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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Missing_assets_by_map&amp;diff=17038</id>
		<title>Missing assets by map</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Missing_assets_by_map&amp;diff=17038"/>
		<updated>2013-06-21T16:15:55Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: /* The Creeps (Mortem Desino) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of missing assets by map.  My plan is to go through these map by map to find which assets need to be added.&lt;br /&gt;
&lt;br /&gt;
I will not include warnings that also show up in 1.08, as these aren&#039;t standalone issues:    [[list of pre 2.0 warnings]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= READY FOR 2.0 RELEASE =&lt;br /&gt;
These are maps that have been tested under TDM 2.0 and deemed ready for release.  Missions that have an updated .pk4 will be noted.&lt;br /&gt;
&lt;br /&gt;
==Reap as you sow (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
== Betrayal (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
== Awaiting the Storm (HappyCheeze)- new .pk4 ==&lt;br /&gt;
&lt;br /&gt;
== House of Theo (Theothesnopp) ==&lt;br /&gt;
&lt;br /&gt;
== Rake Off (Jesps) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== A Score to Settle (Springheel) - new .pk4  ==&lt;br /&gt;
&lt;br /&gt;
== The Phrase Book (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== WS1: In the North (grayman) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Lockdown Part 1 (GameDevGoro Bikerdude Fidcal) == &lt;br /&gt;
&lt;br /&gt;
==Dark Mod Training Mission, The ==&lt;br /&gt;
&lt;br /&gt;
== A Night to Remember (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
== Beleagured Fence (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Builder Roads (Obsttorte) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== The Transaction (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Patently Dangerous (demagogue) - new .pk4 ==&lt;br /&gt;
&lt;br /&gt;
== Trapped! (RailGun) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Swing (Komag ) ==&lt;br /&gt;
&lt;br /&gt;
==Illusionist&#039;s Tower (stumpy) ==&lt;br /&gt;
&lt;br /&gt;
== Sons of Baltona Part 1 (Carnage) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Rightful Property (jysk) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Living Expenses (Sonosuke) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Builder&#039;s Influence (Railgun, Springheel) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== A Special Delivery (Silencium18) ==&lt;br /&gt;
&lt;br /&gt;
== Mad&#039;s Mountain (Jesps) ==&lt;br /&gt;
&lt;br /&gt;
== Parcel, The (Xonze)- complete! ==&lt;br /&gt;
&lt;br /&gt;
==Chalice of Kings (Fidcal) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Somewhere Above the City (grayman) - new .pk4 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;on FTP site&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Crown of Penitence, The (Jesps) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Return to the City (Melan/Bikderdude) - new .pk4 ==&lt;br /&gt;
&#039;&#039;on FTP site&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Knighton&#039;s Manor (Sotha) - complete! ==&lt;br /&gt;
== Sneak and Destroy (SeriousToni) - complete! ==&lt;br /&gt;
== Fiasco at Fauchard Street (Melan) - complete! ==&lt;br /&gt;
== The Thieves (Silencium, RailGun, Fidcal) - complete! ==&lt;br /&gt;
== Pandora&#039;s Box (Jesps, Fidcal) ==&lt;br /&gt;
== The Outpost (angua/greebo) - complete! ==&lt;br /&gt;
== Too Late (Nielsen74) - complete! ==&lt;br /&gt;
== Let Sleeping Thieves Lie (Sir Taffsalot, Bikerdude)- complete! ==&lt;br /&gt;
== Vengeance for a Thief Part I (Sir Taffsalot) - new .pk4 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;on ftp&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= READY FOR MAPPER FIXES =&lt;br /&gt;
&lt;br /&gt;
These are maps that require fixes by a mapper, or are waiting to be beta-tested to make everything works properly.  Once they are corrected or confirmed working, they will be removed from this category.  Updated .pk4s should be given to the development team for release after 2.0.&lt;br /&gt;
&lt;br /&gt;
== Glenham Tower (Sotha) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New .pk4 just needs to be beta-tested.  I&#039;ll test it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/mapobjects/hell/site3/archviletemple/candle&lt;br /&gt;
_a&lt;br /&gt;
&lt;br /&gt;
== Old Habits (1) (Obsttorte) ==&lt;br /&gt;
&lt;br /&gt;
recyc_pipedrip10  &#039;&#039;&amp;lt;-- still listed as missing, but the particle ISN&#039;T missing.  It&#039;s in tdm_water.prt.  Huh?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/blamplighttile  &#039;&#039;&amp;lt;--mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/floorvent01x  &#039;&#039;&amp;lt;--mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsttorte will be making any necessary updates to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alchemist, The (Sotha, Fidcal) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;stone_sliding.wav&#039; using default  &#039;&#039;&amp;lt;-- mapper fix; cannot find any such file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/tdm_sky_skyfadebiground1  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/misc/rope_dark_noshadows  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures//priestbottom_black_d   &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/darkmod/nature/skybox/starry1_moon  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/bacteria_4  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/metal1  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/wood1  &amp;lt;-- mapper fix; replace with &amp;quot;textures/darkmod/wood/boards/old_worn_black&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I will look at this map when I can (but if anyone wants to volunteer then great - but check with me first in case I&#039;ve started!) - Fidcal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dragon&#039;s Claw (Bikerdude, Flanders) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/squarelight2  &#039;&#039;&amp;lt;-- mapper fix; cannot find such a light in D3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:ConvertLWOToModelSurfaces: model &#039;models/darkmod/decorative/jack-o-lant&lt;br /&gt;
ern.lwo&#039; has too many verts for a poly! Make sure you triplet it down  &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/lights/non-extinguishable/jack-o-lantern.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Biker will make any necessary changes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== House in Blackbog Hollow (Stumpy) ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blooddrippy&amp;quot; particle apparently used, but the &amp;quot;textures/particlesbloodstream4&amp;quot; in the particle does not seem to exist anywhere  &#039;&#039;&amp;lt;-- mapper fix;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;stumpy will make necessary fixes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== St. Alban&#039;s Cathedral (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloarm in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- these are looking for joints that no longer exist; is there a def file in the .pk4 with old character definitions?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloleg in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- these are looking for joints that no longer exist; is there a def file in the .pk4 with old character definitions?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part rloarm in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- these are looking for joints that no longer exist; is there a def file in the .pk4 with old character definitions?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock1.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock5.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock6.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caves1_7.ASE&#039; (nor the fa&lt;br /&gt;
llback to LWO)  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caves2_5c.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Biker will make any necessary changes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In Remembrance of Him (RPGista) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;conversations broken in 1.08...might be a good time to fix them&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Deceptive Shadows (ShadowHide) ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS&lt;br /&gt;
&lt;br /&gt;
==The Caduceus of St. Alban (Bikderdude)==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/stainwallfadered  &#039;&#039;&amp;lt;-- mapper fix; typo?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/rock1  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/mcity/mcityplain6  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/items/shells_ammo/shells_large.lwo&#039; (nor t&lt;br /&gt;
he fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Biker will make any necessary changes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Crystal Grave (ERH+ Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS&lt;br /&gt;
&lt;br /&gt;
== Tears of St. Lucia (jdude/Springheel) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/xian/roomtones2/dangerlow_01.wav&#039; using defa&lt;br /&gt;
ult &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/xian/suspense/loop_suspense_07.wav&#039; using de&lt;br /&gt;
fault &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Springheel has signed up for any updates needed to this map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Business as Usual (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/mcity/mcityplain6  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Biker will make any necessary changes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Rift (Baddcog) - complete!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Has been beta-tested:  http://forums.thedarkmod.com/topic/14768-the-rift-baddcog/page__pid__311580#entry311580&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will need a new pk4.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Alberic&#039;s Curse (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
*D 200: aboutpostiilightdustbig  &#039;&#039;&amp;lt;-- mapper fix; cannot find any particle with this name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloarm in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloleg in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part rloarm in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Biker will make any necessary changes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Winter Harvest (Shadowhide) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/mapobjects/hell/site3/archviletemple/candle&lt;br /&gt;
_a   &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Will need new .pk4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Thief&#039;s Den (Fidcal) ==&lt;br /&gt;
&lt;br /&gt;
Beta-tested: http://forums.thedarkmod.com/topic/14731-thiefs-den-fidcal/&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/base_trim/dangertrim01  &#039;&#039;&amp;lt;-- mapper fix.  Used on lift&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/tables/bunkbed/mattress.lwo&#039; (n&lt;br /&gt;
or the fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix; replace with darkmod/furniture/beds/mattress.lwo&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
I will look at this map when I can (but if anyone wants to volunteer then great - but check with me first in case I&#039;ve started!) - Fidcal&lt;br /&gt;
&lt;br /&gt;
==Closemouthed Shadows (LordSavage, Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
Beta-tested:  http://forums.thedarkmod.com/topic/14742-closemouthed-shadows-lordsavage-bikerdude/&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/base_trim/dangertrim01  &#039;&#039;&amp;lt;-- mapper fix; could easily be replaced with rope texture&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Seige Shop (PranQster) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Contains its own outdated version of tdm_ai_commoners.mtr and tdm_heads_dev.mtr, so is trying to load all kinds of files that no longer exist, and may not even be used in map.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/characters/scientist/head02/hair  &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/builders/forger/forgerbottom_shad&lt;br /&gt;
ows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/builders/forger/forgertop_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/beard_black &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/beard_black_s &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/npcs/beard_black_local &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: new_average_jack_texture &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: replacement_head06 &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: replacement_head08 &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: shoulder_cowl &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_brown &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_brown_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_light_tan_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_ragged &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_ragged_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= REPLACEMENT ASSETS NEEDED =&lt;br /&gt;
&lt;br /&gt;
These are maps that still need to have assets replaced by the development team.  They are not ready for mapper fixes or beta-testing yet.&lt;br /&gt;
&lt;br /&gt;
== The Creeps (Mortem Desino) ==&lt;br /&gt;
&lt;br /&gt;
*D 206: kpillar_celingdust1&lt;br /&gt;
&lt;br /&gt;
*D 207: recyc_hexdrip3&lt;br /&gt;
&lt;br /&gt;
*D 208: recyc_hexdrip1&lt;br /&gt;
&lt;br /&gt;
*D 209: recyc_hexdrip2&lt;br /&gt;
&lt;br /&gt;
*D 210: recyc_hexdrip4&lt;br /&gt;
&lt;br /&gt;
*D 211: mcu_minifalldust&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/Leaf_1_s  &#039;&#039;&amp;lt;-- not in either set of material files&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/Leaf_5_s  &#039;&#039;&#039;&#039;&#039;Note from MD:&#039;&#039;&#039; These three &amp;quot;leaf&amp;quot; specularmaps are not crucial (i.e. they probably should just be 100% black images, anyways).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/Leaf_6_s&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;MD:&#039;&#039;&#039; I think most of these light textures could be replaced with another TDM-2.0-ready light texture in DR. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/hellgate1  &#039;&#039;&#039;&#039;&#039;MD:&#039;&#039;&#039; The one bound to revenant_spirit_chase; Could be replaced in DR by any red-colored light.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/hellgate1_colorme &#039;&#039;&#039;&#039;&#039;MD:&#039;&#039;&#039; Present in a lot of ambient lights. I think if there were a suitable replacement for squareishlight, that could double as a suitable replacement for hellgate1_colorme.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/redcircuit &#039;&#039;&#039;&#039;&#039;MD:&#039;&#039;&#039; AKA: redlight01, the light bound to revenant_spirit_shadow; could be replaced in DR by any red-colored light&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/squareishlight &#039;&#039;&#039;&#039;&#039;MD:&#039;&#039;&#039; See note on hellgate1_colorme.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/vivlight &#039;&#039;&#039;&#039;&#039;MD:&#039;&#039;&#039; Present, I think, only on light_25 in the catacombs. Replace in DR with any turquoise-ish square light?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/items/flashlight/dust&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/items/lantern/lanternflare&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, I&#039;ve made up a quick drag-n-drop [https://dl.dropboxusercontent.com/u/12230253/tdm/thecreeps_oggrepl.zip replacement for one SFX], so the mission plays nice with iD copyright. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mortem would like a volunteer to update .pk4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= NOT CURRENTLY WORKING =&lt;br /&gt;
These are missions that won&#039;t load under 2.0 for whatever reason.  Could be related to missing assets, or could be something about my local copy.  Either way I&#039;ll be leaving these for last.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Samhain Night on Bone Hill (PranQster) ==&lt;br /&gt;
&#039;&#039;&#039;runs, but needs fully working werebeast to be playable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*D 168: tels_firearrow_explosion  &#039;&#039;&amp;lt;-- Mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*D 169: tels_waterarrow_trail  &#039;&#039;&amp;lt;-- Mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:ConvertLWOToModelSurfaces: model &#039;models/darkmod/decorative/jack-o-lant&lt;br /&gt;
ern.lwo&#039; has too many verts for a poly! &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/lights/non-extinguishable/jack-o-lantern.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;monster_zombie_maint_footstep.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/ambient/environmental/steelswing_01.wav&#039; usi&lt;br /&gt;
ng default&lt;br /&gt;
&lt;br /&gt;
==Mandrasola (Sotha) ==&lt;br /&gt;
&lt;br /&gt;
Will probably run, but will not be playable without working animations for missing character (you know who you are)&lt;br /&gt;
&lt;br /&gt;
== Flakebridge Monastery (Jesps) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crashes with error:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 ERROR:Joint &#039;Rhand&#039; not found for bind on &#039;func_static_212&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is due to the new zombie having different joint names.  It will require fixing the .pk4.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;stone_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;paper_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;book_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
==Heart of Lone Salvation, The (Fidcal)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crashes with error:&lt;br /&gt;
 ERROR:idMoveable &#039;sheet_paper6&#039;: cannot load collision model models/mapobjects/&lt;br /&gt;
 filler/paperwad1.lwo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/filler/paperwad1.lwo&#039; (nor the&lt;br /&gt;
fallback to ASE)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/tables/bunkbed/mattress.lwo&#039; (n&lt;br /&gt;
or the fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/furniture/beds/mattress.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obstortte has volunteered to fix this.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= NOT TESTED =&lt;br /&gt;
&lt;br /&gt;
== Old Habits II (Obsttorte) ==&lt;br /&gt;
&lt;br /&gt;
== The Lich Queen&#039;s Demise (Sotha) ==&lt;br /&gt;
&lt;br /&gt;
==Lord Dufford&#039;s (stumpy)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;stumpy will make necessary fixes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Q4 Conversion: Yan&#039;s Test (Bikerdude) ==&lt;br /&gt;
== No Honour Among Theives: episode 1 (goldchocobo) ==&lt;br /&gt;
&lt;br /&gt;
This was crashing at map start, but should be retested with at least SVN revision 13442.&lt;br /&gt;
&lt;br /&gt;
That revision fixes the crash, which was unrelated to the presence or absence of D3 assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Since an update to this is due to be released shortly, I will wait before testing the NHAT maps.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==No Honor Among Thieves Part 2 (goldchocobo) ==&lt;br /&gt;
==No Honor Among Thieves Part 3 (goldchocobo)==&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Missing_assets_by_map&amp;diff=17037</id>
		<title>Missing assets by map</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Missing_assets_by_map&amp;diff=17037"/>
		<updated>2013-06-21T16:11:45Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: /* The Creeps (Mortem Desino) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of missing assets by map.  My plan is to go through these map by map to find which assets need to be added.&lt;br /&gt;
&lt;br /&gt;
I will not include warnings that also show up in 1.08, as these aren&#039;t standalone issues:    [[list of pre 2.0 warnings]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= READY FOR 2.0 RELEASE =&lt;br /&gt;
These are maps that have been tested under TDM 2.0 and deemed ready for release.  Missions that have an updated .pk4 will be noted.&lt;br /&gt;
&lt;br /&gt;
==Reap as you sow (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
== Betrayal (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
== Awaiting the Storm (HappyCheeze)- new .pk4 ==&lt;br /&gt;
&lt;br /&gt;
== House of Theo (Theothesnopp) ==&lt;br /&gt;
&lt;br /&gt;
== Rake Off (Jesps) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== A Score to Settle (Springheel) - new .pk4  ==&lt;br /&gt;
&lt;br /&gt;
== The Phrase Book (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== WS1: In the North (grayman) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Lockdown Part 1 (GameDevGoro Bikerdude Fidcal) == &lt;br /&gt;
&lt;br /&gt;
==Dark Mod Training Mission, The ==&lt;br /&gt;
&lt;br /&gt;
== A Night to Remember (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
== Beleagured Fence (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Builder Roads (Obsttorte) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== The Transaction (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Patently Dangerous (demagogue) - new .pk4 ==&lt;br /&gt;
&lt;br /&gt;
== Trapped! (RailGun) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Swing (Komag ) ==&lt;br /&gt;
&lt;br /&gt;
==Illusionist&#039;s Tower (stumpy) ==&lt;br /&gt;
&lt;br /&gt;
== Sons of Baltona Part 1 (Carnage) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Rightful Property (jysk) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Living Expenses (Sonosuke) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Builder&#039;s Influence (Railgun, Springheel) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== A Special Delivery (Silencium18) ==&lt;br /&gt;
&lt;br /&gt;
== Mad&#039;s Mountain (Jesps) ==&lt;br /&gt;
&lt;br /&gt;
== Parcel, The (Xonze)- complete! ==&lt;br /&gt;
&lt;br /&gt;
==Chalice of Kings (Fidcal) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Somewhere Above the City (grayman) - new .pk4 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;on FTP site&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Crown of Penitence, The (Jesps) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Return to the City (Melan/Bikderdude) - new .pk4 ==&lt;br /&gt;
&#039;&#039;on FTP site&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Knighton&#039;s Manor (Sotha) - complete! ==&lt;br /&gt;
== Sneak and Destroy (SeriousToni) - complete! ==&lt;br /&gt;
== Fiasco at Fauchard Street (Melan) - complete! ==&lt;br /&gt;
== The Thieves (Silencium, RailGun, Fidcal) - complete! ==&lt;br /&gt;
== Pandora&#039;s Box (Jesps, Fidcal) ==&lt;br /&gt;
== The Outpost (angua/greebo) - complete! ==&lt;br /&gt;
== Too Late (Nielsen74) - complete! ==&lt;br /&gt;
== Let Sleeping Thieves Lie (Sir Taffsalot, Bikerdude)- complete! ==&lt;br /&gt;
== Vengeance for a Thief Part I (Sir Taffsalot) - new .pk4 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;on ftp&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= READY FOR MAPPER FIXES =&lt;br /&gt;
&lt;br /&gt;
These are maps that require fixes by a mapper, or are waiting to be beta-tested to make everything works properly.  Once they are corrected or confirmed working, they will be removed from this category.  Updated .pk4s should be given to the development team for release after 2.0.&lt;br /&gt;
&lt;br /&gt;
== Glenham Tower (Sotha) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New .pk4 just needs to be beta-tested.  I&#039;ll test it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/mapobjects/hell/site3/archviletemple/candle&lt;br /&gt;
_a&lt;br /&gt;
&lt;br /&gt;
== Old Habits (1) (Obsttorte) ==&lt;br /&gt;
&lt;br /&gt;
recyc_pipedrip10  &#039;&#039;&amp;lt;-- still listed as missing, but the particle ISN&#039;T missing.  It&#039;s in tdm_water.prt.  Huh?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/blamplighttile  &#039;&#039;&amp;lt;--mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/floorvent01x  &#039;&#039;&amp;lt;--mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsttorte will be making any necessary updates to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alchemist, The (Sotha, Fidcal) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;stone_sliding.wav&#039; using default  &#039;&#039;&amp;lt;-- mapper fix; cannot find any such file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/tdm_sky_skyfadebiground1  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/misc/rope_dark_noshadows  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures//priestbottom_black_d   &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/darkmod/nature/skybox/starry1_moon  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/bacteria_4  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/metal1  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/wood1  &amp;lt;-- mapper fix; replace with &amp;quot;textures/darkmod/wood/boards/old_worn_black&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I will look at this map when I can (but if anyone wants to volunteer then great - but check with me first in case I&#039;ve started!) - Fidcal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dragon&#039;s Claw (Bikerdude, Flanders) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/squarelight2  &#039;&#039;&amp;lt;-- mapper fix; cannot find such a light in D3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:ConvertLWOToModelSurfaces: model &#039;models/darkmod/decorative/jack-o-lant&lt;br /&gt;
ern.lwo&#039; has too many verts for a poly! Make sure you triplet it down  &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/lights/non-extinguishable/jack-o-lantern.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Biker will make any necessary changes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== House in Blackbog Hollow (Stumpy) ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blooddrippy&amp;quot; particle apparently used, but the &amp;quot;textures/particlesbloodstream4&amp;quot; in the particle does not seem to exist anywhere  &#039;&#039;&amp;lt;-- mapper fix;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;stumpy will make necessary fixes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== St. Alban&#039;s Cathedral (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloarm in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- these are looking for joints that no longer exist; is there a def file in the .pk4 with old character definitions?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloleg in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- these are looking for joints that no longer exist; is there a def file in the .pk4 with old character definitions?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part rloarm in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- these are looking for joints that no longer exist; is there a def file in the .pk4 with old character definitions?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock1.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock5.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock6.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caves1_7.ASE&#039; (nor the fa&lt;br /&gt;
llback to LWO)  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caves2_5c.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Biker will make any necessary changes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In Remembrance of Him (RPGista) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;conversations broken in 1.08...might be a good time to fix them&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Deceptive Shadows (ShadowHide) ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS&lt;br /&gt;
&lt;br /&gt;
==The Caduceus of St. Alban (Bikderdude)==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/stainwallfadered  &#039;&#039;&amp;lt;-- mapper fix; typo?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/rock1  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/mcity/mcityplain6  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/items/shells_ammo/shells_large.lwo&#039; (nor t&lt;br /&gt;
he fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Biker will make any necessary changes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Crystal Grave (ERH+ Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS&lt;br /&gt;
&lt;br /&gt;
== Tears of St. Lucia (jdude/Springheel) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/xian/roomtones2/dangerlow_01.wav&#039; using defa&lt;br /&gt;
ult &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/xian/suspense/loop_suspense_07.wav&#039; using de&lt;br /&gt;
fault &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Springheel has signed up for any updates needed to this map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Business as Usual (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/mcity/mcityplain6  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Biker will make any necessary changes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Rift (Baddcog) - complete!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Has been beta-tested:  http://forums.thedarkmod.com/topic/14768-the-rift-baddcog/page__pid__311580#entry311580&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will need a new pk4.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Alberic&#039;s Curse (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
*D 200: aboutpostiilightdustbig  &#039;&#039;&amp;lt;-- mapper fix; cannot find any particle with this name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloarm in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloleg in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part rloarm in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Biker will make any necessary changes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Winter Harvest (Shadowhide) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/mapobjects/hell/site3/archviletemple/candle&lt;br /&gt;
_a   &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Will need new .pk4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Thief&#039;s Den (Fidcal) ==&lt;br /&gt;
&lt;br /&gt;
Beta-tested: http://forums.thedarkmod.com/topic/14731-thiefs-den-fidcal/&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/base_trim/dangertrim01  &#039;&#039;&amp;lt;-- mapper fix.  Used on lift&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/tables/bunkbed/mattress.lwo&#039; (n&lt;br /&gt;
or the fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix; replace with darkmod/furniture/beds/mattress.lwo&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
I will look at this map when I can (but if anyone wants to volunteer then great - but check with me first in case I&#039;ve started!) - Fidcal&lt;br /&gt;
&lt;br /&gt;
==Closemouthed Shadows (LordSavage, Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
Beta-tested:  http://forums.thedarkmod.com/topic/14742-closemouthed-shadows-lordsavage-bikerdude/&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/base_trim/dangertrim01  &#039;&#039;&amp;lt;-- mapper fix; could easily be replaced with rope texture&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Seige Shop (PranQster) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Contains its own outdated version of tdm_ai_commoners.mtr and tdm_heads_dev.mtr, so is trying to load all kinds of files that no longer exist, and may not even be used in map.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/characters/scientist/head02/hair  &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/builders/forger/forgerbottom_shad&lt;br /&gt;
ows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/builders/forger/forgertop_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/beard_black &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/beard_black_s &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/npcs/beard_black_local &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: new_average_jack_texture &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: replacement_head06 &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: replacement_head08 &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: shoulder_cowl &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_brown &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_brown_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_light_tan_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_ragged &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_ragged_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= REPLACEMENT ASSETS NEEDED =&lt;br /&gt;
&lt;br /&gt;
These are maps that still need to have assets replaced by the development team.  They are not ready for mapper fixes or beta-testing yet.&lt;br /&gt;
&lt;br /&gt;
== The Creeps (Mortem Desino) ==&lt;br /&gt;
&lt;br /&gt;
*D 206: kpillar_celingdust1&lt;br /&gt;
&lt;br /&gt;
*D 207: recyc_hexdrip3&lt;br /&gt;
&lt;br /&gt;
*D 208: recyc_hexdrip1&lt;br /&gt;
&lt;br /&gt;
*D 209: recyc_hexdrip2&lt;br /&gt;
&lt;br /&gt;
*D 210: recyc_hexdrip4&lt;br /&gt;
&lt;br /&gt;
*D 211: mcu_minifalldust&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/Leaf_1_s  &#039;&#039;&amp;lt;-- not in either set of material files&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/Leaf_5_s  &#039;&#039;&#039;&#039;&#039;Note from MD:&#039;&#039;&#039; These three &amp;quot;leaf&amp;quot; specularmaps are not crucial (i.e. they probably should just be 100% black images, anyways).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/Leaf_6_s&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;MD:&#039;&#039;&#039; I think most of these light textures could be replaced with another TDM-2.0-ready light texture in DR. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/hellgate1  &#039;&#039;&#039;&#039;&#039;MD:&#039;&#039;&#039; The one bound to revenant_spirit_chase; Could be replaced in DR by any red-colored light.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/hellgate1_colorme &#039;&#039;&#039;&#039;&#039;MD:&#039;&#039;&#039; Present in a lot of ambient lights. I think if there were a suitable replacement for squareishlight, that could double as a suitable replacement for hellgate1_colorme.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/redcircuit &#039;&#039;&#039;&#039;&#039;MD:&#039;&#039;&#039; AKA: redlight01, the light bound to revenant_spirit_shadow; could be replaced in DR by any red-colored light&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/squareishlight &#039;&#039;&#039;&#039;&#039;MD:&#039;&#039;&#039; See note on hellgate1_colorme.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/vivlight&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/items/flashlight/dust&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/items/lantern/lanternflare&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, I&#039;ve made up a quick drag-n-drop [https://dl.dropboxusercontent.com/u/12230253/tdm/thecreeps_oggrepl.zip replacement for one SFX], so the mission plays nice with iD copyright. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mortem would like a volunteer to update .pk4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= NOT CURRENTLY WORKING =&lt;br /&gt;
These are missions that won&#039;t load under 2.0 for whatever reason.  Could be related to missing assets, or could be something about my local copy.  Either way I&#039;ll be leaving these for last.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Samhain Night on Bone Hill (PranQster) ==&lt;br /&gt;
&#039;&#039;&#039;runs, but needs fully working werebeast to be playable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*D 168: tels_firearrow_explosion  &#039;&#039;&amp;lt;-- Mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*D 169: tels_waterarrow_trail  &#039;&#039;&amp;lt;-- Mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:ConvertLWOToModelSurfaces: model &#039;models/darkmod/decorative/jack-o-lant&lt;br /&gt;
ern.lwo&#039; has too many verts for a poly! &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/lights/non-extinguishable/jack-o-lantern.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;monster_zombie_maint_footstep.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/ambient/environmental/steelswing_01.wav&#039; usi&lt;br /&gt;
ng default&lt;br /&gt;
&lt;br /&gt;
==Mandrasola (Sotha) ==&lt;br /&gt;
&lt;br /&gt;
Will probably run, but will not be playable without working animations for missing character (you know who you are)&lt;br /&gt;
&lt;br /&gt;
== Flakebridge Monastery (Jesps) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crashes with error:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 ERROR:Joint &#039;Rhand&#039; not found for bind on &#039;func_static_212&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is due to the new zombie having different joint names.  It will require fixing the .pk4.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;stone_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;paper_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;book_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
==Heart of Lone Salvation, The (Fidcal)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crashes with error:&lt;br /&gt;
 ERROR:idMoveable &#039;sheet_paper6&#039;: cannot load collision model models/mapobjects/&lt;br /&gt;
 filler/paperwad1.lwo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/filler/paperwad1.lwo&#039; (nor the&lt;br /&gt;
fallback to ASE)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/tables/bunkbed/mattress.lwo&#039; (n&lt;br /&gt;
or the fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/furniture/beds/mattress.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obstortte has volunteered to fix this.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= NOT TESTED =&lt;br /&gt;
&lt;br /&gt;
== Old Habits II (Obsttorte) ==&lt;br /&gt;
&lt;br /&gt;
== The Lich Queen&#039;s Demise (Sotha) ==&lt;br /&gt;
&lt;br /&gt;
==Lord Dufford&#039;s (stumpy)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;stumpy will make necessary fixes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Q4 Conversion: Yan&#039;s Test (Bikerdude) ==&lt;br /&gt;
== No Honour Among Theives: episode 1 (goldchocobo) ==&lt;br /&gt;
&lt;br /&gt;
This was crashing at map start, but should be retested with at least SVN revision 13442.&lt;br /&gt;
&lt;br /&gt;
That revision fixes the crash, which was unrelated to the presence or absence of D3 assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Since an update to this is due to be released shortly, I will wait before testing the NHAT maps.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==No Honor Among Thieves Part 2 (goldchocobo) ==&lt;br /&gt;
