<?xml version="1.0"?>
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	<id>https://wiki.thedarkmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pakmannen</id>
	<title>The DarkMod Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.thedarkmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pakmannen"/>
	<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Special:Contributions/Pakmannen"/>
	<updated>2026-04-18T11:03:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1600</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1600"/>
		<updated>2006-01-20T21:46:54Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;margin:2em 0 0 0; text-align:center; font-size:200%;&amp;quot;&amp;gt;Welcome to the Dark Wiki&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 3em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;A wiki documenting the Dark Mod for Doom 3&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;center&amp;quot; width=&amp;quot;90%&amp;quot; cellspacing=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%; vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;New to the site?&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This wiki is focused on documenting the various aspects involved with developing, and mapping, for The Dark Mod. Please visit the about page or talk to some of our editors in #darkmod on irc.starchat.net if you want to learn more about this project.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;Want to help?&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the modwiki is a community project, feel free to register and join us on this great endeavour! Please check out the style guide first and follow these guidelines. Visit open tasks to find out which pages need help. You can also visit the sandbox to experiment with the wiki markup language.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;High quality links:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other interesting Dark Mod related links:&lt;br /&gt;
&lt;br /&gt;
; [http://www.thedarkmod.com www.thedarkmod.com] : The project website&lt;br /&gt;
; [http://www.modetwo.net/darkmod www.modetwo.net/darkmod] : The project forum&lt;br /&gt;
&lt;br /&gt;
[[TheDarkWiki:Policy|The Dark Wiki Editing Policy]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;Editing Categories:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [[Installation]] : Information how to get The Dark Mod running&lt;br /&gt;
; [[Universe]] : Information about The Dark Mod universe and setting&lt;br /&gt;
; [[Editing]] : Information about level design and the tools&lt;br /&gt;
; [[Textures]] : Explanation of material shaders and image files&lt;br /&gt;
; [[Modeling]] : Modeling and file format information&lt;br /&gt;
; [[Sound]] : Soundeffects, ambients and how to get them ingame&lt;br /&gt;
; [[Coding]] : Source code modification, level and GUI scripting&lt;br /&gt;
; [[Release]] : How to pack a mission, and get it tested and released!&lt;br /&gt;
; [[Developer Info]] : Internal informations for developers of the core team&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:2em 0 2em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;(Create a new page by making a link to it, then click it. Or you can just go to www.evilarmyfilms.com/darkwiki/yourpagename)&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1575</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1575"/>
		<updated>2006-01-11T21:17:16Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;margin:2em 0 0 0; text-align:center; font-size:200%;&amp;quot;&amp;gt;Welcome to the Dark Wiki&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 3em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;A wiki documenting the Dark Mod for Doom 3&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;center&amp;quot; width=&amp;quot;90%&amp;quot; cellspacing=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%; vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;New to the site?&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This wiki is focused on documenting the various aspects involved with developing, and mapping, for The Dark Mod. Please visit the about page or talk to some of our editors in #darkmod on irc.starchat.net if you want to learn more about this project.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;Want to help?&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the modwiki is a community project, feel free to register and join us on this great endeavour! Please check out the style guide first and follow these guidelines. Visit open tasks to find out which pages need help. You can also visit the sandbox to experiment with the wiki markup language.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;High quality links:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other interesting Dark Mod related links:&lt;br /&gt;
&lt;br /&gt;
; [http://www.thedarkmod.com www.thedarkmod.com] : The project website&lt;br /&gt;
; [http://www.modetwo.net/darkmod www.modetwo.net/darkmod] : The project forum&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;Editing Categories:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [[Installation]] : Information how to get The Dark Mod running&lt;br /&gt;
; [[Universe]] : Information about The Dark Mod universe and setting&lt;br /&gt;
; [[Editing]] : Information about level design and the tools&lt;br /&gt;
; [[Textures]] : Explanation of material shaders and image files&lt;br /&gt;
; [[Modeling]] : Modeling and file format information&lt;br /&gt;
; [[Sound]] : Soundeffects, ambients and how to get them ingame&lt;br /&gt;
; [[Coding]] : Source code modification, level and GUI scripting&lt;br /&gt;
; [[Release]] : How to pack a mission, and get it tested and released!&lt;br /&gt;
; [[Developer Info]] : Internal informations for developers of the core team&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:2em 0 2em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;(Create a new page by making a link to it, then click it. Or you can just go to www.evilarmyfilms.com/darkwiki/yourpagename)&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1574</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1574"/>
