all the files needed to run the mission, including map, cm, aas, proc files, textures, models, scripts, defs, xdata, etc. The contents of the PK4 resemble the folder structure as found in the main &amp;lt;tt&amp;gt;darkmod/&amp;lt;/tt&amp;gt; directory: textures go into textures/, .def files go to def/ and so on.&lt;br /&gt;
&lt;br /&gt;
At the very minimum, a PK4 archive needs to contain the compiled map and two text files:&lt;br /&gt;
 maps/outpost.map&lt;br /&gt;
 maps/outpost.proc&lt;br /&gt;
 maps/outpost.cm&lt;br /&gt;
 maps/outpost.aas32&lt;br /&gt;
 darkmod.txt&lt;br /&gt;
 startingmap.txt&lt;br /&gt;
Easy to see, the above example list of files is based on a mission called &amp;lt;tt&amp;gt;outpost&amp;lt;/tt&amp;gt;. The two text files are needed to display your mission in the &amp;quot;New Mission&amp;quot; dialog in TDM&#039;s main menu. See their description below.&lt;br /&gt;
&lt;br /&gt;
=== darkmod.txt ===&lt;br /&gt;
The darkmod.txt file describes your mission in the TDM&#039;s mission selection dialog:&lt;br /&gt;
 Title: The Outpost&lt;br /&gt;
 Description: Break into a builder outpost to retrieve a gold ingot.&lt;br /&gt;
 Author: angua &amp;amp; greebo&lt;br /&gt;
The description text mustn&#039;t be too long, be sure to check the length of the texts when testing the package in the mission installation dialog.&lt;br /&gt;
&lt;br /&gt;
Starting with release TDM 1.01 it will be possible for missions to specify a &amp;quot;required version&amp;quot;, so that missions which are built upon undead (for example) can specify in their darkmod.txt that it needs TDM 1.01 and upwards to run. If the mission installer encounters a version mismatch, a notification appears and TDM will refuse to install it.&lt;br /&gt;
&lt;br /&gt;
You can specify another line after &#039;&#039;Author:&#039;&#039;&lt;br /&gt;
 Title: The Undead Outpost&lt;br /&gt;
 Description: Break into a builder outpost to retrieve a gold ingot.&lt;br /&gt;
 Author: angua &amp;amp; greebo&lt;br /&gt;
 Required TDM Version: 1.01&lt;br /&gt;
The &amp;quot;Required TDM Version&amp;quot; string is optional, so existing missions still work of course.&lt;br /&gt;
&lt;br /&gt;
=== startingmap.txt ===&lt;br /&gt;
This file holds the name of the first mission to load when the player selects &amp;quot;Start Mission&amp;quot;. This is interesting for multi-map campaigns, but for a single-map mission just put the name of your map file in here: &lt;br /&gt;
 outpost&lt;br /&gt;
&lt;br /&gt;
== Before creating the PK4 ==&lt;br /&gt;
You should always perform a full recompile of your map. Delete the .proc, .cm and .aas* files and run a dmap command from TDM console. Make sure the dates of these files are making sense and no old files are floating around in your maps/ folder.&lt;br /&gt;
&lt;br /&gt;
== Creating your PK4 ==&lt;br /&gt;
A good way to create your initial PK4 is to copy the compiled map files to a temporary maps/ folder and to zip them up. You can use any compression program capable of handling ZIP files, like 7-zip, WinRAR, WinZip, whatever (&#039;&#039;important&#039;&#039;: do not create files using RAR, 7z or any other format, only the ZIP format will be recognised). The zip file can have any legal filename - it doesn&#039;t have to be the exact mission name.  Then rename its suffix to .pk4.&lt;br /&gt;
&lt;br /&gt;
Be sure that the maps/ folder ends up in the root of your ZIP. Then add the &#039;&#039;&#039;darkmod.txt&#039;&#039;&#039; and the &#039;&#039;&#039;startingmap.txt&#039;&#039;&#039; to the archive.&lt;br /&gt;
&lt;br /&gt;
In case you haven&#039;t added any custom models, textures or other assets (i.e. you&#039;re just using vanilla TDM assets), you&#039;re done here. Proceed with [[#Testing the PK4]]&lt;br /&gt;
&lt;br /&gt;
== Adding custom Assets ==&lt;br /&gt;
Any custom models, textures, def, xdata files need to be added to the PK4. Be sure to put the files in the exact same folder structure as found in the darkmod/ main mod folder. Example: .mtr files need to go to the materials/ subfolder. If you were to extract the PK4 file to the darkmod/ folder, the files would end up in the correct place (note: don&#039;t do this actually, you might overwrite existing files in the darkmod folder).&lt;br /&gt;
&lt;br /&gt;
In the (hopefully) rare case your mission needs to overwrite existing TDM content (e.g. modify a DEF file present in the main mod to change a setting), just include the modified file in your PK4. The file in your PK4 will &amp;quot;overrule&amp;quot; the ones in the mod base when the mission is installed (this is what the &amp;lt;tt&amp;gt;fs_game_base&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;fs_game&amp;lt;/tt&amp;gt; parameters are for: &amp;quot;game&amp;quot; content will overrule &amp;quot;game_base&amp;quot; content).&lt;br /&gt;
&lt;br /&gt;
Be aware that replacing files containing definitions (def, mtr, etc.) could potentially render your mission incompatible with future versions of TDM, so try to avoid this where possible. Sometimes it is necessary, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not&#039;&#039;&#039; package &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; or &#039;&#039;&#039;autoexec.cfg&#039;&#039;&#039; with your mission, as this will overwrite players&#039; own config files, which may break their TDM installation!&lt;br /&gt;
&lt;br /&gt;
== Testing the PK4 ==&lt;br /&gt;
Once created, add a new folder in your darkmod/fms/ directory and put the PK4 in there. Then start TDM, your map should be listed now in the list of available missions. Make sure to use a &amp;quot;good&amp;quot; foldername for your PK4, not conflicting with any existing ones and without spaces, special or foreign (=non-english) characters. Numbers are fine.&lt;br /&gt;
&lt;br /&gt;
Install the mission and see whether it starts correctly.&lt;br /&gt;
&lt;br /&gt;
== Splash Image (optional) ==&lt;br /&gt;
When browsing through the mission selection dialog, a small background screenshot can be displayed in the menu. This file is named &#039;&#039;&#039;install_splash.tga&#039;&#039;&#039; and can optionally be provided by the mission creator. Just create a small 256x256 image (must be TGA format, DDS files won&#039;t work) and put them in your PK4, next to the startingmap.txt and darkmod.txt files. The loading code will find this image and extract it just in time for display in the menu.&lt;br /&gt;
&lt;br /&gt;
== FM Notes (optional) ==&lt;br /&gt;
It&#039;s possible to display a couple of lines as FM notes. Just add a file called &#039;&#039;&#039;readme.txt&#039;&#039;&#039; in the PK4. When this file is available, an additional button &amp;quot;Notes&amp;quot; will be displayed next to the &amp;quot;Install Mission&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
== Distributing your Mission ==&lt;br /&gt;
&lt;br /&gt;
You need only distribute your pk4 for others to play your fan mission. They must, of course, have the Dark Mod resources.&lt;br /&gt;
&lt;br /&gt;
You can include a readme.txt or similar in the pk4 for any extra info including credits etc.&lt;br /&gt;
&lt;br /&gt;
There will be at least one website available that accepts Dark Mod fan mission pk4s for downloading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{tutorial-editing}}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.01&amp;diff=9490</id>
		<title>What&#039;s new in TDM 1.01</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.01&amp;diff=9490"/>
		<updated>2010-01-10T01:12:32Z</updated>

		<summary type="html">&lt;p&gt;Crispy: wording tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a work-in-progress and can change before the final release. There are &#039;&#039;&#039;no promises&#039;&#039;&#039; here. Features may be postponed or removed even if they appear on this list, and regressions may re-introduce bugs after they&#039;ve been fixed internally.&lt;br /&gt;
&lt;br /&gt;
== Bugs fixed ==&lt;br /&gt;
&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1970 #1970]: Chests went non-solid when frobbed&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2072 #2072]: The player could shoulder rats&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2083 #2083]: Small items like candles, candle holders, rocks etc floated on water instead of sinking&lt;br /&gt;
* Fixed savegames getting to huge sizes, leading to out-of-memory or crashes&lt;br /&gt;
* Fixed a few crashes and memory errors&lt;br /&gt;
&lt;br /&gt;
== Features added ==&lt;br /&gt;
&lt;br /&gt;
* A lot new skins for: dirty fireplaces, unlit lamps etc.&lt;br /&gt;
* New script events for: get/setDroppable, isEntityHidden, Melee etc.&lt;br /&gt;
* Support for &amp;quot;skin_unlit&amp;quot; and &amp;quot;skin_lit&amp;quot; on light entities&lt;br /&gt;
* New &amp;quot;unbindOnAlertIndex&amp;quot; spawnarg on attached entities, to make AI drop them when alerted&lt;br /&gt;
* Crouch indicator: Lightgem &amp;quot;wings&amp;quot; squash down slightly when crouch mode is on (helpful when climbing)&lt;br /&gt;
&lt;br /&gt;
== AI added ==&lt;br /&gt;
&lt;br /&gt;
* Zombies&lt;br /&gt;
* Spiders&lt;br /&gt;
* Revenant&lt;br /&gt;
&lt;br /&gt;
== Entities added ==&lt;br /&gt;
&lt;br /&gt;
* A lot of new [[combo entities]] have been added: &lt;br /&gt;
** fireplaces, &lt;br /&gt;
** static torches,&lt;br /&gt;
** statues with torch in hand,&lt;br /&gt;
** campfires, bucket and bonfires,&lt;br /&gt;
** electric streetlights,&lt;br /&gt;
** wall-mounted lamps and torches,&lt;br /&gt;
** geodes with pulsating light,&lt;br /&gt;
** bottles+candle,&lt;br /&gt;
** skulls+candle etc.&lt;br /&gt;
* new colored torch flames: blue, green, orange&lt;br /&gt;
* new fireflames: white and black smoking, smouldering ones, large and huge bonfires, bucketfire&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [http://thedarkmod.com/downloads.php Download TDM]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.01&amp;diff=9489</id>
		<title>What&#039;s new in TDM 1.01</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.01&amp;diff=9489"/>
		<updated>2010-01-10T01:08:20Z</updated>

		<summary type="html">&lt;p&gt;Crispy: expand WIP disclaimer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a work-in-progress and can change before the final release. There are &#039;&#039;&#039;no promises&#039;&#039;&#039; here. Features may be postponed or removed even if they appear on this list, and regressions may re-introduce bugs after they&#039;ve been fixed internally.&lt;br /&gt;
&lt;br /&gt;
== Bugs fixed ==&lt;br /&gt;
&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1970 #1970]: Chests go non-solid when frobbed&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2072 #2072]: The player could shoulder rats&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2083 #2083]: Small items like candles, candle holders, rocks etc float on water instead of sinking&lt;br /&gt;
* Fixed savegames getting to huge sizes, leading to out-of-memory or crashes&lt;br /&gt;
* Fixed a few crashes and memory errors&lt;br /&gt;
&lt;br /&gt;
== Features added ==&lt;br /&gt;
&lt;br /&gt;
* A lot new skins for: dirty fireplaces, unlit lamps etc.&lt;br /&gt;
* New script events for: get/setDroppable, isEntityHidden, Melee etc.&lt;br /&gt;
* Support for &amp;quot;skin_unlit&amp;quot; and &amp;quot;skin_lit&amp;quot; on light entities&lt;br /&gt;
* Support &amp;quot;unbindOnAlertIndex&amp;quot; spawnarg on AI, to make them drop attached things when they get alerted&lt;br /&gt;
* Support for crouch indicator&lt;br /&gt;
&lt;br /&gt;
== AI added ==&lt;br /&gt;
&lt;br /&gt;
* Zombies&lt;br /&gt;
* Spiders&lt;br /&gt;
* Revenant&lt;br /&gt;
&lt;br /&gt;
== Entities added ==&lt;br /&gt;
&lt;br /&gt;
* A lot of new [[combo entities]] have been added: &lt;br /&gt;
** fireplaces, &lt;br /&gt;
** static torches,&lt;br /&gt;
** statues with torch in hand,&lt;br /&gt;
** campfires, bucket and bonfires,&lt;br /&gt;
** electric streetlights,&lt;br /&gt;
** wall-mounted lamps and torches,&lt;br /&gt;
** geodes with pulsating light,&lt;br /&gt;
** bottles+candle,&lt;br /&gt;
** skulls+candle etc.&lt;br /&gt;
* new colored torch flames: blue, green, orange&lt;br /&gt;
* new fireflames: white and black smoking, smouldering ones, large and huge bonfires, bucketfire&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [http://thedarkmod.com/downloads.php Download TDM]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&amp;diff=9488</id>
		<title>Fan Missions for The Dark Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&amp;diff=9488"/>
		<updated>2010-01-10T00:54:23Z</updated>

		<summary type="html">&lt;p&gt;Crispy: tweaked column widths to make content fit better at 1024x768 and above&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Following is what should be (provided the community keeps the list up to date) the definitive list of every fan mission ever released for The Dark Mod.  &lt;br /&gt;
* Only include missions that are fully released, not those currently in development or testing.  &lt;br /&gt;
* List by release date descending (newest at the top).  &lt;br /&gt;
* A mission title may be listed in plain text as a record of release, or may optionally act as a link to an information page or primary direct download.  It may also include links to a discussion thread (t), or download mirrors (m) (see next).&lt;br /&gt;
* &#039;&#039;&#039;Big Ugly Disclaimer:&#039;&#039;&#039;  The Dark Mod team does not necessarily support or endorse content listed here.  Apart from listed missions hosted directly on the [http://www.thedarkmod.com/ official TDM website], The Dark Mod team does not host the missions listed here, and disclaims all responsibility for them.  This is a community maintained list, and an ongoing work in progress.  Missions which are known to violate copyright must be text-only, and cannot contain links.  Report and/or remove links found in violation of this rule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=1 cellspacing=0 cellpadding=3 width=100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;45%&amp;quot;|Fan Mission Title&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;25%&amp;quot;|Author(s)&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;10%&amp;quot;|Release Date&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;5%&amp;quot;|Size (MB)&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;15%&amp;quot;|Series&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mediafire.com/?m4ywobjodm0 The Sons of Baltona 1], [http://modetwo.net/darkmod/index.php?/topic/10498-fan-mission-the-sons-of-baltona-1-by-carnage-20100109 (t)]&lt;br /&gt;
|Carnage&lt;br /&gt;
|2010-01-09&lt;br /&gt;
|2.7&lt;br /&gt;
|GCC 09 / Baltona&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://bloodgate.com/mirrors/tdm/pub/pk4/fms/living_expenses.pk4 Living Expenses], [http://modetwo.net/darkmod/index.php?/topic/10451-fm-living-expenses-by-sonosuke-2-jan-10/page__view__findpost__p__205386 (t)]&lt;br /&gt;
|Sonosuke&lt;br /&gt;
|2010-01-02&lt;br /&gt;
|5.9&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://bloodgate.com/mirrors/tdm/pub/pk4/fms/trapped.pk4 Trapped!], [http://modetwo.net/darkmod/index.php?/topic/10442-fm-trapped-by-railgun-dec-30/page__view__findpost__p__205092 (t)]&lt;br /&gt;
|RailGun&lt;br /&gt;
|2009-12-30&lt;br /&gt;
|6.3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.southquarter.com/downloads/parcel.pk4 The Parcel], [http://modetwo.net/darkmod/index.php?/topic/10404-fm-the-parcel-by-xonze-dec-24/page__view__findpost__p__204459 (t)], [http://bloodgate.com/mirrors/tdm/pub/pk4/fms/parcel.pk4 (m)]&lt;br /&gt;
|Xonze&lt;br /&gt;
|2009-12-24&lt;br /&gt;
|6.6&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.southquarter.com/downloads/too_late.pk4 Too Late], [http://modetwo.net/darkmod/index.php?/topic/10400-fm-too-late-by-nielsen74-24-dec-09/page__view__findpost__p__204396 (t)], [http://bloodgate.com/mirrors/tdm/pub/pk4/fms/too_late.pk4 (m)]&lt;br /&gt;
|Nielsen74&lt;br /&gt;
|2009-12-24&lt;br /&gt;
|3.8&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=7 Thieves], [http://modetwo.net/darkmod/index.php?/topic/10286-fm-the-thieves-nov-2509/ (t)]&lt;br /&gt;
|Silencium, RailGun, Fidcal&lt;br /&gt;
|2009-11-26&lt;br /&gt;
|8.7&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=6 Patently Dangerous], [http://modetwo.net/darkmod/index.php?/topic/10125-fm-patently-dangerous-oct3109/page__view__findpost__p__199324 (t)]&lt;br /&gt;
|demagogue&lt;br /&gt;
|2009-10-31&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=5 The Dark Mod Training Mission], [http://modetwo.net/darkmod/index.php?/topic/9932-fm-training-mission-17-oct-09/ (t)]&lt;br /&gt;
|TDM Team&lt;br /&gt;
|2009-10-17&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=2 The Crown of Penitence], [http://modetwo.net/darkmod/index.php?/topic/9934-fm-crown-of-penitence-by-jesps-17-oct-09/ (t)]&lt;br /&gt;
|Jesps&lt;br /&gt;
|2009-10-16&lt;br /&gt;
|12.5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=3 The Chalice of Kings], [http://modetwo.net/darkmod/index.php?/topic/9935-fm-chalice-of-kings-by-fidcal-17-oct-09/ (t)]&lt;br /&gt;
|Fidcal&lt;br /&gt;
|2009-10-15&lt;br /&gt;
|3&lt;br /&gt;
|Thief&#039;s Den&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=1 The Outpost], [http://modetwo.net/darkmod/index.php?/topic/9937-fm-the-outpost-by-angua-greebo-17-oct-09/ (t)]&lt;br /&gt;
|angua, greebo&lt;br /&gt;
|2008-12-23&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&amp;diff=9487</id>
		<title>Fan Missions for The Dark Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&amp;diff=9487"/>
		<updated>2010-01-10T00:52:06Z</updated>

		<summary type="html">&lt;p&gt;Crispy: Added The Sons of Baltona 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Following is what should be (provided the community keeps the list up to date) the definitive list of every fan mission ever released for The Dark Mod.  &lt;br /&gt;
* Only include missions that are fully released, not those currently in development or testing.  &lt;br /&gt;
* List by release date descending (newest at the top).  &lt;br /&gt;
* A mission title may be listed in plain text as a record of release, or may optionally act as a link to an information page or primary direct download.  It may also include links to a discussion thread (t), or download mirrors (m) (see next).&lt;br /&gt;
* &#039;&#039;&#039;Big Ugly Disclaimer:&#039;&#039;&#039;  The Dark Mod team does not necessarily support or endorse content listed here.  Apart from listed missions hosted directly on the [http://www.thedarkmod.com/ official TDM website], The Dark Mod team does not host the missions listed here, and disclaims all responsibility for them.  This is a community maintained list, and an ongoing work in progress.  Missions which are known to violate copyright must be text-only, and cannot contain links.  Report and/or remove links found in violation of this rule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=1 cellspacing=0 cellpadding=3 width=100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;45%&amp;quot;|Fan Mission Title&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;30%&amp;quot;|Author(s)&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;10%&amp;quot;|Release Date&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;5%&amp;quot;|Size (MB)&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;10%&amp;quot;|Series&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mediafire.com/?m4ywobjodm0 The Sons of Baltona 1], [http://modetwo.net/darkmod/index.php?/topic/10498-fan-mission-the-sons-of-baltona-1-by-carnage-20100109 (t)]&lt;br /&gt;
|Carnage&lt;br /&gt;
|2010-01-09&lt;br /&gt;
|2.7&lt;br /&gt;
|GCC 09 / Baltona&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://bloodgate.com/mirrors/tdm/pub/pk4/fms/living_expenses.pk4 Living Expenses], [http://modetwo.net/darkmod/index.php?/topic/10451-fm-living-expenses-by-sonosuke-2-jan-10/page__view__findpost__p__205386 (t)]&lt;br /&gt;
|Sonosuke&lt;br /&gt;
|2010-01-02&lt;br /&gt;
|5.9&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://bloodgate.com/mirrors/tdm/pub/pk4/fms/trapped.pk4 Trapped!], [http://modetwo.net/darkmod/index.php?/topic/10442-fm-trapped-by-railgun-dec-30/page__view__findpost__p__205092 (t)]&lt;br /&gt;
|RailGun&lt;br /&gt;
|2009-12-30&lt;br /&gt;
|6.3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.southquarter.com/downloads/parcel.pk4 The Parcel], [http://modetwo.net/darkmod/index.php?/topic/10404-fm-the-parcel-by-xonze-dec-24/page__view__findpost__p__204459 (t)], [http://bloodgate.com/mirrors/tdm/pub/pk4/fms/parcel.pk4 (m)]&lt;br /&gt;
|Xonze&lt;br /&gt;
|2009-12-24&lt;br /&gt;
|6.6&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.southquarter.com/downloads/too_late.pk4 Too Late], [http://modetwo.net/darkmod/index.php?/topic/10400-fm-too-late-by-nielsen74-24-dec-09/page__view__findpost__p__204396 (t)], [http://bloodgate.com/mirrors/tdm/pub/pk4/fms/too_late.pk4 (m)]&lt;br /&gt;
|Nielsen74&lt;br /&gt;
|2009-12-24&lt;br /&gt;
|3.8&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=7 Thieves], [http://modetwo.net/darkmod/index.php?/topic/10286-fm-the-thieves-nov-2509/ (t)]&lt;br /&gt;
|Silencium, RailGun, Fidcal&lt;br /&gt;
|2009-11-26&lt;br /&gt;
|8.7&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=6 Patently Dangerous], [http://modetwo.net/darkmod/index.php?/topic/10125-fm-patently-dangerous-oct3109/page__view__findpost__p__199324 (t)]&lt;br /&gt;
|demagogue&lt;br /&gt;
|2009-10-31&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=5 The Dark Mod Training Mission], [http://modetwo.net/darkmod/index.php?/topic/9932-fm-training-mission-17-oct-09/ (t)]&lt;br /&gt;
|TDM Team&lt;br /&gt;
|2009-10-17&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=2 The Crown of Penitence], [http://modetwo.net/darkmod/index.php?/topic/9934-fm-crown-of-penitence-by-jesps-17-oct-09/ (t)]&lt;br /&gt;
|Jesps&lt;br /&gt;
|2009-10-16&lt;br /&gt;
|12.5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=3 The Chalice of Kings], [http://modetwo.net/darkmod/index.php?/topic/9935-fm-chalice-of-kings-by-fidcal-17-oct-09/ (t)]&lt;br /&gt;
|Fidcal&lt;br /&gt;
|2009-10-15&lt;br /&gt;
|3&lt;br /&gt;
|Thief&#039;s Den&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=1 The Outpost], [http://modetwo.net/darkmod/index.php?/topic/9937-fm-the-outpost-by-angua-greebo-17-oct-09/ (t)]&lt;br /&gt;
|angua, greebo&lt;br /&gt;
|2008-12-23&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Surface_Types&amp;diff=9463</id>
		<title>Surface Types</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Surface_Types&amp;diff=9463"/>
		<updated>2009-12-27T03:48:30Z</updated>

		<summary type="html">&lt;p&gt;Crispy: Added undeadflesh. Partial cleanup of outdated info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|Ishtvan|2974}}&lt;br /&gt;
&lt;br /&gt;
Okay, adding the new surface types wasn&#039;t as easy as I thought, but I have put in a system for it and it works. This is subject to change. However, unless people really don&#039;t like this, I think we can go with this.&lt;br /&gt;
&lt;br /&gt;
The following surfaces are standard D3 surfaces. We cannot change the name of these even if we wanted to.&lt;br /&gt;
&lt;br /&gt;
= Old (D3) Surface Types =&lt;br /&gt;
Put these in the first line of the .mtr file&lt;br /&gt;
&lt;br /&gt;
* none&lt;br /&gt;
* metal&lt;br /&gt;
* stone&lt;br /&gt;
* flesh&lt;br /&gt;
* wood&lt;br /&gt;
* cardboard&lt;br /&gt;
* liquid&lt;br /&gt;
* glass&lt;br /&gt;
* plastic&lt;br /&gt;
* ricochet&lt;br /&gt;
* surftype10&lt;br /&gt;
* surftype11&lt;br /&gt;
* surftype12&lt;br /&gt;
* surftype13&lt;br /&gt;
* surftype14&lt;br /&gt;
&lt;br /&gt;
= New (unique to TDM) surface types = &lt;br /&gt;
Use surftype15 and put surface in description string (this list is not fixed, we can keep adding to it):&lt;br /&gt;
&lt;br /&gt;
* tile&lt;br /&gt;
* carpet&lt;br /&gt;
* dirt&lt;br /&gt;
* gravel&lt;br /&gt;
* grass&lt;br /&gt;
* rock&lt;br /&gt;
* twigs&lt;br /&gt;
* foliage&lt;br /&gt;
* sand&lt;br /&gt;
* mud&lt;br /&gt;
* brokeglass&lt;br /&gt;
* snow&lt;br /&gt;
* ice&lt;br /&gt;
* squeakboard&lt;br /&gt;
* puddle&lt;br /&gt;
* moss&lt;br /&gt;
* cloth&lt;br /&gt;
* ceramic&lt;br /&gt;
* climbable&lt;br /&gt;
* slate&lt;br /&gt;
* straw&lt;br /&gt;
* armor_leath&lt;br /&gt;
* armor_chain&lt;br /&gt;
* armor_plate&lt;br /&gt;
* undeadflesh (like flesh, but less vulnerable to mundane damage)&lt;br /&gt;
&lt;br /&gt;
= Instructions on putting in new surfaces =&lt;br /&gt;
We had to do some tricks to expand the list of surfaces. In the material file, put &#039;&#039;&#039;surftype15&#039;&#039;&#039; as the first line. Then, in the &amp;quot;description&amp;quot; line, put the new surface type in quotes. If you want to add anything after that, that&#039;s fine, just make sure the surface type is the first thing in the description, and you put a space after it.&lt;br /&gt;
&lt;br /&gt;
NOTE: Old surfaces can be entered the same way as new surfaces, but it decreases performance&lt;br /&gt;
You could use the surftype15/description method to enter surface types for old D3 textures if you wanted. Entering it the &amp;quot;old&amp;quot; way would lead to slightly faster performance though, since wood is in the enumeration so no string manipulation is required. I don&#039;t think this performance impact will be noticable, but you never know.&lt;br /&gt;
&lt;br /&gt;
= Examples =&lt;br /&gt;
Putting in one of the old D3 surface types, wood:&lt;br /&gt;
 textures/darkmod/mansion/floor/manfloor03&lt;br /&gt;
 {    &lt;br /&gt;
    wood&lt;br /&gt;
 &lt;br /&gt;
    qer_editorimage  textures/darkmod/mansion/floor/manfloor03.tga&lt;br /&gt;
    diffusemap       textures/darkmod/mansion/floor/manfloor03.tga      &lt;br /&gt;
    specularmap      textures/darkmod/mansion/floor/manfloor03_s.tga&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Putting in a new surface type, tile:&lt;br /&gt;
 textures/darkmod/mansion/floor/manfloor02cen2&lt;br /&gt;
 {  &lt;br /&gt;
    surftype15 &lt;br /&gt;
 &lt;br /&gt;
    description &amp;quot;tile&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
    qer_editorimage  textures/darkmod/mansion/floor/manfloor02cen2.tga    &lt;br /&gt;
    diffusemap       textures/darkmod/mansion/floor/manfloor02cen2.tga  &lt;br /&gt;
    specularmap      textures/darkmod/mansion/floor/manfloor02cen2_s.tga&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Again, note that you could put more in the description line, for example:&lt;br /&gt;
&lt;br /&gt;
    description &amp;quot;tile This is a tile mosaic that might look nice in a mansion entry hall&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will work because the first word is tile and there&#039;s a space after it.&lt;br /&gt;
&lt;br /&gt;
== Warning! ==&lt;br /&gt;
As of now, there is no system to tell you when you make a typo in the new surface type name that goes in the description field. The surface just won&#039;t play the proper sounds, etc, it will play the default sounds or none. In the final release, we will hopefully include a quick parser that will go thru the material files for the map and let you know if the new surface types don&#039;t match the valid ones.&lt;br /&gt;
&lt;br /&gt;
= What surfaces do =&lt;br /&gt;
Surfaces are used to tell what sound to play when you walk on a surface (this code is already in D3, we just have to tell it what sounds to play and how loud those sounds should be to AI). They are also used when objects collide or a projectile hits a surface, to play a specific sound, give off a specific particle effect, or to trigger a specific action (rope arrow only sticks in wood; only &amp;quot;climbable&amp;quot; surfaces can be climbed).&lt;br /&gt;
&lt;br /&gt;
They also determine armor factors in combat (an arrow will bounce off the AI&#039;s helmet, but if you shoot it right into the eye opening, it will hurt).&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[Damage Multiplier for Surfaces]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&amp;diff=9443</id>
		<title>Fan Missions for The Dark Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&amp;diff=9443"/>
		<updated>2009-12-22T00:13:16Z</updated>

		<summary type="html">&lt;p&gt;Crispy: tweaked big ugly disclaimer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Following is what should be (provided the community keeps the list up to date) the definitive list of every fan mission ever released for The Dark Mod.  &lt;br /&gt;
* Only include missions that are fully released, not those currently in development or testing.  &lt;br /&gt;
* List by release date descending (newest at the top).  &lt;br /&gt;
* A simple text listing serves as record of a mission, and can optionally include a link to an information page, or direct download (see next).&lt;br /&gt;
* &#039;&#039;&#039;Big Ugly Disclaimer:&#039;&#039;&#039;  The Dark Mod team does not necessarily support or endorse content listed here.  Apart from listed missions hosted directly on the [http://www.thedarkmod.com/ official TDM website], The Dark Mod team does not host the missions listed here, and disclaims all responsibility for them.  This is a community maintained list, and an ongoing work in progress.  Missions which are known to violate copyright must not be linked to.  Report and/or remove links found in violation of this rule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=1 cellspacing=0 cellpadding=3 width=100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;45%&amp;quot;|Fan Mission Title&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;30%&amp;quot;|Author(s)&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;10%&amp;quot;|Release Date&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;5%&amp;quot;|Size (MB)&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;10%&amp;quot;|Series&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=7 Thieves]&lt;br /&gt;
|Silencium, RailGun, Fidcal&lt;br /&gt;
|2009-11-26&lt;br /&gt;
|8.7&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=6 Patently Dangerous]&lt;br /&gt;
|demagogue&lt;br /&gt;
|2009-10-31&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=5 The Dark Mod Training Mission]&lt;br /&gt;
|TDM Team&lt;br /&gt;
|2009-10-17&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=2 The Crown of Penitence]&lt;br /&gt;
|Jesps&lt;br /&gt;
|2009-10-16&lt;br /&gt;
|12.5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=3 The Chalice of Kings]&lt;br /&gt;
|Fidcal&lt;br /&gt;
|2009-10-15&lt;br /&gt;
|3&lt;br /&gt;
|Thief&#039;s Den&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=1 The Outpost]&lt;br /&gt;
|angua, greebo&lt;br /&gt;
|2008-12-23&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sleeping_AI&amp;diff=9417</id>
		<title>Sleeping AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sleeping_AI&amp;diff=9417"/>
		<updated>2009-12-17T01:43:15Z</updated>

		<summary type="html">&lt;p&gt;Crispy: categorising&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PLACEHOLDER   TODO...&lt;br /&gt;
&lt;br /&gt;
Sleeping AI are (mostly) working now. They can either put themselves to bed at map start when they have set the spawn arg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;sleeping 1&#039;&#039; or can be made to go to sleep and get back up during patrolling. This is done by targetting a path_sleep entity which then targets a path_wait.&lt;br /&gt;
&lt;br /&gt;
There is also a testmap, test/sleep, which shows both possibilities. Testing please, there might be a few bugs creeping around (I also changed patrolling quite a bit).&lt;br /&gt;
&lt;br /&gt;
By default, place the AI on the right side of the bed (as you look towards the head of the bed) and facing away. If you want the AI to start from the other side then add:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;lay_down_left 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few known problems:&lt;br /&gt;
They can only lay down in one direction, so we would need a second mirrored animation.&lt;br /&gt;
The bed I&#039;m using is too high, so they were clipping into it. I had to push it 8 units into the ground.&lt;br /&gt;
They often lie close or even over the edge of the bed.&lt;br /&gt;
&lt;br /&gt;
AI have their eyes closed now while sleeping. This is using the pain anim as a place holder at the moment, since we don&#039;t have a suitable anim yet (sleeping looks like a quite painful experience now...)&lt;br /&gt;
&lt;br /&gt;
Another problem is that the bounding box stays behind and is solid when the AI goes to bed.&lt;br /&gt;
&lt;br /&gt;
When you KO a sleeping AI, they pop back to standing, like they did in Thief. &lt;br /&gt;
&lt;br /&gt;
Also this is probably unrelated but might be contributing to this problem: I&#039;m noticing that KO&#039;d AI are sometimes(?) flashing into the AF pose for just a frame, then back to the pose they were in before KO&#039;ing. You can see it if you watch really closely.&lt;br /&gt;
&lt;br /&gt;
There is also a problem when they see the player while laying down - they jump up for a moment, then finsih putting themselves to bed and then finally get up to chase the player.&lt;br /&gt;
&lt;br /&gt;
{{tutorial-ai}}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Func_Forcefields&amp;diff=9383</id>
		<title>Func Forcefields</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Func_Forcefields&amp;diff=9383"/>
		<updated>2009-11-29T11:02:44Z</updated>