==No Honor Among Thieves Part 3 (goldchocobo)==&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Missing_assets_by_map&amp;diff=17017</id>
		<title>Missing assets by map</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Missing_assets_by_map&amp;diff=17017"/>
		<updated>2013-06-14T21:14:51Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: /* The Creeps (Mortem Desino) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of missing assets by map.  My plan is to go through these map by map to find which assets need to be added.&lt;br /&gt;
&lt;br /&gt;
I will not include warnings that also show up in 1.08, as these aren&#039;t standalone issues:    [[list of pre 2.0 warnings]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= READY FOR 2.0 RELEASE =&lt;br /&gt;
These are maps that have been tested under TDM 2.0 and deemed ready for release.  Missions that have an updated .pk4 will be noted.&lt;br /&gt;
&lt;br /&gt;
== House of Theo (Theothesnopp) ==&lt;br /&gt;
&lt;br /&gt;
== Rake Off (Jesps) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== A Score to Settle (Springheel) - new .pk4  ==&lt;br /&gt;
&lt;br /&gt;
== The Phrase Book (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== WS1: In the North (grayman) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Lockdown Part 1 (GameDevGoro Bikerdude Fidcal) == &lt;br /&gt;
&lt;br /&gt;
==Dark Mod Training Mission, The ==&lt;br /&gt;
&lt;br /&gt;
== A Night to Remember (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
== Beleagured Fence (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Builder Roads (Obsttorte) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== The Transaction (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Patently Dangerous (demagogue) - new .pk4 ==&lt;br /&gt;
&lt;br /&gt;
== Trapped! (RailGun) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Swing (Komag ) ==&lt;br /&gt;
&lt;br /&gt;
==Illusionist&#039;s Tower (stumpy) ==&lt;br /&gt;
&lt;br /&gt;
== Sons of Baltona Part 1 (Carnage) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Rightful Property (jysk) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Living Expenses (Sonosuke) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Builder&#039;s Influence (Railgun, Springheel) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== A Special Delivery (Silencium18) ==&lt;br /&gt;
&lt;br /&gt;
== Mad&#039;s Mountain (Jesps) ==&lt;br /&gt;
&lt;br /&gt;
== Parcel, The (Xonze)- complete! ==&lt;br /&gt;
&lt;br /&gt;
==Chalice of Kings (Fidcal) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Somewhere Above the City (grayman) - new .pk4 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;on FTP site&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Crown of Penitence, The (Jesps) - complete! ==&lt;br /&gt;
&lt;br /&gt;
== Return to the City (Melan/Bikderdude) - new .pk4 ==&lt;br /&gt;
&#039;&#039;on FTP site&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Knighton&#039;s Manor (Sotha) - complete! ==&lt;br /&gt;
== Sneak and Destroy (SeriousToni) - complete! ==&lt;br /&gt;
== Fiasco at Fauchard Street (Melan) - complete! ==&lt;br /&gt;
== The Thieves (Silencium, RailGun, Fidcal) - complete! ==&lt;br /&gt;
== Pandora&#039;s Box (Jesps, Fidcal) ==&lt;br /&gt;
== The Outpost (angua/greebo) - complete! ==&lt;br /&gt;
== Too Late (Nielsen74) - complete! ==&lt;br /&gt;
== Let Sleeping Thieves Lie (Sir Taffsalot, Bikerdude)- complete! ==&lt;br /&gt;
== Vengeance for a Thief Part I (Sir Taffsalot) - new .pk4 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;on ftp&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= READY FOR MAPPER FIXES =&lt;br /&gt;
&lt;br /&gt;
These are maps that require fixes by a mapper, or are waiting to be beta-tested to make everything works properly.  Once they are corrected or confirmed working, they will be removed from this category.  Updated .pk4s should be given to the development team for release after 2.0.&lt;br /&gt;
&lt;br /&gt;
== Glenham Tower (Sotha) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New .pk4 just needs to be beta-tested.  I&#039;ll test it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/mapobjects/hell/site3/archviletemple/candle&lt;br /&gt;
_a&lt;br /&gt;
&lt;br /&gt;
== Old Habits (1) (Obsttorte) ==&lt;br /&gt;
&lt;br /&gt;
recyc_pipedrip10  &#039;&#039;&amp;lt;-- still listed as missing, but the particle ISN&#039;T missing.  It&#039;s in tdm_water.prt.  Huh?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/blamplighttile  &#039;&#039;&amp;lt;--mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/floorvent01x  &#039;&#039;&amp;lt;--mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsttorte will be making any necessary updates to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alchemist, The (Sotha, Fidcal) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;stone_sliding.wav&#039; using default  &#039;&#039;&amp;lt;-- mapper fix; cannot find any such file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/tdm_sky_skyfadebiground1  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/misc/rope_dark_noshadows  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures//priestbottom_black_d   &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/darkmod/nature/skybox/starry1_moon  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/bacteria_4  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/metal1  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/wood1  &amp;lt;-- mapper fix; replace with &amp;quot;textures/darkmod/wood/boards/old_worn_black&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I will look at this map when I can (but if anyone wants to volunteer then great - but check with me first in case I&#039;ve started!) - Fidcal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dragon&#039;s Claw (Bikerdude, Flanders) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/squarelight2  &#039;&#039;&amp;lt;-- mapper fix; cannot find such a light in D3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:ConvertLWOToModelSurfaces: model &#039;models/darkmod/decorative/jack-o-lant&lt;br /&gt;
ern.lwo&#039; has too many verts for a poly! Make sure you triplet it down  &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/lights/non-extinguishable/jack-o-lantern.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Biker will make any necessary changes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== House in Blackbog Hollow (Stumpy) ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blooddrippy&amp;quot; particle apparently used, but the &amp;quot;textures/particlesbloodstream4&amp;quot; in the particle does not seem to exist anywhere  &#039;&#039;&amp;lt;-- mapper fix;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;stumpy will make necessary fixes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== St. Alban&#039;s Cathedral (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloarm in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- these are looking for joints that no longer exist; is there a def file in the .pk4 with old character definitions?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloleg in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- these are looking for joints that no longer exist; is there a def file in the .pk4 with old character definitions?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part rloarm in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- these are looking for joints that no longer exist; is there a def file in the .pk4 with old character definitions?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock1.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock5.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock6.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caves1_7.ASE&#039; (nor the fa&lt;br /&gt;
llback to LWO)  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caves2_5c.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Biker will make any necessary changes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In Remembrance of Him (RPGista) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;conversations broken in 1.08...might be a good time to fix them&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Betrayal (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/floor_drain  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:sound shader &#039;beam_fall_1&#039; has shakes and uses OGG file &#039;sound/ambient/&lt;br /&gt;
ambience/beam_impact_1.wav&#039;  &#039;&#039;&amp;lt;-- mapper fix; sound not found&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:sound shader &#039;beam_fall_2&#039; has shakes and uses OGG file &#039;sound/ambient/&lt;br /&gt;
ambience/beam_impact_2.wav&#039;  &#039;&#039;&amp;lt;-- mapper fix; sound not found&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deceptive Shadows (ShadowHide) ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS&lt;br /&gt;
&lt;br /&gt;
== Awaiting the Storm (HappyCheeze) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/wood1  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/darkmod/architecture/buildings/wooden_shed&lt;br /&gt;
.lwo&#039; (nor the fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix; no such model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/tables/bunkbed/mattress.lwo&#039; (n&lt;br /&gt;
or the fallback to ASE) &#039;&#039;&amp;lt;-- mapper fix; replace with models/furniture/bed/mattress.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Significant FPS drop when lightning flashes...is light shadowcasting or something?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;unable to contact HappyCheeze about modifying this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Caduceus of St. Alban (Bikderdude)==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/stainwallfadered  &#039;&#039;&amp;lt;-- mapper fix; typo?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/rock1  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/mcity/mcityplain6  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/items/shells_ammo/shells_large.lwo&#039; (nor t&lt;br /&gt;
he fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Biker will make any necessary changes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Crystal Grave (ERH+ Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS&lt;br /&gt;
&lt;br /&gt;
== Tears of St. Lucia (jdude/Springheel) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/xian/roomtones2/dangerlow_01.wav&#039; using defa&lt;br /&gt;
ult &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/xian/suspense/loop_suspense_07.wav&#039; using de&lt;br /&gt;
fault &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Springheel has signed up for any updates needed to this map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reap as you sow (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;tdm_impact_small_soft_object.wav&#039; using default  &#039;&#039;&amp;lt;-- mapper fix; no such sounds exists&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Business as Usual (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/mcity/mcityplain6  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Biker will make any necessary changes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Rift (Baddcog) - complete!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Has been beta-tested:  http://forums.thedarkmod.com/topic/14768-the-rift-baddcog/page__pid__311580#entry311580&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will need a new pk4.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Alberic&#039;s Curse (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
*D 200: aboutpostiilightdustbig  &#039;&#039;&amp;lt;-- mapper fix; cannot find any particle with this name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloarm in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloleg in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part rloarm in articulated figure guard_base_newskel  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Biker will make any necessary changes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Winter Harvest (Shadowhide) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/mapobjects/hell/site3/archviletemple/candle&lt;br /&gt;
_a   &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Will need new .pk4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Thief&#039;s Den (Fidcal) ==&lt;br /&gt;
&lt;br /&gt;
Beta-tested: http://forums.thedarkmod.com/topic/14731-thiefs-den-fidcal/&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/base_trim/dangertrim01  &#039;&#039;&amp;lt;-- mapper fix.  Used on lift&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/tables/bunkbed/mattress.lwo&#039; (n&lt;br /&gt;
or the fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix; replace with darkmod/furniture/beds/mattress.lwo&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
I will look at this map when I can (but if anyone wants to volunteer then great - but check with me first in case I&#039;ve started!) - Fidcal&lt;br /&gt;
&lt;br /&gt;
==Closemouthed Shadows (LordSavage, Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
Beta-tested:  http://forums.thedarkmod.com/topic/14742-closemouthed-shadows-lordsavage-bikerdude/&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/base_trim/dangertrim01  &#039;&#039;&amp;lt;-- mapper fix; could easily be replaced with rope texture&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Seige Shop (PranQster) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Contains its own outdated version of tdm_ai_commoners.mtr and tdm_heads_dev.mtr, so is trying to load all kinds of files that no longer exist, and may not even be used in map.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/characters/scientist/head02/hair  &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/builders/forger/forgerbottom_shad&lt;br /&gt;
ows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/builders/forger/forgertop_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/beard_black &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/beard_black_s &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/npcs/beard_black_local &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: new_average_jack_texture &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: replacement_head06 &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: replacement_head08 &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: shoulder_cowl &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_brown &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_brown_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_light_tan_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_ragged &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_ragged_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= REPLACEMENT ASSETS NEEDED =&lt;br /&gt;
&lt;br /&gt;
These are maps that still need to have assets replaced by the development team.  They are not ready for mapper fixes or beta-testing yet.&lt;br /&gt;
&lt;br /&gt;
= NOT CURRENTLY WORKING =&lt;br /&gt;
These are missions that won&#039;t load under 2.0 for whatever reason.  Could be related to missing assets, or could be something about my local copy.  Either way I&#039;ll be leaving these for last.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Samhain Night on Bone Hill (PranQster) ==&lt;br /&gt;
&#039;&#039;&#039;runs, but needs fully working werebeast to be playable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*D 168: tels_firearrow_explosion  &#039;&#039;&amp;lt;-- Mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*D 169: tels_waterarrow_trail  &#039;&#039;&amp;lt;-- Mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:ConvertLWOToModelSurfaces: model &#039;models/darkmod/decorative/jack-o-lant&lt;br /&gt;
ern.lwo&#039; has too many verts for a poly! &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/lights/non-extinguishable/jack-o-lantern.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;monster_zombie_maint_footstep.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/ambient/environmental/steelswing_01.wav&#039; usi&lt;br /&gt;
ng default&lt;br /&gt;
&lt;br /&gt;
==Mandrasola (Sotha) ==&lt;br /&gt;
&lt;br /&gt;
Will probably run, but will not be playable without working animations for missing character (you know who you are)&lt;br /&gt;
&lt;br /&gt;
== The Creeps (Mortem Desino) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fails to load with error:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 ERROR:Joint &#039;Head&#039; not found for attachment position &#039;velvetcap_1&#039; on entity &#039;i&lt;br /&gt;
 dAFAttachment_atdm:ai_headbox_zombie_646&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load anim: &#039;models/md5/characters/npcs/zheads/z1idle.md5anim&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:file def/tdm_ai_heads.def, line 274: Couldn&#039;t load anim &#039;models/md5/cha&lt;br /&gt;
racters/npcs/zheads/z1idle.md5anim&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES FROM MD:&#039;&#039;&#039; I anticipated this problem. The solution for this is already in the FM package:&lt;br /&gt;
on entity revenant_spirit_shadow set &amp;quot;def_head&amp;quot; &amp;quot;atdm:ai_head_rev_spirit&amp;quot;&lt;br /&gt;
on entity revenant_spirit_chase set &amp;quot;def_head&amp;quot; &amp;quot;atdm:ai_head_rev_spirit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now, I think all that is left are a bunch of missing particle assets (mostly water drips and dust falling from ceiling) as well as light textures (you&#039;ll notice that many of the FM&#039;s saturated colored ambient lights are missing, leaving you with only the very dim ambient_world)&lt;br /&gt;
&lt;br /&gt;
Additionally, I&#039;ve made up a quick drag-n-drop [https://dl.dropboxusercontent.com/u/12230253/tdm/thecreeps_oggrepl.zip replacement for one SFX], so the mission plays nice with iD copyright. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mortem would like a volunteer to update .pk4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Flakebridge Monastery (Jesps) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crashes with error:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 ERROR:Joint &#039;Rhand&#039; not found for bind on &#039;func_static_212&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is due to the new zombie having different joint names.  It will require fixing the .pk4.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;stone_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;paper_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;book_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
==Heart of Lone Salvation, The (Fidcal)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crashes with error:&lt;br /&gt;
 ERROR:idMoveable &#039;sheet_paper6&#039;: cannot load collision model models/mapobjects/&lt;br /&gt;
 filler/paperwad1.lwo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/filler/paperwad1.lwo&#039; (nor the&lt;br /&gt;
fallback to ASE)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/tables/bunkbed/mattress.lwo&#039; (n&lt;br /&gt;
or the fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/furniture/beds/mattress.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obstortte has volunteered to fix this.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= NOT TESTED =&lt;br /&gt;
&lt;br /&gt;
== Old Habits II (Obsttorte) ==&lt;br /&gt;
&lt;br /&gt;
== The Lich Queen&#039;s Demise (Sotha) ==&lt;br /&gt;
&lt;br /&gt;
==Lord Dufford&#039;s (stumpy)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;stumpy will make necessary fixes to this map&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Q4 Conversion: Yan&#039;s Test (Bikerdude) ==&lt;br /&gt;
== No Honour Among Theives: episode 1 (goldchocobo) ==&lt;br /&gt;
&lt;br /&gt;
This was crashing at map start, but should be retested with at least SVN revision 13442.&lt;br /&gt;
&lt;br /&gt;
That revision fixes the crash, which was unrelated to the presence or absence of D3 assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Since an update to this is due to be released shortly, I will wait before testing the NHAT maps.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==No Honor Among Thieves Part 2 (goldchocobo) ==&lt;br /&gt;
==No Honor Among Thieves Part 3 (goldchocobo)==&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Missing_assets_by_map&amp;diff=16673</id>
		<title>Missing assets by map</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Missing_assets_by_map&amp;diff=16673"/>
		<updated>2013-05-07T19:25:52Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: /* The Creeps (Mortem Desino) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of missing assets by map.  My plan is to go through these map by map to find which assets need to be added.&lt;br /&gt;
&lt;br /&gt;
I will not include warnings that also show up in 1.08, as these aren&#039;t standalone issues:    [[list of pre 2.0 warnings]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= READY FOR 2.0 RELEASE = &lt;br /&gt;
&lt;br /&gt;
= READY FOR MAPPER FIXES =&lt;br /&gt;
&lt;br /&gt;
These are missions that have no missing asset warnings or warnings that need to be fixed by the mapper.  All of these maps should be beta-tested to make sure everything is working properly.  Updated .pk4s should be given to the development team for release after 2.0.&lt;br /&gt;
&lt;br /&gt;
== Parcel, The (Xonze)- complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== The Outpost (angua/greebo) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== The Thieves (Silencium, RailGun, Fidcal) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Trapped! (RailGun) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Too Late (Nielsen74) - complete! ==&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Fiasco at Fauchard Street (Melan) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Knighton&#039;s Manor (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== The Phrase Book (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Sons of Baltona Part 1 (Carnage) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
==Crown of Penitence, The (Jesps) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Living Expenses (Sonosuke) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Builder&#039;s Influence (Railgun, Springheel) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS&lt;br /&gt;
&lt;br /&gt;
== The Transaction (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Beleagured Fence (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Vengeance for a Thief Part I (Sir Taffsalot) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
==Chalice of Kings (Fidcal) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== WS1: In the North (grayman) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Rightful Property (jysk) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== A Special Delivery (Silencium18) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:atdm_ai_townsfolk_commoner_armed_1 - Could not find def_vocal_set tdm:ai_vocal_set_jack_guard_01!  &#039;&#039;&amp;lt;-- mapper fix (should be &amp;quot;atdm&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Winter Harvest (Shadowhide) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/mapobjects/hell/site3/archviletemple/candle&lt;br /&gt;
_a   &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Pandora&#039;s Box (Jesps, Fidcal) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;vault_clock_ambient.wav&#039; using default &#039;&#039;&amp;lt;-- mapper fix; does not exist?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Builder Roads (Obsttorte) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Sneak and Destroy (SeriousToni) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/darkmod/wood/boards/plank_brown_d  &#039;&#039;&amp;lt;-- mapper fix; cannot find such a texture&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Thief&#039;s Den (Fidcal) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/base_trim/dangertrim01  &#039;&#039;&amp;lt;-- mapper fix.  Used on lift&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/tables/bunkbed/mattress.lwo&#039; (n&lt;br /&gt;
or the fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix; replace with darkmod/furniture/beds/mattress.lwo&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== House of Theo (Theothesnopp) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Could not find anim idle_sit_2 on entity atdm_ai_townsfolk_commoner_3  &#039;&#039;&amp;lt;-- mapper fix; should be idle_sit2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Closemouthed Shadows (LordSavage, Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/base_trim/dangertrim01  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= REPLACEMENT ASSETS NEEDED =&lt;br /&gt;
&lt;br /&gt;
These are maps that still need to have assets replaced by the development team.  They are not ready for mapper fixes or beta-testing yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Illusionist&#039;s Tower (stumpy) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;monster_demon_trite_chatter.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
==Dark Mod Training Mission, The ==&lt;br /&gt;
&lt;br /&gt;
WARNING:unknown model type &#039;_prelight_light_187.2&#039; &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/darkmod/nature/straw/straw02_loose_patch  &#039;&#039;&amp;lt;-- mapper fix; cannot find in tdm materials&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;light_flicker_110.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;no_sound.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
==Crystal Grave (ERH+ Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;typing.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/grate8sqr&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/common/mirror&lt;br /&gt;
&lt;br /&gt;
==Reap as you sow (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;tdm_impact_small_soft_object.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mad&#039;s Mountain (Jesps) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/gibs/brain_2xb.lwo&#039; (nor the fallback to A&lt;br /&gt;
SE)&lt;br /&gt;
&lt;br /&gt;
== Old Habits (Obsttorte) ==&lt;br /&gt;
&lt;br /&gt;
*D 198: recyc_pipedrip10  &#039;&#039;&amp;lt;-- this particle does exist in tdm_water.prt and shows up in DR...why is it not working here??  Throwing black boxes at player start...works in my testmap though&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/blamplight_cv&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/floorvent01x&lt;br /&gt;
&lt;br /&gt;
== Rake Off (Jesps) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/particles/s_lightning&lt;br /&gt;
&lt;br /&gt;
== The Rift (Baddcog) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: fogs/pitfog_to_black&lt;br /&gt;
&lt;br /&gt;
== Let Sleeping Thieves Lie (Sir Taffsalot, Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;weird blaring repeating static sound throughout inn...faded in basement at same spot as ambient track.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s strange because there are NO speaker entities anywhere near the inn.  Must be some kind of location sound based around info_locationseparator_7.&lt;br /&gt;
&lt;br /&gt;
== Betrayal (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/floor_drain  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:sound shader &#039;beam_fall_1&#039; has shakes and uses OGG file &#039;sound/ambient/&lt;br /&gt;
ambience/beam_impact_1.wav&#039;  &#039;&#039;&amp;lt;-- mapper fix; sound not found&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:sound shader &#039;beam_fall_2&#039; has shakes and uses OGG file &#039;sound/ambient/&lt;br /&gt;
ambience/beam_impact_2.wav&#039;  &#039;&#039;&amp;lt;-- mapper fix; sound not found&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/duolight02&lt;br /&gt;
&lt;br /&gt;
== Tears of St. Lucia (jdude/Springheel) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/stress/1shot_creaking_02.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/xian/roomtones2/dangerlow_01.wav&#039; using defa&lt;br /&gt;
ult &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/xian/suspense/loop_suspense_07.wav&#039; using de&lt;br /&gt;
fault &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Business as Usual (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: fogs/pitfog_to_black&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/mcity/mcityplain6&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;machinery_07.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== Somewhere Above the City (grayman) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sizzle.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== Swing (Komag ) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/darkmod/gleeful/daysky&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/ed/elevator/elev_end.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/ed/elevator/elev_start.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== House in Blackbog Hollow (Stumpy) ==&lt;br /&gt;
&lt;br /&gt;
*D 183: swirlyball&lt;br /&gt;
&lt;br /&gt;
*D 184: ghostskull&lt;br /&gt;
&lt;br /&gt;
*D 187: blooddrippy&lt;br /&gt;
&lt;br /&gt;
==Deceptive Shadows (ShadowHide) ==&lt;br /&gt;
&lt;br /&gt;
*D 194: caco_lightningball&lt;br /&gt;
&lt;br /&gt;
*D 195: caco_lightninghit&lt;br /&gt;
&lt;br /&gt;
== In Remembrance of Him (RPGista) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/blamplight_cv&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/skeleton/skeleton01&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/zombie/boney/boney&lt;br /&gt;
&lt;br /&gt;
== A Score to Settle (Springheel) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pipe sound by citywatch looping strangely&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;strange light areas in skybox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/base_trim/dangertrim01  &#039;&#039;&amp;lt;-- mapper fix.  Used on lift&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/wood1   &#039;&#039;&amp;lt;-- mapper fix; replace with &amp;quot;textures/darkmod/wood/boards/old_worn_black&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/hell/mancroom/bars.lwo&#039; (nor th&lt;br /&gt;
e fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix; replace with models/dungeon/bar.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/spectre/global_dis  &#039;&#039;&amp;lt;-- mapper fix; part of texture below&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/zombie/boney/boney  &#039;&#039;&amp;lt;-- mapper fix; replace texture on body with models/md5/monsters/undead/zombie/zombie_rotten&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In DR, following textures not being found:&lt;br /&gt;
&lt;br /&gt;
sqsky&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
smear01&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== St. Alban&#039;s Cathedral (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloleg in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part rloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/scorch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/cbrick_single&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/cbrick_single_local&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/cbrick_single_s&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/sharprock2&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/sharprock2noshadow&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock1.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock5.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock6.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caves1_7.ASE&#039; (nor the fa&lt;br /&gt;
llback to LWO)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caves2_5c.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)&lt;br /&gt;
&lt;br /&gt;
== Seige Shop (PranQster) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Contains its own outdated version of tdm_ai_commoners.mtr and tdm_heads_dev.mtr, so is trying to load all kinds of files that no longer exist, and may not even be used in map.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/characters/scientist/head02/hair  &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/builders/forger/forgerbottom_shad&lt;br /&gt;
ows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/builders/forger/forgertop_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/beard_black &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/beard_black_s &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/npcs/beard_black_local &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: new_average_jack_texture &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: replacement_head06 &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: replacement_head08 &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: shoulder_cowl &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_brown &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_brown_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_light_tan_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_ragged &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_ragged_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lockdown Part 1 (GameDevGoro Bikerdude Fidcal) == &lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: addnormals( models/monsters/zombie/boney/boney_loc&lt;br /&gt;
al, heightmap( models/monsters/zombie/boney/boney_h, 6))&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/desertlight&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/skeleton/skeleton01&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/spectre/global_dis&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/zombie/boney/boney&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/zombie/boney/boney_s&lt;br /&gt;
&lt;br /&gt;
== Samhain Night on Bone Hill (PranQster) ==&lt;br /&gt;
&#039;&#039;&#039;Needs fully working werebeast to be playable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*D 168: tels_firearrow_explosion  &#039;&#039;&amp;lt;-- Mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*D 169: tels_waterarrow_trail  &#039;&#039;&amp;lt;-- Mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:ConvertLWOToModelSurfaces: model &#039;models/darkmod/decorative/jack-o-lant&lt;br /&gt;
ern.lwo&#039; has too many verts for a poly! &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/lights/non-extinguishable/jack-o-lantern.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;monster_demon_imp_thud.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;monster_demon_pinky_sight2.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;monster_zombie_maint_footstep.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/ambient/environmental/steelswing_01.wav&#039; usi&lt;br /&gt;
ng default&lt;br /&gt;
&lt;br /&gt;
==Alchemist, The (Sotha, Fidcal) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloleg in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part rloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;stone_movement_end.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;stone_sliding.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/tdm_sky_skyfadebiground1  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/misc/rope_dark_noshadows  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures//priestbottom_black_d   &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/common/mirror  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/darkmod/nature/skybox/starry1_moon  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/bacteria_4&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/cbrick2&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/metal1&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/wood1  &amp;lt;-- mapper fix; replace with &amp;quot;textures/darkmod/wood/boards/old_worn_black&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The Caduceus of St. Alban (Bikderdude)==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/stainwallfadered  &#039;&#039;&amp;lt;-- mapper fix; typo?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/rock1  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/mcity/mcityplain6&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/particles/dim_disk&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/items/shells_ammo/shells_large.lwo&#039; (nor t&lt;br /&gt;
he fallback to ASE)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;admin_impdoor_creak.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;metalbounce_1.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== A Night to Remember (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:*** - Could not find def_vocal_set mute!&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;pool_ball_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;tdm_zombie_footdrag.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: nodraw&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: guis/assets/game_maps/map_of_icon&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/darkmod/props/textures/large_leaf_s&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chairs/white_old_d&lt;br /&gt;
&lt;br /&gt;
STANDALONE - can&#039;t find material &#039;models/md5/chars/nobles/noblewoman/noblebotto&lt;br /&gt;
m_spirit_d&#039;&lt;br /&gt;
&lt;br /&gt;
STANDALONE - can&#039;t find material &#039;models/md5/chars/nobles/noblewoman/noblelegs_&lt;br /&gt;
spirit&#039;&lt;br /&gt;
&lt;br /&gt;
STANDALONE - can&#039;t find material &#039;models/md5/chars/nobles/noblewoman/nobletop_s&lt;br /&gt;
pirit_d&#039;&lt;br /&gt;
&lt;br /&gt;
STANDALONE - can&#039;t find material &#039;models/md5/chars/maid/maid_skin_spirit&#039;&lt;br /&gt;
&lt;br /&gt;
STANDALONE - can&#039;t find material &#039;models/md5/chars/maid/maid_dress_spirit&#039;&lt;br /&gt;
&lt;br /&gt;
==Dragon&#039;s Claw (Bikerdude, Flanders) ==&lt;br /&gt;
&lt;br /&gt;
*D 199: caco_lightningball&lt;br /&gt;
&lt;br /&gt;
*D 200: caco_lightninghit&lt;br /&gt;
&lt;br /&gt;
WARNING:sound shader &#039;rockslide_medium&#039; has shakes and uses OGG file &#039;sound/amb&lt;br /&gt;
ient/environmental/rockslide_medium01.ogg&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/ambient/enviromental/animal_pigeon_wings.wav&lt;br /&gt;
&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/creaking_door.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/dirty_frame&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/sdirt7&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/stainwallfadered&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/enpro/enwall19d&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/darkmod/architecture/awning_wooden02_broke&lt;br /&gt;
n.lwo&#039; (nor the fallback to ASE)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;fist_whoosh.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;light_flicker_105.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/lanternglow&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/squarelight2&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/misc/rope_dark_noshadows&lt;br /&gt;