		<updated>2006-01-11T21:17:02Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;margin:2em 0 0 0; text-align:center; font-size:200%;&amp;quot;&amp;gt;Welcome to the Dark Wiki&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 3em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;A wiki documenting the Dark Mod for Doom 3&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;center&amp;quot; width=&amp;quot;90%&amp;quot; cellspacing=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%; vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;New to the site?&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This wiki is focused on documenting the various aspects involved with developing, and mapping, for The Dark Mod. Please visit the about page or talk to some of our editors in #darkmod on irc.starchat.net if you want to learn more about this project.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;Want to help?&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the modwiki is a community project, feel free to register and join us on this great endeavour! Please check out the style guide first and follow these guidelines. Visit open tasks to find out which pages need help. You can also visit the sandbox to experiment with the wiki markup language.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;High quality links:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other interesting Dark Mod related links:&lt;br /&gt;
&lt;br /&gt;
; [http://www.thedarkmod.com www.thedarkmod.com] : The project website&lt;br /&gt;
; [http://www.modetwo.net/darkmod www.modetwo.net/darkmod] : The project forum&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;Editing Categories:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [[Installation]] : Information how to get The Dark Mod running&lt;br /&gt;
; [[Universe]] : Information about The Dark Mod universe and setting&lt;br /&gt;
; [[Editing]] : Information about level design and the tools&lt;br /&gt;
; [[Textures]] : Explanation of material shaders and image files&lt;br /&gt;
; [[Modeling]] : Modeling and file format information&lt;br /&gt;
; [[Sound]] : Soundeffects, ambients and how to get them ingame&lt;br /&gt;
; [[Coding]] : Source code modification, level and GUI scripting&lt;br /&gt;
; [[Release]] : How to pack a mission, and get it tested and released!&lt;br /&gt;
; [[Developer Info]] : Internal informations for developers of the core team&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:2em 0 2em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;(Create a new page by making a link to it, then click it. Or you can just go to www.evilarmyfilms.com/darkwiki/yourpagename)&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; cellspacing=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
hello&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1573</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1573"/>
		<updated>2006-01-11T21:16:39Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;margin:2em 0 0 0; text-align:center; font-size:200%;&amp;quot;&amp;gt;Welcome to the Dark Wiki&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 3em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;A wiki documenting the Dark Mod for Doom 3&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;center&amp;quot; width=&amp;quot;90%&amp;quot; cellspacing=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%; vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;New to the site?&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This wiki is focused on documenting the various aspects involved with developing, and mapping, for The Dark Mod. Please visit the about page or talk to some of our editors in #darkmod on irc.starchat.net if you want to learn more about this project.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;Want to help?&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the modwiki is a community project, feel free to register and join us on this great endeavour! Please check out the style guide first and follow these guidelines. Visit open tasks to find out which pages need help. You can also visit the sandbox to experiment with the wiki markup language.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;High quality links:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other interesting Dark Mod related links:&lt;br /&gt;
&lt;br /&gt;
; [http://www.thedarkmod.com www.thedarkmod.com] : The project website&lt;br /&gt;
; [http://www.modetwo.net/darkmod www.modetwo.net/darkmod] : The project forum&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;Editing Categories:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [[Installation]] : Information how to get The Dark Mod running&lt;br /&gt;
; [[Universe]] : Information about The Dark Mod universe and setting&lt;br /&gt;
; [[Editing]] : Information about level design and the tools&lt;br /&gt;
; [[Textures]] : Explanation of material shaders and image files&lt;br /&gt;
; [[Modeling]] : Modeling and file format information&lt;br /&gt;
; [[Sound]] : Soundeffects, ambients and how to get them ingame&lt;br /&gt;
; [[Coding]] : Source code modification, level and GUI scripting&lt;br /&gt;
; [[Release]] : How to pack a mission, and get it tested and released!&lt;br /&gt;
; [[Developer Info]] : Internal informations for developers of the core team&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:2em 0 2em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;(Create a new page by making a link to it, then click it. Or you can just go to www.evilarmyfilms.com/darkwiki/yourpagename)&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; cellspacing=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
{{mainpagenews}}&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1572</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1572"/>
		<updated>2006-01-11T21:14:51Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;margin:2em 0 0 0; text-align:center; font-size:200%;&amp;quot;&amp;gt;Welcome to the Dark Wiki&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 3em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;A wiki documenting the Dark Mod for Doom 3&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;center&amp;quot; width=&amp;quot;90%&amp;quot; cellspacing=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%; vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;New to the site?&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This wiki is focused on documenting the various aspects involved with developing, and mapping, for The Dark Mod. Please visit the about page or talk to some of our editors in #darkmod on irc.starchat.net if you want to learn more about this project.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;Want to help?&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the modwiki is a community project, feel free to register and join us on this great endeavour! Please check out the style guide first and follow these guidelines. Visit open tasks to find out which pages need help. You can also visit the sandbox to experiment with the wiki markup language.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;High quality links:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other interesting Dark Mod related links:&lt;br /&gt;