		<summary type="html">&lt;p&gt;Crispy: /* Out of plane force field (vertical component to the force) */  formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|Ishtvan|5502}}&lt;br /&gt;
&lt;br /&gt;
= Using Func_Forcefields =&lt;br /&gt;
&lt;br /&gt;
The basic documentation is there in the usage tab in the editor, if you place a func_forcefield and look at it. I&#039;m just going to explain some of the more subtle stuff so that whoever creates this map can set it up.&lt;br /&gt;
&lt;br /&gt;
First of all, a func_forcefield is a brush. Stuff inside that brush is affected, stuff outside is not. You can resize and reshape it however you want.&lt;br /&gt;
&lt;br /&gt;
 It will not work correctly if you texture the brush with common/nodraw, but you can use common/caulk.&lt;br /&gt;
&lt;br /&gt;
Force fields have spawnargs for whether they should apply their push as a force, an impulse, or a velocity. These are set with spawnargs applyForce, applyImpulse, and applyVelocity. A force field may only apply one of those. Set the one you want to &amp;quot;1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It turns out that applyForce doesn&#039;t work on AI, and applyVelocity doesn&#039;t feel right because your velocity suddenly jumps up, which is unrealistic (that might be okay for some applications). For stuff like river current or wind, I&#039;m recommending applyImpulse, by setting the following:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;applyImpulse&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A forcefield has a few different modes of directing the force. It can explode out from a point, implode toward a point (both of these things limited in distance by whether objects are actually within the force field brush). Or it can be uniform (force is directed the same within the whole brush). For river current, we want uniform.&lt;br /&gt;
&lt;br /&gt;
The direction and magnitude of your force field can be set in the &amp;quot;uniform&amp;quot; spawnarg, which is a space-delimited 3d vector. Decide which directions you want your force field to go in on the map. If you&#039;re confused about which direction is which, changing views helped me see it, because the views are labeled YZ for example, so I instantly know which direction is the Y direction by looking at the YZ view.&lt;br /&gt;
&lt;br /&gt;
Once you know, you can put in the force field. If you want a uniform 2d field in one 2d direction, use this equation: Figure out the angle off of the x axis for your direction. For example, y is 90, -y is -90, etc.&lt;br /&gt;
&lt;br /&gt;
= In-plane force field (no vertical) =&lt;br /&gt;
&lt;br /&gt;
 uniform[x] = Mag * cos( theta )&lt;br /&gt;
 uniform[y] = Mag * sin( theta )&lt;br /&gt;
 uniform[z] = 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where Mag is the desired magnitude of your force.&lt;br /&gt;
&lt;br /&gt;
If you want a uniform force in 3d, you also have to figure out roughly the elevation angle off of the XY plane (I&#039;m calling it phi), and use the spherical coordinates formula:&lt;br /&gt;
&lt;br /&gt;
= Out of plane force field (vertical component to the force) =&lt;br /&gt;
&lt;br /&gt;
 uniform[x] = Mag * cos(theta) cos( phi )&lt;br /&gt;
 uniform[y] = Mag * sin(theta) cos( phi )&lt;br /&gt;
 uniform[z] = Mag * sin( phi )&lt;br /&gt;
&lt;br /&gt;
Some people define phi as the angle deviation from straight up instead of an elevation from the horizon, in that case interchange cos(phi) and sin(phi).&lt;br /&gt;
&lt;br /&gt;
Finally, you are ready to set your &amp;quot;uniform&amp;quot; spawnarg with your vector direction:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;uniform&amp;quot; &amp;quot;&amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= Other spawnargs of interest =&lt;br /&gt;
Again these are documented in the usage tabs in the editor, but make sure that if you want your force field to always be active, you set:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;start_on&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Otherwise, you can trigger it to toggle whether it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
= Performance =&lt;br /&gt;
Because a force field is constantly activating physics objects and evaluating their physics, it could potentially drag down performance. The following are some tips to help keep performance reasonable:&lt;br /&gt;
&lt;br /&gt;
-The more physical objects within the forcefield, the worse the performance.&lt;br /&gt;
&lt;br /&gt;
-If you can, place triggers to trigger the force field on or off based on whether the player is entering or leaving the area it&#039;s in. This may be difficult in large outdoor maps with large rivers, since you&#039;d have to place huge triggers and those themselves have some impact on performance. In the case of one huge river in a map, it might be better to just write a script that triggers the forcefield or not based on distance to the line of the river.&lt;br /&gt;
&lt;br /&gt;
-Make sure the field does not pile up objects somewhere! As long as the field pushes objects out of it, they&#039;ll exit the field by themselves and you won&#039;t have to worry much about performance. However, if the field goes right up to a wall, and pushes objects against that wall, the objects will not come to rest, they&#039;ll keep getting that impulse and keep getting smacked against the wall, using up CPU resources.&lt;br /&gt;
&lt;br /&gt;
I&#039;d recommend putting some dropoff or a brush that destroys objects or something at the end of your force field. Keep in mind that even if there is a small space, objects could pile up in that space and the next object would hit that object and still be stuck in the field, so you really have to watch out for this.&lt;br /&gt;
&lt;br /&gt;
-Creative spawning/destroying or teleporting objects: How do you get a large river with random debris floating down it, when eventually all the debris will get pushed to the end? Well, you could do some scripting, spawn objects at one end of the river, and delete objects at the other end. Or, you could set up a brush to teleport the objects back to the start of the river and keep the same objects. A Prey-style portal would be ideal here, but those don&#039;t work in D3 without a lot of SDK modification.&lt;br /&gt;
&lt;br /&gt;
= Known bug: AFs in water =&lt;br /&gt;
If you try to set up a river and there&#039;s a dead body in it, it will probably take off like a bat out of hell, because there&#039;s currently a bug/hack in the water physics code that reduces AF&#039;s masses in water. This makes impulses applied on AFs in water send them flying.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Page_2&amp;diff=9378</id>
		<title>A - Z Beginner Full Guide Page 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Page_2&amp;diff=9378"/>
		<updated>2009-11-23T04:34:25Z</updated>

		<summary type="html">&lt;p&gt;Crispy: key to list entities is now J - as per http://modetwo.net/darkmod/index.php?/topic/9082-newbie-darkradiant-questions/page__pid__201864__st__375&amp;amp;#entry201864&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A-Z Beginner Guide TOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Backups ==&lt;br /&gt;
&lt;br /&gt;
Many of us have had that sickening feeling when you&#039;ve worked on a document for a long time (hours, weeks, months) and it gets accidentally deleted. Make regular extra backups say every half an hour. The time varies depending on the type of work you are doing and how hard it would be to do it all again. Dark Radiant has a great feature to save a copy in a different name. This means you can keep your main working copy with the same name throughout. This helps a lot in many ways as you will find out. To save a copy use menu &amp;gt; file &amp;gt; Save Copy as. I suggest you make a new subfolder in your folder named eg, backups and save in there. Number your backup and EVERY time you save a backup copy give it a new number so you have a sequence of backups just in case. You can delete old ones to save space but always keep several backups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adding Objects, AI ==&lt;br /&gt;
&lt;br /&gt;
Later we are going to extend our room to one or two more but first let&#039;s add a few objects to our room. There are static objects like tables and beds under RMB menu &#039;Create Model&#039; and functioning objects like moveable crates and AI under RMB menu &#039;Create Entity&#039;. That is important to remember : if it is static then use the model list; if it functions, then use the entity list. For instance, do &#039;&#039;not&#039;&#039; select an AI from the static models list or you&#039;ll get an error. And even dead AI, eg, ragdolls, have a function (they can be dragged about) so use the entity list. For more info about objects in general, read [[Objects, General Info for Mission Designers]]. &lt;br /&gt;
&lt;br /&gt;
===Static Models===&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything&lt;br /&gt;
* RMB menu &amp;gt; Create Model &amp;gt; darkmod &amp;gt; furniture &amp;gt; tables &amp;gt; wtable1&lt;br /&gt;
* Put it where you like in the room and remember Ctrl + TAB to get a side view to place it on the ground in the room. Moving brushes or objects always snaps to the current grid so if you can&#039;t quite get an object in line with the floor or whatever then decrease the grid size temporarily in the grid menu or you can use the + and - keys. But remember to restore later back to 8 just for consistency with this tutorial.&lt;br /&gt;
* Add a few more items of furniture of your choice. Not too many. Later we can shuffle them around when we add a doorway to another room then add more objects. I see this as a rough peasant&#039;s house not a grand mansion but choose what you like; put a picture on the wall if you like or a pot on the table. This learning process does not need to make design sense.&lt;br /&gt;
* To turn any object you can experiment with the rotate tool button but for simplicity I will only cover the Resize and Rotate dialog (called the Transform Dialog.) This can be opened via the modify menu &amp;gt; Rotate and Scale. I recommend you assign a shortcut key in the help menu if you use it a lot or keep it open. It is fairly self-explanatory. You will mostly rotate around the vertical Z axis as you will more often be turning furniture around rather than turning it over. Use it to turn your furniture if you wish.&lt;br /&gt;
&lt;br /&gt;
===Functioning Entities===&lt;br /&gt;
Functioning Entities are not all visible objects so don&#039;t worry too much about all the strange items in this list. We&#039;ll just pick out a few...&lt;br /&gt;
&lt;br /&gt;
First, it is very &#039;&#039;&#039;important&#039;&#039;&#039; when placing moveable entities like crates that their collision model &#039;&#039;&#039;does not clip into the surface they stand on&#039;&#039;&#039; else they will sink down when first nudged (see [[Objects, General Info for Mission Designers#Moveable Objects]].)&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s look at an AI character...&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything&lt;br /&gt;
* RMB menu &amp;gt; Create Entity &amp;gt; darkmod &amp;gt; AI &amp;gt; Non-combat &amp;gt; atdm:ai_townsfolk_male1&lt;br /&gt;
* Put it where you like in the room and remember Ctrl + TAB to get a side view to place it on the ground.&lt;br /&gt;
* Turn him around to face whichever way you like.&lt;br /&gt;
* Likewise, under darkmod &amp;gt; moveables, add a atdm_moveable_crate01_1, a atdm:moveable_small_spoon_ornamental, and a atdm:moveable_chair_dining_2_red.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make the man friendly so he doesn&#039;t hamper our testing...&lt;br /&gt;
&lt;br /&gt;
* Select the AI by pointing at it and Shift + Alt LMB. This is an exclusive select and automatically deselects everything else.&lt;br /&gt;
* In the Entity Inspector on the panel check the &#039;Show inherited properties&#039; at the top.&lt;br /&gt;
* Scroll down to see the word &#039;team&#039; and select it to highlight it.&lt;br /&gt;
* In the box at the bottom change the team from 3 to 0 which is the player&#039;s &#039;team&#039; and click the check button at its right.&lt;br /&gt;
* Alternatively you can add/change properties by just typing the name and value in directly - just clear the box and type in team and the value below and click the check button. Yet another way is to right click the classname at the top and select Add property.&lt;br /&gt;
&lt;br /&gt;
That&#039;s a beginning of furnishing our room with objects. In a real mission you would take a lot more time and give it a lot more thought.&lt;br /&gt;
&lt;br /&gt;
Ctrl + S to save and feel free to play it in game to see how it&#039;s looking. No need to dmap after adding objects - just use the map command as described before. (pathfinding might fail sometimes if you don&#039;t dmap so don&#039;t worry if the AI characters turn in circles or don&#039;t move while testing.)&lt;br /&gt;
&lt;br /&gt;
== Adjusting the Light ==&lt;br /&gt;
if you entered the game again with the map command through Dark Mod then you may have noticed the light was a bit too bright - too harsh. This is how to adjust it...&lt;br /&gt;
&lt;br /&gt;
* Esc to DEselect everything&lt;br /&gt;
* Select the light&lt;br /&gt;
* You can just use L to call up the Light Inspector or...&lt;br /&gt;
* In Entity Inspector select &#039;_color&#039; (if the _color property is not there you can just type it in at the bottom and 123 in the box below and click the tick(check) button.)&lt;br /&gt;
* At the bottom of Entity Inspector is a coloured panel - off-white in this case showing the brightness and colour of the light currently. Click it and the light inspector will appear.&lt;br /&gt;
* Reduce the &#039;Value&#039;  (brightness) to about 40 and click OK. Note that this is shown as 0.40 0.40 0.40 in the properties of the light in the entity inspector. The three values are the red, green, and blue components of white and are to adjust the colour. You can tweak that. For example, gaslight might be slightly blue and torch light slightly orange but it&#039;s easier to do it in the light inspector in the colour selector.&lt;br /&gt;
* With these temporary lights you can also extend the radius beyond the walls to brighten them up (but more on this later when we place wall torches as it can give problems.) &lt;br /&gt;
* At the end of the day, just use your judgement to adjust the lights how &#039;&#039;you&#039;&#039; want them to help you navigate and test your game.&lt;br /&gt;
&lt;br /&gt;
Ctrl + S to save and just use &#039;map&#039; again in DM(Dark Mod) to enter the game - no need to dmap for light changes as they are dynamic in-game. So you can quickly tweak a light value in DR, Ctrl+S to save, then map in DM to immediately see the result.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll adjust this room a little later when we have added some more rooms but for now it is done. Save the mission yet again with a NEW name (unless you have snapshot set in the Preferences.) When saving with a new name always first save it in the old name again then the new so both are uptodate. This is a bit over the top for this simple mission but later you will judge when to save - simply estimate how much work you are willing to lose: the last ten minutes? the last hour?&lt;br /&gt;
&lt;br /&gt;
== New Rooms: Extending the Mission ==&lt;br /&gt;
&lt;br /&gt;
Regard the room we&#039;ve done as a &#039;back room&#039;. We&#039;ll now make a larger front room.&lt;br /&gt;
&lt;br /&gt;
* Esc to DEselect everything&lt;br /&gt;
* Ensure the grid size is 8. It shows in the grid menu or in the status bar.&lt;br /&gt;
* Ctrl + TAB to the top grid view&lt;br /&gt;
* Drag out a rectangle starting on the big grid square to the north (upwards on screen) of the first room 448 x 320. The big grids vary with zoom so here&#039;s an image. Don&#039;t worry if yours mission varies from this as so long as you follow the principles it should work...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZroom2.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ctrl + TAB to a side view and &#039;&#039;outside&#039;&#039; drag the floor down to the same internal floor level as the first room and drag the ceiling up one big grid size above the first so it should be 192 high and look something like this....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZroom2B.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Esc to DEselect everything&lt;br /&gt;
* First go back to your small room and point at ONE surface of a wall &#039;&#039;in the camera view&#039;&#039; then select that surface with Ctrl+Shift+LMB&lt;br /&gt;
* In the Edit menu are two forms of copy and paste - the normal Windows one and a Dark Radiant exclusive called Copy Shader. Use this to copy the texture and this will include its scale and other adjustments.&lt;br /&gt;
* Set Texture Lock OFF (Shift+T or on S&amp;gt;Surface Inspector or [[image:DRtexLock.jpg]] on the top button bar.) This will let the texture align correctly in the new place. (more on this a little later under [[#Texture adjustment]]&lt;br /&gt;
* Esc to DEselect the surface&lt;br /&gt;
* As before, the &#039;&#039;new&#039;&#039; brush is a solid block. Select it again with Shift + Alt + LMB&lt;br /&gt;
* With the new block selected, paste in the texture we just copied. An alternative is to just select it from the Texture Browser but remember to set its scale to 0.3.&lt;br /&gt;
* By applying this to the whole block it&#039;s quicker than doing the walls one by one after it is hollowed out.&lt;br /&gt;
* Use the Room button on the left button bar as before to hollow it out then texture the floor and ceiling. Look back to [[#Making Your First Room]] if in doubt what to do.&lt;br /&gt;
* Put in a temporary light as before.&lt;br /&gt;
* Put a little furniture in as a living room and/or kitchen combo whatever just for quickness and we&#039;ll review it later. You can clone (duplicate) any selection, brush or object or combinations by hitting the SPACE bar then drag it away. When you clone ALWAYS immediately move the new selection. If you get distracted for a moment and forget it then it is not obvious it is there and you may forget and leave a table inside a table or a brush inside a brush.&lt;br /&gt;
* RMB inside the new room and select &#039;Move Player Start here&#039; (check height in a side view.)&lt;br /&gt;
* Ctrl + S to save and take a look at it in-game. You will need to dmap first to compile the new terrain and then map. You should be in the new room.&lt;br /&gt;
&lt;br /&gt;
How&#039;d it go? You probably found it too dim. Increase the brightness of the light probably to the full 100 100 100. Then SPACE to clone the light and drag the light to one side somewhere in the room. Make three if you like - one high and one low. We are going to completely review and redo the lights later so just make it reasonable for now.&lt;br /&gt;
&lt;br /&gt;
Well now we have two rooms separated by the void so the next step is a doorway between them...&lt;br /&gt;
&lt;br /&gt;
== Doorways ==&lt;br /&gt;
&lt;br /&gt;
There are many approaches to this. This is just one way.&lt;br /&gt;
&lt;br /&gt;
First we need to know the size of our door (an alternate way is guesstimate the doorframe etc. then adjust after if needed.)&lt;br /&gt;
&lt;br /&gt;
* DEselect everything&lt;br /&gt;
* RMB in grid view and select Create Model&lt;br /&gt;
* Select darkmod/architecture/doors/oversized/old_door_01.lwo&lt;br /&gt;
* By default, the door will be aligned with the south wall which is what we want.&lt;br /&gt;
* Place it in the small room touching the north wall centred in the second big grid from the right. Drag it down to just touch the ground in a side view, decreasing grid size if needed as shown below...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor01.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor02.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This door is static, non-functioning so the next step is to get it to open and close....&lt;br /&gt;
&lt;br /&gt;
== Making the Door Open ==&lt;br /&gt;
&lt;br /&gt;
In most cases in the future you will just create a working door from the create entity menu where there is a wide selection of most common doors already working (or even select a prefab with working handles) but in this case I&#039;m describing how to make this particular model into a working door so you understand the principle.&lt;br /&gt;
&lt;br /&gt;
To make it possible for the player to open the door, this is what you need to do...&lt;br /&gt;
&lt;br /&gt;
* Esc to DEselect everything else&lt;br /&gt;
* Select the door &lt;br /&gt;
* In the Entity Inspector select the top line &#039;classname&#039; so it highlights&lt;br /&gt;
* At the bottom of Entity Inspector a button will appear marked &#039;Choose entity class&#039;. Click it and select darkmod/movers/atdm:mover_door then click the check button.&lt;br /&gt;
* The door can now be opened and closed.&lt;br /&gt;
* The door will rotate by default anti-clockwise (viewed from above) by 90 degrees. Because this door is near a corner one might normally change it to rotate the other way into the corner by changing the rotate property from 0 90 0 to 0 -90 0 but in this case I want to put an elevator in that corner later so instead, make the door rotate more widely then people can get in the room more easily. Add/set the property rotate (not rotation) with a value of 0 150 0.&lt;br /&gt;
* This old door has its own pull handle so no need for anything else&lt;br /&gt;
* This door will not block sound yet - we&#039;ll deal with that later.&lt;br /&gt;
* For full details about doors see [[Doors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Doorframe ===&lt;br /&gt;
&lt;br /&gt;
In a rough hovel, wooden hut, cave, or cellar you might just hang an old door without a frame but mostly in even modest houses it looks better with a frame and definitely in a grander place. This house just about qualifies for a frame and anyway, you need to know how!&lt;br /&gt;
&lt;br /&gt;
* Ctrl + TAB for front view and RMB drag scroll zoom to get the front view of the door clearly in the grid view&lt;br /&gt;
* DEselect the door&lt;br /&gt;
* Make the grid size to 2 (grid menu or +- keys)&lt;br /&gt;
* Drag out a brush units = 64 wide x 12 deep x 8 high and place it over the door as the top of the doorframe aligned to the grid as shown in the image below. Drag out two other vertical brushes each 6 wide x 12 deep x 104 high and place them at the side of the door as shown to form the doorframe sides. They penetrate the wall for now but later we shall open out a corridor. Give all three of those entire brushes the texture darkmod/wood/boards/scratched temporarily (we&#039;ll adjust later.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor03.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Depth-wise it should be exactly over the centre of the door exactly against the face of the wall...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor04.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because the outer edges of the doorframe align to the big grid it aligns reasonably well with the stonework around see below. Note it just fits under the course of bricks above which is good. (You might have a different wall texture.) Try to avoid cutting half way into bricks like that or worse, leaving a thin sliver of bricks or stone. Think structurally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor05.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But you can see the wood texture alignment is pretty bad and we&#039;ll fix that next.&lt;br /&gt;
&lt;br /&gt;
==Texture adjustment==&lt;br /&gt;
&lt;br /&gt;
The horizontal top of the doorframe in the picture above is aligned wrongly; the grain of wood should be aligned to the length of a beam. Also, this texture is boards (planking) so will show the gaps between which must be aligned out of sight. Wood never really comes in an endless sheet anyway - it comes from trees! With experience we could have made one vertical of the doorframe (whose texture is aligned vertically) aligned it better,  cloned it for the other side, cloned it again, rotated it, and resized it for the horizontal piece.&lt;br /&gt;
&lt;br /&gt;
===Texture Lock===&lt;br /&gt;
&lt;br /&gt;
Texture lock is most important. It is a mode toggle (Shift+T or on S&amp;gt;Surface Inspector or [[image:DRtexLock.jpg]] on the top button bar.)&lt;br /&gt;
&lt;br /&gt;
* When ENABLED it keeps a texture aligned to its surface even when moved or rotated. This means a wooden beam will look just like it would in the real world if you moved or turned it - it would not change relative to the beam.&lt;br /&gt;
* When NOT ENABLED then the texture aligns to the world. This means different surfaces will align together when placed together. So if you cloned a wall and moved the duplicate to one side and a little higher, its stonework would align perfectly with the first wall.&lt;br /&gt;
&lt;br /&gt;
I mostly keep Texture Lock enabled but you need to keep it in mind whenever moving textured brushes: do you wish the brush&#039;s surface textures to align with the world or the brush?&lt;br /&gt;
&lt;br /&gt;
=== Texture Alignment with Surface Inspector ===&lt;br /&gt;
&lt;br /&gt;
This assumes you used the same texture and constructed the doorframe as I described above. If your alignment is different then use your own judgement where to apply the following.....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rotation...&#039;&#039;&#039;&lt;br /&gt;
* Esc to DEselect everything&lt;br /&gt;
* Move the camera so you can see the front and top of the doorway in the camera view&lt;br /&gt;
* In the camera view use Ctrl+Shift+LMB to select the front surface of the top horizontal of the doorframe. Make sure you do not select the whole brush with Shift LMB or Shift+Alt LMB.&lt;br /&gt;
* Press S to get Surface Inspector to show/hide or View menu. Tip: Hot keys might not work if you are focused in an input field. Just click somewhere else.&lt;br /&gt;
* In the &#039;&#039;step&#039;&#039; input to the right of &#039;&#039;rotation&#039;&#039; type in 90 if it is not already there.&lt;br /&gt;
* Click the righthand little arrow button to rotate the texture 90 degrees else you can just type 90 right in the rotation input.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shifting (scrolling)...&#039;&#039;&#039;&lt;br /&gt;
* Set the step input for Horiz and Vert Shift to about 4.&lt;br /&gt;
* Use the arrows for Horiz and Vert to scroll the texture about.&lt;br /&gt;
* Note that Vert moves the texture horizontally now because we rotated it.&lt;br /&gt;
* Note that the dark lines of the edges of the boards texture scroll in and out.&lt;br /&gt;
* Scroll the texture so the dark lines are not showing and the beam looks OK.&lt;br /&gt;
* Note for the future: When cloning many beams in a row don&#039;t have them all identically aligned but shift for variety.&lt;br /&gt;
&lt;br /&gt;
OK, now in the same way you have to inspect ALL of the visible surfaces of that brush one by one and see how they look. Yes, even on top where the player might never look! (&#039;&#039;someone&#039;&#039; will!) Rotate/Shift where needed (small end pieces might be vertical or horizontal grain or even 45 degrees - use your judgement.) The far side of the brushes will also be visible eventually so do that too (see next paragraph.)&lt;br /&gt;
&lt;br /&gt;
Tip: When inspecting, if any model or brush gets in the way of the view just select it with Shift+Alt+LMB and press H to hide it. So you can rise above the ceiling then &#039;Hide&#039; it below you to look down into the room. Hide the wall so you can get at the back of the doorframe. You can keep hiding more stuff as you go along and use Shift H to reveal them again. Don&#039;t forget them! Another way might be Filter menu &amp;gt; Hide all entities to hide all the furniture in one go.&lt;br /&gt;
&lt;br /&gt;
Likewise do the side brushes of the doorframe.&lt;br /&gt;
&lt;br /&gt;
Finally, Shift H to unHide and give the whole doorframe and door one last inspection. Looking good?&lt;br /&gt;
&lt;br /&gt;
== Corridors, Recesses ==&lt;br /&gt;
&lt;br /&gt;
This will be a small recess rather than a corridor but the principle is the same : you just make a corridor like a small room except you won&#039;t need the ends which will be open to the rooms either end. You could make a solid and hollow it out and then delete the ends or make walls, floor, ceiling as separate brushes yourself. In this case the recess will be the same textures as the big room so another option is to clone the sides from it and reduce them so let&#039;s do that...&lt;br /&gt;
&lt;br /&gt;
* Esc to DEselect everything&lt;br /&gt;
* Check grid size is 8&lt;br /&gt;
* Set Texture Lock OFF. This will ensure the texture will align to the world not the original brush. In this case it probably would be alright and the worst that can happen is you have to re-align the texture (but you wouldn&#039;t want to do that with an entire house.)&lt;br /&gt;
* Shift+Alt+LMB to select the left wall of the big room. You may find it easier to make these selections in the camera view. Repeated Shift+Alt+LMB will cycle down through different items if they overlap in the grid view.&lt;br /&gt;
* SPACE to clone it. Don&#039;t wait... drag it away immediately so you never forget it&#039;s there. As you drag it away, check that it really did clone and you are not just dragging the original. If so, use Ctrl+Z to undo the drag and try clone again.&lt;br /&gt;
* Drag it in the space between the two rooms near the door.&lt;br /&gt;
* Resize it to 48 x 8 and position it so it fits exactly as shown below between the two walls. It should be just to the left of the doorframe and touching it. The height is OK as it is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor06.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Repeat the above with the other wall and put it to the other side of the door&lt;br /&gt;
* Similarly do the same with floor and ceiling. These should become 64 x 56 and fit &#039;&#039;between&#039;&#039; the recess side walls &#039;&#039;touching&#039;&#039; the south wall, but &#039;&#039;intruding&#039;&#039; into the north wall (this will make more sense later.) I have &#039;deliberately&#039; made a mistake with the floor which we&#039;ll correct later so you can see it&#039;s no biggy if you get things wrong - you just adjust later. See the red outline of the floor and ceiling in the image below....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor07.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ctrl+S to resave the mission.&lt;br /&gt;
&lt;br /&gt;
== &#039;Cutting&#039; through walls, Joining Rooms ==&lt;br /&gt;
&lt;br /&gt;
First, a tip: when you are resizing a narrow brush like a wall it sometimes happens that you accidentally move sideways and reduce its narrow width to zero - nothing at all. DON&#039;T LET GO! If you release the mouse at that point it will be deleted! Instead move your mouse to that side so it re-appears. If you are in doubt as to its dimension you might need to Ctrl+Z undo. Get into the habit when resizing to keep your mouse button held down and only release when you know you can see the brush. I personally wish a brush could not be reduced below one grid unit. Later I will describe methods of moving and resizing which stop accidental side movements.&lt;br /&gt;
&lt;br /&gt;
Now, you cannot actually cut holes in brushes - you can only surround a space with smaller brushes so it looks like one big brush with a hole in it. The following is easy but it might sound complicated so just try it and the worst that can happen is you have some undoing or reload your last save. So to cut out our doorway do the following...&lt;br /&gt;
&lt;br /&gt;
* In the small south room face north in camera view looking at your door (this can be done in grid view but it&#039;s easier to be sure what you&#039;re doing.)&lt;br /&gt;
* Shift + H if you have hidden the wall to UNhide it so you can see both door and wall.&lt;br /&gt;
* Esc to DEselect everything (wish someone had nagged me with this when I started and maybe I would not have lost so much.)&lt;br /&gt;
* Select the door and H to hide it.&lt;br /&gt;
* Select the wall.&lt;br /&gt;
* In the grid view, press SPACE to clone the wall&lt;br /&gt;
* Immediately LMB drag towards the right from &#039;&#039;outside&#039;&#039; the left edge of the wall to reduce its length to just past the right doorframe and touching it.&lt;br /&gt;
* I&#039;ll clarify that - you are cloning the wall then moving its left side along past the doorframe like opening a curtain from the left.&lt;br /&gt;
* In camera view you should now see the &#039;&#039;original&#039;&#039; wall to the left of the doorframe and also inside the doorway. To the right of the doorway are &#039;&#039;both&#039;&#039; walls occupying the same space with just the new clone still highlighted&lt;br /&gt;
* Shift+Alt+LMB select the original wall to the left of the door.&lt;br /&gt;
* You are going to reduce this starting from the &#039;&#039;opposite&#039;&#039;&#039; end on the right...&lt;br /&gt;
* LMB drag towards the left from &#039;&#039;outside&#039;&#039; the &#039;&#039;right&#039; edge of this wall to reduce it past the &#039;&#039;left&#039;&#039; edge of the doorway. Again, like opening the other curtain.&lt;br /&gt;
* You should now have two walls; one each side of the doorframe and exactly up to it with a gap over the doorframe.&lt;br /&gt;
&lt;br /&gt;
Now we need to repeat the above for the south wall of the big room. I&#039;ll just summarise: you need to clone the south wall and reduce it to one side of the gap between the short connecting walls of the recess and the same for the original wall. Remember - like dragging curtains aside.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor08.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you look south in the camera view from the big north room you will see that all that remains is the gap over the door frame...&lt;br /&gt;
&lt;br /&gt;
* Clone one of the north walls of the little south room&lt;br /&gt;
* reduce its width to 64 and height to 80 and move it up to fit over the door exactly. It&#039;s top corner should just meet the corner edge of the little piece of ceiling we put in the recess. Here is a side view...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor09.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Esc to DEselect the section we just put over the doorway.&lt;br /&gt;
* From the north you should see it is the wrong texture for that recess and that big room.&lt;br /&gt;
* Shift+Ctrl+LMB to select its north &#039;&#039;face&#039;&#039; in the recess and re-texture it to the same as the other walls in the recess (same as the big room.) You can copy and paste the texture or get it from the Texture Browser by just clicking it there.&lt;br /&gt;
* You will also need to re-align/rotate the texture on the doorframe if you didn&#039;t do that side before&lt;br /&gt;
&lt;br /&gt;
If you examine what has been done by moving about in the camera view you will see the &#039;deliberate&#039; mistake in the little piece of floor in the recess. Hide the door and you can see there is a gap. Here is a side view.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZdoor10.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Just select that side view in the grid view and resize it to close the gap. The doorway should be complete. Zoom around in camera view and check it out.&lt;br /&gt;
&lt;br /&gt;
I suggest you clone a light in that big room and drag it near the recess for now.&lt;br /&gt;
&lt;br /&gt;
Ctrl + S to save and then Save As with a new name.&lt;br /&gt;
&lt;br /&gt;
You can now dmap (the new name.) If you get a leak error then use File Menu &amp;gt; Pointfile in Dark Radiant to see a red line pointing the track of the leak. Did you leave a gap? (For details on fixing leaks &amp;amp; pointfile see [[Leaking maps]] and [[Performance: Essential Must-Knows#Build Airtight. Seal out the Void. Avoid Leaks]])&lt;br /&gt;
&lt;br /&gt;
Map to play through and check it looks OK.&lt;br /&gt;
&lt;br /&gt;
== Ambient Light: Gloom not Doom ==&lt;br /&gt;
&lt;br /&gt;
Notice how harsh and black the shadows are in this mission? You need shadows for atmosphere and to hide in a stealth game but seeing nothing at all but blackness is not popular among players so we are going to add ambient light.&lt;br /&gt;
&lt;br /&gt;
Ambient light is a steady background low light casting no shadows. The light has a radius but it does not fade from its centre; it&#039;s brightness is constant throughout its radius. Except for special cases the ambient light should be present throughout a mission as the minimum light when no other light is present. The ambient can also add a little colour so different ambient lights might illuminate a crystal grotto as pale blue; a lava cave with a ruddy glow, and so on. But unless you have special needs like that then one ambient is sufficient for the whole mission.&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything (from now on I&#039;ll not mention this. Take care!)&lt;br /&gt;
* From the grid view RMB menu, create a light in the centre of the mission. This might be just below the bottom right corner of the big room by the time we are finished but we cannot put an entity or a light in the void; it will cause a leak error. One might create a tiny room there in isolation just for the light but it does not need to be exactly centred so stick it in the bottom right corner of the big room.&lt;br /&gt;
* Increase its radius to cover both rooms completely either by dragging or adjusting its radius in the Entity Inspector. Keep its centre roughly in the bottom right corner of that room. It only needs to roughly cover the rooms and can stick out on all sides.&lt;br /&gt;
* Check the side view for height.&lt;br /&gt;
&lt;br /&gt;
===ambient_world helps performance===&lt;br /&gt;
&lt;br /&gt;
If the main ambient light is named &#039;&#039;ambient_world&#039;&#039; then Dark Mod provides an option for a virtual ambient light to help performance so it is essential that you do this. It makes a significant difference to low-end system frame rates.&lt;br /&gt;
&lt;br /&gt;
* In the Entity Inspector select the &#039;name&#039; line&lt;br /&gt;
* In the input at the bottom change it to ambient_world. Click the check button&lt;br /&gt;
* Esc to DEselect it&lt;br /&gt;
* Press J to list entities.&lt;br /&gt;
* Click the map in the list and the whole list will open up&lt;br /&gt;
* You should see ambient_world in there.&lt;br /&gt;
* Click it and your light is selected and its radius reveals it clearly&lt;br /&gt;
&lt;br /&gt;
In this way you can name anything you want for your own convenience both so you can identify and find them easily. The list is in ASCII order so capitals first then lower case,thereafter in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
* with the light selected, press L for the Light Inspector&lt;br /&gt;
* Click the white rectangle Colour button and reduce the brightness (Value) to 8 or 10 and click OK.&lt;br /&gt;
* Also in the Light Inspector you will see a list headed &#039;Texture&#039; with &#039;fog&#039; and &#039;lights&#039; in the list; click the + sign against &#039;lights&#039; to open up its list&lt;br /&gt;
* In the &#039;lights&#039; list select &#039;lights/ambientLightnfo&#039;; this immediately goes in the properties of the light.&lt;br /&gt;
* L to close the Light Inspector&lt;br /&gt;
&lt;br /&gt;
The actual brightness is a matter of taste. Players should be able to dimly see texture even in the darkest corners. But don&#039;t make the ambient too bright or you get flat, washed out, missions with poor atmosphere and it will be hard for the player to judge where to hide if there are no good shadows. Judge your mission over a few days sometimes on a bright day; sometimes at night before you decide on the best compromise that you like. The player&#039;s in-game brightness setting and personal preferences will also affect how the game appears so it is not an easy thing to judge. Review the guidelines at [[Virtual Darkness]]&lt;br /&gt;
&lt;br /&gt;
Generally speaking, an ambient light of below 3 is going to be too dark; 10 or above rather too light. Thief&#039;s Den was released with an ambient of 4. Also consider does your mission have lots of dark textures? You might raise the ambient a little if so. Your choice.  I shall use 4 for this mission because our main stone walls are quite light. Whatever you choose, reconsider when finished and all the other lights have been placed. I use a brighter ambient in these earlier stages while testing but remember to turn it down when you do the final lighting later.&lt;br /&gt;
&lt;br /&gt;
Tip: Try to avoid large areas of &#039;&#039;only&#039;&#039; ambient light with here and there a &#039;real&#039; light such as a torch. Instead, think of lighting most of your FM plus some shadows to hide in. Yes, it&#039;s not realistic. In real life at night a large house might be completely dark but it&#039;s not good stealth gameplay fun and large areas of ambient lighting look flat. There are exceptions of course but generally lots of light with shadows for the player to hide in looks much more atmospheric and lifts the visual quality (of course avoid too many lights especially if they overlap because they reduce performance.)&lt;br /&gt;
&lt;br /&gt;
Check out your mission now in-game. That ambient lifts it tremendously right? You might even want to remove or reduce some of the other lights. Remember, they are all temporary still and we shall do proper lighting later on.&lt;br /&gt;
&lt;br /&gt;
{{A-Z Beginner Guide TOC}}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=9366</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=9366"/>
		<updated>2009-11-16T00:05:09Z</updated>