&lt;br /&gt;
WARNING:ConvertLWOToModelSurfaces: model &#039;models/darkmod/decorative/jack-o-lant&lt;br /&gt;
ern.lwo&#039; has too many verts for a poly! Make sure you triplet it down  &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/lights/non-extinguishable/jack-o-lantern.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/people_girl_scream01.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== Alberic&#039;s Curse (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
*D 200: aboutpostiilightdustbig&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloleg in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part rloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/particles/dust2&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/particles/dust2bits&lt;br /&gt;
&lt;br /&gt;
= NOT CURRENTLY WORKING =&lt;br /&gt;
These are missions that won&#039;t load under 2.0 for whatever reason.  Could be related to missing assets, or could be something about my local copy.  Either way I&#039;ll be leaving these for last.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glenham Tower (Sotha) ==&lt;br /&gt;
&lt;br /&gt;
Haven&#039;t tried to load it, but I know it will crash with an error about zombie joints.  Will need mapper fix.&lt;br /&gt;
&lt;br /&gt;
==Mandrasola (Sotha) ==&lt;br /&gt;
&lt;br /&gt;
Will not be playable without working werebeast animations&lt;br /&gt;
&lt;br /&gt;
== Return to the City (Melan/Bikderdude) ==&lt;br /&gt;
&lt;br /&gt;
Briefing starts, but as soon as I click the X, the screen goes black.  Trying to pull the console down shows it for just a second; then it closes and disappears.  Have to forcequit TDM to escape.  No log available.&lt;br /&gt;
&lt;br /&gt;
== Awaiting the Storm (HappyCheeze) ==&lt;br /&gt;
&lt;br /&gt;
Refuses to install?&lt;br /&gt;
&lt;br /&gt;
console error:&lt;br /&gt;
&lt;br /&gt;
 couldn&#039;t exec autocommands.cfg&lt;br /&gt;
&lt;br /&gt;
== The Creeps (Mortem Desino) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fails to load with error:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 ERROR:Joint &#039;Head&#039; not found for attachment position &#039;velvetcap_1&#039; on entity &#039;i&lt;br /&gt;
 dAFAttachment_atdm:ai_headbox_zombie_646&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load anim: &#039;models/md5/characters/npcs/zheads/z1idle.md5anim&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:file def/tdm_ai_heads.def, line 274: Couldn&#039;t load anim &#039;models/md5/cha&lt;br /&gt;
racters/npcs/zheads/z1idle.md5anim&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE FROM MD:&#039;&#039;&#039; I anticipated this problem. The solution for this is already in the FM package:&lt;br /&gt;
on entity revenant_spirit_shadow set &amp;quot;def_head&amp;quot; &amp;quot;atdm:ai_head_rev_spirit&amp;quot;&lt;br /&gt;
on entity revenant_spirit_chase set &amp;quot;def_head&amp;quot; &amp;quot;atdm:ai_head_rev_spirit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now, I think all that is left are a bunch of missing particle assets (mostly water drips and dust falling from ceiling) as well as light textures (you&#039;ll notice that many of the FM&#039;s saturated colored ambient lights are missing, leaving you with only the very dim ambient_world)&lt;br /&gt;
&lt;br /&gt;
== Flakebridge Monastery (Jesps) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crashes with error:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 ERROR:Joint &#039;Rhand&#039; not found for bind on &#039;func_static_212&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;stone_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;paper_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;book_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== Patently Dangerous (demagogue) ==&lt;br /&gt;
&lt;br /&gt;
Refuses to install??&lt;br /&gt;
&lt;br /&gt;
*D 164: mc1_smoke1&lt;br /&gt;
&lt;br /&gt;
*D 165: sinkdrip&lt;br /&gt;
&lt;br /&gt;
==Heart of Lone Salvation, The (Fidcal)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crashes with error:&lt;br /&gt;
 ERROR:idMoveable &#039;sheet_paper6&#039;: cannot load collision model models/mapobjects/&lt;br /&gt;
 filler/paperwad1.lwo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/filler/paperwad1.lwo&#039; (nor the&lt;br /&gt;
fallback to ASE)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/tables/bunkbed/mattress.lwo&#039; (n&lt;br /&gt;
or the fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/furniture/beds/mattress.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= NOT TESTED =&lt;br /&gt;
&lt;br /&gt;
==Lord Dufford&#039;s (stumpy)==&lt;br /&gt;
&lt;br /&gt;
==Q4 Conversion: Yan&#039;s Test (Bikerdude) ==&lt;br /&gt;
== No Honour Among Theives: episode 1 (goldchocobo) ==&lt;br /&gt;
&lt;br /&gt;
This was crashing at map start, but should be retested with at least SVN revision 13442.&lt;br /&gt;
&lt;br /&gt;
That revision fixes the crash, which was unrelated to the presence or absence of D3 assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Since an update to this is due to be released shortly, I will wait before testing the NHAT maps.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==No Honor Among Thieves Part 2 (goldchocobo) ==&lt;br /&gt;
==No Honor Among Thieves Part 3 (goldchocobo)==&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Missing_assets_by_map&amp;diff=16672</id>
		<title>Missing assets by map</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Missing_assets_by_map&amp;diff=16672"/>
		<updated>2013-05-07T19:20:17Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: /* The Creeps (Mortem Desino) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of missing assets by map.  My plan is to go through these map by map to find which assets need to be added.&lt;br /&gt;
&lt;br /&gt;
I will not include warnings that also show up in 1.08, as these aren&#039;t standalone issues:    [[list of pre 2.0 warnings]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= READY FOR 2.0 RELEASE = &lt;br /&gt;
&lt;br /&gt;
= READY FOR MAPPER FIXES =&lt;br /&gt;
&lt;br /&gt;
These are missions that have no missing asset warnings or warnings that need to be fixed by the mapper.  All of these maps should be beta-tested to make sure everything is working properly.  Updated .pk4s should be given to the development team for release after 2.0.&lt;br /&gt;
&lt;br /&gt;
== Parcel, The (Xonze)- complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== The Outpost (angua/greebo) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== The Thieves (Silencium, RailGun, Fidcal) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Trapped! (RailGun) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Too Late (Nielsen74) - complete! ==&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Fiasco at Fauchard Street (Melan) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Knighton&#039;s Manor (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== The Phrase Book (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Sons of Baltona Part 1 (Carnage) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
==Crown of Penitence, The (Jesps) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Living Expenses (Sonosuke) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Builder&#039;s Influence (Railgun, Springheel) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS&lt;br /&gt;
&lt;br /&gt;
== The Transaction (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Beleagured Fence (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Vengeance for a Thief Part I (Sir Taffsalot) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
==Chalice of Kings (Fidcal) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== WS1: In the North (grayman) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Rightful Property (jysk) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== A Special Delivery (Silencium18) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:atdm_ai_townsfolk_commoner_armed_1 - Could not find def_vocal_set tdm:ai_vocal_set_jack_guard_01!  &#039;&#039;&amp;lt;-- mapper fix (should be &amp;quot;atdm&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Winter Harvest (Shadowhide) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/mapobjects/hell/site3/archviletemple/candle&lt;br /&gt;
_a   &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Pandora&#039;s Box (Jesps, Fidcal) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;vault_clock_ambient.wav&#039; using default &#039;&#039;&amp;lt;-- mapper fix; does not exist?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Builder Roads (Obsttorte) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Sneak and Destroy (SeriousToni) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/darkmod/wood/boards/plank_brown_d  &#039;&#039;&amp;lt;-- mapper fix; cannot find such a texture&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Thief&#039;s Den (Fidcal) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/base_trim/dangertrim01  &#039;&#039;&amp;lt;-- mapper fix.  Used on lift&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/tables/bunkbed/mattress.lwo&#039; (n&lt;br /&gt;
or the fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix; replace with darkmod/furniture/beds/mattress.lwo&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== House of Theo (Theothesnopp) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Could not find anim idle_sit_2 on entity atdm_ai_townsfolk_commoner_3  &#039;&#039;&amp;lt;-- mapper fix; should be idle_sit2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Closemouthed Shadows (LordSavage, Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/base_trim/dangertrim01  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= REPLACEMENT ASSETS NEEDED =&lt;br /&gt;
&lt;br /&gt;
These are maps that still need to have assets replaced by the development team.  They are not ready for mapper fixes or beta-testing yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Illusionist&#039;s Tower (stumpy) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;monster_demon_trite_chatter.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
==Dark Mod Training Mission, The ==&lt;br /&gt;
&lt;br /&gt;
WARNING:unknown model type &#039;_prelight_light_187.2&#039; &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/darkmod/nature/straw/straw02_loose_patch  &#039;&#039;&amp;lt;-- mapper fix; cannot find in tdm materials&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;light_flicker_110.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;no_sound.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
==Crystal Grave (ERH+ Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;typing.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/grate8sqr&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/common/mirror&lt;br /&gt;
&lt;br /&gt;
==Reap as you sow (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;tdm_impact_small_soft_object.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mad&#039;s Mountain (Jesps) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/gibs/brain_2xb.lwo&#039; (nor the fallback to A&lt;br /&gt;
SE)&lt;br /&gt;
&lt;br /&gt;
== Old Habits (Obsttorte) ==&lt;br /&gt;
&lt;br /&gt;
*D 198: recyc_pipedrip10  &#039;&#039;&amp;lt;-- this particle does exist in tdm_water.prt and shows up in DR...why is it not working here??  Throwing black boxes at player start...works in my testmap though&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/blamplight_cv&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/floorvent01x&lt;br /&gt;
&lt;br /&gt;
== Rake Off (Jesps) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/particles/s_lightning&lt;br /&gt;
&lt;br /&gt;
== The Rift (Baddcog) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: fogs/pitfog_to_black&lt;br /&gt;
&lt;br /&gt;
== Let Sleeping Thieves Lie (Sir Taffsalot, Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;weird blaring repeating static sound throughout inn...faded in basement at same spot as ambient track.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s strange because there are NO speaker entities anywhere near the inn.  Must be some kind of location sound based around info_locationseparator_7.&lt;br /&gt;
&lt;br /&gt;
== Betrayal (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/floor_drain  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:sound shader &#039;beam_fall_1&#039; has shakes and uses OGG file &#039;sound/ambient/&lt;br /&gt;
ambience/beam_impact_1.wav&#039;  &#039;&#039;&amp;lt;-- mapper fix; sound not found&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:sound shader &#039;beam_fall_2&#039; has shakes and uses OGG file &#039;sound/ambient/&lt;br /&gt;
ambience/beam_impact_2.wav&#039;  &#039;&#039;&amp;lt;-- mapper fix; sound not found&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/duolight02&lt;br /&gt;
&lt;br /&gt;
== Tears of St. Lucia (jdude/Springheel) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/stress/1shot_creaking_02.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/xian/roomtones2/dangerlow_01.wav&#039; using defa&lt;br /&gt;
ult &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/xian/suspense/loop_suspense_07.wav&#039; using de&lt;br /&gt;
fault &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Business as Usual (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: fogs/pitfog_to_black&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/mcity/mcityplain6&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;machinery_07.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== Somewhere Above the City (grayman) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sizzle.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== Swing (Komag ) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/darkmod/gleeful/daysky&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/ed/elevator/elev_end.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/ed/elevator/elev_start.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== House in Blackbog Hollow (Stumpy) ==&lt;br /&gt;
&lt;br /&gt;
*D 183: swirlyball&lt;br /&gt;
&lt;br /&gt;
*D 184: ghostskull&lt;br /&gt;
&lt;br /&gt;
*D 187: blooddrippy&lt;br /&gt;
&lt;br /&gt;
==Deceptive Shadows (ShadowHide) ==&lt;br /&gt;
&lt;br /&gt;
*D 194: caco_lightningball&lt;br /&gt;
&lt;br /&gt;
*D 195: caco_lightninghit&lt;br /&gt;
&lt;br /&gt;
== In Remembrance of Him (RPGista) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/blamplight_cv&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/skeleton/skeleton01&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/zombie/boney/boney&lt;br /&gt;
&lt;br /&gt;
== A Score to Settle (Springheel) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pipe sound by citywatch looping strangely&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;strange light areas in skybox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/base_trim/dangertrim01  &#039;&#039;&amp;lt;-- mapper fix.  Used on lift&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/wood1   &#039;&#039;&amp;lt;-- mapper fix; replace with &amp;quot;textures/darkmod/wood/boards/old_worn_black&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/hell/mancroom/bars.lwo&#039; (nor th&lt;br /&gt;
e fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix; replace with models/dungeon/bar.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/spectre/global_dis  &#039;&#039;&amp;lt;-- mapper fix; part of texture below&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/zombie/boney/boney  &#039;&#039;&amp;lt;-- mapper fix; replace texture on body with models/md5/monsters/undead/zombie/zombie_rotten&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In DR, following textures not being found:&lt;br /&gt;
&lt;br /&gt;
sqsky&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
smear01&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== St. Alban&#039;s Cathedral (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloleg in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part rloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/scorch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/cbrick_single&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/cbrick_single_local&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/cbrick_single_s&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/sharprock2&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/sharprock2noshadow&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock1.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock5.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock6.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caves1_7.ASE&#039; (nor the fa&lt;br /&gt;
llback to LWO)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caves2_5c.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)&lt;br /&gt;
&lt;br /&gt;
== Seige Shop (PranQster) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Contains its own outdated version of tdm_ai_commoners.mtr and tdm_heads_dev.mtr, so is trying to load all kinds of files that no longer exist, and may not even be used in map.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/characters/scientist/head02/hair  &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/builders/forger/forgerbottom_shad&lt;br /&gt;
ows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/builders/forger/forgertop_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/beard_black &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/beard_black_s &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/npcs/beard_black_local &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: new_average_jack_texture &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: replacement_head06 &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: replacement_head08 &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: shoulder_cowl &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_brown &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_brown_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_light_tan_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_ragged &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_ragged_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lockdown Part 1 (GameDevGoro Bikerdude Fidcal) == &lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: addnormals( models/monsters/zombie/boney/boney_loc&lt;br /&gt;
al, heightmap( models/monsters/zombie/boney/boney_h, 6))&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/desertlight&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/skeleton/skeleton01&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/spectre/global_dis&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/zombie/boney/boney&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/zombie/boney/boney_s&lt;br /&gt;
&lt;br /&gt;
== Samhain Night on Bone Hill (PranQster) ==&lt;br /&gt;
&#039;&#039;&#039;Needs fully working werebeast to be playable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*D 168: tels_firearrow_explosion  &#039;&#039;&amp;lt;-- Mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*D 169: tels_waterarrow_trail  &#039;&#039;&amp;lt;-- Mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:ConvertLWOToModelSurfaces: model &#039;models/darkmod/decorative/jack-o-lant&lt;br /&gt;
ern.lwo&#039; has too many verts for a poly! &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/lights/non-extinguishable/jack-o-lantern.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;monster_demon_imp_thud.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;monster_demon_pinky_sight2.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;monster_zombie_maint_footstep.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/ambient/environmental/steelswing_01.wav&#039; usi&lt;br /&gt;
ng default&lt;br /&gt;
&lt;br /&gt;
==Alchemist, The (Sotha, Fidcal) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloleg in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part rloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;stone_movement_end.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;stone_sliding.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/tdm_sky_skyfadebiground1  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/misc/rope_dark_noshadows  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures//priestbottom_black_d   &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/common/mirror  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/darkmod/nature/skybox/starry1_moon  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/bacteria_4&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/cbrick2&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/metal1&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/wood1  &amp;lt;-- mapper fix; replace with &amp;quot;textures/darkmod/wood/boards/old_worn_black&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The Caduceus of St. Alban (Bikderdude)==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/stainwallfadered  &#039;&#039;&amp;lt;-- mapper fix; typo?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/rock1  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/mcity/mcityplain6&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/particles/dim_disk&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/items/shells_ammo/shells_large.lwo&#039; (nor t&lt;br /&gt;
he fallback to ASE)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;admin_impdoor_creak.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;metalbounce_1.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== A Night to Remember (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:*** - Could not find def_vocal_set mute!&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;pool_ball_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;tdm_zombie_footdrag.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: nodraw&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: guis/assets/game_maps/map_of_icon&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/darkmod/props/textures/large_leaf_s&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chairs/white_old_d&lt;br /&gt;
&lt;br /&gt;
STANDALONE - can&#039;t find material &#039;models/md5/chars/nobles/noblewoman/noblebotto&lt;br /&gt;
m_spirit_d&#039;&lt;br /&gt;
&lt;br /&gt;
STANDALONE - can&#039;t find material &#039;models/md5/chars/nobles/noblewoman/noblelegs_&lt;br /&gt;
spirit&#039;&lt;br /&gt;
&lt;br /&gt;
STANDALONE - can&#039;t find material &#039;models/md5/chars/nobles/noblewoman/nobletop_s&lt;br /&gt;
pirit_d&#039;&lt;br /&gt;
&lt;br /&gt;
STANDALONE - can&#039;t find material &#039;models/md5/chars/maid/maid_skin_spirit&#039;&lt;br /&gt;
&lt;br /&gt;
STANDALONE - can&#039;t find material &#039;models/md5/chars/maid/maid_dress_spirit&#039;&lt;br /&gt;
&lt;br /&gt;
==Dragon&#039;s Claw (Bikerdude, Flanders) ==&lt;br /&gt;
&lt;br /&gt;
*D 199: caco_lightningball&lt;br /&gt;
&lt;br /&gt;
*D 200: caco_lightninghit&lt;br /&gt;
&lt;br /&gt;
WARNING:sound shader &#039;rockslide_medium&#039; has shakes and uses OGG file &#039;sound/amb&lt;br /&gt;
ient/environmental/rockslide_medium01.ogg&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/ambient/enviromental/animal_pigeon_wings.wav&lt;br /&gt;
&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/creaking_door.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/dirty_frame&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/sdirt7&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/stainwallfadered&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/enpro/enwall19d&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/darkmod/architecture/awning_wooden02_broke&lt;br /&gt;
n.lwo&#039; (nor the fallback to ASE)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;fist_whoosh.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;light_flicker_105.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/lanternglow&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/squarelight2&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/misc/rope_dark_noshadows&lt;br /&gt;
&lt;br /&gt;
WARNING:ConvertLWOToModelSurfaces: model &#039;models/darkmod/decorative/jack-o-lant&lt;br /&gt;
ern.lwo&#039; has too many verts for a poly! Make sure you triplet it down  &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/lights/non-extinguishable/jack-o-lantern.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/people_girl_scream01.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== Alberic&#039;s Curse (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
*D 200: aboutpostiilightdustbig&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloleg in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part rloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/particles/dust2&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/particles/dust2bits&lt;br /&gt;
&lt;br /&gt;
= NOT CURRENTLY WORKING =&lt;br /&gt;
These are missions that won&#039;t load under 2.0 for whatever reason.  Could be related to missing assets, or could be something about my local copy.  Either way I&#039;ll be leaving these for last.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glenham Tower (Sotha) ==&lt;br /&gt;
&lt;br /&gt;
Haven&#039;t tried to load it, but I know it will crash with an error about zombie joints.  Will need mapper fix.&lt;br /&gt;
&lt;br /&gt;
==Mandrasola (Sotha) ==&lt;br /&gt;
&lt;br /&gt;
Will not be playable without working werebeast animations&lt;br /&gt;
&lt;br /&gt;
== Return to the City (Melan/Bikderdude) ==&lt;br /&gt;
&lt;br /&gt;
Briefing starts, but as soon as I click the X, the screen goes black.  Trying to pull the console down shows it for just a second; then it closes and disappears.  Have to forcequit TDM to escape.  No log available.&lt;br /&gt;
&lt;br /&gt;
== Awaiting the Storm (HappyCheeze) ==&lt;br /&gt;
&lt;br /&gt;
Refuses to install?&lt;br /&gt;
&lt;br /&gt;
console error:&lt;br /&gt;
&lt;br /&gt;
 couldn&#039;t exec autocommands.cfg&lt;br /&gt;
&lt;br /&gt;
== The Creeps (Mortem Desino) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fails to load with error:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 ERROR:Joint &#039;Head&#039; not found for attachment position &#039;velvetcap_1&#039; on entity &#039;i&lt;br /&gt;
 dAFAttachment_atdm:ai_headbox_zombie_646&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load anim: &#039;models/md5/characters/npcs/zheads/z1idle.md5anim&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:file def/tdm_ai_heads.def, line 274: Couldn&#039;t load anim &#039;models/md5/cha&lt;br /&gt;
racters/npcs/zheads/z1idle.md5anim&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE FROM MD:&#039;&#039;&#039; I anticipated this problem. The solution for this is already in the FM package:&lt;br /&gt;
on entity revenant_spirit_shadow set &amp;quot;def_head&amp;quot; &amp;quot;atdm:ai_head_rev_spirit&amp;quot;&lt;br /&gt;
on entity revenant_spirit_chase set &amp;quot;def_head&amp;quot; &amp;quot;atdm:ai_head_rev_spirit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now, all that is left are a bunch of missing particle assets (mostly water drips and dust falling from ceiling).&lt;br /&gt;
&lt;br /&gt;
== Flakebridge Monastery (Jesps) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crashes with error:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 ERROR:Joint &#039;Rhand&#039; not found for bind on &#039;func_static_212&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;stone_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;paper_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;book_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== Patently Dangerous (demagogue) ==&lt;br /&gt;
&lt;br /&gt;
Refuses to install??&lt;br /&gt;
&lt;br /&gt;
*D 164: mc1_smoke1&lt;br /&gt;
&lt;br /&gt;
*D 165: sinkdrip&lt;br /&gt;
&lt;br /&gt;
==Heart of Lone Salvation, The (Fidcal)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crashes with error:&lt;br /&gt;
 ERROR:idMoveable &#039;sheet_paper6&#039;: cannot load collision model models/mapobjects/&lt;br /&gt;
 filler/paperwad1.lwo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/filler/paperwad1.lwo&#039; (nor the&lt;br /&gt;
fallback to ASE)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/tables/bunkbed/mattress.lwo&#039; (n&lt;br /&gt;
or the fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/furniture/beds/mattress.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= NOT TESTED =&lt;br /&gt;
&lt;br /&gt;
==Lord Dufford&#039;s (stumpy)==&lt;br /&gt;
&lt;br /&gt;
==Q4 Conversion: Yan&#039;s Test (Bikerdude) ==&lt;br /&gt;
== No Honour Among Theives: episode 1 (goldchocobo) ==&lt;br /&gt;
&lt;br /&gt;
This was crashing at map start, but should be retested with at least SVN revision 13442.&lt;br /&gt;
&lt;br /&gt;
That revision fixes the crash, which was unrelated to the presence or absence of D3 assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Since an update to this is due to be released shortly, I will wait before testing the NHAT maps.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==No Honor Among Thieves Part 2 (goldchocobo) ==&lt;br /&gt;
==No Honor Among Thieves Part 3 (goldchocobo)==&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Missing_assets_by_map&amp;diff=16671</id>
		<title>Missing assets by map</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Missing_assets_by_map&amp;diff=16671"/>
		<updated>2013-05-07T19:19:51Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: /* The Creeps (Mortem Desino) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of missing assets by map.  My plan is to go through these map by map to find which assets need to be added.&lt;br /&gt;
&lt;br /&gt;
I will not include warnings that also show up in 1.08, as these aren&#039;t standalone issues:    [[list of pre 2.0 warnings]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= READY FOR 2.0 RELEASE = &lt;br /&gt;
&lt;br /&gt;
= READY FOR MAPPER FIXES =&lt;br /&gt;
&lt;br /&gt;
These are missions that have no missing asset warnings or warnings that need to be fixed by the mapper.  All of these maps should be beta-tested to make sure everything is working properly.  Updated .pk4s should be given to the development team for release after 2.0.&lt;br /&gt;
&lt;br /&gt;
== Parcel, The (Xonze)- complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== The Outpost (angua/greebo) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== The Thieves (Silencium, RailGun, Fidcal) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Trapped! (RailGun) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Too Late (Nielsen74) - complete! ==&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Fiasco at Fauchard Street (Melan) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Knighton&#039;s Manor (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== The Phrase Book (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Sons of Baltona Part 1 (Carnage) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
==Crown of Penitence, The (Jesps) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Living Expenses (Sonosuke) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Builder&#039;s Influence (Railgun, Springheel) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS&lt;br /&gt;
&lt;br /&gt;
== The Transaction (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Beleagured Fence (Sotha) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Vengeance for a Thief Part I (Sir Taffsalot) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
==Chalice of Kings (Fidcal) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== WS1: In the North (grayman) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Rightful Property (jysk) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== A Special Delivery (Silencium18) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:atdm_ai_townsfolk_commoner_armed_1 - Could not find def_vocal_set tdm:ai_vocal_set_jack_guard_01!  &#039;&#039;&amp;lt;-- mapper fix (should be &amp;quot;atdm&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Winter Harvest (Shadowhide) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/mapobjects/hell/site3/archviletemple/candle&lt;br /&gt;
_a   &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Pandora&#039;s Box (Jesps, Fidcal) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;vault_clock_ambient.wav&#039; using default &#039;&#039;&amp;lt;-- mapper fix; does not exist?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Builder Roads (Obsttorte) - complete! ==&lt;br /&gt;
&lt;br /&gt;
NO MISSING ASSETS!&lt;br /&gt;
&lt;br /&gt;
== Sneak and Destroy (SeriousToni) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/darkmod/wood/boards/plank_brown_d  &#039;&#039;&amp;lt;-- mapper fix; cannot find such a texture&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Thief&#039;s Den (Fidcal) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/base_trim/dangertrim01  &#039;&#039;&amp;lt;-- mapper fix.  Used on lift&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/tables/bunkbed/mattress.lwo&#039; (n&lt;br /&gt;
or the fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix; replace with darkmod/furniture/beds/mattress.lwo&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== House of Theo (Theothesnopp) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Could not find anim idle_sit_2 on entity atdm_ai_townsfolk_commoner_3  &#039;&#039;&amp;lt;-- mapper fix; should be idle_sit2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Closemouthed Shadows (LordSavage, Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/base_trim/dangertrim01  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= REPLACEMENT ASSETS NEEDED =&lt;br /&gt;
&lt;br /&gt;
These are maps that still need to have assets replaced by the development team.  They are not ready for mapper fixes or beta-testing yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Illusionist&#039;s Tower (stumpy) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;monster_demon_trite_chatter.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
==Dark Mod Training Mission, The ==&lt;br /&gt;
&lt;br /&gt;
WARNING:unknown model type &#039;_prelight_light_187.2&#039; &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/darkmod/nature/straw/straw02_loose_patch  &#039;&#039;&amp;lt;-- mapper fix; cannot find in tdm materials&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;light_flicker_110.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;no_sound.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
==Crystal Grave (ERH+ Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;typing.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/grate8sqr&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/common/mirror&lt;br /&gt;
&lt;br /&gt;
==Reap as you sow (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;tdm_impact_small_soft_object.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mad&#039;s Mountain (Jesps) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/gibs/brain_2xb.lwo&#039; (nor the fallback to A&lt;br /&gt;
SE)&lt;br /&gt;
&lt;br /&gt;
== Old Habits (Obsttorte) ==&lt;br /&gt;
&lt;br /&gt;
*D 198: recyc_pipedrip10  &#039;&#039;&amp;lt;-- this particle does exist in tdm_water.prt and shows up in DR...why is it not working here??  Throwing black boxes at player start...works in my testmap though&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/blamplight_cv&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/floorvent01x&lt;br /&gt;
&lt;br /&gt;
== Rake Off (Jesps) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/particles/s_lightning&lt;br /&gt;
&lt;br /&gt;
== The Rift (Baddcog) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: fogs/pitfog_to_black&lt;br /&gt;
&lt;br /&gt;
== Let Sleeping Thieves Lie (Sir Taffsalot, Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;weird blaring repeating static sound throughout inn...faded in basement at same spot as ambient track.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s strange because there are NO speaker entities anywhere near the inn.  Must be some kind of location sound based around info_locationseparator_7.&lt;br /&gt;
&lt;br /&gt;
== Betrayal (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/floor_drain  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:sound shader &#039;beam_fall_1&#039; has shakes and uses OGG file &#039;sound/ambient/&lt;br /&gt;
ambience/beam_impact_1.wav&#039;  &#039;&#039;&amp;lt;-- mapper fix; sound not found&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:sound shader &#039;beam_fall_2&#039; has shakes and uses OGG file &#039;sound/ambient/&lt;br /&gt;
ambience/beam_impact_2.wav&#039;  &#039;&#039;&amp;lt;-- mapper fix; sound not found&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/duolight02&lt;br /&gt;
&lt;br /&gt;
== Tears of St. Lucia (jdude/Springheel) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/stress/1shot_creaking_02.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/xian/roomtones2/dangerlow_01.wav&#039; using defa&lt;br /&gt;
ult &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/xian/suspense/loop_suspense_07.wav&#039; using de&lt;br /&gt;
fault &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Business as Usual (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: fogs/pitfog_to_black&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/mcity/mcityplain6&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;machinery_07.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== Somewhere Above the City (grayman) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sizzle.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== Swing (Komag ) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/darkmod/gleeful/daysky&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/ed/elevator/elev_end.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/ed/elevator/elev_start.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== House in Blackbog Hollow (Stumpy) ==&lt;br /&gt;
&lt;br /&gt;
*D 183: swirlyball&lt;br /&gt;
&lt;br /&gt;
*D 184: ghostskull&lt;br /&gt;
&lt;br /&gt;
*D 187: blooddrippy&lt;br /&gt;
&lt;br /&gt;
==Deceptive Shadows (ShadowHide) ==&lt;br /&gt;
&lt;br /&gt;
*D 194: caco_lightningball&lt;br /&gt;
&lt;br /&gt;
*D 195: caco_lightninghit&lt;br /&gt;
&lt;br /&gt;
== In Remembrance of Him (RPGista) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/blamplight_cv&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/skeleton/skeleton01&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/zombie/boney/boney&lt;br /&gt;
&lt;br /&gt;
== A Score to Settle (Springheel) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pipe sound by citywatch looping strangely&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;strange light areas in skybox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/base_trim/dangertrim01  &#039;&#039;&amp;lt;-- mapper fix.  Used on lift&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/wood1   &#039;&#039;&amp;lt;-- mapper fix; replace with &amp;quot;textures/darkmod/wood/boards/old_worn_black&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/hell/mancroom/bars.lwo&#039; (nor th&lt;br /&gt;
e fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix; replace with models/dungeon/bar.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/spectre/global_dis  &#039;&#039;&amp;lt;-- mapper fix; part of texture below&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/zombie/boney/boney  &#039;&#039;&amp;lt;-- mapper fix; replace texture on body with models/md5/monsters/undead/zombie/zombie_rotten&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In DR, following textures not being found:&lt;br /&gt;
&lt;br /&gt;
sqsky&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
smear01&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== St. Alban&#039;s Cathedral (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloleg in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part rloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/scorch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/cbrick_single&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/cbrick_single_local&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/cbrick_single_s&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/sharprock2&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/sharprock2noshadow&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock1.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock5.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caverock6.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caves1_7.ASE&#039; (nor the fa&lt;br /&gt;
llback to LWO)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/caves/caves2_5c.ASE&#039; (nor the f&lt;br /&gt;
allback to LWO)&lt;br /&gt;
&lt;br /&gt;
== Seige Shop (PranQster) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Contains its own outdated version of tdm_ai_commoners.mtr and tdm_heads_dev.mtr, so is trying to load all kinds of files that no longer exist, and may not even be used in map.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/characters/scientist/head02/hair  &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/builders/forger/forgerbottom_shad&lt;br /&gt;
ows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/builders/forger/forgertop_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/beard_black &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/beard_black_s &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chars/heads/npcs/beard_black_local &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: new_average_jack_texture &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: replacement_head06 &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: replacement_head08 &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: shoulder_cowl &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_brown &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_brown_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_light_tan_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_ragged &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: tdm_commoner_tunic_ragged_shadows &#039;&#039;&amp;lt;-- mapper fix; outdated file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lockdown Part 1 (GameDevGoro Bikerdude Fidcal) == &lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: addnormals( models/monsters/zombie/boney/boney_loc&lt;br /&gt;
al, heightmap( models/monsters/zombie/boney/boney_h, 6))&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/desertlight&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/skeleton/skeleton01&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/spectre/global_dis&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/zombie/boney/boney&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/monsters/zombie/boney/boney_s&lt;br /&gt;
&lt;br /&gt;
== Samhain Night on Bone Hill (PranQster) ==&lt;br /&gt;
&#039;&#039;&#039;Needs fully working werebeast to be playable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*D 168: tels_firearrow_explosion  &#039;&#039;&amp;lt;-- Mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*D 169: tels_waterarrow_trail  &#039;&#039;&amp;lt;-- Mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:ConvertLWOToModelSurfaces: model &#039;models/darkmod/decorative/jack-o-lant&lt;br /&gt;
ern.lwo&#039; has too many verts for a poly! &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/lights/non-extinguishable/jack-o-lantern.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;monster_demon_imp_thud.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;monster_demon_pinky_sight2.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;monster_zombie_maint_footstep.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/ambient/environmental/steelswing_01.wav&#039; usi&lt;br /&gt;
ng default&lt;br /&gt;
&lt;br /&gt;
==Alchemist, The (Sotha, Fidcal) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloleg in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part rloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;stone_movement_end.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;stone_sliding.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/tdm_sky_skyfadebiground1  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/misc/rope_dark_noshadows  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures//priestbottom_black_d   &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/common/mirror  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/darkmod/nature/skybox/starry1_moon  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/bacteria_4&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/cbrick2&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/metal1&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/wood1  &amp;lt;-- mapper fix; replace with &amp;quot;textures/darkmod/wood/boards/old_worn_black&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The Caduceus of St. Alban (Bikderdude)==&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/stainwallfadered  &#039;&#039;&amp;lt;-- mapper fix; typo?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/hell/rock1  &#039;&#039;&amp;lt;-- mapper fix&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/mcity/mcityplain6&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/particles/dim_disk&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/items/shells_ammo/shells_large.lwo&#039; (nor t&lt;br /&gt;
he fallback to ASE)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;admin_impdoor_creak.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;metalbounce_1.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== A Night to Remember (Fieldmedic) ==&lt;br /&gt;
&lt;br /&gt;
WARNING:*** - Could not find def_vocal_set mute!&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;pool_ball_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;tdm_zombie_footdrag.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: nodraw&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: guis/assets/game_maps/map_of_icon&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/darkmod/props/textures/large_leaf_s&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/md5/chairs/white_old_d&lt;br /&gt;
&lt;br /&gt;
STANDALONE - can&#039;t find material &#039;models/md5/chars/nobles/noblewoman/noblebotto&lt;br /&gt;
m_spirit_d&#039;&lt;br /&gt;
&lt;br /&gt;
STANDALONE - can&#039;t find material &#039;models/md5/chars/nobles/noblewoman/noblelegs_&lt;br /&gt;
spirit&#039;&lt;br /&gt;
&lt;br /&gt;
STANDALONE - can&#039;t find material &#039;models/md5/chars/nobles/noblewoman/nobletop_s&lt;br /&gt;
pirit_d&#039;&lt;br /&gt;
&lt;br /&gt;
STANDALONE - can&#039;t find material &#039;models/md5/chars/maid/maid_skin_spirit&#039;&lt;br /&gt;
&lt;br /&gt;
STANDALONE - can&#039;t find material &#039;models/md5/chars/maid/maid_dress_spirit&#039;&lt;br /&gt;
&lt;br /&gt;
==Dragon&#039;s Claw (Bikerdude, Flanders) ==&lt;br /&gt;
&lt;br /&gt;
*D 199: caco_lightningball&lt;br /&gt;
&lt;br /&gt;
*D 200: caco_lightninghit&lt;br /&gt;
&lt;br /&gt;
WARNING:sound shader &#039;rockslide_medium&#039; has shakes and uses OGG file &#039;sound/amb&lt;br /&gt;
ient/environmental/rockslide_medium01.ogg&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/ambient/enviromental/animal_pigeon_wings.wav&lt;br /&gt;
&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/creaking_door.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/dirty_frame&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/sdirt7&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/decals/stainwallfadered&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/enpro/enwall19d&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/darkmod/architecture/awning_wooden02_broke&lt;br /&gt;
n.lwo&#039; (nor the fallback to ASE)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;fist_whoosh.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;light_flicker_105.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/lanternglow&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: lights/squarelight2&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: models/misc/rope_dark_noshadows&lt;br /&gt;
&lt;br /&gt;
WARNING:ConvertLWOToModelSurfaces: model &#039;models/darkmod/decorative/jack-o-lant&lt;br /&gt;
ern.lwo&#039; has too many verts for a poly! Make sure you triplet it down  &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/lights/non-extinguishable/jack-o-lantern.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;sound/people_girl_scream01.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== Alberic&#039;s Curse (Bikerdude) ==&lt;br /&gt;
&lt;br /&gt;
*D 200: aboutpostiilightdustbig&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part lloleg in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Unknown body part rloarm in articulated figure guard_base_newskel&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/particles/dust2&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load image: textures/particles/dust2bits&lt;br /&gt;
&lt;br /&gt;
= NOT CURRENTLY WORKING =&lt;br /&gt;
These are missions that won&#039;t load under 2.0 for whatever reason.  Could be related to missing assets, or could be something about my local copy.  Either way I&#039;ll be leaving these for last.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glenham Tower (Sotha) ==&lt;br /&gt;
&lt;br /&gt;
Haven&#039;t tried to load it, but I know it will crash with an error about zombie joints.  Will need mapper fix.&lt;br /&gt;
&lt;br /&gt;
==Mandrasola (Sotha) ==&lt;br /&gt;
&lt;br /&gt;
Will not be playable without working werebeast animations&lt;br /&gt;
&lt;br /&gt;
== Return to the City (Melan/Bikderdude) ==&lt;br /&gt;
&lt;br /&gt;
Briefing starts, but as soon as I click the X, the screen goes black.  Trying to pull the console down shows it for just a second; then it closes and disappears.  Have to forcequit TDM to escape.  No log available.&lt;br /&gt;
&lt;br /&gt;
== Awaiting the Storm (HappyCheeze) ==&lt;br /&gt;
&lt;br /&gt;
Refuses to install?&lt;br /&gt;
&lt;br /&gt;
console error:&lt;br /&gt;
&lt;br /&gt;
 couldn&#039;t exec autocommands.cfg&lt;br /&gt;
&lt;br /&gt;
== The Creeps (Mortem Desino) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fails to load with error:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 ERROR:Joint &#039;Head&#039; not found for attachment position &#039;velvetcap_1&#039; on entity &#039;i&lt;br /&gt;
 dAFAttachment_atdm:ai_headbox_zombie_646&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load anim: &#039;models/md5/characters/npcs/zheads/z1idle.md5anim&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:file def/tdm_ai_heads.def, line 274: Couldn&#039;t load anim &#039;models/md5/cha&lt;br /&gt;
racters/npcs/zheads/z1idle.md5anim&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE FROM MD:&#039;&#039;&#039; I anticipated this problem. The solution for this is already in the FM package:&lt;br /&gt;
on entity revenant_spirit_shadow set &amp;quot;def_head&amp;quot; &amp;quot;atdm:ai_head_rev_spirit&amp;quot;&lt;br /&gt;
on entity revenant_spirit_chase set &amp;quot;def_head&amp;quot; &amp;quot;atdm:ai_head_rev_spirit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now, all that is left are a bunch of particle assets (mostly water drips and dust falling from ceiling).&lt;br /&gt;
&lt;br /&gt;
== Flakebridge Monastery (Jesps) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crashes with error:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 ERROR:Joint &#039;Rhand&#039; not found for bind on &#039;func_static_212&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;stone_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;paper_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load sound &#039;book_impact.wav&#039; using default&lt;br /&gt;
&lt;br /&gt;
== Patently Dangerous (demagogue) ==&lt;br /&gt;
&lt;br /&gt;
Refuses to install??&lt;br /&gt;
&lt;br /&gt;
*D 164: mc1_smoke1&lt;br /&gt;
&lt;br /&gt;
*D 165: sinkdrip&lt;br /&gt;
&lt;br /&gt;
==Heart of Lone Salvation, The (Fidcal)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crashes with error:&lt;br /&gt;
 ERROR:idMoveable &#039;sheet_paper6&#039;: cannot load collision model models/mapobjects/&lt;br /&gt;
 filler/paperwad1.lwo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/filler/paperwad1.lwo&#039; (nor the&lt;br /&gt;
fallback to ASE)&lt;br /&gt;
&lt;br /&gt;
WARNING:Couldn&#039;t load model: &#039;models/mapobjects/tables/bunkbed/mattress.lwo&#039; (n&lt;br /&gt;
or the fallback to ASE)  &#039;&#039;&amp;lt;-- mapper fix; use models/darkmod/furniture/beds/mattress.lwo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= NOT TESTED =&lt;br /&gt;
&lt;br /&gt;
==Lord Dufford&#039;s (stumpy)==&lt;br /&gt;
&lt;br /&gt;
==Q4 Conversion: Yan&#039;s Test (Bikerdude) ==&lt;br /&gt;
== No Honour Among Theives: episode 1 (goldchocobo) ==&lt;br /&gt;
&lt;br /&gt;
This was crashing at map start, but should be retested with at least SVN revision 13442.&lt;br /&gt;
&lt;br /&gt;
That revision fixes the crash, which was unrelated to the presence or absence of D3 assets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Since an update to this is due to be released shortly, I will wait before testing the NHAT maps.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==No Honor Among Thieves Part 2 (goldchocobo) ==&lt;br /&gt;
==No Honor Among Thieves Part 3 (goldchocobo)==&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Missing_assets_for_standalone_TDM&amp;diff=15469</id>
		<title>Missing assets for standalone TDM</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Missing_assets_for_standalone_TDM&amp;diff=15469"/>
		<updated>2012-08-16T12:25:53Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: /* Sounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- search keywords: standalone free doom3 doom stand-alone--&amp;gt;&lt;br /&gt;
This page contains a list of assets that need to be replaced to make The Dark Mod stand-alone, that is to be able to play missions without having Doom 3 installed.&lt;br /&gt;
&lt;br /&gt;
{{infobox|bg=#e06060|fg=#ffff30|This list is incomplete!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missing assets ==&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
The material shaders have now all been added, so we just miss the textures:&lt;br /&gt;
&lt;br /&gt;
Missing for the new SL (these might be shaders, not textures, it is hard to tell):&lt;br /&gt;
&lt;br /&gt;
* textures/decals/a_stain01_d01a&lt;br /&gt;
* textures/decals/ballburn01_fx&lt;br /&gt;
* textures/decals/dirtblast&lt;br /&gt;
* textures/decals/dsplat5&lt;br /&gt;
* textures/decals/fgrill2&lt;br /&gt;
* textures/decals/genericdamage&lt;br /&gt;
* textures/decals/graffiti2&lt;br /&gt;
* textures/decals/handprint02&lt;br /&gt;
* textures/decals/mcu_slimestain&lt;br /&gt;
* textures/decals/scorch2&lt;br /&gt;
* textures/decals/sdirt10&lt;br /&gt;
* textures/decals/sdirt11&lt;br /&gt;
* textures/decals/splat11&lt;br /&gt;
* textures/decals/stain01b&lt;br /&gt;
* textures/decals/stain02&lt;br /&gt;
* textures/glass/glass1&lt;br /&gt;
* textures/glass/outdoor_glass1fx&lt;br /&gt;
* textures/hell/dirt02&lt;br /&gt;
* textures/hell/dirt02_s&lt;br /&gt;
* textures/particles/bloodspray&lt;br /&gt;
* textures/particles/boomboom&lt;br /&gt;
* textures/particles/droppuddle&lt;br /&gt;
* textures/particles/fbeam&lt;br /&gt;
* textures/particles/pfirebig&lt;br /&gt;
* textures/particles/pfiresmall2&lt;br /&gt;
* textures/particles/preamble&lt;br /&gt;
* textures/particles/snowball&lt;br /&gt;
&lt;br /&gt;
Missing otherwise:&lt;br /&gt;
&lt;br /&gt;
* textures/decals/ballburn01&lt;br /&gt;
* textures/decals/bloodspray&lt;br /&gt;
* textures/decals/bulleth02&lt;br /&gt;
* textures/decals/fly&lt;br /&gt;
* textures/decals/hurt02&lt;br /&gt;
* textures/decals/sdirt11a&lt;br /&gt;
* textures/decals/splat1 .. textures/decals/splat9&lt;br /&gt;
* textures/decals/stain01b&lt;br /&gt;
* textures/decals/stain03&lt;br /&gt;
* textures/decals/stainwall&lt;br /&gt;
* textures/decals/stainwallfade&lt;br /&gt;
* textures/glass/glass1&lt;br /&gt;
* textures/glass/outdoor_glass1fx&lt;br /&gt;
* textures/hell/dirt02&lt;br /&gt;
* textures/hell/dirt02_s&lt;br /&gt;
* textures/hell/wood1&lt;br /&gt;
* textures/hell/lava1&lt;br /&gt;
* textures/particles/billow3_glow&lt;br /&gt;
* textures/particles/billow_glow&lt;br /&gt;
* textures/particles/boomboom&lt;br /&gt;
* textures/particles/boomboom2&lt;br /&gt;
* textures/particles/boomboom3&lt;br /&gt;
* textures/particles/drop2&lt;br /&gt;
* textures/particles/droppuddle&lt;br /&gt;
* textures/particles/dust&lt;br /&gt;
* textures/particles/fbeam&lt;br /&gt;
* textures/particles/pfiresmall2&lt;br /&gt;
* textures/particles/plasma&lt;br /&gt;
* textures/particles/preamble&lt;br /&gt;
* textures/particles/snowball&lt;br /&gt;
* textures/particles/spark3&lt;br /&gt;
* textures/particles/s_lightning2_whi&lt;br /&gt;
* textures/particles/s_lightning_masked&lt;br /&gt;
* textures/sfx/vp1&lt;br /&gt;
* textures/sfx/vpring3&lt;br /&gt;
* thunderlight1&lt;br /&gt;
* thunderlight2&lt;br /&gt;
* thunderlightsky1&lt;br /&gt;
* thunderlightsky2&lt;br /&gt;
* topc&lt;br /&gt;
&lt;br /&gt;
=== Cube maps ===&lt;br /&gt;
&lt;br /&gt;
* env/gen2&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
* _default.wav&lt;br /&gt;
* activate_airpump_02.wav&lt;br /&gt;
* admin_impdoor_creak.wav&lt;br /&gt;
* alarm.wav&lt;br /&gt;
* ambient_metal_stresses.wav&lt;br /&gt;
* bodyparts.wav&lt;br /&gt;
* bones_fall.wav&lt;br /&gt;
* book_impact.wav&lt;br /&gt;
* breakable_light_hum.wav&lt;br /&gt;
* bridge_up_speaker.wav&lt;br /&gt;
* bullet_impact_flesh.wav&lt;br /&gt;
* bullet_impact_stone.wav&lt;br /&gt;
* bullet_impact_wood.wav&lt;br /&gt;
* &amp;lt;strike&amp;gt;burger_impact.wav&amp;lt;/strike&amp;gt;&lt;br /&gt;
* caco_projectile.wav&lt;br /&gt;
* cage_elevatordoor_close.wav&lt;br /&gt;
* cage_elevatordoor_open.wav&lt;br /&gt;
* ceiling_tiles.wav&lt;br /&gt;
* cpu_m3_loop.wav&lt;br /&gt;
* d3dm5_generator_off.wav&lt;br /&gt;
* d3dm5_generator_on.wav&lt;br /&gt;
* default_door_unlocked.wav&lt;br /&gt;
* e3_metalbash_01.wav&lt;br /&gt;
* elevator_moving_loop.wav&lt;br /&gt;
* fire_torch01_small.wav&lt;br /&gt;
* fist_impact.wav&lt;br /&gt;
* glass_bullethole.wav&lt;br /&gt;
* glass_shatter.wav&lt;br /&gt;
* hell_gatelower.wav&lt;br /&gt;
* hh_door_movement_1.wav&lt;br /&gt;
* light_flicker_104.wav&lt;br /&gt;
* light_flicker_124.wav&lt;br /&gt;
* light_hum_102.wav&lt;br /&gt;
* loop_hum_01.wav&lt;br /&gt;
* m3_loop.wav&lt;br /&gt;
* m3_start.wav&lt;br /&gt;
* m3_stop.wav&lt;br /&gt;
* metalbounce_1.wav&lt;br /&gt;
* monster_demon_archvile_die.wav&lt;br /&gt;
* monster_demon_archvile_pain.wav&lt;br /&gt;
* monster_demon_imp_fireball_explode.wav&lt;br /&gt;
* monster_demon_imp_fireball_flight.wav&lt;br /&gt;
* monster_demon_imp_melee_hit.wav&lt;br /&gt;
* monster_demon_imp_melee_miss.wav&lt;br /&gt;
* monster_demon_imp_thud.wav&lt;br /&gt;
* monster_demon_maggot_melee2.wav&lt;br /&gt;
* monster_demon_pinky_sight2.wav&lt;br /&gt;
* monster_demon_tick_footstep.wav&lt;br /&gt;
* monster_demon_trite_chatter.wav&lt;br /&gt;
* monster_demon_trite_chatter_combat.wav&lt;br /&gt;
* monster_demon_trite_death.wav&lt;br /&gt;
* monster_demon_trite_melee.wav&lt;br /&gt;
* monster_demon_trite_pain.wav&lt;br /&gt;
* monster_demon_trite_sight.wav&lt;br /&gt;
* monster_zombie_boney_chatter.wav&lt;br /&gt;
* monster_zombie_boney_chatter_combat.wav&lt;br /&gt;
* monster_zombie_boney_die.wav&lt;br /&gt;
* monster_zombie_boney_pain.wav&lt;br /&gt;
* monster_zombie_boney_sight.wav&lt;br /&gt;
* monster_zombie_maint_footstep.wav&lt;br /&gt;
* monster_zombie_maint_thud.wav&lt;br /&gt;
* null.wav&lt;br /&gt;
* paper_impact.wav&lt;br /&gt;
* pool_ball_impact.wav&lt;br /&gt;
* rec1_steamchuff.wav&lt;br /&gt;
* sound/ambient/loop_rumble_01.wav&lt;br /&gt;
* &amp;lt;strike&amp;gt;sound/doors/hell/open_02.wav&amp;lt;/strike&amp;gt;&lt;br /&gt;
* sound/doors/large/hugedoor_01_open.wav&lt;br /&gt;
* sound/ed/admin/light_break.wav&lt;br /&gt;
* sound/ed/archvile/breath1.wav .. sound/ed/archvile/breath3.wav&lt;br /&gt;
* sound/ed/cherub/evillaugh2.ogg&lt;br /&gt;
* sound/ed/cyberdemon/chatter1.wav .. sound/ed/cyberdemon/chatter4.wav&lt;br /&gt;
* sound/ed/elevator/elev_end.wav&lt;br /&gt;
* sound/ed/elevator/elev_start.wav&lt;br /&gt;
* sound/ed/imp/alert_test32.wav&lt;br /&gt;
* sound/ed/imp/alert_test33.wav&lt;br /&gt;
* sound/ed/imp/alert_test34.wav&lt;br /&gt;
* sound/ed/imp/alert_test39.wav&lt;br /&gt;
* sound/ed/maggot/hiss3h2.ogg&lt;br /&gt;
* sound/ed/pinky/pain_test1.wav .. sound/ed/pinky/pain_test7.wav&lt;br /&gt;
* sound/ed/pinky3/death_test1.wav .. sound/ed/pinky3/death_test5.wav&lt;br /&gt;
* sound/ed/pinky3/idle_test1.wav ..  sound/ed/pinky3/idle_test4.wav&lt;br /&gt;
* sound/ed/pinky3/sight3_test1.wav .. sound/ed/pinky3/sight3_test4.wav&lt;br /&gt;
* sound/ed/pinky3/sight_test21.wav&lt;br /&gt;
* sound/ed/pinky3/sight_test22.wav&lt;br /&gt;
* sound/ed/pinky3/sight_test23.wav&lt;br /&gt;
* sound/ed/player/player_land2.ogg&lt;br /&gt;
* sound/ed/sfx/barrel1.ogg .. sound/ed/sfx/barrel5.ogg&lt;br /&gt;
* sound/ed/sfx/wrench_impact1.ogg&lt;br /&gt;
* sound/ed/sfx/wrench_impact2.ogg&lt;br /&gt;
* sound/ed/spook/ohgodplease.ogg&lt;br /&gt;
* sound/ed/spook/please.ogg&lt;br /&gt;
* sound/ed/tick/chirp1.ogg .. sound/ed/tick/chirp6.ogg&lt;br /&gt;
* sound/ed/tick/tick_death1.ogg .. sound/ed/tick/tick_death3.ogg&lt;br /&gt;
* sound/ed/tick/tick_pain1.ogg .. sound/ed/tick/tick_pain4.ogg&lt;br /&gt;
* &amp;lt;strike&amp;gt;sound/ed/tick/tick_walk1.wav .. sound/ed/tick/tick_walk6.wav&amp;lt;/strike&amp;gt;&lt;br /&gt;
* sound/ed/trite/breath_hollow_deep4.ogg&lt;br /&gt;
* sound/ed/trite/breath_hollow_raspy1.ogg&lt;br /&gt;
* sound/ed/trite/breath_throaty6.ogg&lt;br /&gt;
* sound/impact/ambient_impacts/emetal_01.wav .. sound/impact/ambient_impacts/emetal_05.wav&lt;br /&gt;
* sound/impact/boxes/boxfall_18.ogg&lt;br /&gt;
* sound/impact/crash/glasscrash_01.ogg .. sound/impact/crash/glasscrash_04.ogg&lt;br /&gt;
* sound/impact/metal_doors/slam_01.ogg&lt;br /&gt;
* sound/impact/metal_doors/slam_08_boomy.wav&lt;br /&gt;
* sound/impact/metals/1shot_metalhit_01.ogg&lt;br /&gt;
* sound/impact/metals/1shot_metalhit_03.ogg&lt;br /&gt;
* sound/impact/metals/1shot_metalhit_06.ogg&lt;br /&gt;
* sound/impact/shaky_metal_bangs/mbang_01.wav .. sound/impact/shaky_metal_bangs/mbang_05.wav&lt;br /&gt;
* sound/impact/solid/impact_01.ogg&lt;br /&gt;
* sound/impact/solid/impact_02.ogg&lt;br /&gt;
* sound/impact/solid/impact_03.ogg&lt;br /&gt;
* sound/impact/stairs/simpact_04.ogg&lt;br /&gt;
* sound/impact/steel/clang_01.ogg&lt;br /&gt;
* sound/impact/steel/clang_02.ogg&lt;br /&gt;
* sound/impact/steel/clang_03.ogg&lt;br /&gt;
* sound/impact/steel/clang_04.wav&lt;br /&gt;
* sound/impact/steel/clang_05.ogg&lt;br /&gt;
* sound/levels/caverns2/stone_movement_loop.wav&lt;br /&gt;
* sound/levels/hell/thunderclap_01a.wav&lt;br /&gt;
* sound/levels/hell/thunderclap_02a.wav&lt;br /&gt;
* sound/levels/hell/thunderclap_03a.wav&lt;br /&gt;
* sound/levels/hell/thunderclap_04a.wav&lt;br /&gt;
* sound/machinery/loop_machinery_03.wav&lt;br /&gt;
* sound/machinery/machines/loop_airpump_02.wav&lt;br /&gt;
* sound/machinery/machines/loop_machinery_01.ogg&lt;br /&gt;
* sound/machinery/machines/loop_machinery_02.ogg&lt;br /&gt;
* sound/machinery/steamchuffs/steamchuff_01.ogg&lt;br /&gt;
* sound/machinery/steamchuffs/steamchuff_02.ogg&lt;br /&gt;
* sound/monsters/cacodemon/caco_chatter1.wav .. sound/monsters/cacodemon/caco_chatter6.wav&lt;br /&gt;
* sound/monsters/cacodemon/pimpact_01.wav .. sound/monsters/cacodemon/pimpact_04.wav&lt;br /&gt;
* sound/monsters/lost_soul/chatter_01.wav .. sound/monsters/lost_soul/chatter_03.wav&lt;br /&gt;
* sound/monsters/maggot/distant_screams_01.ogg&lt;br /&gt;
* sound/monsters/maggot/distant_screams_03.ogg&lt;br /&gt;
* sound/monsters/maggot/idle_01.wav&lt;br /&gt;
* sound/monsters/maggot/idle_02.wav&lt;br /&gt;
* sound/monsters/maggot/idle_03.wav&lt;br /&gt;
* sound/monsters/maggot/idle_04.wav&lt;br /&gt;
* sound/monsters/trite/death21.wav&lt;br /&gt;
* sound/monsters/trite/death22.wav&lt;br /&gt;
* sound/monsters/trite/death23.wav&lt;br /&gt;
* sound/monsters/trite/pain8.wav&lt;br /&gt;
* sound/monsters/trite/pain9.wav&lt;br /&gt;
* sound/monsters/trite/sight1.wav&lt;br /&gt;
* sound/monsters/trite/sight3.wav&lt;br /&gt;
* sound/monsters/trite/sight5.wav&lt;br /&gt;
* sound/movers/_general_movement/m3_end.wav&lt;br /&gt;
* sound/movers/_general_movement/m3_loop.wav&lt;br /&gt;
* sound/movers/_general_movement/m3_start.wav&lt;br /&gt;
* sound/sfx/voices/generic/brush01.ogg&lt;br /&gt;
* sound/stress/1shot_creaking_02.wav&lt;br /&gt;
* sound/weapons/casings/small_metal_02.wav&lt;br /&gt;
* sound/weapons/explosions/explode_01.wav&lt;br /&gt;
* sound/weapons/explosions/impexp_03.wav&lt;br /&gt;
* sound/weapons/explosions/impexp_04.wav&lt;br /&gt;
* sound/weapons/explosions/impexp_05.wav&lt;br /&gt;
* sound/weapons/explosions/impexp_06.wav&lt;br /&gt;
* sound/weapons/impacts/bullet_metal/metalimpact_04.wav&lt;br /&gt;
* sound/xian/creepy/prayer/deliver_us.ogg&lt;br /&gt;
* sound/xian/foley_sessions/coughs/cough_01.ogg .. sound/xian/foley_sessions/coughs/cough_05.ogg&lt;br /&gt;
* &amp;lt;strike&amp;gt;sound/xian/foley_sessions/metals_small/lowtink_01.ogg .. sound/xian/foley_sessions/metals_small/lowtink_03.ogg&amp;lt;/strike&amp;gt;&lt;br /&gt;
* sound/xian/roomtones2/dangerlow_01.wav&lt;br /&gt;
* sound/xian/suspense/loop_suspense_07.wav&lt;br /&gt;
* steam_01.wav&lt;br /&gt;
* steelswing_01.wav&lt;br /&gt;
* stone_movement_end.wav&lt;br /&gt;
* teleport_machine_idle.wav&lt;br /&gt;
* tincan.wav&lt;br /&gt;
* vault_clock_ambient.wav&lt;br /&gt;
* wind_01.wav&lt;br /&gt;
* wind_02.wav&lt;br /&gt;
&lt;br /&gt;
==== Unused, but generating warnings ====&lt;br /&gt;
&lt;br /&gt;
These are probably automatically loaded, but never used and can be removed in the code:&lt;br /&gt;
&lt;br /&gt;
* player_sounds_doublevision.wav&lt;br /&gt;
* player_sounds_guienter.wav&lt;br /&gt;
* player_sounds_guiexit.wav&lt;br /&gt;
* player_sounds_heartbeat.wav&lt;br /&gt;
* player_sounds_heartbeat_dying.wav&lt;br /&gt;
* player_sounds_hitflesh.wav&lt;br /&gt;
* player_sounds_skipcinematic.wav&lt;br /&gt;
* player_sounds_teleportexit.wav&lt;br /&gt;
* player_sounds_teleportstart.wav&lt;br /&gt;
* player_sounds_thud.wav&lt;br /&gt;
&lt;br /&gt;
=== AI ===&lt;br /&gt;
&lt;br /&gt;
* Zombie + animations&lt;br /&gt;
* Joint &#039;Shoulders&#039; not found for &#039;head_joint&#039; on &#039;atdm_ai_undead_zombie_a...&lt;br /&gt;
* models/md5/monsters/skeleton/skeleton.md5mesh&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
* models/md5/characters/npcs/zheads/z1idle.md5anim&lt;br /&gt;
* models/md5/chars/af_pose.md5anim&lt;br /&gt;
* models/md5/environments/hellchain.md5anim&lt;br /&gt;
* models/md5/environments/swinglight_round.md5anim&lt;br /&gt;
* models/md5/monsters/imp/initial.md5anim&lt;br /&gt;
&lt;br /&gt;
=== AF (Articulated Figures) ===&lt;br /&gt;
&lt;br /&gt;
* monster_demon_imp&lt;br /&gt;
* monster_zombie_base&lt;br /&gt;
* monster_zombie_bernie&lt;br /&gt;
&lt;br /&gt;
=== Models ===&lt;br /&gt;
&lt;br /&gt;
* models/gibs/brain_2xb.lwo&lt;br /&gt;
* models/gibs/gib_left_arm.lwo&lt;br /&gt;
* models/gibs/gib_left_leg.lwo&lt;br /&gt;
* models/gibs/gib_right_foot.lwo&lt;br /&gt;
* models/gibs/gib_torso.lwo&lt;br /&gt;
* models/gibs/left_waist_pork.lwo&lt;br /&gt;
* models/gibs/lup_leg_pork.lwo&lt;br /&gt;
* models/mapobjects/caves/caverock1.ase&lt;br /&gt;
* models/mapobjects/hell/mancroom/bars.lwo&lt;br /&gt;
* models/mapobjects/lights/cagelight/cagelight.lwo&lt;br /&gt;
* models/mapobjects/tables/bunkbed/mattress.lwo&lt;br /&gt;
&lt;br /&gt;
This one is a place holder for a quiver model, so we need a quiver instead this:&lt;br /&gt;
&lt;br /&gt;
* models/items/shells_ammo/shells_large.lwo&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[IdTech4 Open Source]]&lt;br /&gt;
* [[Standalone Progress]]&lt;br /&gt;
&lt;br /&gt;
{{standalone}}&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=13399</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=13399"/>
		<updated>2011-09-19T18:57:21Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: /* Getting &amp;quot;Malloc Failure for #######&amp;quot; crash-to-desktop */&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;
&lt;br /&gt;
=== Can I use it with the Doom 3 expansion Resurrection of Evil? ===&lt;br /&gt;
The Doom 3 RoE expansion is designed to run as modification to the base Doom 3 game. Hence it&#039;s not a problem to have it installed on your system, but only one mod can be run at a time of course. As long as you didn&#039;t move or extract files manually all over your Doom 3 folder, the Resurrection of Evil expansion should not interfere with The Dark Mod. Just to be clear, &#039;&#039;&#039;you&#039;ll still need to have the base Doom 3 game, the expansion alone won&#039;t suffice as it&#039;s just a mod&#039;&#039;&#039;.&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;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Create a shortcut on your desktop and set it to the following:&lt;br /&gt;
&lt;br /&gt;
 steam.exe -applaunch 9050 +set fs_game_base darkmod&lt;br /&gt;
&lt;br /&gt;
This ensures that when you start Steam, it will launch TDM and not Doom 3 without TDM.&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;
The following versions of windows have been tested and are known to work : Windows 2000, Windows XP, Windows Vista, Windows 7, Windows Server 2008, Windows Server 2003 in both 32bit and 64bit flavours.&lt;br /&gt;
&lt;br /&gt;
==== PAE Enabled ====&lt;br /&gt;
&lt;br /&gt;
One user with Windows XP Pro SP3 and an AMD Phenom processor reported problems starting Doom 3 due to having PAE enabled.&lt;br /&gt;
&lt;br /&gt;
[http://modetwo.net/darkmod/index.php?/topic/12471-error-doom-3/ Thread]&lt;br /&gt;
&lt;br /&gt;
=== Does it run in Linux? ===&lt;br /&gt;
Yes, Linux is supported.&lt;br /&gt;
&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;
&lt;br /&gt;
For TDM after 1.0, this step should be &#039;&#039;&#039;no&#039;&#039;&#039; longer neccessary:&lt;br /&gt;
&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;
Yes. See [[Installation]].&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 &amp;quot;-1&amp;quot;&lt;br /&gt;
 set r_customwidth &amp;quot;1280&amp;quot;&lt;br /&gt;
 set r_customheight &amp;quot;800&amp;quot;&lt;br /&gt;
 seta r_aspectratio &amp;quot;2&amp;quot;            // means 16:10, &amp;quot;1&amp;quot; is 16:9, other ratios are not yet supporred&lt;br /&gt;
&lt;br /&gt;
{{infobox|If you get performance problems, please consider using a lower resolution and taking a look at [[Performance Tweaks]].}}&lt;br /&gt;
&lt;br /&gt;
==== What about TV resolutions like 1360x768? ====&lt;br /&gt;
&lt;br /&gt;
If you have a wide-screen TV which uses any non-standard resolution, like 1360x768 (instead of 1366x768), then please use the following:&lt;br /&gt;
&lt;br /&gt;
 seta r_customWidth &amp;quot;1360&amp;quot;&lt;br /&gt;
 seta r_customHeight &amp;quot;768&amp;quot;&lt;br /&gt;
 seta r_mode &amp;quot;-1&amp;quot;&lt;br /&gt;
 seta r_aspectratio 2&lt;br /&gt;
 seta g_fov &amp;quot;100&amp;quot;                  // or any other suitable value&lt;br /&gt;
&lt;br /&gt;
Alternatively, see the manual of your TV on the possibility to switch it to a &amp;quot;1:1&amp;quot; pixel mapping, or &amp;quot;monitor mode&amp;quot; or &amp;quot;computer mode&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here is some background information: http://hd.engadget.com/2006/04/21/whats-the-deal-with-1366-x-768/&lt;br /&gt;
&lt;br /&gt;
{{infobox|If you get performance problems, please consider using a lower resolution and taking a look at [[Performance Tweaks]].}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
It is hard to answer questions on why something fails, because wildly different systems cause wildly different symptoms. If the following section does not help you, please ask at our [http://www.modetwo.net/darkmod forums].&lt;br /&gt;
&lt;br /&gt;
For any solutions below that refer to &amp;quot;disabling Catalyst AI&amp;quot;, if you discover you can not use ATI&#039;s tools to do so, alternate methods are discussed in [[#Disable Catalyst AI in recent AMD ATI drivers|Disable Catalyst AI in recent AMD ATI drivers]] below.&lt;br /&gt;
&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;
&lt;br /&gt;
=== Windows 2000: freeaddrinfo cannot be found in WS2_32.DLL ===&lt;br /&gt;
Please refer to the main article [[TDM in Windows 2000]] to work around this problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===FM won&#039;t install manually===&lt;br /&gt;
&lt;br /&gt;
If you are running Dark Mod under Linux and have edited the file darkmod/currentfm.txt this might prevent the FM from installing. This may be fixed in an update but apparently editing using notepad under Wine works OK.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FMs downloaded but don&#039;t show in menu list===&lt;br /&gt;
&lt;br /&gt;
You have downloaded some FMs but they don&#039;t show on Dark Mod&#039;s New Missions list. Possible causes:&lt;br /&gt;
&lt;br /&gt;
* You must not extract the pk4s or zip files but put them into the darkmod/fms folder (or alternatively you can create the FM folder in there eg, darkmod/fms/chalice for chalice.pk4 or chalice.zip.&lt;br /&gt;
* Early versions of Dark Mod cannot handle zip suffixes. Solution: rename to .pk4 or run tdm_update to get the latest version of Dark Mod.&lt;br /&gt;
* If you are running Linux then Doom 3 MUST be installed in a .doom3 folder. Note the dot before .doom3.&lt;br /&gt;
&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 in early versions of Dark Mod 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 if running an early version of Dark Mod else run tdm_update to update and then zip files are OK.&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 it 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;
&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;
* Nvidia &amp;quot;Threaded Optimizations&amp;quot; are causing Doom 3 Mod stability issues (see: [[#Disable Nvidia &amp;quot;Threaded Optimizations&amp;quot;|Disable Nvidia &amp;quot;Threaded Optimizations&amp;quot;]] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t fix it, you probably receive an error message referencing an &amp;quot;Unknown event&amp;quot; at startup, like the screenshot below illustrates.&lt;br /&gt;
&lt;br /&gt;
[[Image:ErrorSetEntityRelation.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here are a couple of known problems and their solutions:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;tdmlauncher.exe fails to copy&#039;&#039;&#039; the necessary game binaries. The log file should read something like this:&lt;br /&gt;
&amp;lt;pre&amp;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&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Sometimes, the procedure fails due to &#039;&#039;&#039;spaces in the installation path&#039;&#039;&#039;. Try extracting the gamex86.dll manually using Winzip or similar or install Doom 3 in a different directory.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You have a &#039;&#039;&#039;firewall&#039;&#039;&#039; installed that prevents the copy procedure, because since version 1.03, TDM has a built-in mission downloader. This misbehavior has been reported for the &#039;&#039;&#039;COMODO Firewall&#039;&#039;&#039;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;It is also possible that an &#039;&#039;&#039;old version of gamex86.dll&#039;&#039;&#039; (or gamex86.so) is lying around in your Doom 3 folder. Delete it and try again.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&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 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;
&lt;br /&gt;
=== Textures are missing, shadows are pitch black ===&lt;br /&gt;
&lt;br /&gt;
Try disabling the AGP surface accelerator in DXDIAG.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphic Corruption ===&lt;br /&gt;
&lt;br /&gt;
One report we had was for a Radeon ATI HD 4650, catalyst 10.9. This screen corruption as I understand it was heavy pixelation even on the menus. Closing down Xfire fixed it. &amp;quot;I fiddled with the xfire Doom 3 configuration through the xfire_games.ini, and determined it has to do with InGameFlags portion. For some reason the settings in that were interfering with doom 3, and after I removed some things from there, I was still able to run xfire, and doom 3 was still able to look proper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(For more recent Catalyst versions see: [[#Disable Catalyst AI in recent AMD ATI drivers|Disable Catalyst AI in recent AMD ATI drivers]] )&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 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 a 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;
&lt;br /&gt;
=== The Sky rotates ===&lt;br /&gt;
&lt;br /&gt;
This problem only affects FMs with a dynamic sky (eg, moving clouds etc.).&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 [[#HDR-Lite Post-Processing problems|HDR-Lite Post-Processing Problems]].&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t fix it then try this. Note that it replaces dynamic sky with a static clear one so it might look odd in a stormy FM for example, but better than a spinning sky:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Create a new folder in your darkmod folder called materials.&lt;br /&gt;
* Within it create a plain text file named no_skybox.mtr.&lt;br /&gt;
* Paste in the following:&lt;br /&gt;
&lt;br /&gt;
 textures/smf/portal_sky&lt;br /&gt;
 {&lt;br /&gt;
 	qer_editorimage env/skyboxes/skybox_ocean/ocean_ed&lt;br /&gt;
 	noFragment&lt;br /&gt;
 	&lt;br /&gt;
 	noimpact&lt;br /&gt;
 	nooverlays&lt;br /&gt;
 	forceOpaque&lt;br /&gt;
 	noShadows&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;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(For more recent Catalyst versions see: [[#Disable Catalyst AI in recent AMD ATI drivers|Disable Catalyst AI in recent AMD ATI drivers]] )&lt;br /&gt;
&lt;br /&gt;
=== HDR-Lite Post-Processing problems ===&lt;br /&gt;
&lt;br /&gt;
Some owners of ATI graphics cards reported various artifacts when HDR-Lite Post-Processing was enabled. Among these artifacts are a distorted or upside-down screen and spinning sky. These can usually be fixed by disabling Catalyst AI, which also gives better loading times.&lt;br /&gt;
&lt;br /&gt;
To turn off Catalyst AI, open your Catalyst control panel, go to &#039;graphics&#039; at the top left, select &#039;3d&#039; from the dropdown list and on the new menu below, select &#039;AI&#039;. Now select the &#039;Disable Catalyst A.I.&#039; checkbox.&lt;br /&gt;
&lt;br /&gt;
(For more recent Catalyst versions see: [[#Disable Catalyst AI in recent AMD ATI drivers|Disable Catalyst AI in recent AMD ATI drivers]] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It has also been suspected that HDR-Lite Post-Processing may lead to [[#Underwater performance poor|poor performance underwater]], see next point:&lt;br /&gt;
&lt;br /&gt;
===Underwater performance poor===&lt;br /&gt;
&lt;br /&gt;
Some people suffer from very low framerates underwater with HDR-Lite Post-Processing enabled. Currently, the only known fix to this problem is to set &#039;&#039;&#039;g_doubleVision&#039;&#039;&#039; to 0 in the console. This however disables the doubleVision effect completely, so that there is no underwater-blur any more. The murkiness still remains though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Upside-down screen===&lt;br /&gt;
&lt;br /&gt;
If you get an upside-down screen, you can either turn off Catalyst AI if you have an ATI card or try turning off HDR-Lite Post-Processing in the advanced video options.&lt;br /&gt;
&lt;br /&gt;
To turn off Catalyst AI, open your Catalyst control panel, go to &#039;graphics&#039; at the top left, select &#039;3d&#039; from the dropdown list and on the new menu below, select &#039;AI&#039;. Now select the &#039;Disable Catalyst A.I.&#039; checkbox. &lt;br /&gt;
&lt;br /&gt;
(For more recent Catalyst versions see: [[#Disable Catalyst AI in recent AMD ATI drivers|Disable Catalyst AI in recent AMD ATI drivers]] )&lt;br /&gt;
&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 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 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;
&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 [[#HDR-Lite Post-Processing problems|HDR-Lite Post-Processing Problems]].&lt;br /&gt;
&lt;br /&gt;
Changing the following settings to 0 will also reduce loading time, but be warned: if you have a lower-end system, poor graphics card, or low ram, you will likely notice a performance hit ingame since you will now be using uncompressed textures.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;0&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game freezes for several seconds when opening doors===&lt;br /&gt;
The following 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;
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;
are often resolved by disabling EAX 4.0 HD in the Audio Settings menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game exits to menu after mission load, with renderpipe error in console===&lt;br /&gt;
&lt;br /&gt;
* {{Red|Version 1.06 does not use named pipes. This is a depreciated issue.}}&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;
Related [http://bugs.angua.at/view.php?id=543 #543]: Consider using glReadPixels for lightgem instead of named pipes.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;COULD NOT FIND TDMLAUNCHER&amp;quot; when installing an FM===&lt;br /&gt;
&lt;br /&gt;
If you receive this error message you should check the start-arguments of DOOM3.exe / tdmlauncher.exe. Arguments are stored in darkmod/dmargs.txt and a faulty syntax e.g. a missing &amp;quot;+&amp;quot; before a &amp;quot;set&amp;quot;-command, will lead to this error message. Steam users are advised to remove any launch-options from Doom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The sound lags behind the picture===&lt;br /&gt;
&lt;br /&gt;
This seems to happen on some Linux Distributions with PulseAudio. Doom&#039;s sound engine defaults to ALSA, you can try to use OSS instead:&lt;br /&gt;
&lt;br /&gt;
Add the following to your &#039;&#039;dmargs.txt&#039;&#039; (it is in &#039;&#039;~/.doom/darkmod/&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
 +set s_driver oss&lt;br /&gt;
&lt;br /&gt;
If your system does not provide OSS or a working OSS-emulation (try &#039;&#039;padsp ./tmdlauncher-linux&#039;&#039;), reset this to &#039;&#039;best&#039;&#039; which means ALSA.&lt;br /&gt;
&lt;br /&gt;
While OSS or ALSA deal directly with the sound hardware, PulseAudio is a soundserver that puts itself between the application (doom3) and ALSA. Your goal is to bypass the PA-part while playing TDM.&lt;br /&gt;
&lt;br /&gt;
You can either disable the PulseAudio daemon temporarily or connect Doom directly to ALSA.&lt;br /&gt;
&lt;br /&gt;
To disable PA, create a file named &#039;&#039;client.conf&#039;&#039; in &#039;&#039;~/.pulse&#039;&#039; which contains:&lt;br /&gt;
&lt;br /&gt;
 autospawn=no&lt;br /&gt;
&lt;br /&gt;
Then open a terminal and type:&lt;br /&gt;
&lt;br /&gt;
 pulseaudio -k&lt;br /&gt;
&lt;br /&gt;
When sound playback fails, make sure you have &#039;&#039;s_driver&#039;&#039; set to &#039;&#039;best&#039;&#039;, and &#039;&#039;s_alsa_pcm&#039;&#039; to &#039;&#039;default&#039;&#039;. When it works, you propably want to adjust volume settings outside TDM. Try &#039;&#039;alsamixer&#039;&#039; (in a terminal).&lt;br /&gt;
&lt;br /&gt;
When you&#039;re finished playing, turn PA back on:&lt;br /&gt;
&lt;br /&gt;
 pulseaudio -D&lt;br /&gt;
&lt;br /&gt;
starts the daemon. Changing &#039;&#039;autospawn&#039;&#039; to &#039;&#039;yes&#039;&#039; should prevent you from doing this manually after every reboot.    :)&lt;br /&gt;
&lt;br /&gt;
The other way, just bypassing PA, requires some knowledge about your sound hardware. Type&lt;br /&gt;
&lt;br /&gt;
 aplay -L&lt;br /&gt;
&lt;br /&gt;
This gives you a long list of your ALSA playback devices, three lines for each, first line is &#039;&#039;&amp;lt;name&amp;gt;&#039;&#039;. Choose the one with PCM Playback that your speakers are connected to and add&lt;br /&gt;
&lt;br /&gt;
 +set s_alsa_pcm &amp;lt;name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to &#039;&#039;dmargs.txt&#039;&#039;. If &#039;&#039;&amp;lt;name&amp;gt;&#039;&#039; is not convenient for you just try something like hw:1,0 if you know what you are doing, but be aware abstract designations like &#039;&#039;default&#039;&#039; will get &amp;quot;hijacked&amp;quot; by PA.&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. Alternatively the command vid_restart can be issued at the console. It can take quite some time to execute this command, depending on whether or not you&#039;re already ingame. It will still be a lot faster than restarting and reloading the game though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Steam launches D3, not TDM ===&lt;br /&gt;
&lt;br /&gt;
Whenever you start Steam and it launches vanilla Doom instead of TDM, make sure you follow this advice:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Create a shortcut on your desktop and set it to the following:&lt;br /&gt;
&lt;br /&gt;
 steam.exe -applaunch 9050 +set fs_game_base darkmod&lt;br /&gt;
&lt;br /&gt;
This ensures that when you start Steam, it will launch TDM and not Doom 3 without TDM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Disable Catalyst AI in recent AMD ATI drivers ===&lt;br /&gt;
&lt;br /&gt;
From (at least) Catalyst versions 10.12 and beyond, the ability to disable Catalyst AI properly&lt;br /&gt;
has been changed or removed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Rage3d and Guru3d have advised using &amp;quot;Radeon Pro&amp;quot; to address this.&lt;br /&gt;
&lt;br /&gt;
Steps&lt;br /&gt;
&lt;br /&gt;
* 1) Remove Catalyst Control Center (removing all ATI drivers recommended then re-install just the Display driver)&lt;br /&gt;
* 2) Download and install &amp;quot;Radeon Pro&amp;quot; [http://forums.guru3d.com/showthread.php?t=322031 Radeon Pro Thread at Guru3D]&lt;br /&gt;
* 3) Create a profile as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If you&#039;re using RadeonPro, create a profile for the game you want to disable Catalyst AI. &lt;br /&gt;
Right-click the newly created profile, keep left shift key pressed and choose &lt;br /&gt;
Open Location on context-menu, this will open the profile&#039;s XML definition. &lt;br /&gt;
Append a new line and add entry like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Property name=&amp;quot;CatalystAI&amp;quot; value=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save the file and start the game. CatalystAI should be disabled.&lt;br /&gt;
&lt;br /&gt;
I also recommend to open ___GlobalProfile.xml &lt;br /&gt;
(found on same directory where your profile is saved) &lt;br /&gt;
and look for &amp;quot;CatalystAI&amp;quot; entry, it must be equal to &amp;quot;1&amp;quot; &lt;br /&gt;
otherwise CatalystAI will be kept disabled after you exit your game.&lt;br /&gt;
&lt;br /&gt;
CFX disabled by setting CatalystAI to 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s another alternate method for Windows users:&lt;br /&gt;
&lt;br /&gt;
* 1) Obtain a copy of the free &amp;quot;ATI Tray Tools&amp;quot; by Ray Adams from [http://downloads.guru3d.com/download.php?det=733 Guru3d].&lt;br /&gt;
&lt;br /&gt;
* 2) Install it into your Windows tray.&lt;br /&gt;
&lt;br /&gt;
* 3) Right-click it.&lt;br /&gt;
&lt;br /&gt;
* 4) Select Direct 3d -&amp;gt; Catalyst AI -&amp;gt; Off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Disable Nvidia &amp;quot;Threaded Optimizations&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Many random crash behaviors seen by Nvidia users can be resolve by the following steps:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open Nvidia Control Panel -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manage 3D Settings -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bottom half of list locate &amp;quot;Threaded Optimization&amp;quot; &amp;lt;-- Set to NO / Off&lt;br /&gt;
&lt;br /&gt;
Also set &amp;quot;Multi-display/Mixed GPU acceleration&amp;quot; to &amp;quot;Single display performance mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Getting &amp;quot;Malloc Failure for #######&amp;quot; crash-to-desktop ===&lt;br /&gt;
&lt;br /&gt;
Because Doom 3 is a 32-bit game, it can only utilize a certain amount of RAM. When Doom 3 needs more memory, but cannot allocate anymore, it crashes with an error saying something like&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shutdown event system&lt;br /&gt;
--------------------------------------&lt;br /&gt;
malloc failure for 3145781&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A possibly solution is to patch Doom3.exe with a [http://www.ntcore.com/4gb_patch.php 4GB Patcher] to allow the game to allocate more memory.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Known Bugs]]&lt;br /&gt;
* [[Gameplay]]&lt;br /&gt;
&lt;br /&gt;
{{installation}} {{general}}&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=13398</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=13398"/>
		<updated>2011-09-19T18:56:53Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: /* 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;
&lt;br /&gt;
=== Can I use it with the Doom 3 expansion Resurrection of Evil? ===&lt;br /&gt;
The Doom 3 RoE expansion is designed to run as modification to the base Doom 3 game. Hence it&#039;s not a problem to have it installed on your system, but only one mod can be run at a time of course. As long as you didn&#039;t move or extract files manually all over your Doom 3 folder, the Resurrection of Evil expansion should not interfere with The Dark Mod. Just to be clear, &#039;&#039;&#039;you&#039;ll still need to have the base Doom 3 game, the expansion alone won&#039;t suffice as it&#039;s just a mod&#039;&#039;&#039;.&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;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Create a shortcut on your desktop and set it to the following:&lt;br /&gt;
&lt;br /&gt;
 steam.exe -applaunch 9050 +set fs_game_base darkmod&lt;br /&gt;
&lt;br /&gt;
This ensures that when you start Steam, it will launch TDM and not Doom 3 without TDM.&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;
The following versions of windows have been tested and are known to work : Windows 2000, Windows XP, Windows Vista, Windows 7, Windows Server 2008, Windows Server 2003 in both 32bit and 64bit flavours.&lt;br /&gt;
&lt;br /&gt;
==== PAE Enabled ====&lt;br /&gt;
&lt;br /&gt;
One user with Windows XP Pro SP3 and an AMD Phenom processor reported problems starting Doom 3 due to having PAE enabled.&lt;br /&gt;
&lt;br /&gt;
[http://modetwo.net/darkmod/index.php?/topic/12471-error-doom-3/ Thread]&lt;br /&gt;
&lt;br /&gt;
=== Does it run in Linux? ===&lt;br /&gt;
Yes, Linux is supported.&lt;br /&gt;
&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;
&lt;br /&gt;
For TDM after 1.0, this step should be &#039;&#039;&#039;no&#039;&#039;&#039; longer neccessary:&lt;br /&gt;
&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;
Yes. See [[Installation]].&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 &amp;quot;-1&amp;quot;&lt;br /&gt;
 set r_customwidth &amp;quot;1280&amp;quot;&lt;br /&gt;
 set r_customheight &amp;quot;800&amp;quot;&lt;br /&gt;
 seta r_aspectratio &amp;quot;2&amp;quot;            // means 16:10, &amp;quot;1&amp;quot; is 16:9, other ratios are not yet supporred&lt;br /&gt;
&lt;br /&gt;
{{infobox|If you get performance problems, please consider using a lower resolution and taking a look at [[Performance Tweaks]].}}&lt;br /&gt;
&lt;br /&gt;
==== What about TV resolutions like 1360x768? ====&lt;br /&gt;
&lt;br /&gt;
If you have a wide-screen TV which uses any non-standard resolution, like 1360x768 (instead of 1366x768), then please use the following:&lt;br /&gt;
&lt;br /&gt;
 seta r_customWidth &amp;quot;1360&amp;quot;&lt;br /&gt;
 seta r_customHeight &amp;quot;768&amp;quot;&lt;br /&gt;
 seta r_mode &amp;quot;-1&amp;quot;&lt;br /&gt;
 seta r_aspectratio 2&lt;br /&gt;
 seta g_fov &amp;quot;100&amp;quot;                  // or any other suitable value&lt;br /&gt;
&lt;br /&gt;
Alternatively, see the manual of your TV on the possibility to switch it to a &amp;quot;1:1&amp;quot; pixel mapping, or &amp;quot;monitor mode&amp;quot; or &amp;quot;computer mode&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here is some background information: http://hd.engadget.com/2006/04/21/whats-the-deal-with-1366-x-768/&lt;br /&gt;
&lt;br /&gt;
{{infobox|If you get performance problems, please consider using a lower resolution and taking a look at [[Performance Tweaks]].}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
It is hard to answer questions on why something fails, because wildly different systems cause wildly different symptoms. If the following section does not help you, please ask at our [http://www.modetwo.net/darkmod forums].&lt;br /&gt;
&lt;br /&gt;
For any solutions below that refer to &amp;quot;disabling Catalyst AI&amp;quot;, if you discover you can not use ATI&#039;s tools to do so, alternate methods are discussed in [[#Disable Catalyst AI in recent AMD ATI drivers|Disable Catalyst AI in recent AMD ATI drivers]] below.&lt;br /&gt;
&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;
&lt;br /&gt;
=== Windows 2000: freeaddrinfo cannot be found in WS2_32.DLL ===&lt;br /&gt;
Please refer to the main article [[TDM in Windows 2000]] to work around this problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===FM won&#039;t install manually===&lt;br /&gt;
&lt;br /&gt;
If you are running Dark Mod under Linux and have edited the file darkmod/currentfm.txt this might prevent the FM from installing. This may be fixed in an update but apparently editing using notepad under Wine works OK.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FMs downloaded but don&#039;t show in menu list===&lt;br /&gt;
&lt;br /&gt;
You have downloaded some FMs but they don&#039;t show on Dark Mod&#039;s New Missions list. Possible causes:&lt;br /&gt;
&lt;br /&gt;
* You must not extract the pk4s or zip files but put them into the darkmod/fms folder (or alternatively you can create the FM folder in there eg, darkmod/fms/chalice for chalice.pk4 or chalice.zip.&lt;br /&gt;
* Early versions of Dark Mod cannot handle zip suffixes. Solution: rename to .pk4 or run tdm_update to get the latest version of Dark Mod.&lt;br /&gt;
* If you are running Linux then Doom 3 MUST be installed in a .doom3 folder. Note the dot before .doom3.&lt;br /&gt;
&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 in early versions of Dark Mod 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 if running an early version of Dark Mod else run tdm_update to update and then zip files are OK.&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 it 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;
&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;
* Nvidia &amp;quot;Threaded Optimizations&amp;quot; are causing Doom 3 Mod stability issues (see: [[#Disable Nvidia &amp;quot;Threaded Optimizations&amp;quot;|Disable Nvidia &amp;quot;Threaded Optimizations&amp;quot;]] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t fix it, you probably receive an error message referencing an &amp;quot;Unknown event&amp;quot; at startup, like the screenshot below illustrates.&lt;br /&gt;
&lt;br /&gt;
[[Image:ErrorSetEntityRelation.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here are a couple of known problems and their solutions:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;tdmlauncher.exe fails to copy&#039;&#039;&#039; the necessary game binaries. The log file should read something like this:&lt;br /&gt;
&amp;lt;pre&amp;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&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Sometimes, the procedure fails due to &#039;&#039;&#039;spaces in the installation path&#039;&#039;&#039;. Try extracting the gamex86.dll manually using Winzip or similar or install Doom 3 in a different directory.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You have a &#039;&#039;&#039;firewall&#039;&#039;&#039; installed that prevents the copy procedure, because since version 1.03, TDM has a built-in mission downloader. This misbehavior has been reported for the &#039;&#039;&#039;COMODO Firewall&#039;&#039;&#039;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;It is also possible that an &#039;&#039;&#039;old version of gamex86.dll&#039;&#039;&#039; (or gamex86.so) is lying around in your Doom 3 folder. Delete it and try again.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&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 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;
&lt;br /&gt;
=== Textures are missing, shadows are pitch black ===&lt;br /&gt;
&lt;br /&gt;
Try disabling the AGP surface accelerator in DXDIAG.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphic Corruption ===&lt;br /&gt;
&lt;br /&gt;
One report we had was for a Radeon ATI HD 4650, catalyst 10.9. This screen corruption as I understand it was heavy pixelation even on the menus. Closing down Xfire fixed it. &amp;quot;I fiddled with the xfire Doom 3 configuration through the xfire_games.ini, and determined it has to do with InGameFlags portion. For some reason the settings in that were interfering with doom 3, and after I removed some things from there, I was still able to run xfire, and doom 3 was still able to look proper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(For more recent Catalyst versions see: [[#Disable Catalyst AI in recent AMD ATI drivers|Disable Catalyst AI in recent AMD ATI drivers]] )&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 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 a 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;
&lt;br /&gt;
=== The Sky rotates ===&lt;br /&gt;
&lt;br /&gt;
This problem only affects FMs with a dynamic sky (eg, moving clouds etc.).&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 [[#HDR-Lite Post-Processing problems|HDR-Lite Post-Processing Problems]].&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t fix it then try this. Note that it replaces dynamic sky with a static clear one so it might look odd in a stormy FM for example, but better than a spinning sky:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Create a new folder in your darkmod folder called materials.&lt;br /&gt;
* Within it create a plain text file named no_skybox.mtr.&lt;br /&gt;
* Paste in the following:&lt;br /&gt;
&lt;br /&gt;
 textures/smf/portal_sky&lt;br /&gt;
 {&lt;br /&gt;
 	qer_editorimage env/skyboxes/skybox_ocean/ocean_ed&lt;br /&gt;
 	noFragment&lt;br /&gt;
 	&lt;br /&gt;
 	noimpact&lt;br /&gt;
 	nooverlays&lt;br /&gt;
 	forceOpaque&lt;br /&gt;
 	noShadows&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;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(For more recent Catalyst versions see: [[#Disable Catalyst AI in recent AMD ATI drivers|Disable Catalyst AI in recent AMD ATI drivers]] )&lt;br /&gt;
&lt;br /&gt;
=== HDR-Lite Post-Processing problems ===&lt;br /&gt;
&lt;br /&gt;
Some owners of ATI graphics cards reported various artifacts when HDR-Lite Post-Processing was enabled. Among these artifacts are a distorted or upside-down screen and spinning sky. These can usually be fixed by disabling Catalyst AI, which also gives better loading times.&lt;br /&gt;
&lt;br /&gt;
To turn off Catalyst AI, open your Catalyst control panel, go to &#039;graphics&#039; at the top left, select &#039;3d&#039; from the dropdown list and on the new menu below, select &#039;AI&#039;. Now select the &#039;Disable Catalyst A.I.&#039; checkbox.&lt;br /&gt;
&lt;br /&gt;
(For more recent Catalyst versions see: [[#Disable Catalyst AI in recent AMD ATI drivers|Disable Catalyst AI in recent AMD ATI drivers]] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It has also been suspected that HDR-Lite Post-Processing may lead to [[#Underwater performance poor|poor performance underwater]], see next point:&lt;br /&gt;
&lt;br /&gt;
===Underwater performance poor===&lt;br /&gt;
&lt;br /&gt;
Some people suffer from very low framerates underwater with HDR-Lite Post-Processing enabled. Currently, the only known fix to this problem is to set &#039;&#039;&#039;g_doubleVision&#039;&#039;&#039; to 0 in the console. This however disables the doubleVision effect completely, so that there is no underwater-blur any more. The murkiness still remains though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Upside-down screen===&lt;br /&gt;
&lt;br /&gt;
If you get an upside-down screen, you can either turn off Catalyst AI if you have an ATI card or try turning off HDR-Lite Post-Processing in the advanced video options.&lt;br /&gt;
&lt;br /&gt;
To turn off Catalyst AI, open your Catalyst control panel, go to &#039;graphics&#039; at the top left, select &#039;3d&#039; from the dropdown list and on the new menu below, select &#039;AI&#039;. Now select the &#039;Disable Catalyst A.I.&#039; checkbox. &lt;br /&gt;
&lt;br /&gt;
(For more recent Catalyst versions see: [[#Disable Catalyst AI in recent AMD ATI drivers|Disable Catalyst AI in recent AMD ATI drivers]] )&lt;br /&gt;
&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 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 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;
&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 [[#HDR-Lite Post-Processing problems|HDR-Lite Post-Processing Problems]].&lt;br /&gt;
&lt;br /&gt;
Changing the following settings to 0 will also reduce loading time, but be warned: if you have a lower-end system, poor graphics card, or low ram, you will likely notice a performance hit ingame since you will now be using uncompressed textures.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;0&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game freezes for several seconds when opening doors===&lt;br /&gt;
The following 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;
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;
are often resolved by disabling EAX 4.0 HD in the Audio Settings menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game exits to menu after mission load, with renderpipe error in console===&lt;br /&gt;
&lt;br /&gt;
* {{Red|Version 1.06 does not use named pipes. This is a depreciated issue.}}&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;
Related [http://bugs.angua.at/view.php?id=543 #543]: Consider using glReadPixels for lightgem instead of named pipes.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;COULD NOT FIND TDMLAUNCHER&amp;quot; when installing an FM===&lt;br /&gt;
&lt;br /&gt;
If you receive this error message you should check the start-arguments of DOOM3.exe / tdmlauncher.exe. Arguments are stored in darkmod/dmargs.txt and a faulty syntax e.g. a missing &amp;quot;+&amp;quot; before a &amp;quot;set&amp;quot;-command, will lead to this error message. Steam users are advised to remove any launch-options from Doom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The sound lags behind the picture===&lt;br /&gt;
&lt;br /&gt;
This seems to happen on some Linux Distributions with PulseAudio. Doom&#039;s sound engine defaults to ALSA, you can try to use OSS instead:&lt;br /&gt;
&lt;br /&gt;
Add the following to your &#039;&#039;dmargs.txt&#039;&#039; (it is in &#039;&#039;~/.doom/darkmod/&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
 +set s_driver oss&lt;br /&gt;
&lt;br /&gt;
If your system does not provide OSS or a working OSS-emulation (try &#039;&#039;padsp ./tmdlauncher-linux&#039;&#039;), reset this to &#039;&#039;best&#039;&#039; which means ALSA.&lt;br /&gt;
&lt;br /&gt;
While OSS or ALSA deal directly with the sound hardware, PulseAudio is a soundserver that puts itself between the application (doom3) and ALSA. Your goal is to bypass the PA-part while playing TDM.&lt;br /&gt;
&lt;br /&gt;
You can either disable the PulseAudio daemon temporarily or connect Doom directly to ALSA.&lt;br /&gt;
&lt;br /&gt;
To disable PA, create a file named &#039;&#039;client.conf&#039;&#039; in &#039;&#039;~/.pulse&#039;&#039; which contains:&lt;br /&gt;
&lt;br /&gt;
 autospawn=no&lt;br /&gt;
&lt;br /&gt;
Then open a terminal and type:&lt;br /&gt;
&lt;br /&gt;
 pulseaudio -k&lt;br /&gt;
&lt;br /&gt;
When sound playback fails, make sure you have &#039;&#039;s_driver&#039;&#039; set to &#039;&#039;best&#039;&#039;, and &#039;&#039;s_alsa_pcm&#039;&#039; to &#039;&#039;default&#039;&#039;. When it works, you propably want to adjust volume settings outside TDM. Try &#039;&#039;alsamixer&#039;&#039; (in a terminal).&lt;br /&gt;
&lt;br /&gt;
When you&#039;re finished playing, turn PA back on:&lt;br /&gt;
&lt;br /&gt;
 pulseaudio -D&lt;br /&gt;
&lt;br /&gt;
starts the daemon. Changing &#039;&#039;autospawn&#039;&#039; to &#039;&#039;yes&#039;&#039; should prevent you from doing this manually after every reboot.    :)&lt;br /&gt;
&lt;br /&gt;
The other way, just bypassing PA, requires some knowledge about your sound hardware. Type&lt;br /&gt;
&lt;br /&gt;
 aplay -L&lt;br /&gt;
&lt;br /&gt;
This gives you a long list of your ALSA playback devices, three lines for each, first line is &#039;&#039;&amp;lt;name&amp;gt;&#039;&#039;. Choose the one with PCM Playback that your speakers are connected to and add&lt;br /&gt;
&lt;br /&gt;
 +set s_alsa_pcm &amp;lt;name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to &#039;&#039;dmargs.txt&#039;&#039;. If &#039;&#039;&amp;lt;name&amp;gt;&#039;&#039; is not convenient for you just try something like hw:1,0 if you know what you are doing, but be aware abstract designations like &#039;&#039;default&#039;&#039; will get &amp;quot;hijacked&amp;quot; by PA.&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. Alternatively the command vid_restart can be issued at the console. It can take quite some time to execute this command, depending on whether or not you&#039;re already ingame. It will still be a lot faster than restarting and reloading the game though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Steam launches D3, not TDM ===&lt;br /&gt;
&lt;br /&gt;
Whenever you start Steam and it launches vanilla Doom instead of TDM, make sure you follow this advice:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Create a shortcut on your desktop and set it to the following:&lt;br /&gt;
&lt;br /&gt;
 steam.exe -applaunch 9050 +set fs_game_base darkmod&lt;br /&gt;
&lt;br /&gt;
This ensures that when you start Steam, it will launch TDM and not Doom 3 without TDM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Disable Catalyst AI in recent AMD ATI drivers ===&lt;br /&gt;
&lt;br /&gt;
From (at least) Catalyst versions 10.12 and beyond, the ability to disable Catalyst AI properly&lt;br /&gt;
has been changed or removed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Rage3d and Guru3d have advised using &amp;quot;Radeon Pro&amp;quot; to address this.&lt;br /&gt;
&lt;br /&gt;
Steps&lt;br /&gt;
&lt;br /&gt;
* 1) Remove Catalyst Control Center (removing all ATI drivers recommended then re-install just the Display driver)&lt;br /&gt;
* 2) Download and install &amp;quot;Radeon Pro&amp;quot; [http://forums.guru3d.com/showthread.php?t=322031 Radeon Pro Thread at Guru3D]&lt;br /&gt;
* 3) Create a profile as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If you&#039;re using RadeonPro, create a profile for the game you want to disable Catalyst AI. &lt;br /&gt;
Right-click the newly created profile, keep left shift key pressed and choose &lt;br /&gt;
Open Location on context-menu, this will open the profile&#039;s XML definition. &lt;br /&gt;
Append a new line and add entry like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Property name=&amp;quot;CatalystAI&amp;quot; value=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save the file and start the game. CatalystAI should be disabled.&lt;br /&gt;
&lt;br /&gt;
I also recommend to open ___GlobalProfile.xml &lt;br /&gt;
(found on same directory where your profile is saved) &lt;br /&gt;
and look for &amp;quot;CatalystAI&amp;quot; entry, it must be equal to &amp;quot;1&amp;quot; &lt;br /&gt;
otherwise CatalystAI will be kept disabled after you exit your game.&lt;br /&gt;
&lt;br /&gt;
CFX disabled by setting CatalystAI to 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s another alternate method for Windows users:&lt;br /&gt;
&lt;br /&gt;
* 1) Obtain a copy of the free &amp;quot;ATI Tray Tools&amp;quot; by Ray Adams from [http://downloads.guru3d.com/download.php?det=733 Guru3d].&lt;br /&gt;
&lt;br /&gt;
* 2) Install it into your Windows tray.&lt;br /&gt;
&lt;br /&gt;
* 3) Right-click it.&lt;br /&gt;
&lt;br /&gt;
* 4) Select Direct 3d -&amp;gt; Catalyst AI -&amp;gt; Off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Disable Nvidia &amp;quot;Threaded Optimizations&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Many random crash behaviors seen by Nvidia users can be resolve by the following steps:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open Nvidia Control Panel -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manage 3D Settings -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bottom half of list locate &amp;quot;Threaded Optimization&amp;quot; &amp;lt;-- Set to NO / Off&lt;br /&gt;
&lt;br /&gt;
Also set &amp;quot;Multi-display/Mixed GPU acceleration&amp;quot; to &amp;quot;Single display performance mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Getting &amp;quot;Malloc Failure for #######&amp;quot; crash-to-desktop ===&lt;br /&gt;
&lt;br /&gt;
Because Doom 3 is a 32-bit game, it can only utilize a certain amount of RAM. When Doom 3 needs more memory, but cannot allocate anymore, it crashes with an error saying&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shutdown event system&lt;br /&gt;
--------------------------------------&lt;br /&gt;
malloc failure for 3145781&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A possibly solution is to patch Doom3.exe with a [http://www.ntcore.com/4gb_patch.php 4GB Patcher] to allow the game to allocate more memory.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Known Bugs]]&lt;br /&gt;
* [[Gameplay]]&lt;br /&gt;
&lt;br /&gt;
{{installation}} {{general}}&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Detail_Textures&amp;diff=11908</id>
		<title>Detail Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Detail_Textures&amp;diff=11908"/>
		<updated>2010-12-31T21:52:01Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: /* Simple Fixed Blending: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think I&#039;ve come up with a good way of blending detail textures. This method is designed to simulate the &amp;quot;soft light&amp;quot; blending of photoshop/GIMP. (it pretty much just modulates then scales by 2) The advantage over regular modulation is that a correctly designed detail texture won&#039;t change the average color of the material, whereas modulation will always darken the material. This means that if a player is far from a surface with a detail texture, you can switch the detail pass on/off without the player noticing any changes in brightness.&lt;br /&gt;
&lt;br /&gt;
--[[User:Gildoran|Gildoran]] 17:00, 27 August 2006 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Making the Detail Texture: ==&lt;br /&gt;
&lt;br /&gt;
You need to make a greyscale detail texture. (actually, colored textures work just fine too - they&#039;ll tint the material) Middle-grey will leave the material unchanged. Darker colors will darken the material and lighter colors will lighten it. The average color of the detail texture should be middle grey, so that on the lowest mipmap level the detail texture doesn&#039;t noticably modify the material.&lt;br /&gt;
&lt;br /&gt;
== Simple Fixed Blending: ==&lt;br /&gt;
&lt;br /&gt;
To blend the detail texture, add the following render pass to your material:&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    blend gl_dst_color, gl_src_color&lt;br /&gt;
    map yourDetailTexture&lt;br /&gt;
}&amp;lt;/pre&amp;gt; You&#039;ll probably want to scale down the detail pass and maybe even rotate it. You can also apply more than one detail pass.&lt;br /&gt;
&lt;br /&gt;
For an example using this method, download a [https://sites.google.com/site/mortemdesino/detailtex.pk4 sample FM package] by Mortem Desino.&lt;br /&gt;
&lt;br /&gt;
== Scaled Intensity Blending: ==&lt;br /&gt;
&lt;br /&gt;
The previous method has the disadvantage that the only way to control the intensity of the detail texture is to adjust the contrast of the image; it can&#039;t be tweaked per-material.&lt;br /&gt;
&lt;br /&gt;
This method allows you to adjust the intensity of the detail image, at the expense of requiring an extra render pass. Also, the detail texture needs to be inverted. (though most detail textures would probably look fine without being inverted)&lt;br /&gt;
&lt;br /&gt;
The render passes are as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    blend gl_zero, gl_one_minus_src_color&lt;br /&gt;
    map yourDetailTexture&lt;br /&gt;
    rgb detailAlpha&lt;br /&gt;
    scale 2, 2 // or whatever&lt;br /&gt;
}&lt;br /&gt;
{&lt;br /&gt;
    blend gl_dst_color, gl_one&lt;br /&gt;
    map _white&lt;br /&gt;
    rgb detailAlpha/(2-detailAlpha)&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the above code, &#039;&#039;detailAlpha&#039;&#039; would be the intensity of the detail texture, ranging from 0 to 1. You could use something like &#039;&#039;parm3&#039;&#039; if you wanted to scale it on the fly. Again, it&#039;s possible to use more than one detail pass.&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.03&amp;diff=11395</id>
		<title>What&#039;s new in TDM 1.03</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.03&amp;diff=11395"/>
		<updated>2010-10-04T21:12:58Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: /* Sounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also the changelog on our bugtracker page: [http://bugs.angua.at/changelog_page.php?version_id=43 Changelog].&lt;br /&gt;
&lt;br /&gt;
== Release Date ==&lt;br /&gt;
Version 1.03 of The Dark Mod has &#039;&#039;&#039;not yet&#039;&#039;&#039; been released.&lt;br /&gt;
&lt;br /&gt;
== Changes / Features / Issues fixed ==&lt;br /&gt;
&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1254 #1254]: Cannot see objectives or why failed after mission end (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1851 #1851]: Bug when &amp;quot;using&amp;quot; AI with &amp;quot;shoulderable&amp;quot; set to &amp;quot;0&amp;quot;. (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1960 #1960]: No error message when failing to install FM package (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2210 #2210]: Savegame trying to restore Doom3 objectiveSystem (Saving/Loading)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2218 #2218]: &amp;quot;idle_animations_torso&amp;quot; causes crash (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2225 #2225]: path_anim won&#039;t work without an &amp;quot;angle&amp;quot; property (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2229 #2229]: Conversations only playing once (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2234 #2234]: Weapon scrolling broken (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2236 #2236]: atdm:ai_townsfolk_commoner_armed def vocal set typo (Def / Setup)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2237 #2237]: Need generic text guis for signs etc (Feature proposal)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2241 #2241]: gameLocal.m_StimTimer is not cleared between maps (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2242 #2242]: Stim/Response Code Cleanup (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2243 #2243]: Crash in func_shooter entity when def_projectile is wrong (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2244 #2244]: Invalid tokens in ASE files (errors in NAHT) (Script/Def)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2255 #2255]: New Mission menu GUI improvements. (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2258 #2258]: Climbing chains sounds like rope (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2260 #2260]: Easier override option for main menu music (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2261 #2261]: in 16:9 aspect resolutions, 1280x720 and 1366x768 are reversed (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2262 #2262]: Restart Game button for settings menu (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2265 #2265]: Console commands to mark missions as played/completed (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2268 #2268]: No need to extract startingmap.txt file from mission PK4 (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2269 #2269]: Response Effect Knockout not working (Script/Def)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2280 #2280]: Mission version check is bound to fail on next major version (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2281 #2281]: No physics for dropped pickpocketed objects (Physics)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2287 #2287]: no_random_headturning Not Working (Animation)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2308 #2308]: Mission Download Manager (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2309 #2309]: Support for replace_anim_* spawnargs directly on AI (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2324 #2324]: Water should decrease visibility: add Lightgem modifier (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2342 #2342]: idRotator reverses direction each time it is triggered (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2343 #2343]: Split Action/Inventoy menu and add keybinds for Spyglass/Cycle Readables (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2344 #2344]: Elevator button double firing (Def / Setup)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2352 #2352]: Arrows stick into player head (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2362 #2362]: Water texture/wobble is too fast (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2379 #2379]: New golden Ingots as loot items (Models)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2380 #2380]: CObjectiveLocation doesn&#039;t recognize absence of deleted entities. (Design/Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2385 #2385]: AI playing cards: some sit_down_angles unusable (AI)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== LOD (Level of Detail) ==&lt;br /&gt;