		<summary type="html">&lt;p&gt;Crispy: /* Supported Operating Systems */ notes on gentoo and GCC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Important|text=This FAQ relates to the full TDM release version only. For players of the pre-release demos such as &#039;&#039;&#039;[[Thief&#039;s Den]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Saint_Lucia|Tears of Saint Lucia]]&#039;&#039;&#039; please refer to the &#039;&#039;&#039;[[FAQ (Demo Releases)|Demo FAQ]]&#039;&#039;&#039;.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
== What Doom versions are supported? ==&lt;br /&gt;
&lt;br /&gt;
=== Can I use the Demo version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
No, sorry.&lt;br /&gt;
&lt;br /&gt;
=== Does it run with the Steam version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
Yes :) You need to install the mod into the directory where Steam put Doom3, this might be under:&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Steam\steamapps\common\doom 3&lt;br /&gt;
&lt;br /&gt;
or a similiar folder.&lt;br /&gt;
&lt;br /&gt;
== Patching Doom 3 to verson 1.3.1.1304 ==&lt;br /&gt;
&lt;br /&gt;
=== How can I check whether my Doom 3 is correctly patched? ===&lt;br /&gt;
&lt;br /&gt;
Open Doom 3 and hit {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) to open the console. You&#039;ll see the version printed in the lower left corner of the console. It should read &#039;&#039;&#039;1.3.1.1304&#039;&#039;&#039;. If your version is ending on 1302, you&#039;ve got the wrong patch installed.&lt;br /&gt;
&lt;br /&gt;
=== Where can I get the right patch? ===&lt;br /&gt;
&lt;br /&gt;
We have the patch hosted on our FTP. See the [[Installation]] article to find a link to it.&lt;br /&gt;
&lt;br /&gt;
If you have version 1.3.1.1302, you may need to uninstall and reinstall before patch 1.3.1.1304 will let you apply it.&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s that issue with the 1.3.1 patch? ===&lt;br /&gt;
&lt;br /&gt;
When the 1.3.1 patch was released by Id, they released it a bit too early. Some download sites picked it up quite fast though and started to distribute it. The problem is, that Id replaced that patch with a different one, and, probably thinking that it hadn&#039;t spread yet, didn&#039;t bother to change the version number. However, you can still find &amp;quot;wrong&amp;quot; 1.3.1 patches and these will not work with the mod. That&#039;s why it is important to check the version number in the console to make sure that the right 1.3.1 patch is installed if the mod doesn&#039;t work. The link provided here on our own page points to the correct patch, so if you downloaded it from here you don&#039;t need to worry about it.&lt;br /&gt;
&lt;br /&gt;
== Supported Operating Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Which Windows versions can I use? ===&lt;br /&gt;
&lt;br /&gt;
Doom 3 needs at least Windows XP or Windows 2000. Saint Lucia was successfully run under Windows XP and Vista. Support for 64 bit Windows or Windows 2000 was not tested.&lt;br /&gt;
&lt;br /&gt;
=== Does it run in Linux? ===&lt;br /&gt;
Yes, Linux is supported. &lt;br /&gt;
=== Does it run in 64 Bit Linux? ===&lt;br /&gt;
Yes, Linux 64 bit is supported. In addition to the steps above, you need 32 bit compatibility libraries, since Doom3 is 32 bit only:&lt;br /&gt;
* On &#039;&#039;&#039;SuSE&#039;&#039;&#039;, they should be included.&lt;br /&gt;
* On Ubuntu/Kubuntu, install the package &#039;&#039;&#039;ia32&#039;&#039;&#039;.&lt;br /&gt;
* Since you cannot install 32 bit libraries on a 64 bit system with the normal package manager, you should use [http://ubuntuforums.org/showthread.php?t=474790 getlibs] to install &#039;&#039;&#039;libmng&#039;&#039;&#039; and the boost filesystem lib:&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs libmng.so.1&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs -l libboost-filesystem1.34.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What about Gentoo? ===&lt;br /&gt;
Yes. It&#039;s not &amp;quot;officially&amp;quot; supported (the team doesn&#039;t test it specifically), however several users have reported success running TDM under Gentoo.&lt;br /&gt;
&lt;br /&gt;
=== What about Ubuntu 8.10? ===&lt;br /&gt;
Yes. As of this writing you will need to install the &#039;&#039;&#039;libboost-filesystem&#039;&#039;&#039; package.&lt;br /&gt;
&lt;br /&gt;
=== GLIBCXX_3.4.9 errors ===&lt;br /&gt;
&lt;br /&gt;
If you receive an error about &amp;lt;tt&amp;gt;GLIBCXX_3.4.9&amp;lt;/tt&amp;gt;, delete or rename the files &amp;lt;code&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/usr/local/games/doom3/libgcc_s.so.1.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this doesn&#039;t resolve the error and you have an old version of GCC, then you may have to upgrade. It has been [http://modetwo.net/darkmod/index.php?/topic/9982-the-dark-mod-doom3-in-linux/ confirmed] that, at least under Gentoo, GCC 4.1 does not work with TDM but GCC 4.3 and GCC 4.4 are compatible.&lt;br /&gt;
&lt;br /&gt;
=== Does it run on Mac OS X?===&lt;br /&gt;
No. Or at least not yet. The Doom 3 game itself does support Mac OS X, but The Dark Mod currently does not because we don&#039;t have any developers who use Macs. If you can help us getting it to run on OS X, please [http://modetwo.net/darkmod/index.php?showforum=11 let us know on the forum].&lt;br /&gt;
&lt;br /&gt;
Since TDM works on Linux already, getting it working on OS X should not be too difficult for anyone with experience programming for that platform. In theory it&#039;s just a question of figuring out how to build the mod, sorting out dependencies, and writing a few pieces of platform-specific code.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
=== Does TDM support widescreen resolutions? ===&lt;br /&gt;
&lt;br /&gt;
Yes. Choose &amp;quot;16:9&amp;quot; or &amp;quot;16:10&amp;quot; in the in-game &#039;&#039;Settings&#039;&#039; menu, and select the appropriate resolution. Note that you need to restart the game to have the new setting in effect.&lt;br /&gt;
&lt;br /&gt;
If the native resolution of your wide screen monitor is not listed, you can enter it into &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; by changing the following entries like so:&lt;br /&gt;
&lt;br /&gt;
 set r_mode -1&lt;br /&gt;
 set r_customwidth 1280&lt;br /&gt;
 set r_customheight 800 &lt;br /&gt;
&lt;br /&gt;
Note that if you get performance problems, it might be better to halve the resolution in both directions. Please see also [[Performance Tweaks]].&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
It is hard to answer question on why something fails, because wildly different systems cause wildy different symptoms. If the following section does not help you, please ask at out our [http://www.modetwo.net/darkmod forums].&lt;br /&gt;
&lt;br /&gt;
=== Updater (tdm_update.exe) closes almost as soon as it&#039;s started ===&lt;br /&gt;
&lt;br /&gt;
See the [[Tdm_update#Updater_closes_almost_as_soon_as_it.27s_started|main article on tdm_update]].&lt;br /&gt;
&lt;br /&gt;
=== FM downloaded but won&#039;t play ===&lt;br /&gt;
&lt;br /&gt;
If you have downloaded an FM you might see it in the New Missions List but can&#039;t get it to play. These are almost always an install problem. These are some of the causes and cures:&lt;br /&gt;
&lt;br /&gt;
FMs (fan missions) are archives and MUST be suffixed .pk4 not zip. Apparently Internet Explorer 8 may change it from pk4 to zip during download without telling you. You need to rename it back.&lt;br /&gt;
&lt;br /&gt;
You MUST use doom3\darkmod\tdmlauncher.exe to run Dark Mod in Windows and NOT Doom3.exe.&lt;br /&gt;
&lt;br /&gt;
You do NOT need to extract the pk4 archives to install or play. Just download into or move the pk4 into the darkmod\fms folder. Optionally you can create a folder of the same name as the map and put it in there, eg, darkmod\fms\chalice but there is no need because Dark Mod will create that automatically. Just make sure your pk4 goes, unopened, into the fms folder then run tdmlauncher.exe&lt;br /&gt;
&lt;br /&gt;
If you have done the above but see for example, a blank objectives screen and no briefing then it is still almost certainly an install error. I recommend you do a clean sweep if in doubt:&lt;br /&gt;
* exit Dark Mod&lt;br /&gt;
* delete doom3\darkmod\currentfm.txt (this just uninstalls any FM)&lt;br /&gt;
* Delete the map game folder (if any) This is NOT the folder in fms but the folder in doom3 of the same name as the FM, eg, doom3\chalice. Note: this has savegames and screenshots in so check and move them out if you want to preserve them. However, if you can&#039;t get the game to play it&#039;s likely you don&#039;t have any yet. If you can&#039;t see the folder don&#039;t worry. The folder name is normally the same as the pk4 but it might not be. Strictly speaking it must be the same as the name in startingmap.txt inside the pk4 archive. You might see this file in fms.&lt;br /&gt;
* Move the pk4 into the darkmod\fms folder if it is not already there.&lt;br /&gt;
* Delete the darkmod\fms\FMname folder if any, eg, darkmod\fms\chalice. Don&#039;t worry if there isn&#039;t one; it will be created automatically later.&lt;br /&gt;
&lt;br /&gt;
So all that is left is the pk4 in the fms folder. Now run tdmlauncher.exe. The FM should be in the list in the New Missions menu. Re-install it and you should now be able to play it.&lt;br /&gt;
&lt;br /&gt;
=== The game crashes on load ===&lt;br /&gt;
Make sure that:&lt;br /&gt;
* You installed [[#Patching_Doom_3_to_verson_1.3.1.1304|the correct version]] of the Doom 3 1.3.1 patch.&lt;br /&gt;
* Your system meets at least the minimum system specs. &lt;br /&gt;
* You have enough free main memory. Try closing a few running programs like Outlook, Anti-Virus or torrent clients.&lt;br /&gt;
&lt;br /&gt;
==== Unknown event &#039;moveToCoverFrom&#039;&amp;quot; ====&lt;br /&gt;
If you get a message like:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Error: file script\doom_events.script, line 1038: Unknown event &#039;moveToCoverFrom&#039;&lt;br /&gt;
&lt;br /&gt;
or see this in the log:&lt;br /&gt;
&lt;br /&gt;
 found DLL in pak file: C:\Program Files\Doom 3\darkmod\tdm_game01.pk4/gamex86.dll&lt;br /&gt;
 copy gamex86.dll to C:\Program Files\Doom 3\darkmod\gamex86.dll&lt;br /&gt;
 could not create destination file&lt;br /&gt;
&lt;br /&gt;
then try extracting that gamex86.dll manually from &#039;&#039;&#039;tdm_game01.pk4&#039;&#039;&#039; with Winzip or a similiar program into that folder.&lt;br /&gt;
&lt;br /&gt;
The reason is very probably that you installed Doom3 into a folder with a space in it, and it seems Doom3 does not like that. Sorry.&lt;br /&gt;
&lt;br /&gt;
=== Unknown event &#039;setEntityRelation&#039; ===&lt;br /&gt;
The game is crashing to a small blue screen on startup:&lt;br /&gt;
&lt;br /&gt;
[[Image:ErrorSetEntityRelation.jpg]]&lt;br /&gt;
&lt;br /&gt;
The reason for this error is most likely an old version of gamex86.dll (or gamex86.so) lying around in your Doom 3 folder. Delete that file and try again.&lt;br /&gt;
&lt;br /&gt;
=== Textures are missing, screen mostly black ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Tdm missing textures.jpg|right|240px|Black textures]]&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The briefing is very fuzzy ===&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt;  folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
 seta image_roundDown &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_forceDownSize &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_downSize &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== The sky is corrupted ===&lt;br /&gt;
&lt;br /&gt;
You either see black sky, or fragments of other textures. This seems only to happen on Geforce 6800 cards.&lt;br /&gt;
&lt;br /&gt;
There are two fixes for this:&lt;br /&gt;
&lt;br /&gt;
As a quick fix you can rename the following folder:&lt;br /&gt;
&lt;br /&gt;
 env/skyboxes/skybox_darkland_ne&lt;br /&gt;
&lt;br /&gt;
to an different name. That will result in black sky.&lt;br /&gt;
&lt;br /&gt;
Alternatively, edit the file &amp;lt;tt&amp;gt;materials/tdm_sky.mtr&amp;lt;/tt&amp;gt; with &#039;&#039;&#039;Wordpad&#039;&#039;&#039; or a different editor and&lt;br /&gt;
find the sky material named &#039;&#039;&#039;textures/darkmod/nature/skybox/skybox_darkland_NE&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 //Author: Dram&lt;br /&gt;
 //skybox_ocean with ocean replaced with dark land&lt;br /&gt;
 //Moon moved to north east by Fidcal&lt;br /&gt;
 textures/darkmod/nature/skybox/skybox_darkland_NE&lt;br /&gt;
    {&lt;br /&gt;
    qer_editorimage env/skyboxes/skybox_ocean/ocean_ed&lt;br /&gt;
    noFragment&lt;br /&gt;
    noshadows&lt;br /&gt;
    noimpact&lt;br /&gt;
    nooverlays&lt;br /&gt;
    forceOpaque&lt;br /&gt;
    {&lt;br /&gt;
        forceHighQuality&lt;br /&gt;
        blend add&lt;br /&gt;
        cameraCubeMap env/skyboxes/skybox_darkland_ne/darkland_NE&lt;br /&gt;
        texgen skybox&lt;br /&gt;
        texgen wobblesky .0 .0 .0&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this declaration, comment out the line that reads &#039;&#039;&#039;forceHighQuality&#039;&#039;&#039; by adding &amp;lt;tt&amp;gt;//&amp;lt;/tt&amp;gt; in front of it:&lt;br /&gt;
&lt;br /&gt;
  // forceHighQuality&lt;br /&gt;
&lt;br /&gt;
That should fix the sky and make it render correctly.&lt;br /&gt;
&lt;br /&gt;
=== Sky rotates ===&lt;br /&gt;
&lt;br /&gt;
If you see the sky spinning it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures bloom problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bloom problems ===&lt;br /&gt;
&lt;br /&gt;
If have a problem with bloom it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
=== The game is &#039;&#039;&#039;very&#039;&#039;&#039; slow! ===&lt;br /&gt;
&lt;br /&gt;
If you get loading times of 5 minutes or more, less than 10 FPS, or the game even stutters, please try this:&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t help, your system might run out of memory. Either upgrade to more than 1 Gbyte memory,&lt;br /&gt;
or try to close some other applications before playing.&lt;br /&gt;
&lt;br /&gt;
Please see also the article about [[Performance Tweaks]] to improve the performance.&lt;br /&gt;
&lt;br /&gt;
=== Slow loading times ===&lt;br /&gt;
&lt;br /&gt;
If you find an FM is very slow to load it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also cures bloom and spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Underwater performance poor===&lt;br /&gt;
&lt;br /&gt;
If you get very low framerates underwater then try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
===Upside-down screen===&lt;br /&gt;
&lt;br /&gt;
If you get an upside-down screen, try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
===Game freezes for several seconds when opening doors===&lt;br /&gt;
Solution to problems:&lt;br /&gt;
&lt;br /&gt;
A) &amp;quot;game freezes and loads some data from hard drive while opening doors&amp;quot;&lt;br /&gt;
&lt;br /&gt;
B) &amp;quot;while loading mission you are returned to the menu and need to restart loading&amp;quot;&lt;br /&gt;
&lt;br /&gt;
is&lt;br /&gt;
DISABLE EAX 4.0 HD in Audio Settings menu.&lt;br /&gt;
&lt;br /&gt;
===Game exits to menu after mission load, with renderpipe error in console===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symptoms:&#039;&#039;&#039; Missions are installed properly and will load, but after they reach 100% you are returned to the main menu or objectives screen. If you open the console (Ctrl-Alt-~ on US keyboards), you see one/both of these errors:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Failed to open \\.\pipe\dm_renderpipe&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
 ERROR: idRenderSystemLocal::uncrop currentcrop &amp;lt;1 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Some firewalls, notably &#039;&#039;Sunbelt Firewall&#039;&#039; (aka &#039;&#039;Kerio Firewall&#039;&#039;) are known to interfere with TDM&#039;s lightgem, &#039;&#039;even when &amp;quot;disabled&amp;quot;&#039;&#039;. To fix this problem, completely uninstall the firewall, and get a different one instead.&lt;br /&gt;
&lt;br /&gt;
== Known bugs ==&lt;br /&gt;
See article [[Known Bugs]].&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution/aspect ratio does nothing!? ===&lt;br /&gt;
These changes require a restart of Doom to work. &lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Installation]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=9361</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=9361"/>
		<updated>2009-11-10T05:14:14Z</updated>

		<summary type="html">&lt;p&gt;Crispy: /* Troubleshooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Important|text=This FAQ relates to the full TDM release version only. For players of the pre-release demos such as &#039;&#039;&#039;[[Thief&#039;s Den]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Saint_Lucia|Tears of Saint Lucia]]&#039;&#039;&#039; please refer to the &#039;&#039;&#039;[[FAQ (Demo Releases)|Demo FAQ]]&#039;&#039;&#039;.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
== What Doom versions are supported? ==&lt;br /&gt;
&lt;br /&gt;
=== Can I use the Demo version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
No, sorry.&lt;br /&gt;
&lt;br /&gt;
=== Does it run with the Steam version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
Yes :) You need to install the mod into the directory where Steam put Doom3, this might be under:&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Steam\steamapps\common\doom 3&lt;br /&gt;
&lt;br /&gt;
or a similiar folder.&lt;br /&gt;
&lt;br /&gt;
== Patching Doom 3 to verson 1.3.1.1304 ==&lt;br /&gt;
&lt;br /&gt;
=== How can I check whether my Doom 3 is correctly patched? ===&lt;br /&gt;
&lt;br /&gt;
Open Doom 3 and hit {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) to open the console. You&#039;ll see the version printed in the lower left corner of the console. It should read &#039;&#039;&#039;1.3.1.1304&#039;&#039;&#039;. If your version is ending on 1302, you&#039;ve got the wrong patch installed.&lt;br /&gt;
&lt;br /&gt;
=== Where can I get the right patch? ===&lt;br /&gt;
&lt;br /&gt;
We have the patch hosted on our FTP. See the [[Installation]] article to find a link to it.&lt;br /&gt;
&lt;br /&gt;
If you have version 1.3.1.1302, you may need to uninstall and reinstall before patch 1.3.1.1304 will let you apply it.&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s that issue with the 1.3.1 patch? ===&lt;br /&gt;
&lt;br /&gt;
When the 1.3.1 patch was released by Id, they released it a bit too early. Some download sites picked it up quite fast though and started to distribute it. The problem is, that Id replaced that patch with a different one, and, probably thinking that it hadn&#039;t spread yet, didn&#039;t bother to change the version number. However, you can still find &amp;quot;wrong&amp;quot; 1.3.1 patches and these will not work with the mod. That&#039;s why it is important to check the version number in the console to make sure that the right 1.3.1 patch is installed if the mod doesn&#039;t work. The link provided here on our own page points to the correct patch, so if you downloaded it from here you don&#039;t need to worry about it.&lt;br /&gt;
&lt;br /&gt;
== Supported Operating Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Which Windows versions can I use? ===&lt;br /&gt;
&lt;br /&gt;
Doom 3 needs at least Windows XP or Windows 2000. Saint Lucia was successfully run under Windows XP and Vista. Support for 64 bit Windows or Windows 2000 was not tested.&lt;br /&gt;
&lt;br /&gt;
=== Does it run in Linux? ===&lt;br /&gt;
Yes, Linux is supported. &lt;br /&gt;
=== Does it run in 64 Bit Linux? ===&lt;br /&gt;
Yes, Linux 64 bit is supported. In addition to the steps above, you need 32 bit compatibility libraries, since Doom3 is 32 bit only:&lt;br /&gt;
* On &#039;&#039;&#039;SuSE&#039;&#039;&#039;, they should be included.&lt;br /&gt;
* On Ubuntu/Kubuntu, install the package &#039;&#039;&#039;ia32&#039;&#039;&#039;.&lt;br /&gt;
* Since you cannot install 32 bit libraries on a 64 bit system with the normal package manager, you should use [http://ubuntuforums.org/showthread.php?t=474790 getlibs] to install &#039;&#039;&#039;libmng&#039;&#039;&#039; and the boost filesystem lib:&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs libmng.so.1&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs -l libboost-filesystem1.34.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What about Gentoo? ===&lt;br /&gt;
Should work too.&lt;br /&gt;
=== What about Ubuntu 8.10? ===&lt;br /&gt;
Yes. As of this writing you will need to install the &#039;&#039;&#039;libboost-filesystem&#039;&#039;&#039; package.&lt;br /&gt;
&lt;br /&gt;
=== GLIBCXX_3.4.9 errors ===&lt;br /&gt;
&lt;br /&gt;
If you receive an error about &amp;lt;tt&amp;gt;GLIBCXX_3.4.9&amp;lt;/tt&amp;gt;, delete or rename the files &amp;lt;code&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/usr/local/games/doom3/libgcc_s.so.1.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Does it run on Mac OS X?===&lt;br /&gt;
No. Or at least not yet. The Doom 3 game itself does support Mac OS X, but The Dark Mod currently does not because we don&#039;t have any developers who use Macs. If you can help us getting it to run on OS X, please [http://modetwo.net/darkmod/index.php?showforum=11 let us know on the forum].&lt;br /&gt;
&lt;br /&gt;
Since TDM works on Linux already, getting it working on OS X should not be too difficult for anyone with experience programming for that platform. In theory it&#039;s just a question of figuring out how to build the mod, sorting out dependencies, and writing a few pieces of platform-specific code.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
=== Does TDM support widescreen resolutions? ===&lt;br /&gt;
&lt;br /&gt;
Yes. Choose &amp;quot;16:9&amp;quot; or &amp;quot;16:10&amp;quot; in the in-game &#039;&#039;Settings&#039;&#039; menu, and select the appropriate resolution. Note that you need to restart the game to have the new setting in effect.&lt;br /&gt;
&lt;br /&gt;
If the native resolution of your wide screen monitor is not listed, you can enter it into &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; by changing the following entries like so:&lt;br /&gt;
&lt;br /&gt;
 set r_mode -1&lt;br /&gt;
 set r_customwidth 1280&lt;br /&gt;
 set r_customheight 800 &lt;br /&gt;
&lt;br /&gt;
Note that if you get performance problems, it might be better to halve the resolution in both directions. Please see also [[Performance Tweaks]].&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
It is hard to answer question on why something fails, because wildly different systems cause wildy different symptoms. If the following section does not help you, please ask at out our [http://www.modetwo.net/darkmod forums].&lt;br /&gt;
&lt;br /&gt;
=== Updater (tdm_update.exe) closes almost as soon as it&#039;s started ===&lt;br /&gt;
&lt;br /&gt;
See the [[Tdm_update#Updater_closes_almost_as_soon_as_it.27s_started|main article on tdm_update]].&lt;br /&gt;
&lt;br /&gt;
=== FM downloaded but won&#039;t play ===&lt;br /&gt;
&lt;br /&gt;
If you have downloaded an FM you might see it in the New Missions List but can&#039;t get it to play. These are almost always an install problem. These are some of the causes and cures:&lt;br /&gt;
&lt;br /&gt;
FMs (fan missions) are archives and MUST be suffixed .pk4 not zip. Apparently Internet Explorer 8 may change it from pk4 to zip during download without telling you. You need to rename it back.&lt;br /&gt;
&lt;br /&gt;
You MUST use doom3\darkmod\tdmlauncher.exe to run Dark Mod in Windows and NOT Doom3.exe.&lt;br /&gt;
&lt;br /&gt;
You do NOT need to extract the pk4 archives to install or play. Just download into or move the pk4 into the darkmod\fms folder. Optionally you can create a folder of the same name as the map and put it in there, eg, darkmod\fms\chalice but there is no need because Dark Mod will create that automatically. Just make sure your pk4 goes, unopened, into the fms folder then run tdmlauncher.exe&lt;br /&gt;
&lt;br /&gt;
If you have done the above but see for example, a blank objectives screen and no briefing then it is still almost certainly an install error. I recommend you do a clean sweep if in doubt:&lt;br /&gt;
* exit Dark Mod&lt;br /&gt;
* delete doom3\darkmod\currentfm.txt (this just uninstalls any FM)&lt;br /&gt;
* Delete the map game folder (if any) This is NOT the folder in fms but the folder in doom3 of the same name as the FM, eg, doom3\chalice. Note: this has savegames and screenshots in so check and move them out if you want to preserve them. However, if you can&#039;t get the game to play it&#039;s likely you don&#039;t have any yet. If you can&#039;t see the folder don&#039;t worry. The folder name is normally the same as the pk4 but it might not be. Strictly speaking it must be the same as the name in startingmap.txt inside the pk4 archive. You might see this file in fms.&lt;br /&gt;
* Move the pk4 into the darkmod\fms folder if it is not already there.&lt;br /&gt;
* Delete the darkmod\fms\FMname folder if any, eg, darkmod\fms\chalice. Don&#039;t worry if there isn&#039;t one; it will be created automatically later.&lt;br /&gt;
&lt;br /&gt;
So all that is left is the pk4 in the fms folder. Now run tdmlauncher.exe. The FM should be in the list in the New Missions menu. Re-install it and you should now be able to play it.&lt;br /&gt;
&lt;br /&gt;
=== The game crashes on load ===&lt;br /&gt;
Make sure that:&lt;br /&gt;
* You installed [[#Patching_Doom_3_to_verson_1.3.1.1304|the correct version]] of the Doom 3 1.3.1 patch.&lt;br /&gt;
* Your system meets at least the minimum system specs. &lt;br /&gt;
* You have enough free main memory. Try closing a few running programs like Outlook, Anti-Virus or torrent clients.&lt;br /&gt;
&lt;br /&gt;
==== Unknown event &#039;moveToCoverFrom&#039;&amp;quot; ====&lt;br /&gt;
If you get a message like:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Error: file script\doom_events.script, line 1038: Unknown event &#039;moveToCoverFrom&#039;&lt;br /&gt;
&lt;br /&gt;
or see this in the log:&lt;br /&gt;
&lt;br /&gt;
 found DLL in pak file: C:\Program Files\Doom 3\darkmod\tdm_game01.pk4/gamex86.dll&lt;br /&gt;
 copy gamex86.dll to C:\Program Files\Doom 3\darkmod\gamex86.dll&lt;br /&gt;
 could not create destination file&lt;br /&gt;
&lt;br /&gt;
then try extracting that gamex86.dll manually from &#039;&#039;&#039;tdm_game01.pk4&#039;&#039;&#039; with Winzip or a similiar program into that folder.&lt;br /&gt;
&lt;br /&gt;
The reason is very probably that you installed Doom3 into a folder with a space in it, and it seems Doom3 does not like that. Sorry.&lt;br /&gt;
&lt;br /&gt;
=== Unknown event &#039;setEntityRelation&#039; ===&lt;br /&gt;
The game is crashing to a small blue screen on startup:&lt;br /&gt;
&lt;br /&gt;
[[Image:ErrorSetEntityRelation.jpg]]&lt;br /&gt;
&lt;br /&gt;
The reason for this error is most likely an old version of gamex86.dll (or gamex86.so) lying around in your Doom 3 folder. Delete that file and try again.&lt;br /&gt;
&lt;br /&gt;
=== Textures are missing, screen mostly black ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Tdm missing textures.jpg|right|240px|Black textures]]&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The briefing is very fuzzy ===&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt;  folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
 seta image_roundDown &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_forceDownSize &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_downSize &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== The sky is corrupted ===&lt;br /&gt;
&lt;br /&gt;
You either see black sky, or fragments of other textures. This seems only to happen on Geforce 6800 cards.&lt;br /&gt;
&lt;br /&gt;
There are two fixes for this:&lt;br /&gt;
&lt;br /&gt;
As a quick fix you can rename the following folder:&lt;br /&gt;
&lt;br /&gt;
 env/skyboxes/skybox_darkland_ne&lt;br /&gt;
&lt;br /&gt;
to an different name. That will result in black sky.&lt;br /&gt;
&lt;br /&gt;
Alternatively, edit the file &amp;lt;tt&amp;gt;materials/tdm_sky.mtr&amp;lt;/tt&amp;gt; with &#039;&#039;&#039;Wordpad&#039;&#039;&#039; or a different editor and&lt;br /&gt;
find the sky material named &#039;&#039;&#039;textures/darkmod/nature/skybox/skybox_darkland_NE&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 //Author: Dram&lt;br /&gt;
 //skybox_ocean with ocean replaced with dark land&lt;br /&gt;
 //Moon moved to north east by Fidcal&lt;br /&gt;
 textures/darkmod/nature/skybox/skybox_darkland_NE&lt;br /&gt;
    {&lt;br /&gt;
    qer_editorimage env/skyboxes/skybox_ocean/ocean_ed&lt;br /&gt;
    noFragment&lt;br /&gt;
    noshadows&lt;br /&gt;
    noimpact&lt;br /&gt;
    nooverlays&lt;br /&gt;
    forceOpaque&lt;br /&gt;
    {&lt;br /&gt;
        forceHighQuality&lt;br /&gt;
        blend add&lt;br /&gt;
        cameraCubeMap env/skyboxes/skybox_darkland_ne/darkland_NE&lt;br /&gt;
        texgen skybox&lt;br /&gt;
        texgen wobblesky .0 .0 .0&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this declaration, comment out the line that reads &#039;&#039;&#039;forceHighQuality&#039;&#039;&#039; by adding &amp;lt;tt&amp;gt;//&amp;lt;/tt&amp;gt; in front of it:&lt;br /&gt;
&lt;br /&gt;
  // forceHighQuality&lt;br /&gt;
&lt;br /&gt;
That should fix the sky and make it render correctly.&lt;br /&gt;
&lt;br /&gt;
=== Sky rotates ===&lt;br /&gt;
&lt;br /&gt;
If you see the sky spinning it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures bloom problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bloom problems ===&lt;br /&gt;
&lt;br /&gt;
If have a problem with bloom it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
=== The game is &#039;&#039;&#039;very&#039;&#039;&#039; slow! ===&lt;br /&gt;
&lt;br /&gt;
If you get loading times of 5 minutes or more, less than 10 FPS, or the game even stutters, please try this:&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t help, your system might run out of memory. Either upgrade to more than 1 Gbyte memory,&lt;br /&gt;
or try to close some other applications before playing.&lt;br /&gt;
&lt;br /&gt;
Please see also the article about [[Performance Tweaks]] to improve the performance.&lt;br /&gt;
&lt;br /&gt;
=== Slow loading times ===&lt;br /&gt;
&lt;br /&gt;
If you find an FM is very slow to load it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also cures bloom and spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Underwater performance poor===&lt;br /&gt;
&lt;br /&gt;
If you get very low framerates underwater then try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
===Upside-down screen===&lt;br /&gt;
&lt;br /&gt;
If you get an upside-down screen, try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
===Game freezes for several seconds when opening doors===&lt;br /&gt;
Solution to problems:&lt;br /&gt;
&lt;br /&gt;
A) &amp;quot;game freezes and loads some data from hard drive while opening doors&amp;quot;&lt;br /&gt;
&lt;br /&gt;
B) &amp;quot;while loading mission you are returned to the menu and need to restart loading&amp;quot;&lt;br /&gt;
&lt;br /&gt;
is&lt;br /&gt;
DISABLE EAX 4.0 HD in Audio Settings menu.&lt;br /&gt;
&lt;br /&gt;
===Game exits to menu after mission load, with renderpipe error in console===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symptoms:&#039;&#039;&#039; Missions are installed properly and will load, but after they reach 100% you are returned to the main menu or objectives screen. If you open the console (Ctrl-Alt-~ on US keyboards), you see one/both of these errors:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Failed to open \\.\pipe\dm_renderpipe&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
 ERROR: idRenderSystemLocal::uncrop currentcrop &amp;lt;1 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Some firewalls, notably &#039;&#039;Sunbelt Firewall&#039;&#039; (aka &#039;&#039;Kerio Firewall&#039;&#039;) are known to interfere with TDM&#039;s lightgem, &#039;&#039;even when &amp;quot;disabled&amp;quot;&#039;&#039;. To fix this problem, completely uninstall the firewall, and get a different one instead.&lt;br /&gt;
&lt;br /&gt;
== Known bugs ==&lt;br /&gt;
See article [[Known Bugs]].&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution/aspect ratio does nothing!? ===&lt;br /&gt;
These changes require a restart of Doom to work. &lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Installation]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=9360</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=9360"/>
		<updated>2009-11-10T05:13:34Z</updated>