&lt;br /&gt;
The old system with only two levels (object visible and invisible) has been totally rewritten, and features now 7 levels, fade in and fade out distances and can set different models, skins and noshadows on every LOD stage. See [[Level Of Detail|here]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LODE (Level of Detail Entity manager) ==&lt;br /&gt;
&lt;br /&gt;
To be written.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
&lt;br /&gt;
* Spiders have been significantly upgraded: all-new animations (including death animation), new spider types, new behavior (ceiling hang) and quieter footsteps&lt;br /&gt;
* Three new female characters:  noblewoman, wench, and rogue.  [http://modetwo.net/darkmod/index.php?/topic/11535-new-female-characters/]&lt;br /&gt;
* New animations for female characters&lt;br /&gt;
* Lowered volume of zombie foot-drag (again)&lt;br /&gt;
* Implemented run animation for characters with weapons (so they don&#039;t stab their head while running)&lt;br /&gt;
* New &amp;quot;Werebeast&amp;quot; monster added&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GUI ==&lt;br /&gt;
&lt;br /&gt;
* A &amp;quot;Restart game&amp;quot; button now in the &amp;quot;Settings menu&amp;quot; (Greebo)&lt;br /&gt;
* The &amp;quot;New mission&amp;quot; menu has been greatly improved and has new features like tracking which mission(s) you played before, how long it took etc. (Greebo)&lt;br /&gt;
* Built-in version check, so TDM can tell you when an update is available. (Greebo)&lt;br /&gt;
* The &amp;quot;Actions/Inventory&amp;quot; menu has been split into &amp;quot;Actions&amp;quot; and &amp;quot;Inventory&amp;quot; (Tels). This makes room for:&lt;br /&gt;
** It is now possible to bind keys for &amp;quot;Spyglass&amp;quot; and &amp;quot;Cycle Readables&amp;quot; from the menu (Tels)&lt;br /&gt;
* The menu now supports three ambient methods (New Horizon):&lt;br /&gt;
** &#039;&#039;&#039;Normal&#039;&#039;&#039; (uses interaction shader to calculate ambient),&lt;br /&gt;
** &#039;&#039;&#039;Fast&#039;&#039;&#039; (JC&#039;s enhanced texture based ambient), &lt;br /&gt;
** &#039;&#039;&#039;Fastest&#039;&#039;&#039; (our original texture based ambient)&lt;br /&gt;
* The menu now has an &amp;quot;Object Details&amp;quot; setting, which can influence the amount and detail objects. It supports the settings of &amp;quot;Lowest&amp;quot;, &amp;quot;Low&amp;quot;, &amp;quot;Normal&amp;quot;, &amp;quot;High&amp;quot; and &amp;quot;Highest&amp;quot;. (Tels)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
* &amp;lt;s&amp;gt;Added a new Builder vocal set -- the Strong Builder&amp;lt;/s&amp;gt; -- Postponed -- (Mortem Desino)&lt;br /&gt;
&lt;br /&gt;
== Textures/Skins ==&lt;br /&gt;
&lt;br /&gt;
* A new yellow skin for the lily model has been added (Tels)&lt;br /&gt;
* Yellow and brown skins for our grass, as well as a dense and a &#039;&#039;colored&#039;&#039; variant of these has been added (Tels)&lt;br /&gt;
* Grass skins can now be used on all bush models, turning them into grass or plants with long leaves.&lt;br /&gt;
* It is possible to set a list of skins, from which one will be chosen &#039;&#039;&#039;randomly&#039;&#039;&#039; at entity spawn time, see: [[random_skin]]&lt;br /&gt;
* A few building/tree skybox facade textures (Sotha)&lt;br /&gt;
* Copper clad roof texture and old oxidised copper texture, good for statue skins (Serpentine)&lt;br /&gt;
* Two higher res loose stone wall textures (Seperntine)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Three lilies.jpg|200px|Three lilies]]&lt;br /&gt;
|[[Image:grass_skins.jpg|200px|Grass variants]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
* Aphrodite statue (Arcturus)&lt;br /&gt;
* New carrot stub/turnip stub (Baddcog) and moveables/eaten versions based on them&lt;br /&gt;
* Gold bar model with various sizes (Fidcal &amp;amp; Greebo)&lt;br /&gt;
* a few new [[LOD]] models, which are considerable simpler (and thus render faster) than their originals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Eaten.jpg|200px|Eaten carrot and turnip]] &lt;br /&gt;
|[[Image:Ingame side by side.jpg|200px|Left: LOD, Right: Original]]&lt;br /&gt;
|[[Image:Lily_after_colorcorrect.png|200px|Left: LOD, Right: Original]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{whatsnew}}&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.03&amp;diff=10712</id>
		<title>What&#039;s new in TDM 1.03</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.03&amp;diff=10712"/>
		<updated>2010-08-29T20:27:59Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: /* Sounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also the changelog on our bugtracker page: [http://bugs.angua.at/changelog_page.php?version_id=43 Changelog].&lt;br /&gt;
&lt;br /&gt;
== Release Date ==&lt;br /&gt;
Version 1.03 of The Dark Mod has &#039;&#039;&#039;not yet&#039;&#039;&#039; been released.&lt;br /&gt;
&lt;br /&gt;
== Changes / Features / Issues fixed ==&lt;br /&gt;
&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1254 #1254]: Cannot see objectives or why failed after mission end (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1851 #1851]: Bug when &amp;quot;using&amp;quot; AI with &amp;quot;shoulderable&amp;quot; set to &amp;quot;0&amp;quot;. (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2210 #2210]: Savegame trying to restore Doom3 objectiveSystem (Saving/Loading)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2218 #2218]: &amp;quot;idle_animations_torso&amp;quot; causes crash (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2225 #2225]: path_anim won&#039;t work without an &amp;quot;angle&amp;quot; property (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2229 #2229]: Conversations only playing once (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2234 #2234]: Weapon scrolling broken (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2236 #2236]: atdm:ai_townsfolk_commoner_armed def vocal set typo (Def / Setup)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2237 #2237]: Need generic text guis for signs etc (Feature proposal)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2241 #2241]: gameLocal.m_StimTimer is not cleared between maps (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2242 #2242]: Stim/Response Code Cleanup (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2243 #2243]: Crash in func_shooter entity when def_projectile is wrong (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2244 #2244]: Invalid tokens in ASE files (errors in NAHT) (Script/Def)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2255 #2255]: New Mission menu GUI improvements. (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2258 #2258]: Climbing chains sounds like rope (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2260 #2260]: Easier override option for main menu music (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2261 #2261]: in 16:9 aspect resolutions, 1280x720 and 1366x768 are reversed (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2262 #2262]: Restart Game button for settings menu (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2265 #2265]: Console commands to mark missions as played/completed (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2268 #2268]: No need to extract startingmap.txt file from mission PK4 (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2269 #2269]: Response Effect Knockout not working (Script/Def)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2280 #2280]: Mission version check is bound to fail on next major version (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2281 #2281]: No physics for dropped pickpocketed objects (Physics)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2287 #2287]: no_random_headturning Not Working (Animation)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2308 #2308]: Mission Download Manager (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2309 #2309]: Support for replace_anim_* spawnargs directly on AI (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2324 #2324]: Water should decrease visibility: add Lightgem modifier (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2342 #2342]: idRotator reverses direction each time it is triggered (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2343 #2343]: Split Action/Inventoy menu and add keybinds for Spyglass/Cycle Readables (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2344 #2344]: Elevator button double firing (Def / Setup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== LOD (Level of Detail) ==&lt;br /&gt;
&lt;br /&gt;
The old system with only two levels (object visible and invisible) has been totally rewritten, and features now 7 levels, fade in and fade out distances and can set different models, skins and noshadows on every LOD stage. See [[Level Of Detail|here]] for more information.&lt;br /&gt;
&lt;br /&gt;
== LODE (Level of Detail Entity manager) ==&lt;br /&gt;
&lt;br /&gt;
To be written.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
&lt;br /&gt;
* Spiders have been significantly upgraded: all-new animations (including death animation), new spider types, new behaviour (ceiling hang) and quieter footsteps&lt;br /&gt;
* Three new female characters:  noblewoman, wench, and rogue.  http://modetwo.net/darkmod/index.php?/topic/11535-new-female-characters/&lt;br /&gt;
* New animations for female characters&lt;br /&gt;
* lowered volume of zombie foot-drag (again)&lt;br /&gt;
* Implemented run animation for characters with weapons (so they don&#039;t stab their head while running)&lt;br /&gt;
* new &amp;quot;Werebeast&amp;quot; monster added&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GUI ==&lt;br /&gt;
&lt;br /&gt;
* There is a &amp;quot;Restart game&amp;quot; button now in the &amp;quot;Settings menu&amp;quot; (Greebo)&lt;br /&gt;
* The &amp;quot;New mission&amp;quot; menu has been greatly improved and has new features like tracking which mission(s) you played before, how long it took etc. (Greebo)&lt;br /&gt;
* Build-in version check, so TDM can tell you when an update is available. (Greebo)&lt;br /&gt;
* The &amp;quot;Actions/Inventory&amp;quot; menu has been split into &amp;quot;Actions&amp;quot; and &amp;quot;Inventory&amp;quot; (Tels). This makes room for:&lt;br /&gt;
** It is now possible to bind keys for &amp;quot;Spyglass&amp;quot; and &amp;quot;Cycle Readables&amp;quot; from the menu (Tels)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
* added a new Builder vocal set -- the Strong Builder (Mortem Desino)&lt;br /&gt;
&lt;br /&gt;
== Textures/Skins ==&lt;br /&gt;
&lt;br /&gt;
* a new yellow skin for the lily model has been added (Tels)&lt;br /&gt;
* yellow and brown skins for our grass, as well as a dense and a &#039;&#039;colored&#039;&#039; variant of these has been added (Tels)&lt;br /&gt;
* grass skins can now be used on all bush models, turning them into grass or plants with long leaves.&lt;br /&gt;
* It is possible to set a list of skins, from which one will be choosen &#039;&#039;&#039;randomly&#039;&#039;&#039; at entity spawn time, see: [[random_skin]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Three lilies.jpg|200px|Three lilies]]&lt;br /&gt;
|[[Image:grass_skins.jpg|200px|Grass variants]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
* new carrot stub/turnip stub (Baddcog) and moveables/eaten versions based on them&lt;br /&gt;
* new Aphrodite statue (Arcturus)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Eaten.jpg|200px|Eaten carrot and turnip]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{whatsnew}}&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=9401</id>
		<title>A - Z Beginner Full Guide Start Here!</title>
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		<updated>2009-12-13T22:21:13Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: /* Dmap: Compiling the Mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A-Z Beginner Guide TOC}}&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;PLEASE NOTE: &amp;lt;br&amp;gt;THIS GUIDE CONTAINS SPOILERS FOR THE &amp;quot;THIEF&#039;S DEN&amp;quot; DEMO MISSION RELEASED JAN 18TH, 2008.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Since writing this I&#039;ve created a [[Startpack Mappers&#039; Guide]] which is a ready made FM template with a set of ready made components to make it even easier to make a Dark Mod FM because it already includes things like objectives, briefing, readables, etc. etc and you just modify them and concentrate on building. However, I recommend you first follow this guide so you have some understanding of the basics and then the startpack will make more sense.&lt;br /&gt;
&lt;br /&gt;
This is an easy guide for complete beginners to Dark Mod. It will lead you from start to finish, &#039;push that button, click that menu&#039; and at the end you will have a fully working (but tiny) Dark Mod mission with all the main essential features including objectives all zipped up. You will be able to include variations of your own as you progress if you wish. Links to more detailed info is included but ignore those first time if you wish. Creating this mission is a learning process: although others will be able to play it, it will be too simple for that purpose - though it might be fun to see how varied the results might be from different players following the same instructions! When finished you can modify it and customise it to learn more or just shelve it for reference while you start your &#039;&#039;real&#039;&#039; mission!&lt;br /&gt;
&lt;br /&gt;
This tutorial does not describe how to make your mission architecturally beautiful - just the opposite; the build may be as crude, quick, and ugly as you like. This is a &#039;&#039;method&#039;&#039; tutorial, not a &#039;&#039;design&#039;&#039; tutorial. Nor can it answer every question. It will merely present the most basic information for making a complete mission.&lt;br /&gt;
&lt;br /&gt;
Feel free to experiment, add to, or even skip parts you already know or seem obvious, especially if you have a background producing Doom or Quake maps.&lt;br /&gt;
&lt;br /&gt;
This guide was inspired by Komag&#039;s famous tutorial which helped a great many Dromeders (including myself) to get started producing Thief 2 FMs. If you are or were a Dromeder then you might first like to browse quickly through [[Dromed - Dark Mod Differences]] before proceeding - though it is not essential for this tutorial as I am trying to make few assumptions of prior knowledge. It will refer to default keys/mouse settings in Dard Radiant (editor - see later) so if you have changed any hot keys in Dark Radiant&#039;s help menu then keep that in mind. Also note that any screenshots might be in a different colour to your settings of course.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
This tutorial assumes that you have Dark Mod already installed. If not, please refer to http://www.thedarkmod.com/ for information.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the limited Dark Mod resources provided by the pre-release demo mission [[Thief&#039;s Den]]&lt;br /&gt;
&lt;br /&gt;
== The Dark Mod Editor ==&lt;br /&gt;
&lt;br /&gt;
To edit Dark Mod missions you will need a game editor. &#039;&#039;&#039;This tutorial is based on the [[Dark Radiant]] editor&#039;&#039;&#039; (hereinafter may be called DR) but you can possibly follow most of it in other editors like DoomEd. Variations might be shown where possible but it will mainly assume Dark Radiant. If you haven&#039;t got Dark Radiant yet, consult the [[Dark Radiant]] sections, install it and set it up how you like it. If you want to use DoomEd then you need to look elsewhere first. DoomEd of course is supplied with Doom.&lt;br /&gt;
&lt;br /&gt;
You might wish to open the [[Dark Radiant Controls, Keys &amp;amp; Mouse|DR Controls]] page in a new window in your web browser for quick reference while following this tutorial. I&#039;ll try to make it so you don&#039;t need to!&lt;br /&gt;
&lt;br /&gt;
Make sure you can run Dark Mod and your editor before proceeding. In particular remember you can undo your last step(s) (edit menu or {{key|CTRL}}+{{key|Z}})&lt;br /&gt;
&lt;br /&gt;
== Your First Mission ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s get started.&lt;br /&gt;
&lt;br /&gt;
* Open Dark Radiant (hereinafter DR) and also open Dark Mod for quick testing.&lt;br /&gt;
* If you have a mission already open in DR then select File menu &amp;gt; New Map to clear it.&lt;br /&gt;
* Save it now as any suitable name. You might prefer to save later but I always do it immediately. All missions must go (with exceptions I will describe later in [[A - Z Beginner Full Guide Page 5#Managing your Mission Files|Managing your Mission Files]]) in the darkmod\maps folder or a folder within that. I urge you to create a new folder for each project within that maps folder. In this case:&lt;br /&gt;
# Open File Menu &amp;gt; Save As&lt;br /&gt;
# Make sure you are in the &#039;maps&#039; folder.&lt;br /&gt;
# Select &#039;Create Folder&#039; and type in say &#039;tutorial&#039;. You might prefer &#039;Tut&#039; or even &#039;T&#039; because you have to keep typing it over and over in the Dark Mod console when testing!&lt;br /&gt;
# Select that folder&lt;br /&gt;
# Enter the name of your mission at the top.&lt;br /&gt;
* The game will be saved as a &#039;map&#039; file with a .map suffix and is commonly called a &#039;map&#039; in Doom circles. But I will use the term &#039;mission&#039; or &#039;FM&#039; (Fan Mission) or maybe &#039;game&#039; for the map file to try to avoid confusion with actual &#039;city&#039; or &#039;treasure&#039; maps within the mission.&lt;br /&gt;
&lt;br /&gt;
First, let&#039;s consider our rough storyline so we have some idea what to build...&lt;br /&gt;
&lt;br /&gt;
== Story, Briefing ==&lt;br /&gt;
&lt;br /&gt;
Formal mission objectives will be described much later in this tutorial. But before you begin your mission you will obviously need to have at least some idea of storyline and plot else you will have no idea what to build. You might have a detailed story or just some simple ideas which you can develop later.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will need to brief the player with information about the story, characters, and the main purpose of the mission. It probably makes sense to write that fully when you are nearly finished the mission because new ideas or even technical difficulties might make you change your story. However, in this tutorial I&#039;ll describe it early so as you build the mission the layout and objects make sense.&lt;br /&gt;
&lt;br /&gt;
Your briefing text should eventually be entered as described at [[Briefing]] but temporarily you might just write it in a plain text document for reference.&lt;br /&gt;
&lt;br /&gt;
This mini tutorial mission is called &#039;Thief&#039;s Den&#039; so here is an example briefing (&#039;&#039;&#039;not&#039;&#039;&#039; in correct format for the gui or .xd file):&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I had a nice haul the other night including a grand scepter from Lord Frothley. But a low-life named Creep who had given me the info, then stole it from ME! Never trust a thief I say. But I know where he lives...&lt;br /&gt;
&lt;br /&gt;
I also still have his message in his own hand, giving the low-down. If I can dispose of Creep and drop the message nearby then he should take the heat for the heist diverting all suspicion from me.&lt;br /&gt;
&lt;br /&gt;
Creep is a nasty piece of work who is handy with a blade. He can be dangerous and may be expecting me - may even have recruited a thug or two as back up - but he has badly underestimated my stealth skills...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Preparing to Build ==&lt;br /&gt;
&lt;br /&gt;
When you open Dark Radiant it will default to a grid size (in the XYZ orthoview) of 8 units by 8 (changeable from version 0.9.5 onwards.) These [[Conversion of Game Units|units]] are 1.1 inches. Check your preference (default key P) in DR as it will be easier during this tutorial if you have the following checked (ticked) in Preferences &amp;gt; Orthoview...&lt;br /&gt;
&lt;br /&gt;
* Show Grid&lt;br /&gt;
* Show Size Info&lt;br /&gt;
* Show Coordinates&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; It is recommend you generally build with the grid set reasonably to a large size such as the default 8 or 16 for all walls, floors, etc. This makes alignment easier. You can reduce this in the grid menu for fine placement but don&#039;t leave it like that generally or you will have complexity problems. Snap to grid (Ctrl + G) will re-align a selection to the current grid size.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll mostly be working in the XYZ grid orthoview but if you have room for the camera view at the side so much the better. The camera view does a rough render in 3D (F3 toggles a better rendering with lighting etc but keep that off if it slows things down which it is likely to and just use it now and again.)&lt;br /&gt;
&lt;br /&gt;
* Note the origin icon of the &#039;world&#039; at 0,0,0 in the grid view&lt;br /&gt;
* Zoom in and out with the mouse wheel&lt;br /&gt;
* Right mouse drag the grid view to scroll around (zoom out further to scroll around faster)&lt;br /&gt;
* Use {{key|CTRL}}+{{key|Tab}} to rotate from top, front, and side views (or you might have three windows open from the view menu)&lt;br /&gt;
&lt;br /&gt;
The blank windows in the grid and camera views can be regarded as empty void - the space in which we shall build. We have to build in bubbles sealed off from that void like an airtight spaceship or a submarine. Any gaps will cause leaks and crash your game so it&#039;s obviously the first major rule to learn: always build inner spaces sealed off from the outer void&lt;br /&gt;
&lt;br /&gt;
Apart from special materials like water and weather, all the raw material you will use is &#039;solid&#039; to form different shapes. So we can make panels and place them together to form lots of floating airtight boxes and these can be linked together. The entire game then takes place inside those boxes. One box can hold a tiny cupboard or an entire cathedral and a lot of boxes can hold a city. Inside those boxes you cannot see the void.&lt;br /&gt;
&lt;br /&gt;
A shortcut to putting panels together is to make one solid block and hollow it out to form a box and this is what we are going to do now to form our first room.&lt;br /&gt;
&lt;br /&gt;
== Making Your First Room ==&lt;br /&gt;
&lt;br /&gt;
First we make a rough solid block...&lt;br /&gt;
&lt;br /&gt;
* Select the top view in the grid view.&lt;br /&gt;
* Left mouse drag out a rectangle any few grid units across in the middle somewhere.&lt;br /&gt;
* This rectangle is called a &#039;brush&#039; and used to define raw shapes for walls, floors etc.&lt;br /&gt;
* Left drag &#039;&#039;within&#039;&#039; that brush to drag the brush around&lt;br /&gt;
* left drag &#039;&#039;outside&#039;&#039; that brush to resize it.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its top view area...&lt;br /&gt;
&lt;br /&gt;
* left drag outside that brush to resize it to 256 across left to right (X direction) by 192 up and down (Y direction in top view.) You should see those dimensions at the sides of the rectangle if you have &#039;Show Size Info&#039; set in Edit &amp;gt; Preferences &amp;gt; Orthoview. The position of the top left corner is in brackets at top left.&lt;br /&gt;
* Left drag within the brush to move it so its sides fit on the bigger grid. If all sides don&#039;t fit then check your dimensions and that you are still in grid size 8 (see grid menu.)&lt;br /&gt;
* I prefer to build up in the top right corner from the world 0,0,0 so none of the values are negatives but you decide for yourself. Move it where you want but ideally so the sides are on the big grid.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its height to get our finished block (brush)...&lt;br /&gt;
&lt;br /&gt;
* {{key|CTRL}}+{{key|Tab}} to side or front view and left drag outside the brush to change its height to 128&lt;br /&gt;
* Left drag inside the brush to move it up and down so its sides are on a big grid same as you did in the top view.&lt;br /&gt;
* You should now have brush 256 x 192 x 128  (see [[Conversion of Game Units#Tips|Unit Tips]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZblock.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Selecting and DEselecting ==&lt;br /&gt;
&lt;br /&gt;
We only have one item in our view but eventually many. Operations only work on what is currently selected. When you have just created something as we just have it is automatically the current selection and should be highlighted in your views (see DR Preferences for colour.) &lt;br /&gt;
&lt;br /&gt;
* To DEselect it, point your mouse at it in either the grid or camera view and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} (or just press the {{key|Esc}} key.)&lt;br /&gt;
*To select it again, point your mouse at it and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} again.&lt;br /&gt;
&lt;br /&gt;
Selecting is something you&#039;ll do a lot of so get familiar with that {{key|SHIFT}}+{{key|ALT}}+{{LMB}}. It&#039;s an exclusive select to get just one item. There are other selects I&#039;ll describe later. The {{key|Esc}} key always deselects and it is vitally important to get into the habit of DEselecting before you select or create something new or in some cases you will have multiple selections without knowing it and can delete or change something you didn&#039;t want to. This is why the {{key|SHIFT}}+{{key|ALT}}+{{LMB}} is the safest select as it is exclusive and will automatically DEselect anything else that was left selected. But it won&#039;t protect an item when creating. Yes, it is possible to have say a brush selected, forget it is selected, then create say, a new light. Oh! what happened to the brush? It&#039;s gone - replaced by the light. Develop a nervous habit of keep hitting {{key|Esc}} to deselect when you go to create!&lt;br /&gt;
&lt;br /&gt;
From now on I&#039;ll use LMB, MMB, and RMB to refer to the mouse buttons.&lt;br /&gt;
&lt;br /&gt;
== Camera View ==&lt;br /&gt;
&lt;br /&gt;
You should be able to see this block in the camera view. If the camera view is just black remember {{key|F3}} toggles true light rendering and we don&#039;t yet have a light so hit {{key|F3}} to get a constant bright test light throughout. I won&#039;t go into details of all the camera controls suffice to say use the arrow keys and {{key|D}} and {{key|C}} to move vertically. But scroll down to &#039;camera&#039; in [[Dark Radiant Controls, Keys &amp;amp; Mouse]] and you will see a fantastic amount of control you have in DR&#039;s camera view - especially with the mouse. It will take time to get used to them all so for now perhaps just learn enough to move around to see what you&#039;ve done so far.&lt;br /&gt;
&lt;br /&gt;
If you can see your block(brush) in the camera view then it is likely not to have any particular texture unless you were doing something before this tutorial. Close up you may see it is covered in a checkered blue &#039;shader not found&#039; message. Don&#039;t worry if it&#039;s covered in something else like stone or wood though. Since it will eventually be hollowed out to form a room, let&#039;s paint it now with some material more suitable to the Dark Mod universe...&lt;br /&gt;
&lt;br /&gt;
== Materials, Textures, Painting the Block ==&lt;br /&gt;
&lt;br /&gt;
This is the tiny home of a cheap thief so we&#039;ll use some old stonework.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve mentioned &#039;textures&#039;, &#039;shaders&#039;, and &#039;materials&#039;; what do these terms mean? A &#039;material&#039; or &#039;shader&#039; is the properties of a surface, including (but not necessarily) texture, sound, and others. To &#039;paint&#039; our block we...&lt;br /&gt;
&lt;br /&gt;
* Select the Media Browser. This is one of the tabs on a panel. Pressing N or T hides/shows the whole panel but I guess most people leave the panel showing all the time and just select the tab they want. &lt;br /&gt;
* Allow a few seconds for DR to read in the media first time and then you should see &#039;textures&#039; listed&lt;br /&gt;
* Click &#039;textures&#039; and it opens up to show all available textures. Many of the ones you see are Doom textures. Scroll down and select &#039;darkmod&#039; which reveals the ones most suitable for our use. Scroll down to stone, open it, then cobblestones and select blocks_mixed_multicolour. Right click it and select &#039;Apply to selection&#039;. This covers all surfaces of the block because we have still got selected the whole block not just one surface. You should see this in the camera view. Use this throughout the house (and eventually on its outside surface for consistency.)&lt;br /&gt;
* Select the Texture Browser. This is one of the tabs on the same panel as Media Browser.  The Texture Browser only shows recently used textures. You should see only the one texture you selected so it&#039;s handy for future use. Odds are you will want to re-use the same textures. It will also show other textures if you clicked on them in the media browser plus any others if you were using DR before this tutorial. You can also copy and paste textures onto single or multiple surfaces (see later.)&lt;br /&gt;
* Hover the mouse over the four little buttons at the top of the Texture Browser and read the text so you have some idea of what features are there for the future. For now, click on the one that says &#039;Flush and Reload Shaders&#039; and it should clear all of them except the one we put on our brush. As we add others they will appear in the texture browser so you can get to them more quickly.&lt;br /&gt;
* Now, press S for Surface Inspector (or View menu)&lt;br /&gt;
* In both Horiz and Vert scale enter 0.3. This makes it harder for the player to see any pattern repetition (this situation and my opinion - use your own judgement with other textures and wall sizes.) Whatever scale you use, generally you should be consistent with it for the same texture wherever used in a mission. If you use copy and paste then it will transfer the scale as well which is far easier.&lt;br /&gt;
* There will be more on texture adjustment later in this tutorial.&lt;br /&gt;
&lt;br /&gt;
== Hollowing out a Room from the Block ==&lt;br /&gt;
&lt;br /&gt;
Building to a large grid size helps performance. The outside of our block will never be seen in the game. Once we hollow it out then the player will only see the inside so that is the surface that is rendered and that we need to align to the large grid. There are two tools to hollow out a block, both activated by a button on the left button bar: one called &#039;hollow&#039; and the other &#039;room&#039;.  Don&#039;t use &#039;hollow&#039; as it reduces the internal sides so they don&#039;t fit the big grid AND it overlaps the corners which can cause rendering errors like so....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;BAD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZhollow.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead use the &#039;room&#039; button which does the job right (note the increased size so the &#039;&#039;internal&#039;&#039; dimensions will be the same as our original block and align to the big grid...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;GOOD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZroom.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All brushes in Doom must be convex. They cannot have any inward angles (like an L shape which would have to be two brushes together) and cannot actually be hollow. The above tools really create new side panel brushes to replace the original brush. In the case of our six-sided block that is six new brushes positioned as walls, floor, and ceiling. &#039;&#039;The walls they create are one small grid line wide so their width will vary depending on your grid size setting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examine the block in the camera view and zoom right inside so you can see it internally which is where it will be seen in game. Note the texture aligns nicely because we stuck to a big grid size. The stone is appropriate for all four walls (which is why I textured the whole block in one go rather than one surface at a time) but now we need different textures for floor and ceiling...&lt;br /&gt;
&lt;br /&gt;
== Selecting and Texturing Individual Surfaces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You cannot select a surface in the grid view&#039;&#039;&#039; so move inside the room in the camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the floor...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the floor and use {{key|SHIFT}}+{{LMB}}. Repeat a few times and you will see it selects/DEselects the surface. Keep it selected.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say stone/cobblestones or maybe you would like some wood/boards/worn_01 ? You choose but something like carpet might need special alignment so stick with stones or boards maybe for now? Remember - RIGHT click the texture name and select &#039;Apply to Selection&#039;&lt;br /&gt;
* Alternatively you can click on several possibles then select them with one LMB in the Texture Browser on the other tab. In the Texture Browser you can enlarge the textures if preferred to see them better.&lt;br /&gt;
* Esc to DEselect so you can see it better in camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the ceiling...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the ceiling and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say plaster/plaster01 and apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you change your mind about the walls you can change them to something else...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at one wall and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Point at another wall use {{key|SHIFT}}+{{LMB}} again so now both surfaces are selected&lt;br /&gt;
* &#039;Accidentally&#039; select the ceiling. No problem. Just use {{key|SHIFT}}+{{LMB}} on it again to DEselect it but the walls are still selected. In this way you can select which surfaces you want to select.&lt;br /&gt;
* Select the Media Browser again and just apply another type of stone, perhaps brick, to the walls if you want or just leave it as it is.&lt;br /&gt;
&lt;br /&gt;
Now press {{key|CTRL}}+{{key|S}} to resave the mission or use the File menu. Get into the habit of doing this often unless you have autosave set. Now and again you can also save with a new name so you can go back to an earlier one if you totally mess up. Note: There is also a backup file made automatically by DR.&lt;br /&gt;
&lt;br /&gt;
== Adding the Player&#039;s Start Point ==&lt;br /&gt;
&lt;br /&gt;
One more thing is &#039;&#039;essential&#039;&#039; to play this in Dark Mod and that is the Player&#039;s starting position.&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the middle of the room and RMB to get a pop up menu. This menu is important so glance at some of the other items on it while you&#039;re here. &#039;Entities&#039; are special function items and the player start is amongst them but there is a shortcut on the menu so instead...&lt;br /&gt;
* Select &amp;quot;Create Player Start here&amp;quot; on the menu. This will create the playerstart entity (red box) and put it where you clicked. Drag the entity around to the point where you want the player to start.&lt;br /&gt;
* You should see an arrow on the red box indicating the way the player will face at the start. If you cannot see the arrow then menu View &amp;gt; Show &amp;gt; Show Angles will reveal it.&lt;br /&gt;
* {{key|CTRL}}+{{key|Tab}} to get a side view and LMB drag down &#039;&#039;inside&#039;&#039; the player start box so its base is on the floor of the room. Make sure you do not go below or the floor or the player might be stuck with his feet in concrete! Tip: In Thief games it was common to start just dropping over a wall with this player start a few feet above the ground. You might note that entities do not directly resize like brushes so LMB drag &#039;&#039;outside&#039;&#039; the box does nothing.&lt;br /&gt;
* RMB in the grid view again and you will there is now a &#039;move player start here&#039; so you can quickly move its position while testing different areas of your mission. But always keep in mind the vertical as well as top view when moving things around (and note that this does not &#039;&#039;select&#039;&#039; the player start - you will need to select it if you need to adjust its position by dragging.)&lt;br /&gt;
* With the player start still selected you can select the Entity Inspector (on the panel, else N to hide/show it) and see the properties of your first entity.&lt;br /&gt;
&lt;br /&gt;
The game could now be played but it will be totally dark so we need to create at least one light.....&lt;br /&gt;
&lt;br /&gt;
== Creating a Light ==&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the &#039;&#039;middle&#039;&#039; of the room and RMB to get the pop up menu.&lt;br /&gt;
* Select &amp;quot;Create Light&amp;quot; on the menu.&lt;br /&gt;
* A large red box appears with diagonals representing the light&#039;s centre and its rough &#039;radius&#039;. The default light is more like six pyramids pointing out to their peaks in the centre of each side of the box. This gives a rough impression of a sphere of light and helps performance. &lt;br /&gt;
* Ctrl+TAB to get a side view and LMB drag &#039;&#039;right in the centre of the light&#039;&#039; to move it up/down to centre it in the room if it is not already. Just dragging inside the radius box won&#039;t move it - you have to point at the centre.&lt;br /&gt;
&lt;br /&gt;
== Resizing a Light ==&lt;br /&gt;
&lt;br /&gt;