		<summary type="html">&lt;p&gt;Crispy: /* Troubleshooting */ tdm_update crashing solution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Important|text=This FAQ relates to the full TDM release version only. For players of the pre-release demos such as &#039;&#039;&#039;[[Thief&#039;s Den]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Saint_Lucia|Tears of Saint Lucia]]&#039;&#039;&#039; please refer to the &#039;&#039;&#039;[[FAQ (Demo Releases)|Demo FAQ]]&#039;&#039;&#039;.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
== What Doom versions are supported? ==&lt;br /&gt;
&lt;br /&gt;
=== Can I use the Demo version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
No, sorry.&lt;br /&gt;
&lt;br /&gt;
=== Does it run with the Steam version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
Yes :) You need to install the mod into the directory where Steam put Doom3, this might be under:&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Steam\steamapps\common\doom 3&lt;br /&gt;
&lt;br /&gt;
or a similiar folder.&lt;br /&gt;
&lt;br /&gt;
== Patching Doom 3 to verson 1.3.1.1304 ==&lt;br /&gt;
&lt;br /&gt;
=== How can I check whether my Doom 3 is correctly patched? ===&lt;br /&gt;
&lt;br /&gt;
Open Doom 3 and hit {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) to open the console. You&#039;ll see the version printed in the lower left corner of the console. It should read &#039;&#039;&#039;1.3.1.1304&#039;&#039;&#039;. If your version is ending on 1302, you&#039;ve got the wrong patch installed.&lt;br /&gt;
&lt;br /&gt;
=== Where can I get the right patch? ===&lt;br /&gt;
&lt;br /&gt;
We have the patch hosted on our FTP. See the [[Installation]] article to find a link to it.&lt;br /&gt;
&lt;br /&gt;
If you have version 1.3.1.1302, you may need to uninstall and reinstall before patch 1.3.1.1304 will let you apply it.&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s that issue with the 1.3.1 patch? ===&lt;br /&gt;
&lt;br /&gt;
When the 1.3.1 patch was released by Id, they released it a bit too early. Some download sites picked it up quite fast though and started to distribute it. The problem is, that Id replaced that patch with a different one, and, probably thinking that it hadn&#039;t spread yet, didn&#039;t bother to change the version number. However, you can still find &amp;quot;wrong&amp;quot; 1.3.1 patches and these will not work with the mod. That&#039;s why it is important to check the version number in the console to make sure that the right 1.3.1 patch is installed if the mod doesn&#039;t work. The link provided here on our own page points to the correct patch, so if you downloaded it from here you don&#039;t need to worry about it.&lt;br /&gt;
&lt;br /&gt;
== Supported Operating Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Which Windows versions can I use? ===&lt;br /&gt;
&lt;br /&gt;
Doom 3 needs at least Windows XP or Windows 2000. Saint Lucia was successfully run under Windows XP and Vista. Support for 64 bit Windows or Windows 2000 was not tested.&lt;br /&gt;
&lt;br /&gt;
=== Does it run in Linux? ===&lt;br /&gt;
Yes, Linux is supported. &lt;br /&gt;
=== Does it run in 64 Bit Linux? ===&lt;br /&gt;
Yes, Linux 64 bit is supported. In addition to the steps above, you need 32 bit compatibility libraries, since Doom3 is 32 bit only:&lt;br /&gt;
* On &#039;&#039;&#039;SuSE&#039;&#039;&#039;, they should be included.&lt;br /&gt;
* On Ubuntu/Kubuntu, install the package &#039;&#039;&#039;ia32&#039;&#039;&#039;.&lt;br /&gt;
* Since you cannot install 32 bit libraries on a 64 bit system with the normal package manager, you should use [http://ubuntuforums.org/showthread.php?t=474790 getlibs] to install &#039;&#039;&#039;libmng&#039;&#039;&#039; and the boost filesystem lib:&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs libmng.so.1&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs -l libboost-filesystem1.34.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What about Gentoo? ===&lt;br /&gt;
Should work too.&lt;br /&gt;
=== What about Ubuntu 8.10? ===&lt;br /&gt;
Yes. As of this writing you will need to install the &#039;&#039;&#039;libboost-filesystem&#039;&#039;&#039; package.&lt;br /&gt;
&lt;br /&gt;
=== GLIBCXX_3.4.9 errors ===&lt;br /&gt;
&lt;br /&gt;
If you receive an error about &amp;lt;tt&amp;gt;GLIBCXX_3.4.9&amp;lt;/tt&amp;gt;, delete or rename the files &amp;lt;code&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/usr/local/games/doom3/libgcc_s.so.1.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Does it run on Mac OS X?===&lt;br /&gt;
No. Or at least not yet. The Doom 3 game itself does support Mac OS X, but The Dark Mod currently does not because we don&#039;t have any developers who use Macs. If you can help us getting it to run on OS X, please [http://modetwo.net/darkmod/index.php?showforum=11 let us know on the forum].&lt;br /&gt;
&lt;br /&gt;
Since TDM works on Linux already, getting it working on OS X should not be too difficult for anyone with experience programming for that platform. In theory it&#039;s just a question of figuring out how to build the mod, sorting out dependencies, and writing a few pieces of platform-specific code.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
=== Does TDM support widescreen resolutions? ===&lt;br /&gt;
&lt;br /&gt;
Yes. Choose &amp;quot;16:9&amp;quot; or &amp;quot;16:10&amp;quot; in the in-game &#039;&#039;Settings&#039;&#039; menu, and select the appropriate resolution. Note that you need to restart the game to have the new setting in effect.&lt;br /&gt;
&lt;br /&gt;
If the native resolution of your wide screen monitor is not listed, you can enter it into &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; by changing the following entries like so:&lt;br /&gt;
&lt;br /&gt;
 set r_mode -1&lt;br /&gt;
 set r_customwidth 1280&lt;br /&gt;
 set r_customheight 800 &lt;br /&gt;
&lt;br /&gt;
Note that if you get performance problems, it might be better to halve the resolution in both directions. Please see also [[Performance Tweaks]].&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
It is hard to answer question on why something fails, because wildly different systems cause wildy different symptoms. If the following section does not help you, please ask at out our [http://www.modetwo.net/darkmod forums].&lt;br /&gt;
&lt;br /&gt;
=== Updater closes almost as soon as it&#039;s started ===&lt;br /&gt;
&lt;br /&gt;
See the [[Tdm_update#Updater_closes_almost_as_soon_as_it.27s_started|main article on tdm_update]].&lt;br /&gt;
&lt;br /&gt;
=== FM downloaded but won&#039;t play ===&lt;br /&gt;
&lt;br /&gt;
If you have downloaded an FM you might see it in the New Missions List but can&#039;t get it to play. These are almost always an install problem. These are some of the causes and cures:&lt;br /&gt;
&lt;br /&gt;
FMs (fan missions) are archives and MUST be suffixed .pk4 not zip. Apparently Internet Explorer 8 may change it from pk4 to zip during download without telling you. You need to rename it back.&lt;br /&gt;
&lt;br /&gt;
You MUST use doom3\darkmod\tdmlauncher.exe to run Dark Mod in Windows and NOT Doom3.exe.&lt;br /&gt;
&lt;br /&gt;
You do NOT need to extract the pk4 archives to install or play. Just download into or move the pk4 into the darkmod\fms folder. Optionally you can create a folder of the same name as the map and put it in there, eg, darkmod\fms\chalice but there is no need because Dark Mod will create that automatically. Just make sure your pk4 goes, unopened, into the fms folder then run tdmlauncher.exe&lt;br /&gt;
&lt;br /&gt;
If you have done the above but see for example, a blank objectives screen and no briefing then it is still almost certainly an install error. I recommend you do a clean sweep if in doubt:&lt;br /&gt;
* exit Dark Mod&lt;br /&gt;
* delete doom3\darkmod\currentfm.txt (this just uninstalls any FM)&lt;br /&gt;
* Delete the map game folder (if any) This is NOT the folder in fms but the folder in doom3 of the same name as the FM, eg, doom3\chalice. Note: this has savegames and screenshots in so check and move them out if you want to preserve them. However, if you can&#039;t get the game to play it&#039;s likely you don&#039;t have any yet. If you can&#039;t see the folder don&#039;t worry. The folder name is normally the same as the pk4 but it might not be. Strictly speaking it must be the same as the name in startingmap.txt inside the pk4 archive. You might see this file in fms.&lt;br /&gt;
* Move the pk4 into the darkmod\fms folder if it is not already there.&lt;br /&gt;
* Delete the darkmod\fms\FMname folder if any, eg, darkmod\fms\chalice. Don&#039;t worry if there isn&#039;t one; it will be created automatically later.&lt;br /&gt;
&lt;br /&gt;
So all that is left is the pk4 in the fms folder. Now run tdmlauncher.exe. The FM should be in the list in the New Missions menu. Re-install it and you should now be able to play it.&lt;br /&gt;
&lt;br /&gt;
=== The game crashes on load ===&lt;br /&gt;
Make sure that:&lt;br /&gt;
* You installed [[#Patching_Doom_3_to_verson_1.3.1.1304|the correct version]] of the Doom 3 1.3.1 patch.&lt;br /&gt;
* Your system meets at least the minimum system specs. &lt;br /&gt;
* You have enough free main memory. Try closing a few running programs like Outlook, Anti-Virus or torrent clients.&lt;br /&gt;
&lt;br /&gt;
==== Unknown event &#039;moveToCoverFrom&#039;&amp;quot; ====&lt;br /&gt;
If you get a message like:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Error: file script\doom_events.script, line 1038: Unknown event &#039;moveToCoverFrom&#039;&lt;br /&gt;
&lt;br /&gt;
or see this in the log:&lt;br /&gt;
&lt;br /&gt;
 found DLL in pak file: C:\Program Files\Doom 3\darkmod\tdm_game01.pk4/gamex86.dll&lt;br /&gt;
 copy gamex86.dll to C:\Program Files\Doom 3\darkmod\gamex86.dll&lt;br /&gt;
 could not create destination file&lt;br /&gt;
&lt;br /&gt;
then try extracting that gamex86.dll manually from &#039;&#039;&#039;tdm_game01.pk4&#039;&#039;&#039; with Winzip or a similiar program into that folder.&lt;br /&gt;
&lt;br /&gt;
The reason is very probably that you installed Doom3 into a folder with a space in it, and it seems Doom3 does not like that. Sorry.&lt;br /&gt;
&lt;br /&gt;
=== Unknown event &#039;setEntityRelation&#039; ===&lt;br /&gt;
The game is crashing to a small blue screen on startup:&lt;br /&gt;
&lt;br /&gt;
[[Image:ErrorSetEntityRelation.jpg]]&lt;br /&gt;
&lt;br /&gt;
The reason for this error is most likely an old version of gamex86.dll (or gamex86.so) lying around in your Doom 3 folder. Delete that file and try again.&lt;br /&gt;
&lt;br /&gt;
=== Textures are missing, screen mostly black ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Tdm missing textures.jpg|right|240px|Black textures]]&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The briefing is very fuzzy ===&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt;  folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
 seta image_roundDown &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_forceDownSize &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_downSize &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== The sky is corrupted ===&lt;br /&gt;
&lt;br /&gt;
You either see black sky, or fragments of other textures. This seems only to happen on Geforce 6800 cards.&lt;br /&gt;
&lt;br /&gt;
There are two fixes for this:&lt;br /&gt;
&lt;br /&gt;
As a quick fix you can rename the following folder:&lt;br /&gt;
&lt;br /&gt;
 env/skyboxes/skybox_darkland_ne&lt;br /&gt;
&lt;br /&gt;
to an different name. That will result in black sky.&lt;br /&gt;
&lt;br /&gt;
Alternatively, edit the file &amp;lt;tt&amp;gt;materials/tdm_sky.mtr&amp;lt;/tt&amp;gt; with &#039;&#039;&#039;Wordpad&#039;&#039;&#039; or a different editor and&lt;br /&gt;
find the sky material named &#039;&#039;&#039;textures/darkmod/nature/skybox/skybox_darkland_NE&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 //Author: Dram&lt;br /&gt;
 //skybox_ocean with ocean replaced with dark land&lt;br /&gt;
 //Moon moved to north east by Fidcal&lt;br /&gt;
 textures/darkmod/nature/skybox/skybox_darkland_NE&lt;br /&gt;
    {&lt;br /&gt;
    qer_editorimage env/skyboxes/skybox_ocean/ocean_ed&lt;br /&gt;
    noFragment&lt;br /&gt;
    noshadows&lt;br /&gt;
    noimpact&lt;br /&gt;
    nooverlays&lt;br /&gt;
    forceOpaque&lt;br /&gt;
    {&lt;br /&gt;
        forceHighQuality&lt;br /&gt;
        blend add&lt;br /&gt;
        cameraCubeMap env/skyboxes/skybox_darkland_ne/darkland_NE&lt;br /&gt;
        texgen skybox&lt;br /&gt;
        texgen wobblesky .0 .0 .0&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this declaration, comment out the line that reads &#039;&#039;&#039;forceHighQuality&#039;&#039;&#039; by adding &amp;lt;tt&amp;gt;//&amp;lt;/tt&amp;gt; in front of it:&lt;br /&gt;
&lt;br /&gt;
  // forceHighQuality&lt;br /&gt;
&lt;br /&gt;
That should fix the sky and make it render correctly.&lt;br /&gt;
&lt;br /&gt;
=== Sky rotates ===&lt;br /&gt;
&lt;br /&gt;
If you see the sky spinning it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures bloom problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bloom problems ===&lt;br /&gt;
&lt;br /&gt;
If have a problem with bloom it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
=== The game is &#039;&#039;&#039;very&#039;&#039;&#039; slow! ===&lt;br /&gt;
&lt;br /&gt;
If you get loading times of 5 minutes or more, less than 10 FPS, or the game even stutters, please try this:&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t help, your system might run out of memory. Either upgrade to more than 1 Gbyte memory,&lt;br /&gt;
or try to close some other applications before playing.&lt;br /&gt;
&lt;br /&gt;
Please see also the article about [[Performance Tweaks]] to improve the performance.&lt;br /&gt;
&lt;br /&gt;
=== Slow loading times ===&lt;br /&gt;
&lt;br /&gt;
If you find an FM is very slow to load it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also cures bloom and spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Underwater performance poor===&lt;br /&gt;
&lt;br /&gt;
If you get very low framerates underwater then try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
===Upside-down screen===&lt;br /&gt;
&lt;br /&gt;
If you get an upside-down screen, try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
===Game freezes for several seconds when opening doors===&lt;br /&gt;
Solution to problems:&lt;br /&gt;
&lt;br /&gt;
A) &amp;quot;game freezes and loads some data from hard drive while opening doors&amp;quot;&lt;br /&gt;
&lt;br /&gt;
B) &amp;quot;while loading mission you are returned to the menu and need to restart loading&amp;quot;&lt;br /&gt;
&lt;br /&gt;
is&lt;br /&gt;
DISABLE EAX 4.0 HD in Audio Settings menu.&lt;br /&gt;
&lt;br /&gt;
===Game exits to menu after mission load, with renderpipe error in console===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symptoms:&#039;&#039;&#039; Missions are installed properly and will load, but after they reach 100% you are returned to the main menu or objectives screen. If you open the console (Ctrl-Alt-~ on US keyboards), you see one/both of these errors:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Failed to open \\.\pipe\dm_renderpipe&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
 ERROR: idRenderSystemLocal::uncrop currentcrop &amp;lt;1 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Some firewalls, notably &#039;&#039;Sunbelt Firewall&#039;&#039; (aka &#039;&#039;Kerio Firewall&#039;&#039;) are known to interfere with TDM&#039;s lightgem, &#039;&#039;even when &amp;quot;disabled&amp;quot;&#039;&#039;. To fix this problem, completely uninstall the firewall, and get a different one instead.&lt;br /&gt;
&lt;br /&gt;
== Known bugs ==&lt;br /&gt;
See article [[Known Bugs]].&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution/aspect ratio does nothing!? ===&lt;br /&gt;
These changes require a restart of Doom to work. &lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Installation]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Tdm_update&amp;diff=9359</id>
		<title>Tdm update</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Tdm_update&amp;diff=9359"/>
		<updated>2009-11-10T05:10:45Z</updated>

		<summary type="html">&lt;p&gt;Crispy: temp folder fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;tdm_update&#039;&#039;&#039; is the primary method to install and update The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
== Where to get it ==&lt;br /&gt;
&lt;br /&gt;
Each of our mirrors contains a copy of the updater. Get it from here:&lt;br /&gt;
&lt;br /&gt;
* Download from www.keepofmetalandgold.com: [http://www.keepofmetalandgold.com/files/tdm/tdm_update_win.zip Windows] or [http://www.keepofmetalandgold.com/files/tdm/tdm_update_linux.zip Linux]&lt;br /&gt;
* Download from www.fical.com: [http://www.fidcal.com/darkuser/tdm_update_win.zip Windows] or [http://www.fidcal.com/darkuser/tdm_update_linux.zip Linux]&lt;br /&gt;
* Download from www.southquarter.com: [http://www.southquarter.com/tdm/tdm_update_win.zip Windows] or [http://www.southquarter.com/tdm/tdm_update_linux.zip Linux]&lt;br /&gt;
* Download from www.shadowdarkkeep.com: [http://www.shadowdarkkeep.com/files/tdm/tdm_update_win.zip Windows] or [http://www.shadowdarkkeep.com/files/tdm/tdm_update_linux.zip Linux]&lt;br /&gt;
* Download from roggen.jmnet.us: [http://roggen.jmnet.us/darkmod/tdm_update_win.zip Windows] or [http://roggen.jmnet.us/darkmod/tdm_update_linux.zip Linux]&lt;br /&gt;
* Download from www.bloodgate.com: [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_win.zip Windows] or [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_linux.zip Linux]&lt;br /&gt;
&lt;br /&gt;
== Use it to &#039;&#039;&#039;install&#039;&#039;&#039; TDM ==&lt;br /&gt;
&lt;br /&gt;
Unzip the downloaded archive and place:&lt;br /&gt;
&lt;br /&gt;
* Windows: tdm_update.exe into &#039;&#039;&#039;C:\Games\Doom3\darkmod&#039;&#039;&#039; (or wherever Doom 3 is installed) and run it&lt;br /&gt;
* Linux: tdm_update.exe into &#039;&#039;&#039;~/.doom3/darkmod&#039;&#039;&#039; and run it&lt;br /&gt;
&lt;br /&gt;
Note: You must either create the &amp;quot;darkmod&amp;quot; folder by yourself, or place the program directly into the Doom 3 folder so it can create the folder for you.&lt;br /&gt;
&lt;br /&gt;
== Use it to &#039;&#039;&#039;update&#039;&#039;&#039; TDM ==&lt;br /&gt;
&lt;br /&gt;
Simple navigate to your darkmod folder and run tdm_update. &lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
=== Updater closes almost as soon as it&#039;s started ===&lt;br /&gt;
&lt;br /&gt;
Clear out your temp folder, as follows:&lt;br /&gt;
&lt;br /&gt;
# Click Start&lt;br /&gt;
# Click Run&lt;br /&gt;
# Type &amp;lt;tt&amp;gt;%temp%&amp;lt;/tt&amp;gt; and press enter (make sure you include the % signs) (if this step doesn&#039;t work, try navigating to it - see below for the path)&lt;br /&gt;
# Select all (Ctrl-A) and (Delete).&lt;br /&gt;
&lt;br /&gt;
On Windows Vista, the temporary folder in question is usually at &amp;lt;tt&amp;gt;C:\Users\[your Windows user name]\AppData\Local\Temp&amp;lt;/tt&amp;gt;. On Windows XP, look in &amp;lt;tt&amp;gt;C:\Documents and Settings\[your Windows user name]\Application Data\Local Settings\Temp&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ]] - Frequently Answered Questions&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Speed,_AI&amp;diff=9344</id>
		<title>Speed, AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Speed,_AI&amp;diff=9344"/>
		<updated>2009-11-08T00:31:24Z</updated>

		<summary type="html">&lt;p&gt;Crispy: more categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect[[Animation playback speed]]&lt;br /&gt;
&lt;br /&gt;
{{tutorial-ai}}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=9335</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=9335"/>
		<updated>2009-11-07T00:54:20Z</updated>

		<summary type="html">&lt;p&gt;Crispy: /* Manipulating Junk Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;author: Springheel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some features are only partially working in the 1.0 Beta version.  The following guide will explain how things work (for what doesn&#039;t work yet, see [[Known Bugs]]) in The Dark Mod.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Select a Mission from the list (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{key|ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting the ESC key), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn.&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key|BACKSPACE}} key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb further away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no affect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect is temporary (lasts 30 seconds) so use it wisely.  (Note that there are no zombies in the beta version of TDM.)&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Mines are currently not very sensitive and AI can occasionally step right over them without setting them off.  Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:&lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns).&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when alert.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when alert).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key. If you have the &amp;quot;Auto Parry&amp;quot; option selected in the Main Menu, you will automatically select the appropriate block.  You must hit the block key just as the AI is winding up for their attack--too late and you&#039;ll get hit before the block is ready.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block yourself by moving the mouse while holding the Parry button down.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing whatever they can get their hands on (currently, that means wine bottles).&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  Hitting an AI archer does NOT cancel their attack at the moment, which makes AI archers a challenge to defeat.  This will probably change in the future, as AI archers are not fully playtested yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
The AI of TDM 1.0 still have some rough edges, but in general they are formidable opponents.&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
AI can hear your footsteps, and noise that you make from banging into things or dropping objects.&lt;br /&gt;
&lt;br /&gt;
AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their acuity actually goes up.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with higher senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
AI can react to missing objects or lights being put out, but only if mappers set the objects/lights as noteworthy.  AI can potentially relight lights, if a mapper chooses.&lt;br /&gt;
&lt;br /&gt;
AI become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
AI can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one).&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, moss patches, ropes from rope arrows, open doors, or mines.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Walking_speed_of_AI&amp;diff=9334</id>
		<title>Walking speed of AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Walking_speed_of_AI&amp;diff=9334"/>
		<updated>2009-11-07T00:52:39Z</updated>

		<summary type="html">&lt;p&gt;Crispy: Redirecting to Animation playback speed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Animation playback speed]]&lt;br /&gt;
{{tutorial-ai}}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Walking_speed_of_AI&amp;diff=9333</id>
		<title>Walking speed of AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Walking_speed_of_AI&amp;diff=9333"/>
		<updated>2009-11-07T00:51:57Z</updated>

		<summary type="html">&lt;p&gt;Crispy: Redirecting to Animation playback speed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Animation playback speed]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Animation_playback_speed&amp;diff=9332</id>
		<title>Animation playback speed</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Animation_playback_speed&amp;diff=9332"/>
		<updated>2009-11-07T00:49:24Z</updated>

		<summary type="html">&lt;p&gt;Crispy: categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In TDM, you can change the speed at which an animation plays on an entity just by setting a spawnarg on that entity. The spawnarg to change is &amp;lt;tt&amp;gt;anim_rate_X&amp;lt;/tt&amp;gt;, where X is an animation name. The animation&#039;s speed is multiplied by the spawnarg&#039;s value; 1.0 means no change, 0.5 means half speed, 2.0 means double speed, and so on.&lt;br /&gt;
&lt;br /&gt;
For example, this spawnarg setting would cause the entity to walk at 95% of the usual speed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;quot;anim_rate_walk&amp;quot;         &amp;quot;0.95&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use this to give different walk speeds to individual AIs, or to tweak the walk speed for entire classes of AI.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* This only changes the animation&#039;s speed, not its character. You may not be able to vary e.g. the &amp;quot;purposefulness&amp;quot; of a walk by simply changing its playback speed; it could just look like it&#039;s in slow motion, or oddly sped up. Try experimenting to see how much you can get away with.&lt;br /&gt;
* Walk speed is &#039;&#039;&#039;crucial&#039;&#039;&#039; for game balance. It is very difficult to blackjack or backstab an AI that walks faster than the player can move without alerting it! So don&#039;t set the walk animation rate too high either.&lt;br /&gt;
* The speed of the walk animation appears to have an effect on how easily AI can climb stairs (and presumably slopes as well). The slower the walk animation is, the lower the stair has to be before the AI will be able to climb it. So don&#039;t set the walk animation rate too low. You could also try to work around this using [[Pathfinding#Steep_Steps.2C_Slopes.2C_and_Extreme_Pathfinding.21|extreme pathfinding]]. Don&#039;t worry about this too much, however, unless your AIs need to traverse unusually steep slopes. Small changes will usually be fine.&lt;br /&gt;
* If the animation itself has a setRate frame command (which accomplishes the same effect as this spawnarg) in the modelDef where it&#039;s defined, then the frame command will &#039;&#039;&#039;override&#039;&#039;&#039; this spawnarg.&lt;br /&gt;
&lt;br /&gt;
[[Category:Animation]]&lt;br /&gt;
{{tutorial-ai}}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=9325</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=9325"/>
		<updated>2009-11-03T00:38:05Z</updated>