Resizing a light is awkward because dragging any side moves the centre (this might be changed in a later Dark Radiant.) Two ways of dealing with this. Just roughly drag it about and keep moving the light back to where you want it. But if you have very precisely positioned a light then you don&#039;t want to have to keep doing that so this is what I do...&lt;br /&gt;
&lt;br /&gt;
* Select the Entity Inspector on the panel&lt;br /&gt;
* You should see it has a light radius property with three values for XYZ for the three dimensions. They are north and south for Y, east and west for X, and up and down for Z. (those are the compass directions in game by the way.)&lt;br /&gt;
* Click on the light radius property to highlight it.&lt;br /&gt;
* Note that its values appear in a choice of inputs at the bottom - You can type new values in a line with a space in between then click the check(tick) button or enter them as separate values or even use the little scrolly buttons at the side and then click the Apply button.&lt;br /&gt;
* The room interior is 192 x 256 x 128 (in XYZ order) so give the light radius the values 200 260 133 so it just protrudes outside the walls. We may well change this again later if we want the light to spill out through a doorway or something.&lt;br /&gt;
&lt;br /&gt;
The light radius is not just a cut-off point. It can be regarded as a &#039;fade to zero point&#039;. What this means is that the light is at maximum brightness at its centre and fades to zero at the limit of the radius. So in a big open area, if you extend the radius you will &#039;stretch the brightness&#039; further. Imagine the scale from max to min compacted in a small radius or expanded in a large one. More on this later when we place wall torches.&lt;br /&gt;
&lt;br /&gt;
== Changing a Light&#039;s Brightness ==&lt;br /&gt;
&lt;br /&gt;
The light may be a little bright. To change it...&lt;br /&gt;
&lt;br /&gt;
* Press L (or View menu)* to call up the Light Inspector&lt;br /&gt;
* Click on the white rectangle button just below where it says &#039;Colour&#039;&lt;br /&gt;
* The brightness value is called erm... &#039;Value&#039; and should default to 100. Reduce it to 90. It might not matter. I&#039;m just showing you where the control is for now.&lt;br /&gt;
* Fool around with the colours if you want - there are extensive features I won&#039;t cover here.&lt;br /&gt;
&lt;br /&gt;
Hey! We should have your first working mission! Do a Ctrl + S to save it and then follow the next sections in Dark Mod itself not in Dark Radiant.....&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&lt;br /&gt;
There is no need to do anything special about &#039;&#039;hearing&#039;&#039; sounds such as footsteps, collision sounds, etc. at this stage as it will work automatically. Adding custom sounds will be dealt with later.&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding data to tell the AI characters where they can move is created by dmap by default when compiling in the next section...&lt;br /&gt;
&lt;br /&gt;
== Dmap: Compiling the Mission ==&lt;br /&gt;
&lt;br /&gt;
* Your mission file cannot be played itself; it is simply the directions to create a game file. To do this...&lt;br /&gt;
* From any Dark Mod menu go to the console. By default, the console is CTRL+ ALT+ ~ (US Keyboards) or CTRL+ALT+ &#039; (UK Keyboards). This key is the top left below Esc and to the left of &amp;quot;1&amp;quot; on all keyboards I believe.  But most people set up a shortcut to just use the ~ (` in UK) on its own so:&lt;br /&gt;
&lt;br /&gt;
 For single key click to get the console:&lt;br /&gt;
 In your desktop shortcut to Doom3.exe add this argument to its properties (right click shortcut): &#039;&#039;&#039;&#039;&#039;+set com_allowConsole 1&#039;&#039;&#039;&#039;&#039; so the target line would be something like:&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;C:\Doom3\doom3.exe +set com_allowConsole 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 (plus any other arguments you might want)&lt;br /&gt;
* In the console type and Enter dmap Tut/T001 where you should substitute your subfolder name for Tut and your mission filename for T001. So, if you created your mission file directly in the maps folder then you do not need a folder name and can put dmap T001. If you made a subfolder in maps called MyMaps and named your mission MissionImpossible999.map then enter dmap MyMaps/MissionImpossible999. I recommend you do not use upper case in filenames in Doom as I think it can cause problems on other platforms.&lt;br /&gt;
* Wait while dmap compiles the mission. This should only be a few seconds with this tiny mission but will be much longer for big missions.&lt;br /&gt;
* If you get a &#039;leaked&#039; error or some other serious red warning then recheck your work; look for gaps in the wall or a wrong texture like nodraw or have you got an entity outside in the void? See [[Performance: Essential Must-Knows#How to detect and fix leaks|HERE]] for more about fixing leaks but at this stage of this tutorial it might be easier just to redo. What I have laboured over is basically make a block, texture it, hollow it, stick in a player start and a light. As you get more proficient you can do it in less than a minute.&lt;br /&gt;
* Assuming there were no dmap red &amp;quot;ERROR&amp;quot;s then you should be returned to the Dark Mod menus and are now able to play the mission.&lt;br /&gt;
* Return to the console.&lt;br /&gt;
* Type and Enter map Tut/T001. Tip: Press the up arrow key toggles back through the history of what you have typed before so your dmap should re-appear. Just press the Home key and delete the &#039;d&#039;. An alternative is to use &#039;testmap&#039; instead of dmap which does both dmap and map but I prefer to see dmap&#039;s results.&lt;br /&gt;
* You should now be able to walk around in the room. If you have a player shadow set then you might notice that walking through that light looks odd so keep that in mind for light placement. But most lights you will place close to a visible source like a gaslight or wall torch.&lt;br /&gt;
&lt;br /&gt;
That&#039;s the first part done!&lt;br /&gt;
&lt;br /&gt;
{{A-Z Beginner Guide TOC}}&lt;br /&gt;
&lt;br /&gt;
{{tutorial-editing}}&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=9380</id>
		<title>A - Z Beginner Full Guide Start Here!</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=9380"/>
		<updated>2009-11-25T05:43:50Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: /* Dmap: Compiling the Mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A-Z Beginner Guide TOC}}&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;PLEASE NOTE: &amp;lt;br&amp;gt;THIS GUIDE CONTAINS SPOILERS FOR THE &amp;quot;THIEF&#039;S DEN&amp;quot; DEMO MISSION RELEASED JAN 18TH, 2008.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Since writing this I&#039;ve created a [[Startpack Mappers&#039; Guide]] which is a ready made FM template with a set of ready made components to make it even easier to make a Dark Mod FM because it already includes things like objectives, briefing, readables, etc. etc and you just modify them and concentrate on building. However, I recommend you first follow this guide so you have some understanding of the basics and then the startpack will make more sense.&lt;br /&gt;
&lt;br /&gt;
This is an easy guide for complete beginners to Dark Mod. It will lead you from start to finish, &#039;push that button, click that menu&#039; and at the end you will have a fully working (but tiny) Dark Mod mission with all the main essential features including objectives all zipped up. You will be able to include variations of your own as you progress if you wish. Links to more detailed info is included but ignore those first time if you wish. Creating this mission is a learning process: although others will be able to play it, it will be too simple for that purpose - though it might be fun to see how varied the results might be from different players following the same instructions! When finished you can modify it and customise it to learn more or just shelve it for reference while you start your &#039;&#039;real&#039;&#039; mission!&lt;br /&gt;
&lt;br /&gt;
This tutorial does not describe how to make your mission architecturally beautiful - just the opposite; the build may be as crude, quick, and ugly as you like. This is a &#039;&#039;method&#039;&#039; tutorial, not a &#039;&#039;design&#039;&#039; tutorial. Nor can it answer every question. It will merely present the most basic information for making a complete mission.&lt;br /&gt;
&lt;br /&gt;
Feel free to experiment, add to, or even skip parts you already know or seem obvious, especially if you have a background producing Doom or Quake maps.&lt;br /&gt;
&lt;br /&gt;
This guide was inspired by Komag&#039;s famous tutorial which helped a great many Dromeders (including myself) to get started producing Thief 2 FMs. If you are or were a Dromeder then you might first like to browse quickly through [[Dromed - Dark Mod Differences]] before proceeding - though it is not essential for this tutorial as I am trying to make few assumptions of prior knowledge. It will refer to default keys/mouse settings in Dard Radiant (editor - see later) so if you have changed any hot keys in Dark Radiant&#039;s help menu then keep that in mind. Also note that any screenshots might be in a different colour to your settings of course.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
This tutorial assumes that you have Dark Mod already installed. If not, please refer to http://www.thedarkmod.com/ for information.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the limited Dark Mod resources provided by the pre-release demo mission [[Thief&#039;s Den]]&lt;br /&gt;
&lt;br /&gt;
== The Dark Mod Editor ==&lt;br /&gt;
&lt;br /&gt;
To edit Dark Mod missions you will need a game editor. &#039;&#039;&#039;This tutorial is based on the [[Dark Radiant]] editor&#039;&#039;&#039; (hereinafter may be called DR) but you can possibly follow most of it in other editors like DoomEd. Variations might be shown where possible but it will mainly assume Dark Radiant. If you haven&#039;t got Dark Radiant yet, consult the [[Dark Radiant]] sections, install it and set it up how you like it. If you want to use DoomEd then you need to look elsewhere first. DoomEd of course is supplied with Doom.&lt;br /&gt;
&lt;br /&gt;
You might wish to open the [[Dark Radiant Controls, Keys &amp;amp; Mouse|DR Controls]] page in a new window in your web browser for quick reference while following this tutorial. I&#039;ll try to make it so you don&#039;t need to!&lt;br /&gt;
&lt;br /&gt;
Make sure you can run Dark Mod and your editor before proceeding. In particular remember you can undo your last step(s) (edit menu or {{key|CTRL}}+{{key|Z}})&lt;br /&gt;
&lt;br /&gt;
== Your First Mission ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s get started.&lt;br /&gt;
&lt;br /&gt;
* Open Dark Radiant (hereinafter DR) and also open Dark Mod for quick testing.&lt;br /&gt;
* If you have a mission already open in DR then select File menu &amp;gt; New Map to clear it.&lt;br /&gt;
* Save it now as any suitable name. You might prefer to save later but I always do it immediately. All missions must go (with exceptions I will describe later in [[A - Z Beginner Full Guide Page 5#Managing your Mission Files|Managing your Mission Files]]) in the darkmod\maps folder or a folder within that. I urge you to create a new folder for each project within that maps folder. In this case:&lt;br /&gt;
# Open File Menu &amp;gt; Save As&lt;br /&gt;
# Make sure you are in the &#039;maps&#039; folder.&lt;br /&gt;
# Select &#039;Create Folder&#039; and type in say &#039;tutorial&#039;. You might prefer &#039;Tut&#039; or even &#039;T&#039; because you have to keep typing it over and over in the Dark Mod console when testing!&lt;br /&gt;
# Select that folder&lt;br /&gt;
# Enter the name of your mission at the top.&lt;br /&gt;
* The game will be saved as a &#039;map&#039; file with a .map suffix and is commonly called a &#039;map&#039; in Doom circles. But I will use the term &#039;mission&#039; or &#039;FM&#039; (Fan Mission) or maybe &#039;game&#039; for the map file to try to avoid confusion with actual &#039;city&#039; or &#039;treasure&#039; maps within the mission.&lt;br /&gt;
&lt;br /&gt;
First, let&#039;s consider our rough storyline so we have some idea what to build...&lt;br /&gt;
&lt;br /&gt;
== Story, Briefing ==&lt;br /&gt;
&lt;br /&gt;
Formal mission objectives will be described much later in this tutorial. But before you begin your mission you will obviously need to have at least some idea of storyline and plot else you will have no idea what to build. You might have a detailed story or just some simple ideas which you can develop later.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will need to brief the player with information about the story, characters, and the main purpose of the mission. It probably makes sense to write that fully when you are nearly finished the mission because new ideas or even technical difficulties might make you change your story. However, in this tutorial I&#039;ll describe it early so as you build the mission the layout and objects make sense.&lt;br /&gt;
&lt;br /&gt;
Your briefing text should eventually be entered as described at [[Briefing]] but temporarily you might just write it in a plain text document for reference.&lt;br /&gt;
&lt;br /&gt;
This mini tutorial mission is called &#039;Thief&#039;s Den&#039; so here is an example briefing (&#039;&#039;&#039;not&#039;&#039;&#039; in correct format for the gui or .xd file):&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I had a nice haul the other night including a grand scepter from Lord Frothley. But a low-life named Creep who had given me the info, then stole it from ME! Never trust a thief I say. But I know where he lives...&lt;br /&gt;
&lt;br /&gt;
I also still have his message in his own hand, giving the low-down. If I can dispose of Creep and drop the message nearby then he should take the heat for the heist diverting all suspicion from me.&lt;br /&gt;
&lt;br /&gt;
Creep is a nasty piece of work who is handy with a blade. He can be dangerous and may be expecting me - may even have recruited a thug or two as back up - but he has badly underestimated my stealth skills...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Preparing to Build ==&lt;br /&gt;
&lt;br /&gt;
When you open Dark Radiant it will default to a grid size (in the XYZ orthoview) of 8 units by 8 (changeable from version 0.9.5 onwards.) These [[Conversion of Game Units|units]] are 1.1 inches. Check your preference (default key P) in DR as it will be easier during this tutorial if you have the following checked (ticked) in Preferences &amp;gt; Orthoview...&lt;br /&gt;
&lt;br /&gt;
* Show Grid&lt;br /&gt;
* Show Size Info&lt;br /&gt;
* Show Coordinates&lt;br /&gt;
&lt;br /&gt;
We&#039;ll mostly be working in the XYZ grid orthoview but if you have room for the camera view at the side so much the better. The camera view does a rough render in 3D (F3 toggles a better rendering with lighting etc but keep that off if it slows things down which it is likely to and just use it now and again.)&lt;br /&gt;
&lt;br /&gt;
* Note the origin icon of the &#039;world&#039; at 0,0,0 in the grid view&lt;br /&gt;
* Zoom in and out with the mouse wheel&lt;br /&gt;
* Right mouse drag the grid view to scroll around (zoom out further to scroll around faster)&lt;br /&gt;
* Use {{key|CTRL}}+{{key|Tab}} to rotate from top, front, and side views (or you might have three windows open from the view menu)&lt;br /&gt;
&lt;br /&gt;
The blank windows in the grid and camera views can be regarded as empty void - the space in which we shall build. We have to build in bubbles sealed off from that void like an airtight spaceship or a submarine. Any gaps will cause leaks and crash your game so it&#039;s obviously the first major rule to learn: always build inner spaces sealed off from the outer void&lt;br /&gt;
&lt;br /&gt;
Apart from special materials like water and weather, all the raw material you will use is &#039;solid&#039; to form different shapes. So we can make panels and place them together to form lots of floating airtight boxes and these can be linked together. The entire game then takes place inside those boxes. One box can hold a tiny cupboard or an entire cathedral and a lot of boxes can hold a city. Inside those boxes you cannot see the void.&lt;br /&gt;
&lt;br /&gt;
A shortcut to putting panels together is to make one solid block and hollow it out to form a box and this is what we are going to do now to form our first room.&lt;br /&gt;
&lt;br /&gt;
== Making Your First Room ==&lt;br /&gt;
&lt;br /&gt;
First we make a rough solid block...&lt;br /&gt;
&lt;br /&gt;
* Select the top view in the grid view.&lt;br /&gt;
* Left mouse drag out a rectangle any few grid units across in the middle somewhere.&lt;br /&gt;
* This rectangle is called a &#039;brush&#039; and used to define raw shapes for walls, floors etc.&lt;br /&gt;
* Left drag &#039;&#039;within&#039;&#039; that brush to drag the brush around&lt;br /&gt;
* left drag &#039;&#039;outside&#039;&#039; that brush to resize it.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its top view area...&lt;br /&gt;
&lt;br /&gt;
* left drag outside that brush to resize it to 256 across left to right (X direction) by 192 up and down (Y direction in top view.) You should see those dimensions at the sides of the rectangle if you have &#039;Show Size Info&#039; set in Edit &amp;gt; Preferences &amp;gt; Orthoview. The position of the top left corner is in brackets at top left.&lt;br /&gt;
* Left drag within the brush to move it so its sides fit on the bigger grid. If all sides don&#039;t fit then check your dimensions and that you are still in grid size 8 (see grid menu.)&lt;br /&gt;
* I prefer to build up in the top right corner from the world 0,0,0 so none of the values are negatives but you decide for yourself. Move it where you want but ideally so the sides are on the big grid.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its height to get our finished block (brush)...&lt;br /&gt;
&lt;br /&gt;
* {{key|CTRL}}+{{key|Tab}} to side or front view and left drag outside the brush to change its height to 128&lt;br /&gt;
* Left drag inside the brush to move it up and down so its sides are on a big grid same as you did in the top view.&lt;br /&gt;
* You should now have brush 256 x 192 x 128  (see [[Conversion of Game Units#Tips|Unit Tips]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZblock.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Selecting and DEselecting ==&lt;br /&gt;
&lt;br /&gt;
We only have one item in our view but eventually many. Operations only work on what is currently selected. When you have just created something as we just have it is automatically the current selection and should be highlighted in your views (see DR Preferences for colour.) &lt;br /&gt;
&lt;br /&gt;
* To DEselect it, point your mouse at it in either the grid or camera view and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} (or just press the {{key|Esc}} key.)&lt;br /&gt;
*To select it again, point your mouse at it and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} again.&lt;br /&gt;
&lt;br /&gt;
Selecting is something you&#039;ll do a lot of so get familiar with that {{key|SHIFT}}+{{key|ALT}}+{{LMB}}. It&#039;s an exclusive select to get just one item. There are other selects I&#039;ll describe later. The {{key|Esc}} key always deselects and it is vitally important to get into the habit of DEselecting before you select or create something new or in some cases you will have multiple selections without knowing it and can delete or change something you didn&#039;t want to. This is why the {{key|SHIFT}}+{{key|ALT}}+{{LMB}} is the safest select as it is exclusive and will automatically DEselect anything else that was left selected. But it won&#039;t protect an item when creating. Yes, it is possible to have say a brush selected, forget it is selected, then create say, a new light. Oh! what happened to the brush? It&#039;s gone - replaced by the light. Develop a nervous habit of keep hitting {{key|Esc}} to deselect when you go to create!&lt;br /&gt;
&lt;br /&gt;
From now on I&#039;ll use LMB, MMB, and RMB to refer to the mouse buttons.&lt;br /&gt;
&lt;br /&gt;
== Camera View ==&lt;br /&gt;
&lt;br /&gt;
You should be able to see this block in the camera view. If the camera view is just black remember {{key|F3}} toggles true light rendering and we don&#039;t yet have a light so hit {{key|F3}} to get a constant bright test light throughout. I won&#039;t go into details of all the camera controls suffice to say use the arrow keys and {{key|D}} and {{key|C}} to move vertically. But scroll down to &#039;camera&#039; in [[Dark Radiant Controls, Keys &amp;amp; Mouse]] and you will see a fantastic amount of control you have in DR&#039;s camera view - especially with the mouse. It will take time to get used to them all so for now perhaps just learn enough to move around to see what you&#039;ve done so far.&lt;br /&gt;
&lt;br /&gt;
If you can see your block(brush) in the camera view then it is likely not to have any particular texture unless you were doing something before this tutorial. Close up you may see it is covered in a checkered blue &#039;shader not found&#039; message. Don&#039;t worry if it&#039;s covered in something else like stone or wood though. Since it will eventually be hollowed out to form a room, let&#039;s paint it now with some material more suitable to the Dark Mod universe...&lt;br /&gt;
&lt;br /&gt;
== Materials, Textures, Painting the Block ==&lt;br /&gt;
&lt;br /&gt;
This is the tiny home of a cheap thief so we&#039;ll use some old stonework.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve mentioned &#039;textures&#039;, &#039;shaders&#039;, and &#039;materials&#039;; what do these terms mean? A &#039;material&#039; or &#039;shader&#039; is the properties of a surface, including (but not necessarily) texture, sound, and others. To &#039;paint&#039; our block we...&lt;br /&gt;
&lt;br /&gt;
* Select the Media Browser. This is one of the tabs on a panel. Pressing N or T hides/shows the whole panel but I guess most people leave the panel showing all the time and just select the tab they want. &lt;br /&gt;
* Allow a few seconds for DR to read in the media first time and then you should see &#039;textures&#039; listed&lt;br /&gt;
* Click &#039;textures&#039; and it opens up to show all available textures. Many of the ones you see are Doom textures. Scroll down and select &#039;darkmod&#039; which reveals the ones most suitable for our use. Scroll down to stone, open it, then cobblestones and select blocks_mixed_multicolour. Right click it and select &#039;Apply to selection&#039;. This covers all surfaces of the block because we have still got selected the whole block not just one surface. You should see this in the camera view. Use this throughout the house (and eventually on its outside surface for consistency.)&lt;br /&gt;
* Select the Texture Browser. This is one of the tabs on the same panel as Media Browser.  The Texture Browser only shows recently used textures. You should see only the one texture you selected so it&#039;s handy for future use. Odds are you will want to re-use the same textures. It will also show other textures if you clicked on them in the media browser plus any others if you were using DR before this tutorial. You can also copy and paste textures onto single or multiple surfaces (see later.)&lt;br /&gt;
* Hover the mouse over the four little buttons at the top of the Texture Browser and read the text so you have some idea of what features are there for the future. For now, click on the one that says &#039;Flush and Reload Shaders&#039; and it should clear all of them except the one we put on our brush. As we add others they will appear in the texture browser so you can get to them more quickly.&lt;br /&gt;
* Now, press S for Surface Inspector (or View menu)&lt;br /&gt;
* In both Horiz and Vert scale enter 0.3. This makes it harder for the player to see any pattern repetition (this situation and my opinion - use your own judgement with other textures and wall sizes.) Whatever scale you use, generally you should be consistent with it for the same texture wherever used in a mission. If you use copy and paste then it will transfer the scale as well which is far easier.&lt;br /&gt;
* There will be more on texture adjustment later in this tutorial.&lt;br /&gt;
&lt;br /&gt;
== Hollowing out a Room from the Block ==&lt;br /&gt;
&lt;br /&gt;
Building to a large grid size helps performance. The outside of our block will never be seen in the game. Once we hollow it out then the player will only see the inside so that is the surface that is rendered and that we need to align to the large grid. There are two tools to hollow out a block, both activated by a button on the left button bar: one called &#039;hollow&#039; and the other &#039;room&#039;.  Don&#039;t use &#039;hollow&#039; as it reduces the internal sides so they don&#039;t fit the big grid AND it overlaps the corners which can cause rendering errors like so....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;BAD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZhollow.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead use the &#039;room&#039; button which does the job right (note the increased size so the &#039;&#039;internal&#039;&#039; dimensions will be the same as our original block and align to the big grid...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;GOOD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZroom.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All brushes in Doom must be convex. They cannot have any inward angles (like an L shape which would have to be two brushes together) and cannot actually be hollow. The above tools really create new side panel brushes to replace the original brush. In the case of our six-sided block that is six new brushes positioned as walls, floor, and ceiling. &#039;&#039;The walls they create are one small grid line wide so their width will vary depending on your grid size setting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examine the block in the camera view and zoom right inside so you can see it internally which is where it will be seen in game. Note the texture aligns nicely because we stuck to a big grid size. The stone is appropriate for all four walls (which is why I textured the whole block in one go rather than one surface at a time) but now we need different textures for floor and ceiling...&lt;br /&gt;
&lt;br /&gt;
== Selecting and Texturing Individual Surfaces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You cannot select a surface in the grid view&#039;&#039;&#039; so move inside the room in the camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the floor...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the floor and use {{key|SHIFT}}+{{LMB}}. Repeat a few times and you will see it selects/DEselects the surface. Keep it selected.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say stone/cobblestones or maybe you would like some wood/boards/worn_01 ? You choose but something like carpet might need special alignment so stick with stones or boards maybe for now? Remember - RIGHT click the texture name and select &#039;Apply to Selection&#039;&lt;br /&gt;
* Alternatively you can click on several possibles then select them with one LMB in the Texture Browser on the other tab. In the Texture Browser you can enlarge the textures if preferred to see them better.&lt;br /&gt;
* Esc to DEselect so you can see it better in camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the ceiling...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the ceiling and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say plaster/plaster01 and apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you change your mind about the walls you can change them to something else...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at one wall and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Point at another wall use {{key|SHIFT}}+{{LMB}} again so now both surfaces are selected&lt;br /&gt;
* &#039;Accidentally&#039; select the ceiling. No problem. Just use {{key|SHIFT}}+{{LMB}} on it again to DEselect it but the walls are still selected. In this way you can select which surfaces you want to select.&lt;br /&gt;
* Select the Media Browser again and just apply another type of stone, perhaps brick, to the walls if you want or just leave it as it is.&lt;br /&gt;
&lt;br /&gt;
Now press {{key|CTRL}}+{{key|S}} to resave the mission or use the File menu. Get into the habit of doing this often unless you have autosave set. Now and again you can also save with a new name so you can go back to an earlier one if you totally mess up. Note: There is also a backup file made automatically by DR.&lt;br /&gt;
&lt;br /&gt;
== Adding the Player&#039;s Start Point ==&lt;br /&gt;
&lt;br /&gt;
One more thing is &#039;&#039;essential&#039;&#039; to play this in Dark Mod and that is the Player&#039;s starting position.&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the middle of the room and RMB to get a pop up menu. This menu is important so glance at some of the other items on it while you&#039;re here. &#039;Entities&#039; are special function items and the player start is amongst them but there is a shortcut on the menu so instead...&lt;br /&gt;
* Select &amp;quot;Create Player Start here&amp;quot; on the menu. This will create the playerstart entity (red box) and put it where you clicked. Drag the entity around to the point where you want the player to start.&lt;br /&gt;
* You should see an arrow on the red box indicating the way the player will face at the start. If you cannot see the arrow then menu View &amp;gt; Show &amp;gt; Show Angles will reveal it.&lt;br /&gt;
* {{key|CTRL}}+{{key|Tab}} to get a side view and LMB drag down &#039;&#039;inside&#039;&#039; the player start box so its base is on the floor of the room. Make sure you do not go below or the floor or the player might be stuck with his feet in concrete! Tip: In Thief games it was common to start just dropping over a wall with this player start a few feet above the ground. You might note that entities do not directly resize like brushes so LMB drag &#039;&#039;outside&#039;&#039; the box does nothing.&lt;br /&gt;
* RMB in the grid view again and you will there is now a &#039;move player start here&#039; so you can quickly move its position while testing different areas of your mission. But always keep in mind the vertical as well as top view when moving things around (and note that this does not &#039;&#039;select&#039;&#039; the player start - you will need to select it if you need to adjust its position by dragging.)&lt;br /&gt;
* With the player start still selected you can select the Entity Inspector (on the panel, else N to hide/show it) and see the properties of your first entity.&lt;br /&gt;
&lt;br /&gt;
The game could now be played but it will be totally dark so we need to create at least one light.....&lt;br /&gt;
&lt;br /&gt;
== Creating a Light ==&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the &#039;&#039;middle&#039;&#039; of the room and RMB to get the pop up menu.&lt;br /&gt;
* Select &amp;quot;Create Light&amp;quot; on the menu.&lt;br /&gt;
* A large red box appears with diagonals representing the light&#039;s centre and its rough &#039;radius&#039;. The default light is more like six pyramids pointing out to their peaks in the centre of each side of the box. This gives a rough impression of a sphere of light and helps performance. &lt;br /&gt;
* Ctrl+TAB to get a side view and LMB drag &#039;&#039;right in the centre of the light&#039;&#039; to move it up/down to centre it in the room if it is not already. Just dragging inside the radius box won&#039;t move it - you have to point at the centre.&lt;br /&gt;
&lt;br /&gt;
== Resizing a Light ==&lt;br /&gt;
&lt;br /&gt;
Resizing a light is awkward because dragging any side moves the centre (this might be changed in a later Dark Radiant.) Two ways of dealing with this. Just roughly drag it about and keep moving the light back to where you want it. But if you have very precisely positioned a light then you don&#039;t want to have to keep doing that so this is what I do...&lt;br /&gt;
&lt;br /&gt;
* Select the Entity Inspector on the panel&lt;br /&gt;
* You should see it has a light radius property with three values for XYZ for the three dimensions. They are north and south for Y, east and west for X, and up and down for Z. (those are the compass directions in game by the way.)&lt;br /&gt;
* Click on the light radius property to highlight it.&lt;br /&gt;
* Note that its values appear in a choice of inputs at the bottom - You can type new values in a line with a space in between then click the check(tick) button or enter them as separate values or even use the little scrolly buttons at the side and then click the Apply button.&lt;br /&gt;
* The room interior is 192 x 256 x 128 (in XYZ order) so give the light radius the values 200 260 133 so it just protrudes outside the walls. We may well change this again later if we want the light to spill out through a doorway or something.&lt;br /&gt;
&lt;br /&gt;
The light radius is not just a cut-off point. It can be regarded as a &#039;fade to zero point&#039;. What this means is that the light is at maximum brightness at its centre and fades to zero at the limit of the radius. So in a big open area, if you extend the radius you will &#039;stretch the brightness&#039; further. Imagine the scale from max to min compacted in a small radius or expanded in a large one. More on this later when we place wall torches.&lt;br /&gt;
&lt;br /&gt;
== Changing a Light&#039;s Brightness ==&lt;br /&gt;
&lt;br /&gt;
The light may be a little bright. To change it...&lt;br /&gt;
&lt;br /&gt;
* Press L (or View menu)* to call up the Light Inspector&lt;br /&gt;
* Click on the white rectangle button just below where it says &#039;Colour&#039;&lt;br /&gt;
* The brightness value is called erm... &#039;Value&#039; and should default to 100. Reduce it to 90. It might not matter. I&#039;m just showing you where the control is for now.&lt;br /&gt;
* Fool around with the colours if you want - there are extensive features I won&#039;t cover here.&lt;br /&gt;
&lt;br /&gt;
Hey! We should have your first working mission! Do a Ctrl + S to save it and then follow the next sections in Dark Mod itself not in Dark Radiant.....&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&lt;br /&gt;
There is no need to do anything special about &#039;&#039;hearing&#039;&#039; sounds such as footsteps, collision sounds, etc. at this stage as it will work automatically. Adding custom sounds will be dealt with later.&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding data to tell the AI characters where they can move is created by dmap by default when compiling in the next section...&lt;br /&gt;
&lt;br /&gt;
== Dmap: Compiling the Mission ==&lt;br /&gt;
&lt;br /&gt;
* Your mission file cannot be played itself; it is simply the directions to create a game file. To do this...&lt;br /&gt;
* From any Dark Mod menu go to the console. By default, the console is CTRL+ ALT+ ~ (US Keyboards) or CTRL+ALT+ &#039; (UK Keyboards) but most people set up a shortcut to just use the ~ (` in UK) on its own. This key is the top left below Esc and to the left of &amp;quot;1&amp;quot; on all keyboards I believe.&lt;br /&gt;
&lt;br /&gt;
* In the console type and Enter dmap Tut/T001 where you should substitute your subfolder name for Tut and your mission filename for T001. So, if you created your mission file directly in the maps folder then you do not need a folder name and can put dmap T001. If you made a subfolder in maps called MyMaps and named your mission MissionImpossible999.map then enter dmap MyMaps/MissionImpossible999. I recommend you do not use upper case in filenames in Doom as I think it can cause problems on other platforms.&lt;br /&gt;
* Wait while dmap compiles the mission. This should only be a few seconds with this tiny mission but will be much longer for big missions.&lt;br /&gt;
* If you get a &#039;leaked&#039; error or some other serious red warning then recheck your work; look for gaps in the wall or a wrong texture like nodraw or have you got an entity outside in the void? See [[Performance: Essential Must-Knows#How to detect and fix leaks|HERE]] for more about fixing leaks but at this stage of this tutorial it might be easier just to redo. What I have laboured over is basically make a block, texture it, hollow it, stick in a player start and a light. As you get more proficient you can do it in less than a minute.&lt;br /&gt;
* Assuming no dmap red warnings then you should be returned to the Dark Mod menus and can now play the mission...&lt;br /&gt;
* Return to the console.&lt;br /&gt;
* Type and Enter map Tut/T001. Tip: Press the up arrow key toggles back through the history of what you have typed before so your dmap should re-appear. Just press the Home key and delete the &#039;d&#039;. An alternative is to use &#039;testmap&#039; instead of dmap which does both dmap and map but I prefer to see dmap&#039;s results.&lt;br /&gt;
* You should now be able to walk around in the room. If you have a player shadow set then you might notice that walking through that light looks odd so keep that in mind for light placement. But most lights you will place close to a visible source like a gaslight or wall torch.&lt;br /&gt;
&lt;br /&gt;
That&#039;s the first part done!&lt;br /&gt;
&lt;br /&gt;
{{A-Z Beginner Guide TOC}}&lt;br /&gt;
&lt;br /&gt;
{{tutorial-editing}}&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=9379</id>
		<title>A - Z Beginner Full Guide Start Here!</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!&amp;diff=9379"/>
		<updated>2009-11-25T05:43:10Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: Got rid of the old &amp;quot;doom 3 shortcut arguments&amp;quot; that are unneccessary for TDM 1.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A-Z Beginner Guide TOC}}&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;PLEASE NOTE: &amp;lt;br&amp;gt;THIS GUIDE CONTAINS SPOILERS FOR THE &amp;quot;THIEF&#039;S DEN&amp;quot; DEMO MISSION RELEASED JAN 18TH, 2008.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Since writing this I&#039;ve created a [[Startpack Mappers&#039; Guide]] which is a ready made FM template with a set of ready made components to make it even easier to make a Dark Mod FM because it already includes things like objectives, briefing, readables, etc. etc and you just modify them and concentrate on building. However, I recommend you first follow this guide so you have some understanding of the basics and then the startpack will make more sense.&lt;br /&gt;
&lt;br /&gt;
This is an easy guide for complete beginners to Dark Mod. It will lead you from start to finish, &#039;push that button, click that menu&#039; and at the end you will have a fully working (but tiny) Dark Mod mission with all the main essential features including objectives all zipped up. You will be able to include variations of your own as you progress if you wish. Links to more detailed info is included but ignore those first time if you wish. Creating this mission is a learning process: although others will be able to play it, it will be too simple for that purpose - though it might be fun to see how varied the results might be from different players following the same instructions! When finished you can modify it and customise it to learn more or just shelve it for reference while you start your &#039;&#039;real&#039;&#039; mission!&lt;br /&gt;
&lt;br /&gt;
This tutorial does not describe how to make your mission architecturally beautiful - just the opposite; the build may be as crude, quick, and ugly as you like. This is a &#039;&#039;method&#039;&#039; tutorial, not a &#039;&#039;design&#039;&#039; tutorial. Nor can it answer every question. It will merely present the most basic information for making a complete mission.&lt;br /&gt;
&lt;br /&gt;
Feel free to experiment, add to, or even skip parts you already know or seem obvious, especially if you have a background producing Doom or Quake maps.&lt;br /&gt;
&lt;br /&gt;
This guide was inspired by Komag&#039;s famous tutorial which helped a great many Dromeders (including myself) to get started producing Thief 2 FMs. If you are or were a Dromeder then you might first like to browse quickly through [[Dromed - Dark Mod Differences]] before proceeding - though it is not essential for this tutorial as I am trying to make few assumptions of prior knowledge. It will refer to default keys/mouse settings in Dard Radiant (editor - see later) so if you have changed any hot keys in Dark Radiant&#039;s help menu then keep that in mind. Also note that any screenshots might be in a different colour to your settings of course.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
This tutorial assumes that you have Dark Mod already installed. If not, please refer to http://www.thedarkmod.com/ for information.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the limited Dark Mod resources provided by the pre-release demo mission [[Thief&#039;s Den]]&lt;br /&gt;
&lt;br /&gt;
== The Dark Mod Editor ==&lt;br /&gt;
&lt;br /&gt;
To edit Dark Mod missions you will need a game editor. &#039;&#039;&#039;This tutorial is based on the [[Dark Radiant]] editor&#039;&#039;&#039; (hereinafter may be called DR) but you can possibly follow most of it in other editors like DoomEd. Variations might be shown where possible but it will mainly assume Dark Radiant. If you haven&#039;t got Dark Radiant yet, consult the [[Dark Radiant]] sections, install it and set it up how you like it. If you want to use DoomEd then you need to look elsewhere first. DoomEd of course is supplied with Doom.&lt;br /&gt;
&lt;br /&gt;
You might wish to open the [[Dark Radiant Controls, Keys &amp;amp; Mouse|DR Controls]] page in a new window in your web browser for quick reference while following this tutorial. I&#039;ll try to make it so you don&#039;t need to!&lt;br /&gt;
&lt;br /&gt;
Make sure you can run Dark Mod and your editor before proceeding. In particular remember you can undo your last step(s) (edit menu or {{key|CTRL}}+{{key|Z}})&lt;br /&gt;
&lt;br /&gt;
== Your First Mission ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s get started.&lt;br /&gt;
&lt;br /&gt;
* Open Dark Radiant (hereinafter DR) and also open Dark Mod for quick testing.&lt;br /&gt;
* If you have a mission already open in DR then select File menu &amp;gt; New Map to clear it.&lt;br /&gt;
* Save it now as any suitable name. You might prefer to save later but I always do it immediately. All missions must go (with exceptions I will describe later in [[A - Z Beginner Full Guide Page 5#Managing your Mission Files|Managing your Mission Files]]) in the darkmod\maps folder or a folder within that. I urge you to create a new folder for each project within that maps folder. In this case:&lt;br /&gt;
# Open File Menu &amp;gt; Save As&lt;br /&gt;
# Make sure you are in the &#039;maps&#039; folder.&lt;br /&gt;
# Select &#039;Create Folder&#039; and type in say &#039;tutorial&#039;. You might prefer &#039;Tut&#039; or even &#039;T&#039; because you have to keep typing it over and over in the Dark Mod console when testing!&lt;br /&gt;
# Select that folder&lt;br /&gt;
# Enter the name of your mission at the top.&lt;br /&gt;
* The game will be saved as a &#039;map&#039; file with a .map suffix and is commonly called a &#039;map&#039; in Doom circles. But I will use the term &#039;mission&#039; or &#039;FM&#039; (Fan Mission) or maybe &#039;game&#039; for the map file to try to avoid confusion with actual &#039;city&#039; or &#039;treasure&#039; maps within the mission.&lt;br /&gt;
&lt;br /&gt;
First, let&#039;s consider our rough storyline so we have some idea what to build...&lt;br /&gt;
&lt;br /&gt;
== Story, Briefing ==&lt;br /&gt;
&lt;br /&gt;
Formal mission objectives will be described much later in this tutorial. But before you begin your mission you will obviously need to have at least some idea of storyline and plot else you will have no idea what to build. You might have a detailed story or just some simple ideas which you can develop later.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will need to brief the player with information about the story, characters, and the main purpose of the mission. It probably makes sense to write that fully when you are nearly finished the mission because new ideas or even technical difficulties might make you change your story. However, in this tutorial I&#039;ll describe it early so as you build the mission the layout and objects make sense.&lt;br /&gt;
&lt;br /&gt;
Your briefing text should eventually be entered as described at [[Briefing]] but temporarily you might just write it in a plain text document for reference.&lt;br /&gt;
&lt;br /&gt;
This mini tutorial mission is called &#039;Thief&#039;s Den&#039; so here is an example briefing (&#039;&#039;&#039;not&#039;&#039;&#039; in correct format for the gui or .xd file):&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I had a nice haul the other night including a grand scepter from Lord Frothley. But a low-life named Creep who had given me the info, then stole it from ME! Never trust a thief I say. But I know where he lives...&lt;br /&gt;
&lt;br /&gt;
I also still have his message in his own hand, giving the low-down. If I can dispose of Creep and drop the message nearby then he should take the heat for the heist diverting all suspicion from me.&lt;br /&gt;
&lt;br /&gt;
Creep is a nasty piece of work who is handy with a blade. He can be dangerous and may be expecting me - may even have recruited a thug or two as back up - but he has badly underestimated my stealth skills...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Preparing to Build ==&lt;br /&gt;
&lt;br /&gt;
When you open Dark Radiant it will default to a grid size (in the XYZ orthoview) of 8 units by 8 (changeable from version 0.9.5 onwards.) These [[Conversion of Game Units|units]] are 1.1 inches. Check your preference (default key P) in DR as it will be easier during this tutorial if you have the following checked (ticked) in Preferences &amp;gt; Orthoview...&lt;br /&gt;
&lt;br /&gt;
* Show Grid&lt;br /&gt;
* Show Size Info&lt;br /&gt;
* Show Coordinates&lt;br /&gt;
&lt;br /&gt;
We&#039;ll mostly be working in the XYZ grid orthoview but if you have room for the camera view at the side so much the better. The camera view does a rough render in 3D (F3 toggles a better rendering with lighting etc but keep that off if it slows things down which it is likely to and just use it now and again.)&lt;br /&gt;
&lt;br /&gt;
* Note the origin icon of the &#039;world&#039; at 0,0,0 in the grid view&lt;br /&gt;
* Zoom in and out with the mouse wheel&lt;br /&gt;
* Right mouse drag the grid view to scroll around (zoom out further to scroll around faster)&lt;br /&gt;
* Use {{key|CTRL}}+{{key|Tab}} to rotate from top, front, and side views (or you might have three windows open from the view menu)&lt;br /&gt;
&lt;br /&gt;
The blank windows in the grid and camera views can be regarded as empty void - the space in which we shall build. We have to build in bubbles sealed off from that void like an airtight spaceship or a submarine. Any gaps will cause leaks and crash your game so it&#039;s obviously the first major rule to learn: always build inner spaces sealed off from the outer void&lt;br /&gt;
&lt;br /&gt;
Apart from special materials like water and weather, all the raw material you will use is &#039;solid&#039; to form different shapes. So we can make panels and place them together to form lots of floating airtight boxes and these can be linked together. The entire game then takes place inside those boxes. One box can hold a tiny cupboard or an entire cathedral and a lot of boxes can hold a city. Inside those boxes you cannot see the void.&lt;br /&gt;
&lt;br /&gt;
A shortcut to putting panels together is to make one solid block and hollow it out to form a box and this is what we are going to do now to form our first room.&lt;br /&gt;
&lt;br /&gt;
== Making Your First Room ==&lt;br /&gt;
&lt;br /&gt;
First we make a rough solid block...&lt;br /&gt;
&lt;br /&gt;
* Select the top view in the grid view.&lt;br /&gt;
* Left mouse drag out a rectangle any few grid units across in the middle somewhere.&lt;br /&gt;
* This rectangle is called a &#039;brush&#039; and used to define raw shapes for walls, floors etc.&lt;br /&gt;
* Left drag &#039;&#039;within&#039;&#039; that brush to drag the brush around&lt;br /&gt;
* left drag &#039;&#039;outside&#039;&#039; that brush to resize it.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its top view area...&lt;br /&gt;
&lt;br /&gt;
* left drag outside that brush to resize it to 256 across left to right (X direction) by 192 up and down (Y direction in top view.) You should see those dimensions at the sides of the rectangle if you have &#039;Show Size Info&#039; set in Edit &amp;gt; Preferences &amp;gt; Orthoview. The position of the top left corner is in brackets at top left.&lt;br /&gt;
* Left drag within the brush to move it so its sides fit on the bigger grid. If all sides don&#039;t fit then check your dimensions and that you are still in grid size 8 (see grid menu.)&lt;br /&gt;
* I prefer to build up in the top right corner from the world 0,0,0 so none of the values are negatives but you decide for yourself. Move it where you want but ideally so the sides are on the big grid.&lt;br /&gt;
&lt;br /&gt;
Now we adjust its height to get our finished block (brush)...&lt;br /&gt;
&lt;br /&gt;
* {{key|CTRL}}+{{key|Tab}} to side or front view and left drag outside the brush to change its height to 128&lt;br /&gt;
* Left drag inside the brush to move it up and down so its sides are on a big grid same as you did in the top view.&lt;br /&gt;
* You should now have brush 256 x 192 x 128  (see [[Conversion of Game Units#Tips|Unit Tips]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZblock.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Selecting and DEselecting ==&lt;br /&gt;
&lt;br /&gt;
We only have one item in our view but eventually many. Operations only work on what is currently selected. When you have just created something as we just have it is automatically the current selection and should be highlighted in your views (see DR Preferences for colour.) &lt;br /&gt;
&lt;br /&gt;
* To DEselect it, point your mouse at it in either the grid or camera view and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} (or just press the {{key|Esc}} key.)&lt;br /&gt;
*To select it again, point your mouse at it and use {{key|SHIFT}}+{{key|ALT}}+{{LMB}} again.&lt;br /&gt;
&lt;br /&gt;
Selecting is something you&#039;ll do a lot of so get familiar with that {{key|SHIFT}}+{{key|ALT}}+{{LMB}}. It&#039;s an exclusive select to get just one item. There are other selects I&#039;ll describe later. The {{key|Esc}} key always deselects and it is vitally important to get into the habit of DEselecting before you select or create something new or in some cases you will have multiple selections without knowing it and can delete or change something you didn&#039;t want to. This is why the {{key|SHIFT}}+{{key|ALT}}+{{LMB}} is the safest select as it is exclusive and will automatically DEselect anything else that was left selected. But it won&#039;t protect an item when creating. Yes, it is possible to have say a brush selected, forget it is selected, then create say, a new light. Oh! what happened to the brush? It&#039;s gone - replaced by the light. Develop a nervous habit of keep hitting {{key|Esc}} to deselect when you go to create!&lt;br /&gt;
&lt;br /&gt;
From now on I&#039;ll use LMB, MMB, and RMB to refer to the mouse buttons.&lt;br /&gt;
&lt;br /&gt;
== Camera View ==&lt;br /&gt;
&lt;br /&gt;
You should be able to see this block in the camera view. If the camera view is just black remember {{key|F3}} toggles true light rendering and we don&#039;t yet have a light so hit {{key|F3}} to get a constant bright test light throughout. I won&#039;t go into details of all the camera controls suffice to say use the arrow keys and {{key|D}} and {{key|C}} to move vertically. But scroll down to &#039;camera&#039; in [[Dark Radiant Controls, Keys &amp;amp; Mouse]] and you will see a fantastic amount of control you have in DR&#039;s camera view - especially with the mouse. It will take time to get used to them all so for now perhaps just learn enough to move around to see what you&#039;ve done so far.&lt;br /&gt;
&lt;br /&gt;
If you can see your block(brush) in the camera view then it is likely not to have any particular texture unless you were doing something before this tutorial. Close up you may see it is covered in a checkered blue &#039;shader not found&#039; message. Don&#039;t worry if it&#039;s covered in something else like stone or wood though. Since it will eventually be hollowed out to form a room, let&#039;s paint it now with some material more suitable to the Dark Mod universe...&lt;br /&gt;
&lt;br /&gt;
== Materials, Textures, Painting the Block ==&lt;br /&gt;
&lt;br /&gt;
This is the tiny home of a cheap thief so we&#039;ll use some old stonework.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve mentioned &#039;textures&#039;, &#039;shaders&#039;, and &#039;materials&#039;; what do these terms mean? A &#039;material&#039; or &#039;shader&#039; is the properties of a surface, including (but not necessarily) texture, sound, and others. To &#039;paint&#039; our block we...&lt;br /&gt;
&lt;br /&gt;
* Select the Media Browser. This is one of the tabs on a panel. Pressing N or T hides/shows the whole panel but I guess most people leave the panel showing all the time and just select the tab they want. &lt;br /&gt;
* Allow a few seconds for DR to read in the media first time and then you should see &#039;textures&#039; listed&lt;br /&gt;
* Click &#039;textures&#039; and it opens up to show all available textures. Many of the ones you see are Doom textures. Scroll down and select &#039;darkmod&#039; which reveals the ones most suitable for our use. Scroll down to stone, open it, then cobblestones and select blocks_mixed_multicolour. Right click it and select &#039;Apply to selection&#039;. This covers all surfaces of the block because we have still got selected the whole block not just one surface. You should see this in the camera view. Use this throughout the house (and eventually on its outside surface for consistency.)&lt;br /&gt;
* Select the Texture Browser. This is one of the tabs on the same panel as Media Browser.  The Texture Browser only shows recently used textures. You should see only the one texture you selected so it&#039;s handy for future use. Odds are you will want to re-use the same textures. It will also show other textures if you clicked on them in the media browser plus any others if you were using DR before this tutorial. You can also copy and paste textures onto single or multiple surfaces (see later.)&lt;br /&gt;
* Hover the mouse over the four little buttons at the top of the Texture Browser and read the text so you have some idea of what features are there for the future. For now, click on the one that says &#039;Flush and Reload Shaders&#039; and it should clear all of them except the one we put on our brush. As we add others they will appear in the texture browser so you can get to them more quickly.&lt;br /&gt;
* Now, press S for Surface Inspector (or View menu)&lt;br /&gt;
* In both Horiz and Vert scale enter 0.3. This makes it harder for the player to see any pattern repetition (this situation and my opinion - use your own judgement with other textures and wall sizes.) Whatever scale you use, generally you should be consistent with it for the same texture wherever used in a mission. If you use copy and paste then it will transfer the scale as well which is far easier.&lt;br /&gt;
* There will be more on texture adjustment later in this tutorial.&lt;br /&gt;
&lt;br /&gt;
== Hollowing out a Room from the Block ==&lt;br /&gt;
&lt;br /&gt;
Building to a large grid size helps performance. The outside of our block will never be seen in the game. Once we hollow it out then the player will only see the inside so that is the surface that is rendered and that we need to align to the large grid. There are two tools to hollow out a block, both activated by a button on the left button bar: one called &#039;hollow&#039; and the other &#039;room&#039;.  Don&#039;t use &#039;hollow&#039; as it reduces the internal sides so they don&#039;t fit the big grid AND it overlaps the corners which can cause rendering errors like so....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;BAD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZhollow.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead use the &#039;room&#039; button which does the job right (note the increased size so the &#039;&#039;internal&#039;&#039; dimensions will be the same as our original block and align to the big grid...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;center&amp;gt;GOOD!&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:AZroom.jpg]]&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All brushes in Doom must be convex. They cannot have any inward angles (like an L shape which would have to be two brushes together) and cannot actually be hollow. The above tools really create new side panel brushes to replace the original brush. In the case of our six-sided block that is six new brushes positioned as walls, floor, and ceiling. &#039;&#039;The walls they create are one small grid line wide so their width will vary depending on your grid size setting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examine the block in the camera view and zoom right inside so you can see it internally which is where it will be seen in game. Note the texture aligns nicely because we stuck to a big grid size. The stone is appropriate for all four walls (which is why I textured the whole block in one go rather than one surface at a time) but now we need different textures for floor and ceiling...&lt;br /&gt;
&lt;br /&gt;
== Selecting and Texturing Individual Surfaces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You cannot select a surface in the grid view&#039;&#039;&#039; so move inside the room in the camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the floor...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the floor and use {{key|SHIFT}}+{{LMB}}. Repeat a few times and you will see it selects/DEselects the surface. Keep it selected.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say stone/cobblestones or maybe you would like some wood/boards/worn_01 ? You choose but something like carpet might need special alignment so stick with stones or boards maybe for now? Remember - RIGHT click the texture name and select &#039;Apply to Selection&#039;&lt;br /&gt;
* Alternatively you can click on several possibles then select them with one LMB in the Texture Browser on the other tab. In the Texture Browser you can enlarge the textures if preferred to see them better.&lt;br /&gt;
* Esc to DEselect so you can see it better in camera view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To texture the ceiling...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at the ceiling and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Select the Media Browser again (on the tabbed panel)&lt;br /&gt;
* In the darkmod section select say plaster/plaster01 and apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you change your mind about the walls you can change them to something else...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Press Esc to make sure everything is DEselected&lt;br /&gt;
* Point at one wall and use {{key|SHIFT}}+{{LMB}} again to select its surface.&lt;br /&gt;
* Point at another wall use {{key|SHIFT}}+{{LMB}} again so now both surfaces are selected&lt;br /&gt;
* &#039;Accidentally&#039; select the ceiling. No problem. Just use {{key|SHIFT}}+{{LMB}} on it again to DEselect it but the walls are still selected. In this way you can select which surfaces you want to select.&lt;br /&gt;
* Select the Media Browser again and just apply another type of stone, perhaps brick, to the walls if you want or just leave it as it is.&lt;br /&gt;
&lt;br /&gt;
Now press {{key|CTRL}}+{{key|S}} to resave the mission or use the File menu. Get into the habit of doing this often unless you have autosave set. Now and again you can also save with a new name so you can go back to an earlier one if you totally mess up. Note: There is also a backup file made automatically by DR.&lt;br /&gt;
&lt;br /&gt;
== Adding the Player&#039;s Start Point ==&lt;br /&gt;
&lt;br /&gt;
One more thing is &#039;&#039;essential&#039;&#039; to play this in Dark Mod and that is the Player&#039;s starting position.&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the middle of the room and RMB to get a pop up menu. This menu is important so glance at some of the other items on it while you&#039;re here. &#039;Entities&#039; are special function items and the player start is amongst them but there is a shortcut on the menu so instead...&lt;br /&gt;
* Select &amp;quot;Create Player Start here&amp;quot; on the menu. This will create the playerstart entity (red box) and put it where you clicked. Drag the entity around to the point where you want the player to start.&lt;br /&gt;
* You should see an arrow on the red box indicating the way the player will face at the start. If you cannot see the arrow then menu View &amp;gt; Show &amp;gt; Show Angles will reveal it.&lt;br /&gt;
* {{key|CTRL}}+{{key|Tab}} to get a side view and LMB drag down &#039;&#039;inside&#039;&#039; the player start box so its base is on the floor of the room. Make sure you do not go below or the floor or the player might be stuck with his feet in concrete! Tip: In Thief games it was common to start just dropping over a wall with this player start a few feet above the ground. You might note that entities do not directly resize like brushes so LMB drag &#039;&#039;outside&#039;&#039; the box does nothing.&lt;br /&gt;
* RMB in the grid view again and you will there is now a &#039;move player start here&#039; so you can quickly move its position while testing different areas of your mission. But always keep in mind the vertical as well as top view when moving things around (and note that this does not &#039;&#039;select&#039;&#039; the player start - you will need to select it if you need to adjust its position by dragging.)&lt;br /&gt;
* With the player start still selected you can select the Entity Inspector (on the panel, else N to hide/show it) and see the properties of your first entity.&lt;br /&gt;
&lt;br /&gt;
The game could now be played but it will be totally dark so we need to create at least one light.....&lt;br /&gt;
&lt;br /&gt;
== Creating a Light ==&lt;br /&gt;
&lt;br /&gt;
* Press Esc to DEselect everything.&lt;br /&gt;
* In the TOP grid view, point the mouse in the &#039;&#039;middle&#039;&#039; of the room and RMB to get the pop up menu.&lt;br /&gt;
* Select &amp;quot;Create Light&amp;quot; on the menu.&lt;br /&gt;
* A large red box appears with diagonals representing the light&#039;s centre and its rough &#039;radius&#039;. The default light is more like six pyramids pointing out to their peaks in the centre of each side of the box. This gives a rough impression of a sphere of light and helps performance. &lt;br /&gt;
* Ctrl+TAB to get a side view and LMB drag &#039;&#039;right in the centre of the light&#039;&#039; to move it up/down to centre it in the room if it is not already. Just dragging inside the radius box won&#039;t move it - you have to point at the centre.&lt;br /&gt;
&lt;br /&gt;
== Resizing a Light ==&lt;br /&gt;
&lt;br /&gt;
Resizing a light is awkward because dragging any side moves the centre (this might be changed in a later Dark Radiant.) Two ways of dealing with this. Just roughly drag it about and keep moving the light back to where you want it. But if you have very precisely positioned a light then you don&#039;t want to have to keep doing that so this is what I do...&lt;br /&gt;
&lt;br /&gt;
* Select the Entity Inspector on the panel&lt;br /&gt;
* You should see it has a light radius property with three values for XYZ for the three dimensions. They are north and south for Y, east and west for X, and up and down for Z. (those are the compass directions in game by the way.)&lt;br /&gt;
* Click on the light radius property to highlight it.&lt;br /&gt;
* Note that its values appear in a choice of inputs at the bottom - You can type new values in a line with a space in between then click the check(tick) button or enter them as separate values or even use the little scrolly buttons at the side and then click the Apply button.&lt;br /&gt;
* The room interior is 192 x 256 x 128 (in XYZ order) so give the light radius the values 200 260 133 so it just protrudes outside the walls. We may well change this again later if we want the light to spill out through a doorway or something.&lt;br /&gt;
&lt;br /&gt;
The light radius is not just a cut-off point. It can be regarded as a &#039;fade to zero point&#039;. What this means is that the light is at maximum brightness at its centre and fades to zero at the limit of the radius. So in a big open area, if you extend the radius you will &#039;stretch the brightness&#039; further. Imagine the scale from max to min compacted in a small radius or expanded in a large one. More on this later when we place wall torches.&lt;br /&gt;
&lt;br /&gt;
== Changing a Light&#039;s Brightness ==&lt;br /&gt;
&lt;br /&gt;
The light may be a little bright. To change it...&lt;br /&gt;
&lt;br /&gt;
* Press L (or View menu)* to call up the Light Inspector&lt;br /&gt;
* Click on the white rectangle button just below where it says &#039;Colour&#039;&lt;br /&gt;
* The brightness value is called erm... &#039;Value&#039; and should default to 100. Reduce it to 90. It might not matter. I&#039;m just showing you where the control is for now.&lt;br /&gt;
* Fool around with the colours if you want - there are extensive features I won&#039;t cover here.&lt;br /&gt;
&lt;br /&gt;
Hey! We should have your first working mission! Do a Ctrl + S to save it and then follow the next sections in Dark Mod itself not in Dark Radiant.....&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&lt;br /&gt;
There is no need to do anything special about &#039;&#039;hearing&#039;&#039; sounds such as footsteps, collision sounds, etc. at this stage as it will work automatically. Adding custom sounds will be dealt with later.&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding data to tell the AI characters where they can move is created by dmap by default when compiling in the next section...&lt;br /&gt;
&lt;br /&gt;
== Dmap: Compiling the Mission ==&lt;br /&gt;
&lt;br /&gt;
* Your mission file cannot be played itself; it is simply the directions to create a game file. To do this...&lt;br /&gt;
* From any Dark Mod menu select the Doom console. Ignore the following if you have this working. By default, the console is CTRL+ ALT+ ~ (US Keyboards) or CTRL+ALT+ &#039; (UK Keyboards) but most people set up a shortcut to just use the ~ (` in UK) on its own. This key is the top left below Esc and to the left of &amp;quot;1&amp;quot; on all keyboards I believe.&lt;br /&gt;
&lt;br /&gt;
* In the console type and Enter dmap Tut/T001 where you should substitute your subfolder name for Tut and your mission filename for T001. So, if you created your mission file directly in the maps folder then you do not need a folder name and can put dmap T001. If you made a subfolder in maps called MyMaps and named your mission MissionImpossible999.map then enter dmap MyMaps/MissionImpossible999. I recommend you do not use upper case in filenames in Doom as I think it can cause problems on other platforms.&lt;br /&gt;
* Wait while dmap compiles the mission. This should only be a few seconds with this tiny mission but will be much longer for big missions.&lt;br /&gt;
* If you get a &#039;leaked&#039; error or some other serious red warning then recheck your work; look for gaps in the wall or a wrong texture like nodraw or have you got an entity outside in the void? See [[Performance: Essential Must-Knows#How to detect and fix leaks|HERE]] for more about fixing leaks but at this stage of this tutorial it might be easier just to redo. What I have laboured over is basically make a block, texture it, hollow it, stick in a player start and a light. As you get more proficient you can do it in less than a minute.&lt;br /&gt;
* Assuming no dmap red warnings then you should be returned to the Dark Mod menus and can now play the mission...&lt;br /&gt;
* Return to the console.&lt;br /&gt;
* Type and Enter map Tut/T001. Tip: Press the up arrow key toggles back through the history of what you have typed before so your dmap should re-appear. Just press the Home key and delete the &#039;d&#039;. An alternative is to use &#039;testmap&#039; instead of dmap which does both dmap and map but I prefer to see dmap&#039;s results.&lt;br /&gt;
* You should now be able to walk around in the room. If you have a player shadow set then you might notice that walking through that light looks odd so keep that in mind for light placement. But most lights you will place close to a visible source like a gaslight or wall torch.&lt;br /&gt;
&lt;br /&gt;
That&#039;s the first part done!&lt;br /&gt;
&lt;br /&gt;
{{A-Z Beginner Guide TOC}}&lt;br /&gt;
&lt;br /&gt;
{{tutorial-editing}}&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=9252</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=9252"/>
		<updated>2009-10-24T18:40:59Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: &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;
== 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>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Known_System_Configurations&amp;diff=8991</id>
		<title>Known System Configurations</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Known_System_Configurations&amp;diff=8991"/>
		<updated>2009-09-22T19:25:51Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should be used to collect feedback about user system and the performance or problems they have been experiencing. Be sure to mention your CPU, amount of RAM, graphics card and operating system in the specs. (Don&#039;t post unimportant things like power supply or what type of case you have.). For performance feedback, specify an average FPS you&#039;ve been getting, the video settings you&#039;re using and (important!) the FM you&#039;ve been playing. Feel free to post a free-form description of your experience. In case of display problems, the graphics driver version might be of interest.&lt;br /&gt;
&lt;br /&gt;
* greebo&lt;br /&gt;
** CPU: Intel Core 2 Duo T9400 (2.4 GHz)&lt;br /&gt;
** RAM: 4 GB&lt;br /&gt;
** GPU: nVidia 9700M GT&lt;br /&gt;
** OS: Vista x64&lt;br /&gt;
** Performance: I can run and dmap just about any map. I&#039;m usually capping at 60 FPS, the larger maps with lots of AI tickle around 30 FPS. I have my video setting at 1920x1200, no anti-aliasing, 4x anisotropy, Standard ambient and High Quality interaction shaders.&lt;br /&gt;
** DarkRadiant: no problem.&lt;br /&gt;
&lt;br /&gt;
* SneaksieDave (1)&lt;br /&gt;
** CPU: Intel Pentium 4 1.4 GHz&lt;br /&gt;
** RAM: 1 GB&lt;br /&gt;
** GPU: nVidia 6800&lt;br /&gt;
** OS: Windows XP SP1&lt;br /&gt;
** Performance: no problem running TDM missions in general, and usually decent to good framerates.  A mission like Saint Lucia gets at least 15 FPS in the worst areas, and 40 FPS in simple areas.  Running at 800x600, no AA, std ambient.  Launching (first time only) and compiling missions can take a few minutes.&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
* SneaksieDave (2)&lt;br /&gt;
** CPU: Intel Pentium 4 3.0 GHz&lt;br /&gt;
** RAM: 1 GB&lt;br /&gt;
** GPU: onboard Intel 82915G/GV/910GL Express&lt;br /&gt;
** OS: Windows XP SP2&lt;br /&gt;
** Performance:  framerate is usually poor due to onboard video:  5-15 fps in most areas, higher in only simplest areas.  Running at 800x600, no AA, std ambient.&lt;br /&gt;
** DarkRadiant: no renderer mode but otherwise fine.&lt;br /&gt;
&lt;br /&gt;
* SneaksieDave (3, original configuration)&lt;br /&gt;
** CPU: Intel Core 2 Duo 2.66 GHz&lt;br /&gt;
** RAM: 2 GB&lt;br /&gt;
** GPU: onboard Intel Express chipset&lt;br /&gt;
** OS: Windows XP SP2&lt;br /&gt;
** Performance:  framerate is usually not great due to onboard video, but noticeably better than configuration 2 above:  12-20 fps in most areas, higher in simple areas.  Running at 800x600, no AA, std ambient.&lt;br /&gt;
** DarkRadiant: no renderer mode but otherwise fine.&lt;br /&gt;
&lt;br /&gt;
* SneaksieDave (4, updated configuration of 3)&lt;br /&gt;
** CPU: Intel Core 2 Duo 2.66 GHz&lt;br /&gt;
** RAM: 2 GB&lt;br /&gt;
** GPU: nVidia GeForce 7600 GT&lt;br /&gt;
** OS: Windows XP SP2&lt;br /&gt;
** Performance:  In all areas of trainer and Saint Lucia with vsync disabled, framerate tops out and stays at 60FPS.  Running at 1024x760, 2x AA, std ambient.&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
* Mortem Desino (1)&lt;br /&gt;
** CPU: Intel Pentium 4 2.4 GHz&lt;br /&gt;
** RAM: 1.25 GB&lt;br /&gt;
** GPU: ATI Radeon 9600 Pro (128 Mb)&lt;br /&gt;
** OS: Windows XP Professional&lt;br /&gt;
** Performace: Running at 1440x900 No AA, No AF, std ambient, Saint Lucia hovers around 15 fps outdoors and 30-40 fps indoors. &lt;br /&gt;
***If I wanted to have Anti-Aliasing, I had to use the utility packaged with my Graphics Card, the &amp;quot;ATI Catalyst Control Center&amp;quot;, because Doom 3&#039;s 4x AA was significantly slower than ATI&#039;s 4x AA.&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
*Mortem Desino (2)&lt;br /&gt;
** CPU: Intel Core 2 Duo 3.2 GHz&lt;br /&gt;
** RAM: 4.0 GB&lt;br /&gt;
** GPU: ATI Radeon 4850 HD (1 GB model)&lt;br /&gt;
** OS: Windows XP Professional&lt;br /&gt;
** Performance: Running at 1920x1080, 8x AA, 8x AF, std ambient, Saint Lucia hovers at 30 fps outdoors and 60 fps indoors. Large maps with lots of AI usually get no less than 30 fps.&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Known_System_Configurations&amp;diff=8990</id>
		<title>Known System Configurations</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Known_System_Configurations&amp;diff=8990"/>
		<updated>2009-09-22T19:24:32Z</updated>

		<summary type="html">&lt;p&gt;Mortem Desino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should be used to collect feedback about user system and the performance or problems they have been experiencing. Be sure to mention your CPU, amount of RAM, graphics card and operating system in the specs. (Don&#039;t post unimportant things like power supply or what type of case you have.). For performance feedback, specify an average FPS you&#039;ve been getting, the video settings you&#039;re using and (important!) the FM you&#039;ve been playing. Feel free to post a free-form description of your experience. In case of display problems, the graphics driver version might be of interest.&lt;br /&gt;
&lt;br /&gt;
* greebo&lt;br /&gt;
** CPU: Intel Core 2 Duo T9400 (2.4 GHz)&lt;br /&gt;
** RAM: 4 GB&lt;br /&gt;
** GPU: nVidia 9700M GT&lt;br /&gt;
** OS: Vista x64&lt;br /&gt;
** Performance: I can run and dmap just about any map. I&#039;m usually capping at 60 FPS, the larger maps with lots of AI tickle around 30 FPS. I have my video setting at 1920x1200, no anti-aliasing, 4x anisotropy, Standard ambient and High Quality interaction shaders.&lt;br /&gt;
** DarkRadiant: no problem.&lt;br /&gt;
&lt;br /&gt;
* SneaksieDave (1)&lt;br /&gt;
** CPU: Intel Pentium 4 1.4 GHz&lt;br /&gt;
** RAM: 1 GB&lt;br /&gt;
** GPU: nVidia 6800&lt;br /&gt;
** OS: Windows XP SP1&lt;br /&gt;
** Performance: no problem running TDM missions in general, and usually decent to good framerates.  A mission like Saint Lucia gets at least 15 FPS in the worst areas, and 40 FPS in simple areas.  Running at 800x600, no AA, std ambient.  Launching (first time only) and compiling missions can take a few minutes.&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
* SneaksieDave (2)&lt;br /&gt;
** CPU: Intel Pentium 4 3.0 GHz&lt;br /&gt;
** RAM: 1 GB&lt;br /&gt;
** GPU: onboard Intel 82915G/GV/910GL Express&lt;br /&gt;
** OS: Windows XP SP2&lt;br /&gt;
** Performance:  framerate is usually poor due to onboard video:  5-15 fps in most areas, higher in only simplest areas.  Running at 800x600, no AA, std ambient.&lt;br /&gt;
** DarkRadiant: no renderer mode but otherwise fine.&lt;br /&gt;
&lt;br /&gt;
* SneaksieDave (3, original configuration)&lt;br /&gt;
** CPU: Intel Core 2 Duo 2.66 GHz&lt;br /&gt;
** RAM: 2 GB&lt;br /&gt;
** GPU: onboard Intel Express chipset&lt;br /&gt;
** OS: Windows XP SP2&lt;br /&gt;
** Performance:  framerate is usually not great due to onboard video, but noticeably better than configuration 2 above:  12-20 fps in most areas, higher in simple areas.  Running at 800x600, no AA, std ambient.&lt;br /&gt;
** DarkRadiant: no renderer mode but otherwise fine.&lt;br /&gt;
&lt;br /&gt;
* SneaksieDave (4, updated configuration of 3)&lt;br /&gt;
** CPU: Intel Core 2 Duo 2.66 GHz&lt;br /&gt;
** RAM: 2 GB&lt;br /&gt;
** GPU: nVidia GeForce 7600 GT&lt;br /&gt;
** OS: Windows XP SP2&lt;br /&gt;
** Performance:  In all areas of trainer and Saint Lucia with vsync disabled, framerate tops out and stays at 60FPS.  Running at 1024x760, 2x AA, std ambient.&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
* Mortem Desino (1)&lt;br /&gt;
** CPU: Intel Pentium 4 2.4 GHz&lt;br /&gt;
** RAM: 1.25 GB&lt;br /&gt;
** GPU: ATI Radeon 9600 Pro (128 Mb)&lt;br /&gt;
** OS: Windows XP Professional&lt;br /&gt;
** Performace: Running at 1440x900 No AA, No AF, std ambient, Saint Lucia hovers around 15 fps outdoors and 30-40 fps indoors. If I wanted to have Anti-Aliasing, I had to use the utility packaged with my Graphics Card, the &amp;quot;ATI Catalyst Control Center&amp;quot;, because Doom 3&#039;s 4x AA was significantly slower than ATI&#039;s 4x AA.&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
*Mortem Desino (2)&lt;br /&gt;
** CPU: Intel Core 2 Duo 3.2 GHz&lt;br /&gt;
** RAM: 4.0 GB&lt;br /&gt;
** GPU: ATI Radeon 4850 HD (1 GB model)&lt;br /&gt;
** OS: Windows XP Professional&lt;br /&gt;
** Performance: Running at 1920x1080, 8x AA, 8x AF, std ambient, Saint Lucia hovers at 30 fps outdoors and 60 fps indoors. Large maps with lots of AI usually get no less than 30 fps.&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Mortem Desino</name></author>
	</entry>
</feed>