		<summary type="html">&lt;p&gt;Crispy: renderpipe error with Sunbelt/Kerio Firewall&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Important|text=This FAQ relates to the full TDM release version only. For players of the pre-release demos such as &#039;&#039;&#039;[[Thief&#039;s Den]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Saint_Lucia|Tears of Saint Lucia]]&#039;&#039;&#039; please refer to the &#039;&#039;&#039;[[FAQ (Demo Releases)|Demo FAQ]]&#039;&#039;&#039;.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
== What Doom versions are supported? ==&lt;br /&gt;
&lt;br /&gt;
=== Can I use the Demo version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
No, sorry.&lt;br /&gt;
&lt;br /&gt;
=== Does it run with the Steam version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
Yes :) You need to install the mod into the directory where Steam put Doom3, this might be under:&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Steam\steamapps\common\doom 3&lt;br /&gt;
&lt;br /&gt;
or a similiar folder.&lt;br /&gt;
&lt;br /&gt;
== Patching Doom 3 to verson 1.3.1.1304 ==&lt;br /&gt;
&lt;br /&gt;
=== How can I check whether my Doom 3 is correctly patched? ===&lt;br /&gt;
&lt;br /&gt;
Open Doom 3 and hit {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) to open the console. You&#039;ll see the version printed in the lower left corner of the console. It should read &#039;&#039;&#039;1.3.1.1304&#039;&#039;&#039;. If your version is ending on 1302, you&#039;ve got the wrong patch installed.&lt;br /&gt;
&lt;br /&gt;
=== Where can I get the right patch? ===&lt;br /&gt;
&lt;br /&gt;
We have the patch hosted on our FTP. See the [[Installation]] article to find a link to it.&lt;br /&gt;
&lt;br /&gt;
If you have version 1.3.1.1302, you may need to uninstall and reinstall before patch 1.3.1.1304 will let you apply it.&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s that issue with the 1.3.1 patch? ===&lt;br /&gt;
&lt;br /&gt;
When the 1.3.1 patch was released by Id, they released it a bit too early. Some download sites picked it up quite fast though and started to distribute it. The problem is, that Id replaced that patch with a different one, and, probably thinking that it hadn&#039;t spread yet, didn&#039;t bother to change the version number. However, you can still find &amp;quot;wrong&amp;quot; 1.3.1 patches and these will not work with the mod. That&#039;s why it is important to check the version number in the console to make sure that the right 1.3.1 patch is installed if the mod doesn&#039;t work. The link provided here on our own page points to the correct patch, so if you downloaded it from here you don&#039;t need to worry about it.&lt;br /&gt;
&lt;br /&gt;
== Supported Operating Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Which Windows versions can I use? ===&lt;br /&gt;
&lt;br /&gt;
Doom 3 needs at least Windows XP or Windows 2000. Saint Lucia was successfully run under Windows XP and Vista. Support for 64 bit Windows or Windows 2000 was not tested.&lt;br /&gt;
&lt;br /&gt;
=== Does it run in Linux? ===&lt;br /&gt;
Yes, Linux is supported. &lt;br /&gt;
=== Does it run in 64 Bit Linux? ===&lt;br /&gt;
Yes, Linux 64 bit is supported. In addition to the steps above, you need 32 bit compatibility libraries, since Doom3 is 32 bit only:&lt;br /&gt;
* On &#039;&#039;&#039;SuSE&#039;&#039;&#039;, they should be included.&lt;br /&gt;
* On Ubuntu/Kubuntu, install the package &#039;&#039;&#039;ia32&#039;&#039;&#039;.&lt;br /&gt;
* Since you cannot install 32 bit libraries on a 64 bit system with the normal package manager, you should use [http://ubuntuforums.org/showthread.php?t=474790 getlibs] to install &#039;&#039;&#039;libmng&#039;&#039;&#039; and the boost filesystem lib:&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs libmng.so.1&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs -l libboost-filesystem1.34.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What about Gentoo? ===&lt;br /&gt;
Should work too.&lt;br /&gt;
=== What about Ubuntu 8.10? ===&lt;br /&gt;
Yes. As of this writing you will need to install the &#039;&#039;&#039;libboost-filesystem&#039;&#039;&#039; package.&lt;br /&gt;
&lt;br /&gt;
=== GLIBCXX_3.4.9 errors ===&lt;br /&gt;
&lt;br /&gt;
If you receive an error about &amp;lt;tt&amp;gt;GLIBCXX_3.4.9&amp;lt;/tt&amp;gt;, delete or rename the files &amp;lt;code&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/usr/local/games/doom3/libgcc_s.so.1.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Does it run on Mac OS X?===&lt;br /&gt;
No. Or at least not yet. The Doom 3 game itself does support Mac OS X, but The Dark Mod currently does not because we don&#039;t have any developers who use Macs. If you can help us getting it to run on OS X, please [http://modetwo.net/darkmod/index.php?showforum=11 let us know on the forum].&lt;br /&gt;
&lt;br /&gt;
Since TDM works on Linux already, getting it working on OS X should not be too difficult for anyone with experience programming for that platform. In theory it&#039;s just a question of figuring out how to build the mod, sorting out dependencies, and writing a few pieces of platform-specific code.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
=== Does TDM support widescreen resolutions? ===&lt;br /&gt;
&lt;br /&gt;
Yes. Choose &amp;quot;16:9&amp;quot; or &amp;quot;16:10&amp;quot; in the in-game &#039;&#039;Settings&#039;&#039; menu, and select the appropriate resolution. Note that you need to restart the game to have the new setting in effect.&lt;br /&gt;
&lt;br /&gt;
If the native resolution of your wide screen monitor is not listed, you can enter it into &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; by changing the following entries like so:&lt;br /&gt;
&lt;br /&gt;
 set r_mode -1&lt;br /&gt;
 set r_customwidth 1280&lt;br /&gt;
 set r_customheight 800 &lt;br /&gt;
&lt;br /&gt;
Note that if you get performance problems, it might be better to halve the resolution in both directions. Please see also [[Performance Tweaks]].&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
It is hard to answer question on why something fails, because wildly different systems cause wildy different symptoms. If the following section does not help you, please ask at out our [http://www.modetwo.net/darkmod forums].&lt;br /&gt;
&lt;br /&gt;
=== FM downloaded but won&#039;t play ===&lt;br /&gt;
&lt;br /&gt;
If you have downloaded an FM you might see it in the New Missions List but can&#039;t get it to play. These are almost always an install problem. These are some of the causes and cures:&lt;br /&gt;
&lt;br /&gt;
FMs (fan missions) are archives and MUST be suffixed .pk4 not zip. Apparently Internet Explorer 8 may change it from pk4 to zip during download without telling you. You need to rename it back.&lt;br /&gt;
&lt;br /&gt;
You MUST use doom3\darkmod\tdmlauncher.exe to run Dark Mod in Windows and NOT Doom3.exe.&lt;br /&gt;
&lt;br /&gt;
You do NOT need to extract the pk4 archives to install or play. Just download into or move the pk4 into the darkmod\fms folder. Optionally you can create a folder of the same name as the map and put it in there, eg, darkmod\fms\chalice but there is no need because Dark Mod will create that automatically. Just make sure your pk4 goes, unopened, into the fms folder then run tdmlauncher.exe&lt;br /&gt;
&lt;br /&gt;
If you have done the above but see for example, a blank objectives screen and no briefing then it is still almost certainly an install error. I recommend you do a clean sweep if in doubt:&lt;br /&gt;
* exit Dark Mod&lt;br /&gt;
* delete doom3\darkmod\currentfm.txt (this just uninstalls any FM)&lt;br /&gt;
* Delete the map game folder (if any) This is NOT the folder in fms but the folder in doom3 of the same name as the FM, eg, doom3\chalice. Note: this has savegames and screenshots in so check and move them out if you want to preserve them. However, if you can&#039;t get the game to play it&#039;s likely you don&#039;t have any yet. If you can&#039;t see the folder don&#039;t worry. The folder name is normally the same as the pk4 but it might not be. Strictly speaking it must be the same as the name in startingmap.txt inside the pk4 archive. You might see this file in fms.&lt;br /&gt;
* Move the pk4 into the darkmod\fms folder if it is not already there.&lt;br /&gt;
* Delete the darkmod\fms\FMname folder if any, eg, darkmod\fms\chalice. Don&#039;t worry if there isn&#039;t one; it will be created automatically later.&lt;br /&gt;
&lt;br /&gt;
So all that is left is the pk4 in the fms folder. Now run tdmlauncher.exe. The FM should be in the list in the New Missions menu. Re-install it and you should now be able to play it.&lt;br /&gt;
&lt;br /&gt;
=== The game crashes on load ===&lt;br /&gt;
Make sure that:&lt;br /&gt;
* You installed [[#Patching_Doom_3_to_verson_1.3.1.1304|the correct version]] of the Doom 3 1.3.1 patch.&lt;br /&gt;
* Your system meets at least the minimum system specs. &lt;br /&gt;
* You have enough free main memory. Try closing a few running programs like Outlook, Anti-Virus or torrent clients.&lt;br /&gt;
&lt;br /&gt;
==== Unknown event &#039;moveToCoverFrom&#039;&amp;quot; ====&lt;br /&gt;
If you get a message like:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Error: file script\doom_events.script, line 1038: Unknown event &#039;moveToCoverFrom&#039;&lt;br /&gt;
&lt;br /&gt;
or see this in the log:&lt;br /&gt;
&lt;br /&gt;
 found DLL in pak file: C:\Program Files\Doom 3\darkmod\tdm_game01.pk4/gamex86.dll&lt;br /&gt;
 copy gamex86.dll to C:\Program Files\Doom 3\darkmod\gamex86.dll&lt;br /&gt;
 could not create destination file&lt;br /&gt;
&lt;br /&gt;
then try extracting that gamex86.dll manually from &#039;&#039;&#039;tdm_game01.pk4&#039;&#039;&#039; with Winzip or a similiar program into that folder.&lt;br /&gt;
&lt;br /&gt;
The reason is very probably that you installed Doom3 into a folder with a space in it, and it seems Doom3 does not like that. Sorry.&lt;br /&gt;
&lt;br /&gt;
=== Unknown event &#039;setEntityRelation&#039; ===&lt;br /&gt;
The game is crashing to a small blue screen on startup:&lt;br /&gt;
&lt;br /&gt;
[[Image:ErrorSetEntityRelation.jpg]]&lt;br /&gt;
&lt;br /&gt;
The reason for this error is most likely an old version of gamex86.dll (or gamex86.so) lying around in your Doom 3 folder. Delete that file and try again.&lt;br /&gt;
&lt;br /&gt;
=== Textures are missing, screen mostly black ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Tdm missing textures.jpg|right|240px|Black textures]]&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The briefing is very fuzzy ===&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt;  folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
 seta image_roundDown &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_forceDownSize &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_downSize &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== The sky is corrupted ===&lt;br /&gt;
&lt;br /&gt;
You either see black sky, or fragments of other textures. This seems only to happen on Geforce 6800 cards.&lt;br /&gt;
&lt;br /&gt;
There are two fixes for this:&lt;br /&gt;
&lt;br /&gt;
As a quick fix you can rename the following folder:&lt;br /&gt;
&lt;br /&gt;
 env/skyboxes/skybox_darkland_ne&lt;br /&gt;
&lt;br /&gt;
to an different name. That will result in black sky.&lt;br /&gt;
&lt;br /&gt;
Alternatively, edit the file &amp;lt;tt&amp;gt;materials/tdm_sky.mtr&amp;lt;/tt&amp;gt; with &#039;&#039;&#039;Wordpad&#039;&#039;&#039; or a different editor and&lt;br /&gt;
find the sky material named &#039;&#039;&#039;textures/darkmod/nature/skybox/skybox_darkland_NE&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 //Author: Dram&lt;br /&gt;
 //skybox_ocean with ocean replaced with dark land&lt;br /&gt;
 //Moon moved to north east by Fidcal&lt;br /&gt;
 textures/darkmod/nature/skybox/skybox_darkland_NE&lt;br /&gt;
    {&lt;br /&gt;
    qer_editorimage env/skyboxes/skybox_ocean/ocean_ed&lt;br /&gt;
    noFragment&lt;br /&gt;
    noshadows&lt;br /&gt;
    noimpact&lt;br /&gt;
    nooverlays&lt;br /&gt;
    forceOpaque&lt;br /&gt;
    {&lt;br /&gt;
        forceHighQuality&lt;br /&gt;
        blend add&lt;br /&gt;
        cameraCubeMap env/skyboxes/skybox_darkland_ne/darkland_NE&lt;br /&gt;
        texgen skybox&lt;br /&gt;
        texgen wobblesky .0 .0 .0&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this declaration, comment out the line that reads &#039;&#039;&#039;forceHighQuality&#039;&#039;&#039; by adding &amp;lt;tt&amp;gt;//&amp;lt;/tt&amp;gt; in front of it:&lt;br /&gt;
&lt;br /&gt;
  // forceHighQuality&lt;br /&gt;
&lt;br /&gt;
That should fix the sky and make it render correctly.&lt;br /&gt;
&lt;br /&gt;
=== Sky rotates ===&lt;br /&gt;
&lt;br /&gt;
If you see the sky spinning it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures bloom problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bloom problems ===&lt;br /&gt;
&lt;br /&gt;
If have a problem with bloom it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
=== The game is &#039;&#039;&#039;very&#039;&#039;&#039; slow! ===&lt;br /&gt;
&lt;br /&gt;
If you get loading times of 5 minutes or more, less than 10 FPS, or the game even stutters, please try this:&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t help, your system might run out of memory. Either upgrade to more than 1 Gbyte memory,&lt;br /&gt;
or try to close some other applications before playing.&lt;br /&gt;
&lt;br /&gt;
Please see also the article about [[Performance Tweaks]] to improve the performance.&lt;br /&gt;
&lt;br /&gt;
=== Slow loading times ===&lt;br /&gt;
&lt;br /&gt;
If you find an FM is very slow to load it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also cures bloom and spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Underwater performance poor===&lt;br /&gt;
&lt;br /&gt;
If you get very low framerates underwater then try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
===Upside-down screen===&lt;br /&gt;
&lt;br /&gt;
If you get an upside-down screen, try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
===Game freezes for several seconds when opening doors===&lt;br /&gt;
Solution to problems:&lt;br /&gt;
&lt;br /&gt;
A) &amp;quot;game freezes and loads some data from hard drive while opening doors&amp;quot;&lt;br /&gt;
&lt;br /&gt;
B) &amp;quot;while loading mission you are returned to the menu and need to restart loading&amp;quot;&lt;br /&gt;
&lt;br /&gt;
is&lt;br /&gt;
DISABLE EAX 4.0 HD in Audio Settings menu.&lt;br /&gt;
&lt;br /&gt;
===Game exits to menu after mission load, with renderpipe error in console===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symptoms:&#039;&#039;&#039; Missions are installed properly and will load, but after they reach 100% you are returned to the main menu or objectives screen. If you open the console (Ctrl-Alt-~ on US keyboards), you see one/both of these errors:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Failed to open \\.\pipe\dm_renderpipe&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
 ERROR: idRenderSystemLocal::uncrop currentcrop &amp;lt;1 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Some firewalls, notably &#039;&#039;Sunbelt Firewall&#039;&#039; (aka &#039;&#039;Kerio Firewall&#039;&#039;) are known to interfere with TDM&#039;s lightgem, &#039;&#039;even when &amp;quot;disabled&amp;quot;&#039;&#039;. To fix this problem, completely uninstall the firewall, and get a different one instead.&lt;br /&gt;
&lt;br /&gt;
== Known bugs ==&lt;br /&gt;
See article [[Known Bugs]].&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution/aspect ratio does nothing!? ===&lt;br /&gt;
These changes require a restart of Doom to work. &lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Installation]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Adding_Heads_and_Weapons_to_AI&amp;diff=9315</id>
		<title>Adding Heads and Weapons to AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Adding_Heads_and_Weapons_to_AI&amp;diff=9315"/>
		<updated>2009-10-31T02:31:06Z</updated>

		<summary type="html">&lt;p&gt;Crispy: Marked for cleanup/updating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO : def_attach1 &amp;lt;weapon name&amp;gt; is sufficient now to attach weapons so this article needs reviewing.&lt;br /&gt;
&lt;br /&gt;
TODO : def_head &amp;lt;head name&amp;gt; is sufficient now to attach heads.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are you a mapper looking for info on [[Swapping Heads on AI Models]] in your map?&lt;br /&gt;
&lt;br /&gt;
Are you looking for a review of [[Heads Available for AI]] to choose from?&lt;br /&gt;
&lt;br /&gt;
To see updated information on attaching weapons, see [[Attaching Props to AI]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removing inherited Attachments from AI ==&lt;br /&gt;
It&#039;s possible to remove inherited AI attachments like weapons in DarkRadiant by overriding the inherited spawnargs. To do this, select the entity in DarkRadiant, select &amp;quot;Show inherited properties&amp;quot; and browse to the offending attachment (for instance &amp;quot;def_attach1&amp;quot;) and set its value to the minus sign &amp;quot;-&amp;quot;. (Note: It&#039;s not possible to store empty spawnargs (this would be a deletion in DarkRadiant), the &amp;quot;empty&amp;quot; value has been set to the minus &amp;quot;-&amp;quot; - this is just a convention, the SDK will ignore the minus signs. Other values will throw an error).&lt;br /&gt;
 &amp;quot;def_attach1&amp;quot;   &amp;quot;-&amp;quot;&lt;br /&gt;
This will override the inherited spawnarg and in fact remove the attachment from the AI without throwing a console error on map load.&lt;br /&gt;
&lt;br /&gt;
{{tutorial-ai}}&lt;br /&gt;
[[Category:Cleanup]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Attaching_Props_to_AI&amp;diff=9314</id>
		<title>Attaching Props to AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Attaching_Props_to_AI&amp;diff=9314"/>
		<updated>2009-10-31T02:30:40Z</updated>

		<summary type="html">&lt;p&gt;Crispy: replaced with template that includes relevant categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Attaching things to AI is an important way to make your AI unique.  &lt;br /&gt;
&lt;br /&gt;
There are three ways to attach things (hereafter referred to as &#039;props&#039;) to AI.  Not all are equally good, and they are listed in order of preference:&lt;br /&gt;
&lt;br /&gt;
== 1. Using Attachment Positions ==&lt;br /&gt;
&lt;br /&gt;
This is the preferred way of attaching things to AI.  Each AI has a set of pre-determined coordinates (attachment points).  The mapper can attach things to these points by using the following spawnargs in an AI&#039;s entity window:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach5&amp;quot;  &amp;quot;[entity name]&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach5&amp;quot;  &amp;quot;[attachment point name]&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The number is arbitrary.  As long as both lines have the same number, you could use 999.  Best to stay away from numbers 1-5, however, as some AI come with default props (pauldrons, weapons, etc), and you could overwrite them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[entity name]&#039;&#039;&#039; is the entity that you want to attach, like &amp;quot;atdm:prop_torch_gothic_on&amp;quot;.  You can find a list of preset attachable objects in prop_items.def and prop_wearable_items.def.  Or see the quick list below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[attachment point name]&#039;&#039;&#039; is the name of the predefined point you want to attach the object to, like &amp;quot;hand_l&amp;quot;.  See the list of preset attachment points below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This image indicates some common attachment points.  You can cut and paste the names below:&lt;br /&gt;
&lt;br /&gt;
http://www.mindplaces.com/save/attachment_points.jpg&lt;br /&gt;
&lt;br /&gt;
1.  &#039;&#039;&#039;&amp;quot;hip_sheath_l&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is designed for sheathed weapons on the hip.&lt;br /&gt;
&lt;br /&gt;
2.  &#039;&#039;&#039;&amp;quot;hand_l&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The left hand, primarily used for torches.  You can attach a weapon to this hand but AI will not currently attack with it.&lt;br /&gt;
&lt;br /&gt;
3.  &#039;&#039;&#039;&amp;quot;belt_back_right&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is on the back of the belt on the right hand side, designed for purses, keys, or other things players may want to pickpocket.&lt;br /&gt;
&lt;br /&gt;
4.  &#039;&#039;&#039;&amp;quot;hand_r&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The right hand.  Generally reserved for weapon use.&lt;br /&gt;
&lt;br /&gt;
5.  &#039;&#039;&#039;&amp;quot;slung_across_back_rl&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is primarily used for weapons worn on the back, like hammers or bows.&lt;br /&gt;
&lt;br /&gt;
===List of Attachable Objects===&lt;br /&gt;
You can attach any existing entity, but the entities below have spawnargs that position them properly.  For information on making new attachment points, or positioning new entities, see [[Attachment Positions]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torches:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach5&amp;quot;  &amp;quot;atdm:prop_torch_on&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach5&amp;quot;  &amp;quot;hand_l&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach5&amp;quot;   &amp;quot;atdm:prop_torch_gothic_on&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach5&amp;quot;  &amp;quot;hand_l&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Belt Objects:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;  &amp;quot;atdm:prop_lootbag&amp;quot;  (used for loot)&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;  &amp;quot;belt_back_right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;   &amp;quot;atdm:prop_belt_pouch&amp;quot;  (used for decoration)&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;   &amp;quot;belt_back_right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;   &amp;quot;atdm:prop_goldkey&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;   &amp;quot;belt_back_right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;   &amp;quot;atdm:prop_silverkey&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;  &amp;quot;belt_back_right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;   &amp;quot;atdm:prop_key_padlock&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;  &amp;quot;belt_back_right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;   &amp;quot;atdm:prop_key_simple&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;  &amp;quot;belt_back_right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;   &amp;quot;atdm:prop_key_fancy01&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;  &amp;quot;belt_back_right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;   &amp;quot;atdm:prop_potion_healing&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;  &amp;quot;belt_back_right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;   &amp;quot;atdm:prop_smithyhammer&amp;quot;  (decorative only atm)&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;  &amp;quot;hip_sheath_l&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach5&amp;quot;   &amp;quot;atdm:prop_halberd&amp;quot;  (decorative only--does not work well in combat)&lt;br /&gt;
 &amp;quot;pos_attach5&amp;quot;   &amp;quot;hand_l&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==2.  Using def_attach==&lt;br /&gt;
&lt;br /&gt;
See [[Making &#039;Prop&#039; Entities]].&lt;br /&gt;
&lt;br /&gt;
==3.  Binding==&lt;br /&gt;
&lt;br /&gt;
See [[Attaching Items]].&lt;br /&gt;
&lt;br /&gt;
{{tutorial-ai}}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Attaching_Props_to_AI&amp;diff=9313</id>
		<title>Attaching Props to AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Attaching_Props_to_AI&amp;diff=9313"/>
		<updated>2009-10-31T02:29:23Z</updated>

		<summary type="html">&lt;p&gt;Crispy: AI and AI Tutorials categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Attaching things to AI is an important way to make your AI unique.  &lt;br /&gt;
&lt;br /&gt;
There are three ways to attach things (hereafter referred to as &#039;props&#039;) to AI.  Not all are equally good, and they are listed in order of preference:&lt;br /&gt;
&lt;br /&gt;
== 1. Using Attachment Positions ==&lt;br /&gt;
&lt;br /&gt;
This is the preferred way of attaching things to AI.  Each AI has a set of pre-determined coordinates (attachment points).  The mapper can attach things to these points by using the following spawnargs in an AI&#039;s entity window:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach5&amp;quot;  &amp;quot;[entity name]&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach5&amp;quot;  &amp;quot;[attachment point name]&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The number is arbitrary.  As long as both lines have the same number, you could use 999.  Best to stay away from numbers 1-5, however, as some AI come with default props (pauldrons, weapons, etc), and you could overwrite them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[entity name]&#039;&#039;&#039; is the entity that you want to attach, like &amp;quot;atdm:prop_torch_gothic_on&amp;quot;.  You can find a list of preset attachable objects in prop_items.def and prop_wearable_items.def.  Or see the quick list below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[attachment point name]&#039;&#039;&#039; is the name of the predefined point you want to attach the object to, like &amp;quot;hand_l&amp;quot;.  See the list of preset attachment points below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This image indicates some common attachment points.  You can cut and paste the names below:&lt;br /&gt;
&lt;br /&gt;
http://www.mindplaces.com/save/attachment_points.jpg&lt;br /&gt;
&lt;br /&gt;
1.  &#039;&#039;&#039;&amp;quot;hip_sheath_l&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is designed for sheathed weapons on the hip.&lt;br /&gt;
&lt;br /&gt;
2.  &#039;&#039;&#039;&amp;quot;hand_l&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The left hand, primarily used for torches.  You can attach a weapon to this hand but AI will not currently attack with it.&lt;br /&gt;
&lt;br /&gt;
3.  &#039;&#039;&#039;&amp;quot;belt_back_right&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is on the back of the belt on the right hand side, designed for purses, keys, or other things players may want to pickpocket.&lt;br /&gt;
&lt;br /&gt;
4.  &#039;&#039;&#039;&amp;quot;hand_r&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The right hand.  Generally reserved for weapon use.&lt;br /&gt;
&lt;br /&gt;
5.  &#039;&#039;&#039;&amp;quot;slung_across_back_rl&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is primarily used for weapons worn on the back, like hammers or bows.&lt;br /&gt;
&lt;br /&gt;
===List of Attachable Objects===&lt;br /&gt;
You can attach any existing entity, but the entities below have spawnargs that position them properly.  For information on making new attachment points, or positioning new entities, see [[Attachment Positions]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torches:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach5&amp;quot;  &amp;quot;atdm:prop_torch_on&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach5&amp;quot;  &amp;quot;hand_l&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach5&amp;quot;   &amp;quot;atdm:prop_torch_gothic_on&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach5&amp;quot;  &amp;quot;hand_l&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Belt Objects:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;  &amp;quot;atdm:prop_lootbag&amp;quot;  (used for loot)&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;  &amp;quot;belt_back_right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;   &amp;quot;atdm:prop_belt_pouch&amp;quot;  (used for decoration)&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;   &amp;quot;belt_back_right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;   &amp;quot;atdm:prop_goldkey&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;   &amp;quot;belt_back_right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;   &amp;quot;atdm:prop_silverkey&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;  &amp;quot;belt_back_right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;   &amp;quot;atdm:prop_key_padlock&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;  &amp;quot;belt_back_right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;   &amp;quot;atdm:prop_key_simple&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;  &amp;quot;belt_back_right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;   &amp;quot;atdm:prop_key_fancy01&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;  &amp;quot;belt_back_right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;   &amp;quot;atdm:prop_potion_healing&amp;quot;&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;  &amp;quot;belt_back_right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach6&amp;quot;   &amp;quot;atdm:prop_smithyhammer&amp;quot;  (decorative only atm)&lt;br /&gt;
 &amp;quot;pos_attach6&amp;quot;  &amp;quot;hip_sheath_l&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;def_attach5&amp;quot;   &amp;quot;atdm:prop_halberd&amp;quot;  (decorative only--does not work well in combat)&lt;br /&gt;
 &amp;quot;pos_attach5&amp;quot;   &amp;quot;hand_l&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==2.  Using def_attach==&lt;br /&gt;
&lt;br /&gt;
See [[Making &#039;Prop&#039; Entities]].&lt;br /&gt;
&lt;br /&gt;
==3.  Binding==&lt;br /&gt;
&lt;br /&gt;
See [[Attaching Items]].&lt;br /&gt;
&lt;br /&gt;
[[Category:AI]]&lt;br /&gt;
[[Category:AI Tutorials]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=9247</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=9247"/>
		<updated>2009-10-21T00:25:40Z</updated>

		<summary type="html">&lt;p&gt;Crispy: /* The game crashes on load */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Important|text=This FAQ relates to the full TDM release version only. For players of the pre-release demos such as &#039;&#039;&#039;[[Thief&#039;s Den]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Saint_Lucia|Tears of Saint Lucia]]&#039;&#039;&#039; please refer to the &#039;&#039;&#039;[[FAQ (Demo Releases)|Demo FAQ]]&#039;&#039;&#039;.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
== What Doom versions are supported? ==&lt;br /&gt;
&lt;br /&gt;
=== Can I use the Demo version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
No, sorry.&lt;br /&gt;
&lt;br /&gt;
=== Does it run with the Steam version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
Yes :) You need to install the mod into the directory where Steam put Doom3, this might be under:&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Steam\steamapps\common\doom 3&lt;br /&gt;
&lt;br /&gt;
or a similiar folder.&lt;br /&gt;
&lt;br /&gt;
== Patching Doom 3 to verson 1.3.1.1304 ==&lt;br /&gt;
&lt;br /&gt;
=== How can I check whether my Doom 3 is correctly patched? ===&lt;br /&gt;
&lt;br /&gt;
Open Doom 3 and hit {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) to open the console. You&#039;ll see the version printed in the lower left corner of the console. It should read &#039;&#039;&#039;1.3.1.1304&#039;&#039;&#039;. If your version is ending on 1302, you&#039;ve got the wrong patch installed.&lt;br /&gt;
&lt;br /&gt;
=== Where can I get the right patch? ===&lt;br /&gt;
&lt;br /&gt;
We have the patch hosted on our FTP. See the [[Installation]] article to find a link to it.&lt;br /&gt;
&lt;br /&gt;
If you have version 1.3.1.1302, you may need to uninstall and reinstall before patch 1.3.1.1304 will let you apply it.&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s that issue with the 1.3.1 patch? ===&lt;br /&gt;
&lt;br /&gt;
When the 1.3.1 patch was released by Id, they released it a bit too early. Some download sites picked it up quite fast though and started to distribute it. The problem is, that Id replaced that patch with a different one, and, probably thinking that it hadn&#039;t spread yet, didn&#039;t bother to change the version number. However, you can still find &amp;quot;wrong&amp;quot; 1.3.1 patches and these will not work with the mod. That&#039;s why it is important to check the version number in the console to make sure that the right 1.3.1 patch is installed if the mod doesn&#039;t work. The link provided here on our own page points to the correct patch, so if you downloaded it from here you don&#039;t need to worry about it.&lt;br /&gt;
&lt;br /&gt;
== Supported Operating Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Which Windows versions can I use? ===&lt;br /&gt;
&lt;br /&gt;
Doom 3 needs at least Windows XP or Windows 2000. Saint Lucia was successfully run under Windows XP and Vista. Support for 64 bit Windows or Windows 2000 was not tested.&lt;br /&gt;
&lt;br /&gt;
=== Does it run in Linux? ===&lt;br /&gt;
Yes, Linux is supported. &lt;br /&gt;
=== Does it run in 64 Bit Linux? ===&lt;br /&gt;
Yes, Linux 64 bit is supported. In addition to the steps above, you need 32 bit compatibility libraries, since Doom3 is 32 bit only:&lt;br /&gt;
* On &#039;&#039;&#039;SuSE&#039;&#039;&#039;, they should be included.&lt;br /&gt;
* On Ubuntu/Kubuntu, install the package &#039;&#039;&#039;ia32&#039;&#039;&#039;.&lt;br /&gt;
* Since you cannot install 32 bit libraries on a 64 bit system with the normal package manager, you should use [http://ubuntuforums.org/showthread.php?t=474790 getlibs] to install &#039;&#039;&#039;libmng&#039;&#039;&#039; and the boost filesystem lib:&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs libmng.so.1&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs -l libboost-filesystem1.34.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What about Gentoo? ===&lt;br /&gt;
Should work too.&lt;br /&gt;
=== What about Ubuntu 8.10? ===&lt;br /&gt;
Yes. As of this writing you will need to install the &#039;&#039;&#039;libboost-filesystem&#039;&#039;&#039; package.&lt;br /&gt;
&lt;br /&gt;
=== GLIBCXX_3.4.9 errors ===&lt;br /&gt;
&lt;br /&gt;
If you receive an error about &amp;lt;tt&amp;gt;GLIBCXX_3.4.9&amp;lt;/tt&amp;gt;, delete or rename the files &amp;lt;code&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/usr/local/games/doom3/libgcc_s.so.1.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Does it run on Mac OS X?===&lt;br /&gt;
No. Or at least not yet. The Doom 3 game itself does support Mac OS X, but The Dark Mod currently does not because we don&#039;t have any developers who use Macs. If you can help us getting it to run on OS X, please [http://modetwo.net/darkmod/index.php?showforum=11 let us know on the forum].&lt;br /&gt;
&lt;br /&gt;
Since TDM works on Linux already, getting it working on OS X should not be too difficult for anyone with experience programming for that platform. In theory it&#039;s just a question of figuring out how to build the mod, sorting out dependencies, and writing a few pieces of platform-specific code.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
=== Does TDM support widescreen resolutions? ===&lt;br /&gt;
&lt;br /&gt;
Yes. Choose &amp;quot;16:9&amp;quot; or &amp;quot;16:10&amp;quot; in the in-game &#039;&#039;Settings&#039;&#039; menu, and select the appropriate resolution. Note that you need to restart the game to have the new setting in effect.&lt;br /&gt;
&lt;br /&gt;
If the native resolution of your wide screen monitor is not listed, you can enter it into &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; by changing the following entries like so:&lt;br /&gt;
&lt;br /&gt;
 set r_mode -1&lt;br /&gt;
 set r_customwidth 1280&lt;br /&gt;
 set r_customheight 800 &lt;br /&gt;
&lt;br /&gt;
Note that if you get performance problems, it might be better to halve the resolution in both directions. Please see also [[Performance Tweaks]].&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
It is hard to answer question on why something fails, because wildly different systems cause wildy different symptoms. If the following section does not help you, please ask at out our [http://www.modetwo.net/darkmod forums].&lt;br /&gt;
&lt;br /&gt;
=== FM downloaded but won&#039;t play ===&lt;br /&gt;
&lt;br /&gt;
If you have downloaded an FM you might see it in the New Missions List but can&#039;t get it to play. These are almost always an install problem. These are some of the causes and cures:&lt;br /&gt;
&lt;br /&gt;
FMs (fan missions) are archives and MUST be suffixed .pk4 not zip. Apparently Internet Explorer 8 may change it from pk4 to zip during download without telling you. You need to rename it back.&lt;br /&gt;
&lt;br /&gt;
You MUST use doom3\darkmod\tdmlauncher.exe to run Dark Mod in Windows and NOT Doom3.exe.&lt;br /&gt;
&lt;br /&gt;
You do NOT need to extract the pk4 archives to install or play. Just download into or move the pk4 into the darkmod\fms folder. Optionally you can create a folder of the same name as the map and put it in there, eg, darkmod\fms\chalice but there is no need because Dark Mod will create that automatically. Just make sure your pk4 goes, unopened, into the fms folder then run tdmlauncher.exe&lt;br /&gt;
&lt;br /&gt;
If you have done the above but see for example, a blank objectives screen and no briefing then it is still almost certainly an install error. I recommend you do a clean sweep if in doubt:&lt;br /&gt;
* exit Dark Mod&lt;br /&gt;
* delete doom3\darkmod\currentfm.txt (this just uninstalls any FM)&lt;br /&gt;
* Delete the map game folder (if any) This is NOT the folder in fms but the folder in doom3 of the same name as the FM, eg, doom3\chalice. Note: this has savegames and screenshots in so check and move them out if you want to preserve them. However, if you can&#039;t get the game to play it&#039;s likely you don&#039;t have any yet. If you can&#039;t see the folder don&#039;t worry. The folder name is normally the same as the pk4 but it might not be. Strictly speaking it must be the same as the name in startingmap.txt inside the pk4 archive. You might see this file in fms.&lt;br /&gt;
* Move the pk4 into the darkmod\fms folder if it is not already there.&lt;br /&gt;
* Delete the darkmod\fms\FMname folder if any, eg, darkmod\fms\chalice. Don&#039;t worry if there isn&#039;t one; it will be created automatically later.&lt;br /&gt;
&lt;br /&gt;
So all that is left is the pk4 in the fms folder. Now run tdmlauncher.exe. The FM should be in the list in the New Missions menu. Re-install it and you should now be able to play it.&lt;br /&gt;
&lt;br /&gt;
=== The game crashes on load ===&lt;br /&gt;
Make sure that:&lt;br /&gt;
* You installed [[#Patching_Doom_3_to_verson_1.3.1.1304|the correct version]] of the Doom 3 1.3.1 patch.&lt;br /&gt;
* Your system meets at least the minimum system specs. &lt;br /&gt;
* You have enough free main memory. Try closing a few running programs like Outlook, Anti-Virus or torrent clients.&lt;br /&gt;
&lt;br /&gt;
==== Unknown event &#039;moveToCoverFrom&#039;&amp;quot; ====&lt;br /&gt;
If you get a message like:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Error: file script\doom_events.script, line 1038: Unknown event &#039;moveToCoverFrom&#039;&lt;br /&gt;
&lt;br /&gt;
or see this in the log:&lt;br /&gt;
&lt;br /&gt;
 found DLL in pak file: C:\Program Files\Doom 3\saintlucia\darkmod.pk4/gamex86.dll&lt;br /&gt;
 copy gamex86.dll to C:\Program Files\Doom 3\saintlucia\gamex86.dll&lt;br /&gt;
 could not create destination file&lt;br /&gt;
&lt;br /&gt;
then try extracting that gamex86.dll manually from &#039;&#039;&#039;darkmod.pk4&#039;&#039;&#039; with Winzip or a similiar program into that folder.&lt;br /&gt;
&lt;br /&gt;
The reason is very probably that you installed Doom3 into a folder with a space in it, and it seems Doom3 does not like that. Sorry.&lt;br /&gt;
&lt;br /&gt;
=== Unknown event &#039;setEntityRelation&#039; ===&lt;br /&gt;
The game is crashing to a small blue screen on startup:&lt;br /&gt;
&lt;br /&gt;
[[Image:ErrorSetEntityRelation.jpg]]&lt;br /&gt;
&lt;br /&gt;
The reason for this error is most likely an old version of gamex86.dll (or gamex86.so) lying around in your Doom 3 folder. Delete that file and try again.&lt;br /&gt;
&lt;br /&gt;
=== Textures are missing, screen mostly black ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Tdm missing textures.jpg|right|240px|Black textures]]&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;saintlucia&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;thiefsden&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The briefing is very fuzzy ===&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;saintlucia&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;thiefsden&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
 seta image_roundDown &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_forceDownSize &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_downSize &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== The sky is corrupted ===&lt;br /&gt;
&lt;br /&gt;
You either see black sky, or fragments of other textures. This seems only to happen on Geforce 6800 cards.&lt;br /&gt;
&lt;br /&gt;
There are two fixes for this:&lt;br /&gt;
&lt;br /&gt;
As a quick fix you can rename the following folder:&lt;br /&gt;
&lt;br /&gt;
 env/skyboxes/skybox_darkland_ne&lt;br /&gt;
&lt;br /&gt;
to an different name. That will result in black sky.&lt;br /&gt;
&lt;br /&gt;
Alternatively, edit the file &amp;lt;tt&amp;gt;materials/tdm_sky.mtr&amp;lt;/tt&amp;gt; with &#039;&#039;&#039;Wordpad&#039;&#039;&#039; or a different editor and&lt;br /&gt;
find the sky material named &#039;&#039;&#039;textures/darkmod/nature/skybox/skybox_darkland_NE&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 //Author: Dram&lt;br /&gt;
 //skybox_ocean with ocean replaced with dark land&lt;br /&gt;
 //Moon moved to north east by Fidcal&lt;br /&gt;
 textures/darkmod/nature/skybox/skybox_darkland_NE&lt;br /&gt;
    {&lt;br /&gt;
    qer_editorimage env/skyboxes/skybox_ocean/ocean_ed&lt;br /&gt;
    noFragment&lt;br /&gt;
    noshadows&lt;br /&gt;
    noimpact&lt;br /&gt;
    nooverlays&lt;br /&gt;
    forceOpaque&lt;br /&gt;
    {&lt;br /&gt;
        forceHighQuality&lt;br /&gt;
        blend add&lt;br /&gt;
        cameraCubeMap env/skyboxes/skybox_darkland_ne/darkland_NE&lt;br /&gt;
        texgen skybox&lt;br /&gt;
        texgen wobblesky .0 .0 .0&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this declaration, comment out the line that reads &#039;&#039;&#039;forceHighQuality&#039;&#039;&#039; by adding &amp;lt;tt&amp;gt;//&amp;lt;/tt&amp;gt; in front of it:&lt;br /&gt;
&lt;br /&gt;
  // forceHighQuality&lt;br /&gt;
&lt;br /&gt;
That should fix the sky and make it render correctly.&lt;br /&gt;
&lt;br /&gt;
=== Sky rotates ===&lt;br /&gt;
&lt;br /&gt;
If you see the sky spinning it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures bloom problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bloom problems ===&lt;br /&gt;
&lt;br /&gt;
If have a problem with bloom it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
=== The game is &#039;&#039;&#039;very&#039;&#039;&#039; slow! ===&lt;br /&gt;
&lt;br /&gt;
If you get loading times of 5 minutes or more, less than 10 FPS, or the game even stutters, please try this:&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t help, your system might run out of memory. Either upgrade to more than 1 Gbyte memory,&lt;br /&gt;
or try to close some other applications before playing.&lt;br /&gt;
&lt;br /&gt;
Please see also the article about [[Performance Tweaks]] to improve the performance.&lt;br /&gt;
&lt;br /&gt;
=== Slow loading times ===&lt;br /&gt;
&lt;br /&gt;
If you find an FM is very slow to load it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also cures bloom and spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Underwater performance poor===&lt;br /&gt;
&lt;br /&gt;
If you get very low framerates underwater then try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
===Upside-down screen===&lt;br /&gt;
&lt;br /&gt;
If you get an upside-down screen, try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
== Known bugs ==&lt;br /&gt;
See article [[Known Bugs]].&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution/aspect ratio does nothing!? ===&lt;br /&gt;
These changes require a restart of Doom to work. &lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Installation]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Animation_playback_speed&amp;diff=8782</id>
		<title>Animation playback speed</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Animation_playback_speed&amp;diff=8782"/>
		<updated>2009-08-17T10:22:31Z</updated>

		<summary type="html">&lt;p&gt;Crispy: caveat added and clarified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In TDM, you can change the speed at which an animation plays on an entity just by setting a spawnarg on that entity. The spawnarg to change is &amp;lt;tt&amp;gt;anim_rate_X&amp;lt;/tt&amp;gt;, where X is an animation name. The animation&#039;s speed is multiplied by the spawnarg&#039;s value; 1.0 means no change, 0.5 means half speed, 2.0 means double speed, and so on.&lt;br /&gt;
&lt;br /&gt;
For example, this spawnarg setting would cause the entity to walk at 95% of the usual speed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;quot;anim_rate_walk&amp;quot;         &amp;quot;0.95&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use this to give different walk speeds to individual AIs, or to tweak the walk speed for entire classes of AI.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* This only changes the animation&#039;s speed, not its character. You may not be able to vary e.g. the &amp;quot;purposefulness&amp;quot; of a walk by simply changing its playback speed; it could just look like it&#039;s in slow motion, or oddly sped up. Try experimenting to see how much you can get away with.&lt;br /&gt;
* Walk speed is &#039;&#039;&#039;crucial&#039;&#039;&#039; for game balance. It is very difficult to blackjack or backstab an AI that walks faster than the player can move without alerting it! So don&#039;t set the walk animation rate too high either.&lt;br /&gt;
* The speed of the walk animation appears to have an effect on how easily AI can climb stairs (and presumably slopes as well). The slower the walk animation is, the lower the stair has to be before the AI will be able to climb it. So don&#039;t set the walk animation rate too low. You could also try to work around this using [[Pathfinding#Steep_Steps.2C_Slopes.2C_and_Extreme_Pathfinding.21|extreme pathfinding]]. Don&#039;t worry about this too much, however, unless your AIs need to traverse unusually steep slopes. Small changes will usually be fine.&lt;br /&gt;
* If the animation itself has a setRate frame command (which accomplishes the same effect as this spawnarg) in the modelDef where it&#039;s defined, then the frame command will &#039;&#039;&#039;override&#039;&#039;&#039; this spawnarg.&lt;br /&gt;
&lt;br /&gt;
[[Category:Animation]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Overriding_animations_via_attached_objects&amp;diff=7968</id>
		<title>Overriding animations via attached objects</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Overriding_animations_via_attached_objects&amp;diff=7968"/>
		<updated>2009-04-05T01:01:55Z</updated>

		<summary type="html">&lt;p&gt;Crispy: simplified some of the language and removed some unnecessary info to clarify the article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TDM has a mechanism for causing AIs (and other actors) to automatically use different sets of animations when certain objects are attached to them. This could be used for weapons, torches, bandages, or anything else you can think of. It works as follows.&lt;br /&gt;
&lt;br /&gt;
==Basic usage==&lt;br /&gt;
&lt;br /&gt;
When an entity (for example, a longsword) is attached to an actor (for example, an AI), the code will look for spawnargs on the first entity (the longsword) with names that start with &amp;quot;replace_anim_&amp;quot;. The remainder of the name is the animation to replace on the actor/AI, and the value is the animation to replace it with. For example:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;replace_anim_throw&amp;quot;  &amp;quot;look_around&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Placing the above line in the ai_weapon_longsword entityDef would cause AIs carrying longswords to use their &amp;quot;look_around&amp;quot; animation whenever they would normally use their &amp;quot;throw&amp;quot; animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The animation names are the ones specified in the model def. They are not filenames.&lt;br /&gt;
&lt;br /&gt;
The practical uses for this include being able to have different animations for guards carrying torches, and/or different weapons. Some examples:&lt;br /&gt;
&lt;br /&gt;
* AIs carrying hammers should use two-handed overhead swings to attack instead of one-handed slashes. A dagger needs a stabbing motion. A club is different again. And so on.&lt;br /&gt;
* Suppose guards have a &amp;quot;peering around&amp;quot; animation, in which the guard puts his left hand up to shield his eyes. If he was holding a torch, this would burn him. To prevent this, you could add &amp;lt;tt&amp;gt;&amp;quot;replace_anim_peering_around&amp;quot; &amp;quot;peering_around_torch&amp;quot;&amp;lt;/tt&amp;gt; to the torch entityDef. This would replace the &amp;lt;tt&amp;gt;peering_around&amp;lt;/tt&amp;gt; anim with &amp;lt;tt&amp;gt;peering_around_torch&amp;lt;/tt&amp;gt; for torch-carrying guards. &amp;lt;tt&amp;gt;peering_around_torch&amp;lt;/tt&amp;gt; might have the guard&#039;s left hand lifted up in the air (to illuminate the surroundings) instead, for example.&lt;br /&gt;
* A guard with a bandaged leg (an attached bandage entity) could be made to limp instead of walking normally.&lt;br /&gt;
&lt;br /&gt;
==Combining multiple replacements (advanced)==&lt;br /&gt;
&lt;br /&gt;
So far so good, but what if we want to combine several uses? What if a torch-carrying hammer-wielding guard should have a different animation from a non-torch-carrying hammer-wielder, which is different again from a torch-carrying sword-wielder? Well, animations can be replaced multiple times.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s assume that the default melee_attack anim is for a sword-wielding guard with no torch. In the torch entityDef, you&#039;d put:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;replace_anim_melee_attack&amp;quot;   &amp;quot;melee_attack_torch&amp;quot;&lt;br /&gt;
&amp;quot;replace_anim_hammer_attack&amp;quot;  &amp;quot;hammer_attack_torch&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And in the hammer entityDef, you&#039;d put:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;replace_anim_melee_attack&amp;quot;         &amp;quot;hammer_attack&amp;quot;&lt;br /&gt;
&amp;quot;replace_anim_melee_attack_torch&amp;quot;   &amp;quot;hammer_attack_torch&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;Aside:&#039;&#039; If this seems a little redundant to you, then you&#039;re right - &amp;lt;tt&amp;gt;hammer_attack_torch&amp;lt;/tt&amp;gt; is mentioned twice. However, this is necessary because there&#039;s no reliable way to know whether the torch&#039;s replacements or the hammer&#039;s replacements will be applied first.)&lt;br /&gt;
&lt;br /&gt;
You can do as many similar combinations as you like (limping, torch-carrying, hammer-wielding guard anyone?) but it starts to get messy pretty quickly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Animation]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=7571</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=7571"/>
		<updated>2009-01-12T12:11:17Z</updated>

		<summary type="html">&lt;p&gt;Crispy: /* What about Ubuntu 8.10? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;These FAQs relate to pre-release missions such as [[Thief&#039;s Den]] and [[Saint_Lucia|Tears of Saint Lucia]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== What Doom versions are supported? ==&lt;br /&gt;
&lt;br /&gt;
=== Can I use the Demo version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
No, sorry.&lt;br /&gt;
&lt;br /&gt;
=== Does it run with the Steam version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
Yes :) You need to install the mod into the directory where Steam put Doom3, this might be under:&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Steam\steamapps\common\doom 3&lt;br /&gt;
&lt;br /&gt;
or a similiar folder.&lt;br /&gt;
&lt;br /&gt;
== Patching Doom 3 to verson 1.3.1.1304 ==&lt;br /&gt;
&lt;br /&gt;
=== How can I check whether my Doom 3 is correctly patched? ===&lt;br /&gt;
&lt;br /&gt;
Open Doom 3 and hit {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) to open the console. You&#039;ll see the version printed in the lower left corner of the console. It should read &#039;&#039;&#039;1.3.1.1304&#039;&#039;&#039;. If your version is ending on 1302, you&#039;ve got the wrong patch installed.&lt;br /&gt;
&lt;br /&gt;
=== Where can I get the right patch? ===&lt;br /&gt;
&lt;br /&gt;
We have the patch hosted on our FTP. See [[#Installation|above]] to find a link to it.&lt;br /&gt;
&lt;br /&gt;
If you have version 1.3.1.1302, you may need to uninstall and reinstall before patch 1.3.1.1304 will let you apply it.&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s that issue with the 1.3.1 patch? ===&lt;br /&gt;
&lt;br /&gt;
When the 1.3.1 patch was released by Id, they released it a bit too early. Some download sites picked it up quite fast though and started to distribute it. The problem is, that Id replaced that patch with a different one, and, probably thinking that it hadn&#039;t spread yet, didn&#039;t bother to change the version number. However, you can still find &amp;quot;wrong&amp;quot; 1.3.1 patches and these will not work with the mod. That&#039;s why it is important to check the version number in the console to make sure that the right 1.3.1 patch is installed if the mod doesn&#039;t work. The link provided here on our own page points to the correct patch, so if you downloaded it from here you don&#039;t need to worry about it.&lt;br /&gt;
&lt;br /&gt;
== Supported Operating Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Which Windows versions can I use? ===&lt;br /&gt;
&lt;br /&gt;
Doom 3 needs at least Windows XP or Windows 2000. Saint Lucia was successfully run under Windows XP and Vista. Support for 64 bit Windows or Windows 2000 was not tested.&lt;br /&gt;
&lt;br /&gt;
=== Does it run in Linux? ===&lt;br /&gt;
&lt;br /&gt;
Yes, Linux is supported. You may need:&lt;br /&gt;
* the package &#039;&#039;&#039;libdevil1&#039;&#039;&#039;, use your package manager to install &#039;&#039;&#039;libdevil1&#039;&#039;&#039; or &#039;&#039;&#039;libdevil1c2&#039;&#039;&#039;&lt;br /&gt;
* either Wine or p7zip to extract the contents from the EXE file&lt;br /&gt;
* &#039;&#039;&#039;only for Thief&#039;s Den&#039;&#039;&#039;: recompile the map via the console, or the pathfinding of the AI is broken&lt;br /&gt;
&lt;br /&gt;
=== Does it run in 64 Bit Linux? ===&lt;br /&gt;
&lt;br /&gt;
Yes, Linux 64 bit is supported. In addition to the steps above, you need 32 bit compatibility libraries, since Doom3 is 32 bit only:&lt;br /&gt;
* On &#039;&#039;&#039;SuSE&#039;&#039;&#039;, they should be included.&lt;br /&gt;
* On Ubuntu/Kubuntu, install the package &#039;&#039;&#039;ia32&#039;&#039;&#039;.&lt;br /&gt;
* Since you cannot install 32 bit libraries on a 64 bit system with the normal package manager, you should use [http://ubuntuforums.org/showthread.php?t=474790 getlibs] to install &#039;&#039;&#039;libdevil&#039;&#039;&#039; and &#039;&#039;&#039;libmng&#039;&#039;&#039;:&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs libIL.so.1&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs libmng.so.1&amp;lt;/code&amp;gt;&lt;br /&gt;
:For saintlucia only: &amp;lt;code&amp;gt;getlibs -l libboost-filesystem1.34.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What about Gentoo? ===&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;tt&amp;gt;emerge devil&amp;lt;/tt&amp;gt; to install the libdevil1 library.&lt;br /&gt;
&lt;br /&gt;
=== What about Ubuntu 8.10? ===&lt;br /&gt;
&lt;br /&gt;
Yes. As of this writing you will need to install the &#039;&#039;&#039;libboost-filesystem&#039;&#039;&#039; package.&lt;br /&gt;
&lt;br /&gt;
If you get an error about GLIBCXX_3.4.9, delete or rename the files &amp;lt;code&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/usr/local/games/doom3/libgcc_s.so.1.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Does it run on Mac OS X?===&lt;br /&gt;
&lt;br /&gt;
No. Or at least not yet. The Doom 3 game itself does support Mac OS X, but The Dark Mod currently does not because we don&#039;t have any developers who use Macs. If you can help us getting it to run on OS X, please [http://modetwo.net/darkmod/index.php?showforum=11 let us know] on the forum.&lt;br /&gt;
&lt;br /&gt;
Since TDM works on Linux already, getting it working on OS X should not be too difficult for anyone with experience programming for that platform. In theory it&#039;s just a question of figuring out how to build the mod, sorting out dependencies, and writing a few pieces of platform-specific code.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
=== Does TDM support widescreen resolutions? ===&lt;br /&gt;
&lt;br /&gt;
Yes. Choose &amp;quot;16:9&amp;quot; or &amp;quot;16:10&amp;quot; in the in-game &#039;&#039;Settings&#039;&#039; menu, and select the appropriate resolution. Note that you need to restart the game to have the new setting in effect.&lt;br /&gt;
&lt;br /&gt;
If the native resolution of your wide screen monitor is not listed, you can enter it into &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; by changing the following entries like so:&lt;br /&gt;
&lt;br /&gt;
 set r_mode -1&lt;br /&gt;
 set r_customwidth 1280&lt;br /&gt;
 set r_customheight 800 &lt;br /&gt;
&lt;br /&gt;
Note that if you get performance problems, it might be better to halve the resolution in both directions. Please see also [[Performance Tweaks]].&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
It is hard to answer question on why something fails, because wildly different systems cause wildy different symptoms. If the following section does not help you, please ask at out [ forum].&lt;br /&gt;
&lt;br /&gt;
=== The game crashes on load ===&lt;br /&gt;
&lt;br /&gt;
Make sure that:&lt;br /&gt;
&lt;br /&gt;
* the downloaded file was really &#039;&#039;&#039;downloaded correctly&#039;&#039;&#039;, and could be extracted &#039;&#039;&#039;completely&#039;&#039;&#039;&lt;br /&gt;
* you extracted the contents to your Doom 3 directory&lt;br /&gt;
* the DevIL.dll file is in your base Doom 3 directory&lt;br /&gt;
* Your system meets at least the minimum system specs &lt;br /&gt;
* You have enough free main memory. Try closing a few running programs like Outlook, Anti-Virus or torrent clients&lt;br /&gt;
&lt;br /&gt;
==== Unknown event &#039;moveToCoverFrom&#039;&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
If you get a message like:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Error: file script\doom_events.script, line 1038: Unknown event &#039;moveToCoverFrom&#039;&lt;br /&gt;
&lt;br /&gt;
or see this in the log:&lt;br /&gt;
&lt;br /&gt;
 found DLL in pak file: C:\Programfiler\Doom 3\saintlucia\darkmod.pk4/gamex86.dll&lt;br /&gt;
 copy gamex86.dll to C:\Programfiler\Doom 3\saintlucia\gamex86.dll&lt;br /&gt;
 could not create destination file&lt;br /&gt;
&lt;br /&gt;
then try extracting that gamex86.dll manually from &#039;&#039;&#039;darkmod.pk4&#039;&#039;&#039; with Winzip or a similiar program into that folder.&lt;br /&gt;
&lt;br /&gt;
The reason is very probably that you installed Doom3 into a folder with a space in it, and it seems Doom3 does not like that. Sorry.&lt;br /&gt;
&lt;br /&gt;
=== Textures are missing, screen mostly black ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Tdm missing textures.jpg|right|240px|Black textures]]&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;saintlucia&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;thiefsden&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The briefing is very fuzzy ===&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;saintlucia&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;thiefsden&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
 seta image_roundDown &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_forceDownSize &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_downSize &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== The sky is corrupted ===&lt;br /&gt;
&lt;br /&gt;
You either see black sky, or fragments of other textures. This seems only to happen on Geforce 6800 cards.&lt;br /&gt;
&lt;br /&gt;
There are two fixes for this:&lt;br /&gt;
&lt;br /&gt;
As a quick fix you can rename the following folder:&lt;br /&gt;
&lt;br /&gt;
 env/skyboxes/skybox_darkland_ne&lt;br /&gt;
&lt;br /&gt;
to an different name. That will result in black sky.&lt;br /&gt;
&lt;br /&gt;
Alternatively, edit the file &amp;lt;tt&amp;gt;materials/tdm_sky.mtr&amp;lt;/tt&amp;gt; with &#039;&#039;&#039;Wordpad&#039;&#039;&#039; or a different editor and&lt;br /&gt;
find the sky material named &#039;&#039;&#039;textures/darkmod/nature/skybox/skybox_darkland_NE&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 //Author: Dram&lt;br /&gt;
 //skybox_ocean with ocean replaced with dark land&lt;br /&gt;
 //Moon moved to north east by Fidcal&lt;br /&gt;
 textures/darkmod/nature/skybox/skybox_darkland_NE&lt;br /&gt;
    {&lt;br /&gt;
    qer_editorimage env/skyboxes/skybox_ocean/ocean_ed&lt;br /&gt;
    noFragment&lt;br /&gt;
    noshadows&lt;br /&gt;
    noimpact&lt;br /&gt;
    nooverlays&lt;br /&gt;
    forceOpaque&lt;br /&gt;
    {&lt;br /&gt;
        forceHighQuality&lt;br /&gt;
        blend add&lt;br /&gt;
        cameraCubeMap env/skyboxes/skybox_darkland_ne/darkland_NE&lt;br /&gt;
        texgen skybox&lt;br /&gt;
        texgen wobblesky .0 .0 .0&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this declaration, comment out the line that reads &#039;&#039;&#039;forceHighQuality&#039;&#039;&#039; by adding &amp;lt;tt&amp;gt;//&amp;lt;/tt&amp;gt; in front of it:&lt;br /&gt;
&lt;br /&gt;
  // forceHighQuality&lt;br /&gt;
&lt;br /&gt;
That should fix the sky and make it render correctly.&lt;br /&gt;
&lt;br /&gt;
== The game is &#039;&#039;&#039;very&#039;&#039;&#039; slow! ==&lt;br /&gt;
&lt;br /&gt;
If you get loading times of 5 minutes or more, less than 10 FPS, or the game even stutters, please try this:&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;saintlucia&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;thiefsden&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t help, your system might run out of memory. Either upgrade to more than 1 Gbyte memory,&lt;br /&gt;
or try to close some other applications before playing.&lt;br /&gt;
&lt;br /&gt;
Please see also the article about [[Performance Tweaks]] to improve the performance.&lt;br /&gt;
&lt;br /&gt;
== Known bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution/aspect ratio does nothing!? ===&lt;br /&gt;
&lt;br /&gt;
These changes require a restart of Doom to work. Currently, our GUI does not warn you about this. You can enter &amp;lt;b&amp;gt;vid_restart&amp;lt;/b&amp;gt; in the console to restart the renderer without quitting the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Installation]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=7570</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=7570"/>
		<updated>2009-01-12T12:07:19Z</updated>

		<summary type="html">&lt;p&gt;Crispy: /* Does it run in MacOS? */  details and proofreading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;These FAQs relate to pre-release missions such as [[Thief&#039;s Den]] and [[Saint_Lucia|Tears of Saint Lucia]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== What Doom versions are supported? ==&lt;br /&gt;
&lt;br /&gt;
=== Can I use the Demo version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
No, sorry.&lt;br /&gt;
&lt;br /&gt;
=== Does it run with the Steam version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
Yes :) You need to install the mod into the directory where Steam put Doom3, this might be under:&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Steam\steamapps\common\doom 3&lt;br /&gt;
&lt;br /&gt;
or a similiar folder.&lt;br /&gt;
&lt;br /&gt;
== Patching Doom 3 to verson 1.3.1.1304 ==&lt;br /&gt;
&lt;br /&gt;
=== How can I check whether my Doom 3 is correctly patched? ===&lt;br /&gt;
&lt;br /&gt;
Open Doom 3 and hit {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) to open the console. You&#039;ll see the version printed in the lower left corner of the console. It should read &#039;&#039;&#039;1.3.1.1304&#039;&#039;&#039;. If your version is ending on 1302, you&#039;ve got the wrong patch installed.&lt;br /&gt;
&lt;br /&gt;
=== Where can I get the right patch? ===&lt;br /&gt;
&lt;br /&gt;
We have the patch hosted on our FTP. See [[#Installation|above]] to find a link to it.&lt;br /&gt;
&lt;br /&gt;
If you have version 1.3.1.1302, you may need to uninstall and reinstall before patch 1.3.1.1304 will let you apply it.&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s that issue with the 1.3.1 patch? ===&lt;br /&gt;
&lt;br /&gt;
When the 1.3.1 patch was released by Id, they released it a bit too early. Some download sites picked it up quite fast though and started to distribute it. The problem is, that Id replaced that patch with a different one, and, probably thinking that it hadn&#039;t spread yet, didn&#039;t bother to change the version number. However, you can still find &amp;quot;wrong&amp;quot; 1.3.1 patches and these will not work with the mod. That&#039;s why it is important to check the version number in the console to make sure that the right 1.3.1 patch is installed if the mod doesn&#039;t work. The link provided here on our own page points to the correct patch, so if you downloaded it from here you don&#039;t need to worry about it.&lt;br /&gt;
&lt;br /&gt;
== Supported Operating Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Which Windows versions can I use? ===&lt;br /&gt;
&lt;br /&gt;
Doom 3 needs at least Windows XP or Windows 2000. Saint Lucia was successfully run under Windows XP and Vista. Support for 64 bit Windows or Windows 2000 was not tested.&lt;br /&gt;
&lt;br /&gt;
=== Does it run in Linux? ===&lt;br /&gt;
&lt;br /&gt;
Yes, Linux is supported. You may need:&lt;br /&gt;
* the package &#039;&#039;&#039;libdevil1&#039;&#039;&#039;, use your package manager to install &#039;&#039;&#039;libdevil1&#039;&#039;&#039; or &#039;&#039;&#039;libdevil1c2&#039;&#039;&#039;&lt;br /&gt;
* either Wine or p7zip to extract the contents from the EXE file&lt;br /&gt;
* &#039;&#039;&#039;only for Thief&#039;s Den&#039;&#039;&#039;: recompile the map via the console, or the pathfinding of the AI is broken&lt;br /&gt;
&lt;br /&gt;
=== Does it run in 64 Bit Linux? ===&lt;br /&gt;
&lt;br /&gt;
Yes, Linux 64 bit is supported. In addition to the steps above, you need 32 bit compatibility libraries, since Doom3 is 32 bit only:&lt;br /&gt;
* On &#039;&#039;&#039;SuSE&#039;&#039;&#039;, they should be included.&lt;br /&gt;
* On Ubuntu/Kubuntu, install the package &#039;&#039;&#039;ia32&#039;&#039;&#039;.&lt;br /&gt;
* Since you cannot install 32 bit libraries on a 64 bit system with the normal package manager, you should use [http://ubuntuforums.org/showthread.php?t=474790 getlibs] to install &#039;&#039;&#039;libdevil&#039;&#039;&#039; and &#039;&#039;&#039;libmng&#039;&#039;&#039;:&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs libIL.so.1&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs libmng.so.1&amp;lt;/code&amp;gt;&lt;br /&gt;
:For saintlucia only: &amp;lt;code&amp;gt;getlibs -l libboost-filesystem1.34.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What about Gentoo? ===&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;tt&amp;gt;emerge devil&amp;lt;/tt&amp;gt; to install the libdevil1 library.&lt;br /&gt;
&lt;br /&gt;
=== What about Ubuntu 8.10? ===&lt;br /&gt;
&lt;br /&gt;
So far Ubuntu 8.10 is not yet officially released and we have not tested it. It might work if you install &#039;&#039;&#039;libboost-filesystem.1.34.1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Does it run on Mac OS X?===&lt;br /&gt;
&lt;br /&gt;
No. Or at least not yet. The Doom 3 game itself does support Mac OS X, but The Dark Mod currently does not because we don&#039;t have any developers who use Macs. If you can help us getting it to run on OS X, please [http://modetwo.net/darkmod/index.php?showforum=11 let us know] on the forum.&lt;br /&gt;
&lt;br /&gt;
Since TDM works on Linux already, getting it working on OS X should not be too difficult for anyone with experience programming for that platform. In theory it&#039;s just a question of figuring out how to build the mod, sorting out dependencies, and writing a few pieces of platform-specific code.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
=== Does TDM support widescreen resolutions? ===&lt;br /&gt;
&lt;br /&gt;
Yes. Choose &amp;quot;16:9&amp;quot; or &amp;quot;16:10&amp;quot; in the in-game &#039;&#039;Settings&#039;&#039; menu, and select the appropriate resolution. Note that you need to restart the game to have the new setting in effect.&lt;br /&gt;
&lt;br /&gt;
If the native resolution of your wide screen monitor is not listed, you can enter it into &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; by changing the following entries like so:&lt;br /&gt;
&lt;br /&gt;
 set r_mode -1&lt;br /&gt;
 set r_customwidth 1280&lt;br /&gt;
 set r_customheight 800 &lt;br /&gt;
&lt;br /&gt;
Note that if you get performance problems, it might be better to halve the resolution in both directions. Please see also [[Performance Tweaks]].&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
It is hard to answer question on why something fails, because wildly different systems cause wildy different symptoms. If the following section does not help you, please ask at out [ forum].&lt;br /&gt;
&lt;br /&gt;
=== The game crashes on load ===&lt;br /&gt;
&lt;br /&gt;
Make sure that:&lt;br /&gt;
&lt;br /&gt;
* the downloaded file was really &#039;&#039;&#039;downloaded correctly&#039;&#039;&#039;, and could be extracted &#039;&#039;&#039;completely&#039;&#039;&#039;&lt;br /&gt;
* you extracted the contents to your Doom 3 directory&lt;br /&gt;
* the DevIL.dll file is in your base Doom 3 directory&lt;br /&gt;
* Your system meets at least the minimum system specs &lt;br /&gt;
* You have enough free main memory. Try closing a few running programs like Outlook, Anti-Virus or torrent clients&lt;br /&gt;
&lt;br /&gt;
==== Unknown event &#039;moveToCoverFrom&#039;&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
If you get a message like:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Error: file script\doom_events.script, line 1038: Unknown event &#039;moveToCoverFrom&#039;&lt;br /&gt;
&lt;br /&gt;
or see this in the log:&lt;br /&gt;
&lt;br /&gt;
 found DLL in pak file: C:\Programfiler\Doom 3\saintlucia\darkmod.pk4/gamex86.dll&lt;br /&gt;
 copy gamex86.dll to C:\Programfiler\Doom 3\saintlucia\gamex86.dll&lt;br /&gt;
 could not create destination file&lt;br /&gt;
&lt;br /&gt;
then try extracting that gamex86.dll manually from &#039;&#039;&#039;darkmod.pk4&#039;&#039;&#039; with Winzip or a similiar program into that folder.&lt;br /&gt;
&lt;br /&gt;
The reason is very probably that you installed Doom3 into a folder with a space in it, and it seems Doom3 does not like that. Sorry.&lt;br /&gt;
&lt;br /&gt;
=== Textures are missing, screen mostly black ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Tdm missing textures.jpg|right|240px|Black textures]]&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;saintlucia&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;thiefsden&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The briefing is very fuzzy ===&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;saintlucia&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;thiefsden&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
 seta image_roundDown &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_forceDownSize &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_downSize &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== The sky is corrupted ===&lt;br /&gt;
&lt;br /&gt;
You either see black sky, or fragments of other textures. This seems only to happen on Geforce 6800 cards.&lt;br /&gt;
&lt;br /&gt;
There are two fixes for this:&lt;br /&gt;
&lt;br /&gt;
As a quick fix you can rename the following folder:&lt;br /&gt;
&lt;br /&gt;
 env/skyboxes/skybox_darkland_ne&lt;br /&gt;
&lt;br /&gt;
to an different name. That will result in black sky.&lt;br /&gt;
&lt;br /&gt;
Alternatively, edit the file &amp;lt;tt&amp;gt;materials/tdm_sky.mtr&amp;lt;/tt&amp;gt; with &#039;&#039;&#039;Wordpad&#039;&#039;&#039; or a different editor and&lt;br /&gt;
find the sky material named &#039;&#039;&#039;textures/darkmod/nature/skybox/skybox_darkland_NE&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 //Author: Dram&lt;br /&gt;
 //skybox_ocean with ocean replaced with dark land&lt;br /&gt;
 //Moon moved to north east by Fidcal&lt;br /&gt;
 textures/darkmod/nature/skybox/skybox_darkland_NE&lt;br /&gt;
    {&lt;br /&gt;
    qer_editorimage env/skyboxes/skybox_ocean/ocean_ed&lt;br /&gt;
    noFragment&lt;br /&gt;
    noshadows&lt;br /&gt;
    noimpact&lt;br /&gt;
    nooverlays&lt;br /&gt;
    forceOpaque&lt;br /&gt;
    {&lt;br /&gt;
        forceHighQuality&lt;br /&gt;
        blend add&lt;br /&gt;
        cameraCubeMap env/skyboxes/skybox_darkland_ne/darkland_NE&lt;br /&gt;
        texgen skybox&lt;br /&gt;
        texgen wobblesky .0 .0 .0&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this declaration, comment out the line that reads &#039;&#039;&#039;forceHighQuality&#039;&#039;&#039; by adding &amp;lt;tt&amp;gt;//&amp;lt;/tt&amp;gt; in front of it:&lt;br /&gt;
&lt;br /&gt;
  // forceHighQuality&lt;br /&gt;
&lt;br /&gt;
That should fix the sky and make it render correctly.&lt;br /&gt;
&lt;br /&gt;
== The game is &#039;&#039;&#039;very&#039;&#039;&#039; slow! ==&lt;br /&gt;
&lt;br /&gt;
If you get loading times of 5 minutes or more, less than 10 FPS, or the game even stutters, please try this:&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;saintlucia&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;thiefsden&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t help, your system might run out of memory. Either upgrade to more than 1 Gbyte memory,&lt;br /&gt;
or try to close some other applications before playing.&lt;br /&gt;
&lt;br /&gt;
Please see also the article about [[Performance Tweaks]] to improve the performance.&lt;br /&gt;
&lt;br /&gt;
== Known bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution/aspect ratio does nothing!? ===&lt;br /&gt;
&lt;br /&gt;
These changes require a restart of Doom to work. Currently, our GUI does not warn you about this. You can enter &amp;lt;b&amp;gt;vid_restart&amp;lt;/b&amp;gt; in the console to restart the renderer without quitting the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Installation]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=7569</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=7569"/>
		<updated>2009-01-12T12:01:08Z</updated>

		<summary type="html">&lt;p&gt;Crispy: actual filenames&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Installing &#039;&#039;Thief&#039;s Den&#039;&#039;?|text=You can ignore this page. Instead, follow the instructions at this link: [[Thief%27s_Den#Installation|Thief&#039;s Den Installation]].}}&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Installing &#039;&#039;The Tears of Saint Lucia&#039;&#039;?|text=You can ignore this page. Instead, follow the instructions at this link: [[Saint_Lucia|Saint Lucia Installation]].}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{important|headline=The instructions on this page are primarily intended for beta mappers and other new team members.|text=If you&#039;re installing either of our public mission releases, &#039;&#039;Thief&#039;s Den&#039;&#039; or &#039;&#039;The Tears of Saint Lucia&#039;&#039;, refer to the links given above.}}&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Windows users|text=You&#039;ll need to install the [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe Doom 3 patch 1.3.1] and copy the DevIL.dll (shipped with Darkmod) library to your C:\Windows\system32 folder otherwise D3 will crash.}}&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to install The Dark Mod, you need to have the v1.3.1 patch for Doom 3 installed. See the [[#Weblinks|download section below]] for links.&lt;br /&gt;
&lt;br /&gt;
Make sure that the install path for Doom 3:&lt;br /&gt;
&lt;br /&gt;
* does not contain any blanks (e.g. &amp;lt;code&amp;gt;C:/doom3&amp;lt;/code&amp;gt; is ok, &amp;lt;code&amp;gt;C:/Program files/Doom3&amp;lt;/code&amp;gt; is not)&lt;br /&gt;
* is in all lowercase (e.g. &amp;lt;code&amp;gt;/usr/local/lib/doom3&amp;lt;/code&amp;gt; is ok, &amp;lt;code&amp;gt;/home/username/MyDoom&amp;lt;/code&amp;gt; is not)&lt;br /&gt;
&lt;br /&gt;
The latter point is especially important for Linux.&lt;br /&gt;
&lt;br /&gt;
Doom 3 currently supports Windows, Linux and Mac platforms, but &#039;&#039;&#039;The Dark Mod&#039;&#039;&#039; currently supports only Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod ==&lt;br /&gt;
&lt;br /&gt;
===Install on Windows===&lt;br /&gt;
&lt;br /&gt;
#Download the DarkMod package, [[#Weblinks|see below]]. &lt;br /&gt;
# In the distribution is a DLL contained named &amp;lt;code&amp;gt;DevIL.dll&amp;lt;/code&amp;gt; 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 &amp;lt;code&amp;gt;windows/system32&amp;lt;/code&amp;gt; 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 its blue window and can not be started. &lt;br /&gt;
# The downloaded archive must be extracted directly into the Doom 3 folder, which will create a darkmod folder in there, with all files necessary to run the mod.&lt;br /&gt;
&lt;br /&gt;
===Install on Linux===&lt;br /&gt;
&lt;br /&gt;
# You need the native version of Doom 3 installed and patched to v1.3.1, [[#Weblinks|see below]] for download links and install instructions.&lt;br /&gt;
# Since there is no 64 bit version of either Doom 3 or The DarkMod, on 64 bit systems you also need the 32 bit compatibility libraries installed. On some distributions like SuSE, these are included in the default installation, but on Kubuntu/Ubuntu you need to install the package called &amp;lt;code&amp;gt;ia32-lib&amp;lt;/code&amp;gt; and all its dependencies. Otherwise, even the installer for Doom 3 will fail to run.&lt;br /&gt;
# The downloaded DarkMod archive must be extracted into your own user&#039;s Doom 3 folder, which is usually under &amp;lt;code&amp;gt;/home/username/.doom3/&amp;lt;/code&amp;gt; (substitute &amp;quot;username&amp;quot; with your own username, of course). This will create a &amp;lt;code&amp;gt;darkmod&amp;lt;/code&amp;gt; folder in there, with all files necessary to run the mod.&lt;br /&gt;
# If you get an error about GLIBCXX_3.4.9, delete or rename the files &amp;lt;tt&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;/usr/local/games/doom3/libgcc_s.so.1&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Running the Mod ==&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution ===&lt;br /&gt;
You can choose from the various screen resolutions in the main menu under &amp;quot;Settings&amp;quot;. You&#039;ll have to restart the game for the changes to take effect.&lt;br /&gt;
&lt;br /&gt;
Note to widescreen users: Doom 3 resolutions default to 4:3 screen aspect ratios. If you&#039;re running wide screens (e.g. 1280x800, 1440x900, 1680x1050) you&#039;ll need to set that ratio to 16:10 in the Video Settings.&lt;br /&gt;
&lt;br /&gt;
===Loading the mod manually===&lt;br /&gt;
&lt;br /&gt;
In order to run &#039;&#039;The Dark Mod&#039;&#039;, 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 &#039;&#039;Darkmod&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Using the command line or a shortcut (recommended)===&lt;br /&gt;
&lt;br /&gt;
Alternatively, The Dark Mod can be initialized directly from the command line (or via a shortcut from the desktop) by using the command line:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Windows:&#039;&#039;&#039; &amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3.exe  set fs_game darkmod&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Linux:&#039;&#039;&#039; &amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3 +seta com_allowConsole 1 +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is recommended to use this way of running &#039;&#039;The Dark Mod&#039;&#039;, as it appears that Doom 3 will handle paths more consistently then loading the mod manually.&lt;br /&gt;
&lt;br /&gt;
Please see also the articles about [[Doom3 command line]] and [[Creating Desktop Shortcuts for Doom3]].&lt;br /&gt;
&lt;br /&gt;
== Performance Tweaks ==&lt;br /&gt;
&lt;br /&gt;
See also [[Performance Tweaks]] to make TDM run a little bit faster.&lt;br /&gt;
&lt;br /&gt;
== Weblinks ==&lt;br /&gt;
&lt;br /&gt;
* Doom [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe v1.3.1 patch for Windows]&lt;br /&gt;
* Doom v1.3.1 for Linux: [ftp://ftp.idsoftware.com/idstuff/doom3/ FTP] [http://zerowing.idsoftware.com:6969/ BitTorrent]&lt;br /&gt;
* &#039;&#039;&#039;TODO:&#039;&#039;&#039; Insert download link to The DarkMod&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=7568</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=7568"/>
		<updated>2009-01-12T11:58:34Z</updated>

		<summary type="html">&lt;p&gt;Crispy: /* Installing The Dark Mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Installing &#039;&#039;Thief&#039;s Den&#039;&#039;?|text=You can ignore this page. Instead, follow the instructions at this link: [[Thief%27s_Den#Installation|Thief&#039;s Den Installation]].}}&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Installing &#039;&#039;The Tears of Saint Lucia&#039;&#039;?|text=You can ignore this page. Instead, follow the instructions at this link: [[Saint_Lucia|Saint Lucia Installation]].}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{important|headline=The instructions on this page are primarily intended for beta mappers and other new team members.|text=If you&#039;re installing either of our public mission releases, &#039;&#039;Thief&#039;s Den&#039;&#039; or &#039;&#039;The Tears of Saint Lucia&#039;&#039;, refer to the links given above.}}&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Windows users|text=You&#039;ll need to install the [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe Doom 3 patch 1.3.1] and copy the DevIL.dll (shipped with Darkmod) library to your C:\Windows\system32 folder otherwise D3 will crash.}}&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to install The Dark Mod, you need to have the v1.3.1 patch for Doom 3 installed. See the [[#Weblinks|download section below]] for links.&lt;br /&gt;
&lt;br /&gt;
Make sure that the install path for Doom 3:&lt;br /&gt;
&lt;br /&gt;
* does not contain any blanks (e.g. &amp;lt;code&amp;gt;C:/doom3&amp;lt;/code&amp;gt; is ok, &amp;lt;code&amp;gt;C:/Program files/Doom3&amp;lt;/code&amp;gt; is not)&lt;br /&gt;
* is in all lowercase (e.g. &amp;lt;code&amp;gt;/usr/local/lib/doom3&amp;lt;/code&amp;gt; is ok, &amp;lt;code&amp;gt;/home/username/MyDoom&amp;lt;/code&amp;gt; is not)&lt;br /&gt;
&lt;br /&gt;
The latter point is especially important for Linux.&lt;br /&gt;
&lt;br /&gt;
Doom 3 currently supports Windows, Linux and Mac platforms, but &#039;&#039;&#039;The Dark Mod&#039;&#039;&#039; currently supports only Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod ==&lt;br /&gt;
&lt;br /&gt;
===Install on Windows===&lt;br /&gt;
&lt;br /&gt;
#Download the DarkMod package, [[#Weblinks|see below]]. &lt;br /&gt;
# In the distribution is a DLL contained named &amp;lt;code&amp;gt;DevIL.dll&amp;lt;/code&amp;gt; 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 &amp;lt;code&amp;gt;windows/system32&amp;lt;/code&amp;gt; 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 its blue window and can not be started. &lt;br /&gt;
# The downloaded archive must be extracted directly into the Doom 3 folder, which will create a darkmod folder in there, with all files necessary to run the mod.&lt;br /&gt;
&lt;br /&gt;
===Install on Linux===&lt;br /&gt;
&lt;br /&gt;
# You need the native version of Doom 3 installed and patched to v1.3.1, [[#Weblinks|see below]] for download links and install instructions.&lt;br /&gt;
# Since there is no 64 bit version of either Doom 3 or The DarkMod, on 64 bit systems you also need the 32 bit compatibility libraries installed. On some distributions like SuSE, these are included in the default installation, but on Kubuntu/Ubuntu you need to install the package called &amp;lt;code&amp;gt;ia32-lib&amp;lt;/code&amp;gt; and all its dependencies. Otherwise, even the installer for Doom 3 will fail to run.&lt;br /&gt;
# The downloaded DarkMod archive must be extracted into your own user&#039;s Doom 3 folder, which is usually under &amp;lt;code&amp;gt;/home/username/.doom3/&amp;lt;/code&amp;gt; (substitute &amp;quot;username&amp;quot; with your own username, of course). This will create a &amp;lt;code&amp;gt;darkmod&amp;lt;/code&amp;gt; folder in there, with all files necessary to run the mod.&lt;br /&gt;
# If you get an error about GLIBCXX_3.4.9, browse to the folder &amp;lt;tt&amp;gt;/usr/local/games/doom3&amp;lt;/tt&amp;gt; and delete or rename the libc files you find there.&lt;br /&gt;
&lt;br /&gt;
== Running the Mod ==&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution ===&lt;br /&gt;
You can choose from the various screen resolutions in the main menu under &amp;quot;Settings&amp;quot;. You&#039;ll have to restart the game for the changes to take effect.&lt;br /&gt;
&lt;br /&gt;
Note to widescreen users: Doom 3 resolutions default to 4:3 screen aspect ratios. If you&#039;re running wide screens (e.g. 1280x800, 1440x900, 1680x1050) you&#039;ll need to set that ratio to 16:10 in the Video Settings.&lt;br /&gt;
&lt;br /&gt;
===Loading the mod manually===&lt;br /&gt;
&lt;br /&gt;
In order to run &#039;&#039;The Dark Mod&#039;&#039;, 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 &#039;&#039;Darkmod&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Using the command line or a shortcut (recommended)===&lt;br /&gt;
&lt;br /&gt;
Alternatively, The Dark Mod can be initialized directly from the command line (or via a shortcut from the desktop) by using the command line:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Windows:&#039;&#039;&#039; &amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3.exe  set fs_game darkmod&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Linux:&#039;&#039;&#039; &amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3 +seta com_allowConsole 1 +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is recommended to use this way of running &#039;&#039;The Dark Mod&#039;&#039;, as it appears that Doom 3 will handle paths more consistently then loading the mod manually.&lt;br /&gt;
&lt;br /&gt;
Please see also the articles about [[Doom3 command line]] and [[Creating Desktop Shortcuts for Doom3]].&lt;br /&gt;
&lt;br /&gt;
== Performance Tweaks ==&lt;br /&gt;
&lt;br /&gt;
See also [[Performance Tweaks]] to make TDM run a little bit faster.&lt;br /&gt;
&lt;br /&gt;
== Weblinks ==&lt;br /&gt;
&lt;br /&gt;
* Doom [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe v1.3.1 patch for Windows]&lt;br /&gt;
* Doom v1.3.1 for Linux: [ftp://ftp.idsoftware.com/idstuff/doom3/ FTP] [http://zerowing.idsoftware.com:6969/ BitTorrent]&lt;br /&gt;
* &#039;&#039;&#039;TODO:&#039;&#039;&#039; Insert download link to The DarkMod&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=7567</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=7567"/>
		<updated>2009-01-12T11:58:17Z</updated>

		<summary type="html">&lt;p&gt;Crispy: /* Installing The Dark Mod */ fix for GLIBC errors on Linux&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Installing &#039;&#039;Thief&#039;s Den&#039;&#039;?|text=You can ignore this page. Instead, follow the instructions at this link: [[Thief%27s_Den#Installation|Thief&#039;s Den Installation]].}}&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Installing &#039;&#039;The Tears of Saint Lucia&#039;&#039;?|text=You can ignore this page. Instead, follow the instructions at this link: [[Saint_Lucia|Saint Lucia Installation]].}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{important|headline=The instructions on this page are primarily intended for beta mappers and other new team members.|text=If you&#039;re installing either of our public mission releases, &#039;&#039;Thief&#039;s Den&#039;&#039; or &#039;&#039;The Tears of Saint Lucia&#039;&#039;, refer to the links given above.}}&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Windows users|text=You&#039;ll need to install the [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe Doom 3 patch 1.3.1] and copy the DevIL.dll (shipped with Darkmod) library to your C:\Windows\system32 folder otherwise D3 will crash.}}&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to install The Dark Mod, you need to have the v1.3.1 patch for Doom 3 installed. See the [[#Weblinks|download section below]] for links.&lt;br /&gt;
&lt;br /&gt;
Make sure that the install path for Doom 3:&lt;br /&gt;
&lt;br /&gt;
* does not contain any blanks (e.g. &amp;lt;code&amp;gt;C:/doom3&amp;lt;/code&amp;gt; is ok, &amp;lt;code&amp;gt;C:/Program files/Doom3&amp;lt;/code&amp;gt; is not)&lt;br /&gt;
* is in all lowercase (e.g. &amp;lt;code&amp;gt;/usr/local/lib/doom3&amp;lt;/code&amp;gt; is ok, &amp;lt;code&amp;gt;/home/username/MyDoom&amp;lt;/code&amp;gt; is not)&lt;br /&gt;
&lt;br /&gt;
The latter point is especially important for Linux.&lt;br /&gt;
&lt;br /&gt;
Doom 3 currently supports Windows, Linux and Mac platforms, but &#039;&#039;&#039;The Dark Mod&#039;&#039;&#039; currently supports only Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod ==&lt;br /&gt;
&lt;br /&gt;
===Install on Windows===&lt;br /&gt;
&lt;br /&gt;
#Download the DarkMod package, [[#Weblinks|see below]]. &lt;br /&gt;
# In the distribution is a DLL contained named &amp;lt;code&amp;gt;DevIL.dll&amp;lt;/code&amp;gt; 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 &amp;lt;code&amp;gt;windows/system32&amp;lt;/code&amp;gt; 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 its blue window and can not be started. &lt;br /&gt;
# The downloaded archive must be extracted directly into the Doom 3 folder, which will create a darkmod folder in there, with all files necessary to run the mod.&lt;br /&gt;
&lt;br /&gt;
===Install on Linux===&lt;br /&gt;
&lt;br /&gt;
# You need the native version of Doom 3 installed and patched to v1.3.1, [[#Weblinks|see below]] for download links and install instructions.&lt;br /&gt;
# Since there is no 64 bit version of either Doom 3 or The DarkMod, on 64 bit systems you also need the 32 bit compatibility libraries installed. On some distributions like SuSE, these are included in the default installation, but on Kubuntu/Ubuntu you need to install the package called &amp;lt;code&amp;gt;ia32-lib&amp;lt;/code&amp;gt; and all its dependencies. Otherwise, even the installer for Doom 3 will fail to run.&lt;br /&gt;
# The downloaded DarkMod archive must be extracted into your own user&#039;s Doom 3 folder, which is usually under &amp;lt;code&amp;gt;/home/username/.doom3/&amp;lt;/code&amp;gt; (substitute &amp;quot;username&amp;quot; with your own username, of course). This will create a &amp;lt;code&amp;gt;darkmod&amp;lt;/code&amp;gt; folder in there, with all files necessary to run the mod.&lt;br /&gt;
# If you get an error about GLIBCXX_3.4.9, browse to the folder &amp;lt;tt&amp;gt;/usr/local/games/doom3&amp;lt;/tt&amp;gt; and delete or rename the glibc files you find there.&lt;br /&gt;
&lt;br /&gt;
== Running the Mod ==&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution ===&lt;br /&gt;
You can choose from the various screen resolutions in the main menu under &amp;quot;Settings&amp;quot;. You&#039;ll have to restart the game for the changes to take effect.&lt;br /&gt;
&lt;br /&gt;
Note to widescreen users: Doom 3 resolutions default to 4:3 screen aspect ratios. If you&#039;re running wide screens (e.g. 1280x800, 1440x900, 1680x1050) you&#039;ll need to set that ratio to 16:10 in the Video Settings.&lt;br /&gt;
&lt;br /&gt;
===Loading the mod manually===&lt;br /&gt;
&lt;br /&gt;
In order to run &#039;&#039;The Dark Mod&#039;&#039;, 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 &#039;&#039;Darkmod&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Using the command line or a shortcut (recommended)===&lt;br /&gt;
&lt;br /&gt;
Alternatively, The Dark Mod can be initialized directly from the command line (or via a shortcut from the desktop) by using the command line:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Windows:&#039;&#039;&#039; &amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3.exe  set fs_game darkmod&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Linux:&#039;&#039;&#039; &amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3 +seta com_allowConsole 1 +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is recommended to use this way of running &#039;&#039;The Dark Mod&#039;&#039;, as it appears that Doom 3 will handle paths more consistently then loading the mod manually.&lt;br /&gt;
&lt;br /&gt;
Please see also the articles about [[Doom3 command line]] and [[Creating Desktop Shortcuts for Doom3]].&lt;br /&gt;
&lt;br /&gt;
== Performance Tweaks ==&lt;br /&gt;
&lt;br /&gt;
See also [[Performance Tweaks]] to make TDM run a little bit faster.&lt;br /&gt;
&lt;br /&gt;
== Weblinks ==&lt;br /&gt;
&lt;br /&gt;
* Doom [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe v1.3.1 patch for Windows]&lt;br /&gt;
* Doom v1.3.1 for Linux: [ftp://ftp.idsoftware.com/idstuff/doom3/ FTP] [http://zerowing.idsoftware.com:6969/ BitTorrent]&lt;br /&gt;
* &#039;&#039;&#039;TODO:&#039;&#039;&#039; Insert download link to The DarkMod&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=7293</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=7293"/>
		<updated>2008-10-30T09:29:13Z</updated>

		<summary type="html">&lt;p&gt;Crispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Installing &#039;&#039;Thief&#039;s Den&#039;&#039;?|text=You can ignore this page. Instead, follow the instructions at this link: [[Thief%27s_Den#Installation|Thief&#039;s Den Installation]].}}&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Installing &#039;&#039;The Tears of Saint Lucia&#039;&#039;?|text=You can ignore this page. Instead, follow the instructions at this link: [[Saint_Lucia|Saint Lucia Installation]].}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{important|headline=The instructions on this page are primarily intended for beta mappers and other new team members.|text=If you&#039;re installing either of our public mission releases, &#039;&#039;Thief&#039;s Den&#039;&#039; or &#039;&#039;The Tears of Saint Lucia&#039;&#039;, refer to the links given above.}}&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Windows users|text=You&#039;ll need to install the [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe Doom 3 patch 1.3.1] and copy the DevIL.dll (shipped with Darkmod) library to your C:\Windows\system32 folder otherwise D3 will crash.}}&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to install The Dark Mod, you need to have the v1.3.1 patch for Doom 3 installed. See the [[#Weblinks|download section below]] for links.&lt;br /&gt;
&lt;br /&gt;
Make sure that the install path for Doom 3:&lt;br /&gt;
&lt;br /&gt;
* does not contain any blanks (e.g. &amp;lt;code&amp;gt;C:/doom3&amp;lt;/code&amp;gt; is ok, &amp;lt;code&amp;gt;C:/Program files/Doom3&amp;lt;/code&amp;gt; is not)&lt;br /&gt;
* is in all lowercase (e.g. &amp;lt;code&amp;gt;/usr/local/lib/doom3&amp;lt;/code&amp;gt; is ok, &amp;lt;code&amp;gt;/home/username/MyDoom&amp;lt;/code&amp;gt; is not)&lt;br /&gt;
&lt;br /&gt;
The latter point is especially important for Linux.&lt;br /&gt;
&lt;br /&gt;
Doom 3 currently supports Windows, Linux and Mac platforms, but &#039;&#039;&#039;The Dark Mod&#039;&#039;&#039; currently supports only Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod ==&lt;br /&gt;
&lt;br /&gt;
===Install on Windows===&lt;br /&gt;
&lt;br /&gt;
#Download the DarkMod package, [[#Weblinks|see below]]. &lt;br /&gt;
# In the distribution is a DLL contained named &amp;lt;code&amp;gt;DevIL.dll&amp;lt;/code&amp;gt; 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 &amp;lt;code&amp;gt;windows/system32&amp;lt;/code&amp;gt; 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 its blue window and can not be started. &lt;br /&gt;
# The downloaded archive must be extracted directly into the Doom 3 folder, which will create a darkmod folder in there, with all files necessary to run the mod.&lt;br /&gt;
&lt;br /&gt;
===Install on Linux===&lt;br /&gt;
&lt;br /&gt;
# You need the native version of Doom 3 installed and patched to v1.3.1, [[#Weblinks|see below]] for download links and install instructions.&lt;br /&gt;
# Since there is no 64 bit version of either Doom 3 or The DarkMod, on 64 bit systems you also need the 32 bit compatibility libraries installed. On some distributions like SuSE, these are included in the default installation, but on Kubuntu/Ubuntu you need to install the package called &amp;lt;code&amp;gt;ia32-lib&amp;lt;/code&amp;gt; and all its dependencies. Otherwise, even the installer for Doom 3 will fail to run.&lt;br /&gt;
# The downloaded DarkMod archive must be extracted into your own user&#039;s Doom 3 folder, which is usually under &amp;lt;code&amp;gt;/home/username/.doom3/&amp;lt;/code&amp;gt; (substitute &amp;quot;username&amp;quot; with your own username, of course). This will create a &amp;lt;code&amp;gt;darkmod&amp;lt;/code&amp;gt; folder in there, with all files necessary to run the mod.&lt;br /&gt;
&lt;br /&gt;
== Running the Mod ==&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution ===&lt;br /&gt;
You can choose from the various screen resolutions in the main menu under &amp;quot;Settings&amp;quot;. You&#039;ll have to restart the game for the changes to take effect.&lt;br /&gt;
&lt;br /&gt;
Note to widescreen users: Doom 3 resolutions default to 4:3 screen aspect ratios. If you&#039;re running wide screens (e.g. 1280x800, 1440x900, 1680x1050) you&#039;ll need to set that ratio to 16:10 in the Video Settings.&lt;br /&gt;
&lt;br /&gt;
===Loading the mod manually===&lt;br /&gt;
&lt;br /&gt;
In order to run &#039;&#039;The Dark Mod&#039;&#039;, 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 &#039;&#039;Darkmod&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Using the command line or a shortcut (recommended)===&lt;br /&gt;
&lt;br /&gt;
Alternatively, The Dark Mod can be initialized directly from the command line (or via a shortcut from the desktop) by using the command line:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Windows:&#039;&#039;&#039; &amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3.exe  set fs_game darkmod&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Linux:&#039;&#039;&#039; &amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3 +seta com_allowConsole 1 +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is recommended to use this way of running &#039;&#039;The Dark Mod&#039;&#039;, as it appears that Doom 3 will handle paths more consistently then loading the mod manually.&lt;br /&gt;
&lt;br /&gt;
Please see also the articles about [[Doom3 command line]] and [[Creating Desktop Shortcuts for Doom3]].&lt;br /&gt;
&lt;br /&gt;
== Performance Tweaks ==&lt;br /&gt;
&lt;br /&gt;
See also [[Performance Tweaks]] to make TDM run a little bit faster.&lt;br /&gt;
&lt;br /&gt;
== Weblinks ==&lt;br /&gt;
&lt;br /&gt;
* Doom [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe v1.3.1 patch for Windows]&lt;br /&gt;
* Doom v1.3.1 for Linux: [ftp://ftp.idsoftware.com/idstuff/doom3/ FTP] [http://zerowing.idsoftware.com:6969/ BitTorrent]&lt;br /&gt;
* &#039;&#039;&#039;TODO:&#039;&#039;&#039; Insert download link to The DarkMod&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=7292</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=7292"/>
		<updated>2008-10-30T09:28:41Z</updated>

		<summary type="html">&lt;p&gt;Crispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Installing &#039;&#039;Thief&#039;s Den&#039;&#039;?|text=You can ignore this page. Instead, follow the instructions at this link: [[Thief%27s_Den#Installation|Thief&#039;s Den Installation]].}}&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Installing &#039;&#039;The Tears of Saint Lucia&#039;&#039;?|text=You can ignore this page. Instead, follow the instructions at this link: [[Saint_Lucia|Saint Lucia Installation]].}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{important|headline=The instructions on this page are primarily intended for beta mappers and other new team members.|text=If you&#039;re installing either of our public mission releases, &#039;&#039;Thief&#039;s Den&#039;&#039; or &#039;&#039;The Tears of Saint Lucia&#039;&#039;, refer to the links given above.}}&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Windows users (but not Thief&#039;s Den)|text=You&#039;ll need to install the [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe Doom 3 patch 1.3.1] and copy the DevIL.dll (shipped with Darkmod) library to your C:\Windows\system32 folder otherwise D3 will crash.}}&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to install The Dark Mod, you need to have the v1.3.1 patch for Doom 3 installed. See the [[#Weblinks|download section below]] for links.&lt;br /&gt;
&lt;br /&gt;
Make sure that the install path for Doom 3:&lt;br /&gt;
&lt;br /&gt;
* does not contain any blanks (e.g. &amp;lt;code&amp;gt;C:/doom3&amp;lt;/code&amp;gt; is ok, &amp;lt;code&amp;gt;C:/Program files/Doom3&amp;lt;/code&amp;gt; is not)&lt;br /&gt;
* is in all lowercase (e.g. &amp;lt;code&amp;gt;/usr/local/lib/doom3&amp;lt;/code&amp;gt; is ok, &amp;lt;code&amp;gt;/home/username/MyDoom&amp;lt;/code&amp;gt; is not)&lt;br /&gt;
&lt;br /&gt;
The latter point is especially important for Linux.&lt;br /&gt;
&lt;br /&gt;
Doom 3 currently supports Windows, Linux and Mac platforms, but &#039;&#039;&#039;The Dark Mod&#039;&#039;&#039; currently supports only Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod ==&lt;br /&gt;
&lt;br /&gt;
===Install on Windows===&lt;br /&gt;
&lt;br /&gt;
#Download the DarkMod package, [[#Weblinks|see below]]. &lt;br /&gt;
# In the distribution is a DLL contained named &amp;lt;code&amp;gt;DevIL.dll&amp;lt;/code&amp;gt; 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 &amp;lt;code&amp;gt;windows/system32&amp;lt;/code&amp;gt; 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 its blue window and can not be started. &lt;br /&gt;
# The downloaded archive must be extracted directly into the Doom 3 folder, which will create a darkmod folder in there, with all files necessary to run the mod.&lt;br /&gt;
&lt;br /&gt;
===Install on Linux===&lt;br /&gt;
&lt;br /&gt;
# You need the native version of Doom 3 installed and patched to v1.3.1, [[#Weblinks|see below]] for download links and install instructions.&lt;br /&gt;
# Since there is no 64 bit version of either Doom 3 or The DarkMod, on 64 bit systems you also need the 32 bit compatibility libraries installed. On some distributions like SuSE, these are included in the default installation, but on Kubuntu/Ubuntu you need to install the package called &amp;lt;code&amp;gt;ia32-lib&amp;lt;/code&amp;gt; and all its dependencies. Otherwise, even the installer for Doom 3 will fail to run.&lt;br /&gt;
# The downloaded DarkMod archive must be extracted into your own user&#039;s Doom 3 folder, which is usually under &amp;lt;code&amp;gt;/home/username/.doom3/&amp;lt;/code&amp;gt; (substitute &amp;quot;username&amp;quot; with your own username, of course). This will create a &amp;lt;code&amp;gt;darkmod&amp;lt;/code&amp;gt; folder in there, with all files necessary to run the mod.&lt;br /&gt;
&lt;br /&gt;
== Running the Mod ==&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution ===&lt;br /&gt;
You can choose from the various screen resolutions in the main menu under &amp;quot;Settings&amp;quot;. You&#039;ll have to restart the game for the changes to take effect.&lt;br /&gt;
&lt;br /&gt;
Note to widescreen users: Doom 3 resolutions default to 4:3 screen aspect ratios. If you&#039;re running wide screens (e.g. 1280x800, 1440x900, 1680x1050) you&#039;ll need to set that ratio to 16:10 in the Video Settings.&lt;br /&gt;
&lt;br /&gt;
===Loading the mod manually===&lt;br /&gt;
&lt;br /&gt;
In order to run &#039;&#039;The Dark Mod&#039;&#039;, 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 &#039;&#039;Darkmod&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Using the command line or a shortcut (recommended)===&lt;br /&gt;
&lt;br /&gt;
Alternatively, The Dark Mod can be initialized directly from the command line (or via a shortcut from the desktop) by using the command line:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Windows:&#039;&#039;&#039; &amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3.exe  set fs_game darkmod&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Linux:&#039;&#039;&#039; &amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3 +seta com_allowConsole 1 +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is recommended to use this way of running &#039;&#039;The Dark Mod&#039;&#039;, as it appears that Doom 3 will handle paths more consistently then loading the mod manually.&lt;br /&gt;
&lt;br /&gt;
Please see also the articles about [[Doom3 command line]] and [[Creating Desktop Shortcuts for Doom3]].&lt;br /&gt;
&lt;br /&gt;
== Performance Tweaks ==&lt;br /&gt;
&lt;br /&gt;
See also [[Performance Tweaks]] to make TDM run a little bit faster.&lt;br /&gt;
&lt;br /&gt;
== Weblinks ==&lt;br /&gt;
&lt;br /&gt;
* Doom [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe v1.3.1 patch for Windows]&lt;br /&gt;
* Doom v1.3.1 for Linux: [ftp://ftp.idsoftware.com/idstuff/doom3/ FTP] [http://zerowing.idsoftware.com:6969/ BitTorrent]&lt;br /&gt;
* &#039;&#039;&#039;TODO:&#039;&#039;&#039; Insert download link to The DarkMod&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=7291</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=7291"/>
		<updated>2008-10-30T09:28:00Z</updated>

		<summary type="html">&lt;p&gt;Crispy: Redirect people looking for Saint Lucia to SL page; clarify purpose of this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Installing &#039;&#039;Thief&#039;s Den&#039;&#039;?|text=You can ignore this page. Instead, follow the instructions at this link: [[Thief%27s_Den#Installation|Thief&#039;s Den Installation]].}}&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Installing &#039;&#039;The Tears of Saint Lucia&#039;&#039;?|text=You can ignore this page. Instead, follow the instructions at this link: [[Saint_Lucia|Saint Lucia Installation]].}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{important|headline=The instructions on this page are primarily intended for beta mappers and other new team members.|text=If you&#039;re installing our standalone alpha releases, &#039;&#039;Thief&#039;s Den&#039;&#039; or &#039;&#039;The Tears of Saint Lucia&#039;&#039;, refer to the links given above.}}&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Windows users (but not Thief&#039;s Den)|text=You&#039;ll need to install the [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe Doom 3 patch 1.3.1] and copy the DevIL.dll (shipped with Darkmod) library to your C:\Windows\system32 folder otherwise D3 will crash.}}&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to install The Dark Mod, you need to have the v1.3.1 patch for Doom 3 installed. See the [[#Weblinks|download section below]] for links.&lt;br /&gt;
&lt;br /&gt;
Make sure that the install path for Doom 3:&lt;br /&gt;
&lt;br /&gt;
* does not contain any blanks (e.g. &amp;lt;code&amp;gt;C:/doom3&amp;lt;/code&amp;gt; is ok, &amp;lt;code&amp;gt;C:/Program files/Doom3&amp;lt;/code&amp;gt; is not)&lt;br /&gt;
* is in all lowercase (e.g. &amp;lt;code&amp;gt;/usr/local/lib/doom3&amp;lt;/code&amp;gt; is ok, &amp;lt;code&amp;gt;/home/username/MyDoom&amp;lt;/code&amp;gt; is not)&lt;br /&gt;
&lt;br /&gt;
The latter point is especially important for Linux.&lt;br /&gt;
&lt;br /&gt;
Doom 3 currently supports Windows, Linux and Mac platforms, but &#039;&#039;&#039;The Dark Mod&#039;&#039;&#039; currently supports only Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod ==&lt;br /&gt;
&lt;br /&gt;
===Install on Windows===&lt;br /&gt;
&lt;br /&gt;
#Download the DarkMod package, [[#Weblinks|see below]]. &lt;br /&gt;
# In the distribution is a DLL contained named &amp;lt;code&amp;gt;DevIL.dll&amp;lt;/code&amp;gt; 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 &amp;lt;code&amp;gt;windows/system32&amp;lt;/code&amp;gt; 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 its blue window and can not be started. &lt;br /&gt;
# The downloaded archive must be extracted directly into the Doom 3 folder, which will create a darkmod folder in there, with all files necessary to run the mod.&lt;br /&gt;
&lt;br /&gt;
===Install on Linux===&lt;br /&gt;
&lt;br /&gt;
# You need the native version of Doom 3 installed and patched to v1.3.1, [[#Weblinks|see below]] for download links and install instructions.&lt;br /&gt;
# Since there is no 64 bit version of either Doom 3 or The DarkMod, on 64 bit systems you also need the 32 bit compatibility libraries installed. On some distributions like SuSE, these are included in the default installation, but on Kubuntu/Ubuntu you need to install the package called &amp;lt;code&amp;gt;ia32-lib&amp;lt;/code&amp;gt; and all its dependencies. Otherwise, even the installer for Doom 3 will fail to run.&lt;br /&gt;
# The downloaded DarkMod archive must be extracted into your own user&#039;s Doom 3 folder, which is usually under &amp;lt;code&amp;gt;/home/username/.doom3/&amp;lt;/code&amp;gt; (substitute &amp;quot;username&amp;quot; with your own username, of course). This will create a &amp;lt;code&amp;gt;darkmod&amp;lt;/code&amp;gt; folder in there, with all files necessary to run the mod.&lt;br /&gt;
&lt;br /&gt;
== Running the Mod ==&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution ===&lt;br /&gt;
You can choose from the various screen resolutions in the main menu under &amp;quot;Settings&amp;quot;. You&#039;ll have to restart the game for the changes to take effect.&lt;br /&gt;
&lt;br /&gt;
Note to widescreen users: Doom 3 resolutions default to 4:3 screen aspect ratios. If you&#039;re running wide screens (e.g. 1280x800, 1440x900, 1680x1050) you&#039;ll need to set that ratio to 16:10 in the Video Settings.&lt;br /&gt;
&lt;br /&gt;
===Loading the mod manually===&lt;br /&gt;
&lt;br /&gt;
In order to run &#039;&#039;The Dark Mod&#039;&#039;, 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 &#039;&#039;Darkmod&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Using the command line or a shortcut (recommended)===&lt;br /&gt;
&lt;br /&gt;
Alternatively, The Dark Mod can be initialized directly from the command line (or via a shortcut from the desktop) by using the command line:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Windows:&#039;&#039;&#039; &amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3.exe  set fs_game darkmod&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Linux:&#039;&#039;&#039; &amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3 +seta com_allowConsole 1 +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is recommended to use this way of running &#039;&#039;The Dark Mod&#039;&#039;, as it appears that Doom 3 will handle paths more consistently then loading the mod manually.&lt;br /&gt;
&lt;br /&gt;
Please see also the articles about [[Doom3 command line]] and [[Creating Desktop Shortcuts for Doom3]].&lt;br /&gt;
&lt;br /&gt;
== Performance Tweaks ==&lt;br /&gt;
&lt;br /&gt;
See also [[Performance Tweaks]] to make TDM run a little bit faster.&lt;br /&gt;
&lt;br /&gt;
== Weblinks ==&lt;br /&gt;
&lt;br /&gt;
* Doom [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe v1.3.1 patch for Windows]&lt;br /&gt;
* Doom v1.3.1 for Linux: [ftp://ftp.idsoftware.com/idstuff/doom3/ FTP] [http://zerowing.idsoftware.com:6969/ BitTorrent]&lt;br /&gt;
* &#039;&#039;&#039;TODO:&#039;&#039;&#039; Insert download link to The DarkMod&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=DDS_creation&amp;diff=7131</id>
		<title>DDS creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=DDS_creation&amp;diff=7131"/>
		<updated>2008-10-01T09:59:01Z</updated>

		<summary type="html">&lt;p&gt;Crispy: put table of contents back in usual place&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This should describe the steps you&#039;ll have to follow in order to create DDS files suitable for use in your Dark Mod maps and how to convert from DDS to other image formats using &amp;quot;The Compressonator&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Converting Image TO DDS==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need [http://208.49.149.118/TheDarkMod/Files/ATI_Compressonator_v1.21.zip ATI&#039;s &amp;quot;The Compressonator&amp;quot; application version 1.21.1044] with this exact version - other (newer) versions will not work! Install/unzip it to a folder and create a shortcut if you like.&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Important|text=The normalmap DDS compression section is here for documentation purposes only. &#039;&#039;&#039;You don&#039;t need to compress the normalmaps for using them in The Dark Mod.&#039;&#039;&#039; Only compress the diffusemaps and speculars.}}&lt;br /&gt;
&lt;br /&gt;
=== Compress Diffuse/Specular Maps ===&lt;br /&gt;
* Open your source (TGA) file&lt;br /&gt;
* Create Mip Maps using the &#039;&#039;&#039;Box-Filter&#039;&#039;&#039; with the lowest mip map size of &#039;&#039;&#039;1x1&#039;&#039;&#039;.&lt;br /&gt;
[[Image:01_mips.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Compress the Image using &#039;&#039;&#039;DXT1 compression (0/1 bit alpha)&#039;&#039;&#039; with a colour weighting of &#039;&#039;&#039;red=0.3086, green=0.6094, blue=0.082&#039;&#039;&#039;. This applies for images &#039;&#039;&#039;without alpha&#039;&#039;&#039;. For images with alpha you&#039;ll have to choose the DXT3 compression.&lt;br /&gt;
[[Image:02_compression.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Save your DDS to the &#039;&#039;&#039;dds/&#039;&#039;&#039; tree, e.g. dds/textures/darkmod/stone/blah.dds. You won&#039;t need to add the dds/ path prefix to your shader definition, this is automatically added by the game.&lt;br /&gt;
&lt;br /&gt;
=== Compress Normalmaps ===&lt;br /&gt;
{{important|headline=Important|text=The normalmap DDS compression section is here for documentation purposes only. You &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; need to compress the normalmaps for using them in The Dark Mod.}}&lt;br /&gt;
&lt;br /&gt;
* Open your source (TGA) file&lt;br /&gt;
* Create Mip Maps using the &#039;&#039;&#039;Box-Filter&#039;&#039;&#039; with the lowest mip map size of &#039;&#039;&#039;1x1&#039;&#039;&#039; (same as for the diffuse maps).&lt;br /&gt;
[[Image:01_normal_mips.jpg|frameless]]&lt;br /&gt;
* Compress your normalmap using the &#039;&#039;&#039;UberCompressor&#039;&#039;&#039; in &#039;&#039;&#039;DXT5 RXGB&#039;&#039;&#039; format with the colour weighting of &#039;&#039;&#039;red=0, green=0.5, blue=0.5&#039;&#039;&#039; and &#039;&#039;&#039;&amp;quot;adaptive&amp;quot; ticked off&#039;&#039;&#039;.&lt;br /&gt;
[[Image:02_normal_compression.jpg|frameless]]&lt;br /&gt;
* Save your DDS to the &#039;&#039;&#039;dds/&#039;&#039;&#039; tree, e.g. dds/textures/darkmod/stone/blah_local.dds. You won&#039;t need to add the dds/ path prefix to your shader definition, this is automatically added by the game.&lt;br /&gt;
&lt;br /&gt;
=== Batch Processing ===&lt;br /&gt;
Choose &#039;&#039;&#039;File &amp;gt; Batch Compress&#039;&#039;&#039; or hit F4 to open the batch compression dialog. Choose the same compression settings as described above for your diffuse and normal maps. Don&#039;t mix diffuse/speculars with normals as they require different compression settings.&lt;br /&gt;
&lt;br /&gt;
[[Image:dds_batch_screenshot.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
=== Change the File Extension to lowercase ===&lt;br /&gt;
The Compressonator automatically names the file *.DDS, but all files should be lowercase (also the TGAs). Be sure to rename the files to a lowercase .dds extension before uploading them. &lt;br /&gt;
&lt;br /&gt;
Option A: Use Windows Explorer. You need to change your Explorer settings to display the file extension:&lt;br /&gt;
# Open up Windows Explorer&lt;br /&gt;
# Go &#039;&#039;&#039;Tools&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Folder Options&#039;&#039;&#039;&lt;br /&gt;
# Click the View tab and uncheck &#039;&#039;&#039;Hide extensions for known file types&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Then you can highlight your file and hit F2 (or right-click &amp;gt; Rename) and change the extension to lowercase.&lt;br /&gt;
&lt;br /&gt;
Option B: This can also be done via the command line &#039;&#039;&#039;Start&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Run...&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;cmd&#039;&#039;&#039; (then cd to your textures folder) and rename the files via:&lt;br /&gt;
 ren *.DDS *.dds&lt;br /&gt;
&lt;br /&gt;
=== Command Line Parameters ===&lt;br /&gt;
ATI&#039;s compressonator provides some command line parameters to compress the textures:&lt;br /&gt;
 thecompressonator -convert &amp;quot;normal.tga&amp;quot; &amp;quot;normal.dds&amp;quot; RXGB +red 0.0 +green 0.5 +blue 0.5 -mipmaps &lt;br /&gt;
 thecompressonator -convert &amp;quot;specular.tga&amp;quot; &amp;quot;specular.dds&amp;quot; DXT1 -mipmaps &lt;br /&gt;
 thecompressonator -convert &amp;quot;diffuse.tga&amp;quot; &amp;quot;diffuse.dds&amp;quot; DXT1 -mipmaps &lt;br /&gt;
 thecompressonator -convert &amp;quot;diffuse_with_alpha.tga&amp;quot; &amp;quot;diffuse.dds&amp;quot; DXT3 -mipmaps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Converting FROM DDS to common image file formats==&lt;br /&gt;
&lt;br /&gt;
This is trivial but slightly confusing on The Compressonator:&lt;br /&gt;
&lt;br /&gt;
* File Menu &amp;gt; Save Original&lt;br /&gt;
* At the bottom of the dialog below the file name input select &#039;&#039;save as type&#039;&#039;. It may show DDS by default so don&#039;t be put off.&lt;br /&gt;
* Select file format from BMP, PNG, or TGA (use TGA generally for Dark Mod.)&lt;br /&gt;
* Make sure the filename you want is shown in the input box and click &#039;&#039;save&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Overriding_animations_via_attached_objects&amp;diff=6870</id>
		<title>Overriding animations via attached objects</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Overriding_animations_via_attached_objects&amp;diff=6870"/>
		<updated>2008-08-31T02:55:44Z</updated>

		<summary type="html">&lt;p&gt;Crispy: small correction (only works when attaching to actors)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TDM has a mechanism for causing AIs (and other actors) to automatically use different sets of animations when certain objects are attached to them. This could be used for weapons, torches, bandages, or anything else you can think of. It works as follows.&lt;br /&gt;
&lt;br /&gt;
==Basic usage==&lt;br /&gt;
&lt;br /&gt;
When an entity (for example, a longsword) is attached to an actor (for example, an AI), the code will look for spawnargs on the first entity (the longsword) with keys that start with &amp;quot;replace_anim_&amp;quot;. The remainder of the key is the animation to replace on the actor/AI, and the value is the animation to replace it with. For example:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;replace_anim_throw&amp;quot;  &amp;quot;look_around&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Placing the above line in the ai_weapon_longsword entityDef would cause AIs carrying longswords to use their &amp;quot;look_around&amp;quot; animation whenever they would normally use their &amp;quot;throw&amp;quot; animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The animation names are the ones specified in the model def. They are not filenames.&lt;br /&gt;
&lt;br /&gt;
The practical uses for this include being able to have different animations for guards carrying torches, and/or different weapons. Some examples:&lt;br /&gt;
&lt;br /&gt;
* AIs carrying hammers should use two-handed overhead swings to attack instead of one-handed slashes. A dagger needs a stabbing motion. A club is different again. And so on.&lt;br /&gt;
* In a &amp;quot;peering around&amp;quot; animation, a non-torch-carrying guard might put his left hand up to shield his eyes. If he was holding a torch, though, this would burn him. To prevent this, you could add &amp;lt;tt&amp;gt;&amp;quot;replace_anim_peering_around&amp;quot; &amp;quot;peering_around_torch&amp;quot;&amp;lt;/tt&amp;gt; to the torch entityDef. This would replace the &amp;lt;tt&amp;gt;peering_around&amp;lt;/tt&amp;gt; anim with &amp;lt;tt&amp;gt;peering_around_torch&amp;lt;/tt&amp;gt; for torch-carrying entities. The replacement animation might have the left hand lifted up in the air (to illuminate the surroundings) instead.&lt;br /&gt;
* A guard with a bandaged leg (an attached bandage entity) could be made to limp instead of walking normally.&lt;br /&gt;
&lt;br /&gt;
==Combining multiple replacements (advanced)==&lt;br /&gt;
&lt;br /&gt;
So far so good, but what if we want to combine several uses? What if a torch-carrying hammer-wielding guard should have a different animation from a non-torch-carrying hammer-wielder, which is different again from a torch-carrying sword-wielder? Well, animations can be replaced multiple times.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s assume that the default melee_attack anim is for a sword-wielding guard with no torch. In the torch entityDef, you&#039;d put:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;replace_anim_melee_attack&amp;quot;   &amp;quot;melee_attack_torch&amp;quot;&lt;br /&gt;
&amp;quot;replace_anim_hammer_attack&amp;quot;  &amp;quot;hammer_attack_torch&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And in the hammer entityDef, you&#039;d put:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;replace_anim_melee_attack&amp;quot;         &amp;quot;hammer_attack&amp;quot;&lt;br /&gt;
&amp;quot;replace_anim_melee_attack_torch&amp;quot;   &amp;quot;hammer_attack_torch&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(If this seems a little redundant, it is - there are two ways to get from &amp;lt;tt&amp;gt;melee_attack&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;hammer_attack_torch&amp;lt;/tt&amp;gt;. However, there&#039;s no reliable way to know whether the torch&#039;s replacements or the hammer&#039;s replacements take precedence. So you need both, or Bad Things Will Happen. This is perhaps not ideal, but it does keep the feature simple. Hopefully there will never be a need for more than 2-3 replacements at once anyway.)&lt;br /&gt;
&lt;br /&gt;
The console will throw up a warning if you cause an infinite loop of replacements pointing at each other.&lt;br /&gt;
&lt;br /&gt;
[[Category:Animation]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Spiral_Staircases&amp;diff=6800</id>
		<title>Spiral Staircases</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Spiral_Staircases&amp;diff=6800"/>
		<updated>2008-08-17T01:43:44Z</updated>

		<summary type="html">&lt;p&gt;Crispy: uploaded first few images to wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{missing-image}} {{Original_Reference|Renzatic|125}}&lt;br /&gt;
&lt;br /&gt;
== Basic Room Geometry ==&lt;br /&gt;
Okay, let&#039;s start out with the basics here. Choose the caulk texture (located in textures/textures/common from your media tab, more on this later) and make a brush that&#039;s 256x256x320 (4x4 big grids on the overhead map), and while selected hit the [[Image:Button_hollow.jpg]] hollow button. The end results should look like this...&lt;br /&gt;
&lt;br /&gt;
[[Image:Hollowed_room.jpg]]&lt;br /&gt;
&lt;br /&gt;
This will be the foundation of your tower. You want the solid brushes as your backing to prevent BSP holes, even though you can&#039;t walk through them the engine considers the patches you&#039;re gonna make as nonsolids.&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re getting to the fun part: Patches. make a brush that&#039;s 128x128x320 and fit it in the corner of your tower like wah:&lt;br /&gt;
&lt;br /&gt;
[[Image:Corner_brush.jpg]]&lt;br /&gt;
&lt;br /&gt;
This will give you the basic outline of where your bevel is gonna be. So, while still keeping the brush selected, go to your patch menu and select Bevel.&lt;br /&gt;
&lt;br /&gt;
[[Image:Patch_menu.jpg]]&lt;br /&gt;
&lt;br /&gt;
The end result should look something like this...&lt;br /&gt;
&lt;br /&gt;
[[Image:Bevel.jpg]]&lt;br /&gt;
&lt;br /&gt;
Wow, what a nice curve! Too bad it&#039;s facing the wrong way, huh? Guess we&#039;ll need to fix that....here&#039;s how you do it:&lt;br /&gt;
&lt;br /&gt;
Select your newly created bevel, and hit the [[Image:Z_rotate_key.jpg]] Z axis rotation Key until you get it where you want it...&lt;br /&gt;
&lt;br /&gt;
[[Image:Rotated_bevel.jpg]]&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want the ends to line up with the edges of where your original brush was as well, overlapping is generally something you&#039;ll want to avoid so get in the habit of making sure everything is aligned properly. If you find that your bevel is a bit larger than what it should be, simply push the ends and resize it til it fits where you want it to go. It should meet up with the center like...&lt;br /&gt;
&lt;br /&gt;
[[Image:Aligned_bevel.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now this&#039;ll be the moment that you notice that patches are all one sided...you can see the foundation wall through the mesh. This is an easy problem to fix, all you need to do is go to your patch menu, matrix, and select invert...like so...&lt;br /&gt;
&lt;br /&gt;
[[Image:invert.jpg]]&lt;br /&gt;
&lt;br /&gt;
By this point you should have one corner of your future tower done. To finish the rest all you need to do is select your bevel, copy it, paste it (ctrl-c to copy and ctrl-v to paste, get used to using this), and rotate it on the http://users.chartertn.net/greymatt/tutorial/z_rotate_key.jpg Z-axis like you did before. Do it 4 times and you should have the outer wall of your tower.&lt;br /&gt;
&lt;br /&gt;
http://users.chartertn.net/greymatt/tutorial/outer_wall.jpg&lt;br /&gt;
&lt;br /&gt;
Now for your center piece (there&#039;s probably some nice architectural term for it, but hell if I know what it is), this is even easier than the bevels and should only take you 2 steps to finish up.&lt;br /&gt;
&lt;br /&gt;
First, make a square in the center...it can be any size you want as long as it&#039;s as tall as the rest of your tower. Mine looks like this...&lt;br /&gt;
&lt;br /&gt;
http://users.chartertn.net/greymatt/tutorial/center.jpg&lt;br /&gt;
&lt;br /&gt;
Now go back to your patch menu, select cylinder..&lt;br /&gt;
&lt;br /&gt;
http://users.chartertn.net/greymatt/tutorial/patch_cylinder.jpg&lt;br /&gt;
&lt;br /&gt;
and voila, the basic structure of your tower is now done.&lt;br /&gt;
&lt;br /&gt;
http://users.chartertn.net/greymatt/tutorial/center_cylinder.jpg&lt;br /&gt;
&lt;br /&gt;
Once you get used to it you can make this room in about a minute and a half. You can go ahead and texture it if you want, but make sure that when you select one of the brushes (as opposed to the patches) you just select the face that you&#039;ll see. The caulk texture keeps the engine from rendering unseen faces, you won&#039;t need a texture on the bottom half of the floor that&#039;s forever blocked from your view, just the side you&#039;ll see. To select a single face just hold down ctrl-shift and left click the face you want to select.&lt;br /&gt;
&lt;br /&gt;
You can use any texture you want, but I&#039;m gonna go ahead and use one of our textures for the walls. Go ahead and do a regular shift-left click on the patches, and apply the textures, then do the ctrl-shift-leftclick on the floor and apply there too. Hit the S key when you have a surface or a brush selected to bring up the texture tweaker and play with this til you think they look alright. My end results look something like this...&lt;br /&gt;
&lt;br /&gt;
http://users.chartertn.net/greymatt/tutorial/textured_tower.jpg&lt;br /&gt;
&lt;br /&gt;
Next I&#039;ll be getting into the more complicated half of the tutorial...making the steps. It&#039;s a bit more indepth than doing the rest of the tower, but by the time you&#039;re done you should be pretty comfortable with using the cut tool and playing around on the ultra small grid spacings.&lt;br /&gt;
&lt;br /&gt;
== The Staircase ==&lt;br /&gt;
Now lets get on with the whole point of making a spiral staircase....the staircase. &lt;br /&gt;
&lt;br /&gt;
Okay, make a 64x64x8 brush, select a good stair texture..I&#039;m gonna use hell/boards1, and align it where you want your stairs to start. It&#039;ll look pretty similar to how you started your bevel once you&#039;re done. Just make sure that the brush is setting on top of the floor and not in it.&lt;br /&gt;
&lt;br /&gt;
http://users.chartertn.net/greymatt/tutorial/stair_start.jpg&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re gonna get into http://users.chartertn.net/greymatt/tutorial/cutting.jpg BSP clipping. With this button selected you&#039;ll be able to place guide points showing where you want to make a cut across a brush. It&#039;s an important tool that you&#039;ll find you can&#039;t live without once you really get into mapping.&lt;br /&gt;
&lt;br /&gt;
http://users.chartertn.net/greymatt/tutorial/bsp_cut.jpg&lt;br /&gt;
&lt;br /&gt;
The yellow half of the cut represents what the editor is gonna keep, the other half will be deleted. If you find that you want to keep the part being seleced for deletion you can always go to selection/clipper/flip clip orientation.&lt;br /&gt;
&lt;br /&gt;
http://users.chartertn.net/greymatt/tutorial/clipper_menu.jpg&lt;br /&gt;
&lt;br /&gt;
All the options are fairly self explanatory, but keep split selection (selectedion?) in mind, we&#039;ll be using that quite a bit in a few.&lt;br /&gt;
&lt;br /&gt;
You&#039;re gonna be using the contours of your inner column and outer walls as the guidelines for your steps. So with keeping that in mind you&#039;re gonna select your board textured square, hit the http://users.chartertn.net/greymatt/tutorial/cutting.jpg clipping tool button, and set your grid to 1 by either hitting 1 on the keyboard or selecting it from the grid menu near the top of the screen (nope, not gonna post a pic, it&#039;s easy to find).&lt;br /&gt;
&lt;br /&gt;
What you&#039;re gonna want to do is put a cut point at the top left of the square and one roughly on where the bevel bends...&lt;br /&gt;
&lt;br /&gt;
http://users.chartertn.net/greymatt/tutorial/cut1.jpg&lt;br /&gt;
&lt;br /&gt;
and then split the selection by either going to the clipper menu shown above or hitting shift-enter. Do this along every bevel bend (you don&#039;t necessarily HAVE to, but it makes step 2 &amp;amp; 3 much easier) and work your way around the brush using the patch contours as your guide.&lt;br /&gt;
&lt;br /&gt;
http://users.chartertn.net/greymatt/tutorial/cut2.jpg&lt;br /&gt;
&lt;br /&gt;
http://users.chartertn.net/greymatt/tutorial/cut3.jpg&lt;br /&gt;
&lt;br /&gt;
...and there you have it. The first 8 steps of your stairway. We&#039;re not quite through yet, we&#039;ve still got to trim off the edges that are sticking out beyond the wall to make it all nice and t-i-i-i-ight and purdy.&lt;br /&gt;
&lt;br /&gt;
Now your old brush is now 8 new brushes, and you&#039;ll want to treat them as such. Select the first step and fire up the http://users.chartertn.net/greymatt/tutorial/cutting.jpg clipper yet again. Now it&#039;s time to trim the edges. Put your cutting points along the line that it meets the cylinder and cut off the bit that pokes into. Go to a smaller grid if you have to make it line up right, and doing a clip/flip if you&#039;re cutting the wrong section...and remember that undo is your friend if you screw up.&lt;br /&gt;
&lt;br /&gt;
http://users.chartertn.net/greymatt/tutorial/trimming1.jpg&lt;br /&gt;
&lt;br /&gt;
You&#039;ll find that with the cylinder edges you can sometimes select 2 steps and cut em both as shown in the pic...it won&#039;t be this easy on the on the outer bevel edges, you&#039;ll have to do them seperately.&lt;br /&gt;
&lt;br /&gt;
http://users.chartertn.net/greymatt/tutorial/trimming2.jpg&lt;br /&gt;
&lt;br /&gt;
Do this for all the steps and you&#039;ll eventually end up with this...&lt;br /&gt;
&lt;br /&gt;
http://users.chartertn.net/greymatt/tutorial/stairwell1.jpg&lt;br /&gt;
&lt;br /&gt;
If you find that the edges don&#039;t match up exactly, and they probably won&#039;t for the bevel edges, the cylinder edges usually do, don&#039;t panic. When you&#039;re working on a grid that small (I had to go to grid 0.5 to get it right) any place where the steps don&#039;t meet up with the wall won&#039;t be noticed...just try to get it as close as possible and err on the outside of the bevel rather than the inside.&lt;br /&gt;
&lt;br /&gt;
Now your steps are almost complete. Now all you need to do is switch back to a higher grid and adjust the brushes so they actually make the steps. Compared to what we just did this part is easy, and shouldn&#039;t take you more than a couple of minutes at most.&lt;br /&gt;
&lt;br /&gt;
http://users.chartertn.net/greymatt/tutorial/steps.jpg&lt;br /&gt;
&lt;br /&gt;
What I usually do is size the brushes one grid unit up on the Z window, but if you want planks then just move the entire brushes up one space each...easy as that.&lt;br /&gt;
&lt;br /&gt;
Of course the bigger the grid is set to the larger the steps are obviously gonna be. For this example I&#039;m using the 8-grid, but when you&#039;re actually designing maps I&#039;d use the 4-grid at most...Doom 3 works on a really small scale in comparison to other Radiant games so keep that in mind when.&lt;br /&gt;
&lt;br /&gt;
Now comes the last step...select your 8 brushes, copy them, rotate them using the Z rotation button, and then just tweak them til you&#039;re satisified. The finished results should look like...&lt;br /&gt;
&lt;br /&gt;
http://users.chartertn.net/greymatt/tutorial/finished_product.jpg&lt;br /&gt;
&lt;br /&gt;
Now all you need to do is mess with the textures on the steps to get them to align properly (it&#039;ll look like crap if you leave it as-is), and you&#039;ve finished your first spiral staircase.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Invert.jpg&amp;diff=6799</id>
		<title>File:Invert.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Invert.jpg&amp;diff=6799"/>
		<updated>2008-08-17T01:42:40Z</updated>

		<summary type="html">&lt;p&gt;Crispy: Image from Spiral Staircases tutorial.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image from [[Spiral Staircases]] tutorial.&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Aligned_bevel.jpg&amp;diff=6798</id>
		<title>File:Aligned bevel.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Aligned_bevel.jpg&amp;diff=6798"/>
		<updated>2008-08-17T01:42:23Z</updated>

		<summary type="html">&lt;p&gt;Crispy: Image from Spiral Staircases tutorial.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image from [[Spiral Staircases]] tutorial.&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Rotated_bevel.jpg&amp;diff=6797</id>
		<title>File:Rotated bevel.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Rotated_bevel.jpg&amp;diff=6797"/>
		<updated>2008-08-17T01:42:09Z</updated>

		<summary type="html">&lt;p&gt;Crispy: Image from Spiral Staircases tutorial.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image from [[Spiral Staircases]] tutorial.&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Z_rotate_key.jpg&amp;diff=6796</id>
		<title>File:Z rotate key.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Z_rotate_key.jpg&amp;diff=6796"/>
		<updated>2008-08-17T01:41:40Z</updated>

		<summary type="html">&lt;p&gt;Crispy: Z axis rotation toolbar button&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Z axis rotation toolbar button&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Bevel.jpg&amp;diff=6795</id>
		<title>File:Bevel.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Bevel.jpg&amp;diff=6795"/>
		<updated>2008-08-17T01:40:56Z</updated>

		<summary type="html">&lt;p&gt;Crispy: Image from Spiral Staircases tutorial.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image from [[Spiral Staircases]] tutorial.&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Patch_menu.jpg&amp;diff=6794</id>
		<title>File:Patch menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Patch_menu.jpg&amp;diff=6794"/>
		<updated>2008-08-17T01:40:37Z</updated>

		<summary type="html">&lt;p&gt;Crispy: Image from Spiral Staircases tutorial.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image from [[Spiral Staircases]] tutorial.&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Corner_brush.jpg&amp;diff=6793</id>
		<title>File:Corner brush.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Corner_brush.jpg&amp;diff=6793"/>
		<updated>2008-08-17T01:39:41Z</updated>

		<summary type="html">&lt;p&gt;Crispy: Image from Spiral Staircases tutorial.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image from [[Spiral Staircases]] tutorial.&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Button_hollow.jpg&amp;diff=6792</id>
		<title>File:Button hollow.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Button_hollow.jpg&amp;diff=6792"/>
		<updated>2008-08-17T01:39:01Z</updated>

		<summary type="html">&lt;p&gt;Crispy: &amp;quot;Hollow&amp;quot; toolbar button&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Hollow&amp;quot; toolbar button&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Hollowed_room.jpg&amp;diff=6791</id>
		<title>File:Hollowed room.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Hollowed_room.jpg&amp;diff=6791"/>
		<updated>2008-08-17T01:35:23Z</updated>

		<summary type="html">&lt;p&gt;Crispy: Image from Spiral Staircases tutorial.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image from [[Spiral Staircases]] tutorial.&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Arrow_sticking_behaviour&amp;diff=6692</id>
		<title>Arrow sticking behaviour</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Arrow_sticking_behaviour&amp;diff=6692"/>
		<updated>2008-07-14T07:03:14Z</updated>

		<summary type="html">&lt;p&gt;Crispy: usage examples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Broadhead arrows will stick into some objects they hit. Here is a description of the logic behind whether or not an arrow sticks in.&lt;br /&gt;
&lt;br /&gt;
* The most important thing is the [[Surface_Types#What_surfaces_do|surface type]] of the object. Arrows will only stick into &amp;quot;soft&amp;quot; surfaces; for example, flesh, wood, and dirt, among others.&lt;br /&gt;
* Arrows will not stick into living AIs. This is to avoid guards sauntering around with dirty great arrows sticking out of their chests, which looks silly. Note that an arrow which kills an AI &#039;&#039;will&#039;&#039; stick, even if the AI was alive before being shot.&lt;br /&gt;
* Arrows will not stick into objects attached to living AIs, principally because this includes AI heads.&lt;br /&gt;
* You can override some of these rules using two spawnargs, &#039;&#039;&#039;arrowsticking_forceenabled&#039;&#039;&#039; and &#039;&#039;&#039;arrowsticking_disabled&#039;&#039;&#039;, which are documented below.&lt;br /&gt;
&lt;br /&gt;
==Overriding arrow-sticking behaviour==&lt;br /&gt;
&lt;br /&gt;
To force arrows to never stick in an entity, set the spawnarg &#039;&#039;&#039;arrowsticking_disabled&#039;&#039;&#039; like so: &amp;quot;arrowsticking_disabled&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Usage example: There are sometimes instability problems with certain ragdolls (AFs) when they have arrows fired into them. arrowsticking_disabled provides a quick and dirty way to get around this.&lt;br /&gt;
&lt;br /&gt;
To force arrows to always stick in an entity, &#039;&#039;provided that the surface type is soft&#039;&#039;, you can set the spawnarg &#039;&#039;&#039;arrowsticking_forceenabled&#039;&#039;&#039; like so: &amp;quot;arrowsticking_forceenabled&amp;quot; &amp;quot;1&amp;quot;. However, arrows will still break rather than sticking into the entity&#039;s hard surfaces, if it has any.&lt;br /&gt;
&lt;br /&gt;
* Usage example: Suppose you&#039;ve given an AI a wooden shield to carry. Since the shield is attached to the AI, arrows won&#039;t normally stick in it, according to the rules above. To fix this, you can set &amp;quot;arrowsticking_forceenabled&amp;quot; &amp;quot;1&amp;quot; on the shield.&lt;br /&gt;
&lt;br /&gt;
AI heads are usually separate entities from AI bodies, so if you change these spawnargs for an AI entity make sure to also change the spawnargs for its head entity (if it has one).&lt;br /&gt;
&lt;br /&gt;
==Info for coders==&lt;br /&gt;
&lt;br /&gt;
This logic is in tdm_weapon_arrow_result_base.script. The active() method is called when an arrow hits a soft surface; dud() is called if it hits a hard surface.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Scripting]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Arrowsticking_forceenabled&amp;diff=6691</id>
		<title>Arrowsticking forceenabled</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Arrowsticking_forceenabled&amp;diff=6691"/>
		<updated>2008-07-14T06:57:08Z</updated>

		<summary type="html">&lt;p&gt;Crispy: Redirecting to Arrow sticking behaviour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Arrow_sticking_behaviour]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Spawnargs]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Arrowsticking_disabled&amp;diff=6690</id>
		<title>Arrowsticking disabled</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Arrowsticking_disabled&amp;diff=6690"/>
		<updated>2008-07-14T06:56:46Z</updated>

		<summary type="html">&lt;p&gt;Crispy: Redirecting to Arrow sticking behaviour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Arrow_sticking_behaviour]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Spawnargs]]&lt;/div&gt;</summary>
		<author><name>Crispy</name></author>
	</entry>
</feed>