&lt;br /&gt;
; [http://www.thedarkmod.com www.thedarkmod.com] : The project website&lt;br /&gt;
; [http://www.modetwo.net/darkmod www.modetwo.net/darkmod] : The project forum&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;Editing Categories:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [[Installation]] : Information how to get The Dark Mod running&lt;br /&gt;
; [[Universe]] : Information about The Dark Mod universe and setting&lt;br /&gt;
; [[Editing]] : Information about level design and the tools&lt;br /&gt;
; [[Textures]] : Explanation of material shaders and image files&lt;br /&gt;
; [[Modeling]] : Modeling and file format information&lt;br /&gt;
; [[Sound]] : Soundeffects, ambients and how to get them ingame&lt;br /&gt;
; [[Coding]] : Source code modification, level and GUI scripting&lt;br /&gt;
; [[Release]] : How to pack a mission, and get it tested and released!&lt;br /&gt;
; [[Developer Info]] : Internal informations for developers of the core team&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:2em 0 2em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;(Create a new page by making a link to it, then click it. Or you can just go to www.evilarmyfilms.com/darkwiki/yourpagename)&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1571</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1571"/>
		<updated>2006-01-11T21:13:08Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;margin:2em 0 0 0; text-align:center; font-size:200%;&amp;quot;&amp;gt;Welcome to the Dark Wiki&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 3em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;A wiki documenting the Dark Mod for Doom 3&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;center&amp;quot; width=&amp;quot;90%&amp;quot; cellspacing=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%; vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;New to the site?&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This wiki is focused on documenting the various aspects involved with developing, and mapping, for The Dark Mod. Please visit the about page or talk to some of our editors in #darkmod on irc.starchat.net if you want to learn more about this project.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;Want to help?&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the modwiki is a community project, feel free to register and join us on this great endeavour! Please check out the style guide first and follow these guidelines. Visit open tasks to find out which pages need help. You can also visit the sandbox to experiment with the wiki markup language.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;High quality links:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other interesting Dark Mod related links:&lt;br /&gt;
&lt;br /&gt;
; [http://www.thedarkmod.com www.thedarkmod.com] : The project website&lt;br /&gt;
; [http://www.modetwo.net/darkmod www.modetwo.net/darkmod] : The project forum&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;Editing Categories:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Installation]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information how to get The Dark Mod running&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Universe]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information about The Dark Mod universe and setting&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Editing]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information about level design and the tools&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Textures]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Explanation of material shaders and image files&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Modeling]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Modeling and file format information&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Sound]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Soundeffects, ambients and how to get them ingame&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Coding]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Source code modification, level and GUI scripting&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Release]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;How to pack a mission, and get it tested and released!&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Developer Info]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Internal informations for developers of the core team&amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:2em 0 2em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;(Create a new page by making a link to it, then click it. Or you can just go to www.evilarmyfilms.com/darkwiki/yourpagename)&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_City&amp;diff=1570</id>
		<title>The City</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_City&amp;diff=1570"/>
		<updated>2006-01-11T21:04:10Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The City is the unnamed hub of the Dark Mod universe.&lt;br /&gt;
&lt;br /&gt;
It is a vast, sprawling port city, built atop a hill at the mouth of a river. The City has been around for several centuries at least, and has been founded and then rebuilt many times during the last thousand years. It is home to many powerful nobles and merchant families, who have gained wealth through sea trade.&lt;br /&gt;
&lt;br /&gt;
The old port town was once a flourishing trade city on the edge of the empire, but that empire has been in a long decline and is now concerned primarily with protecting the capital from rampant invasions. It has been largely left to rule itself since then, and has lucrative trade with enemies of the old empire, many of whom would prefer to simply conquer The City and make it their own. The City has fought several fierce naval battles over the years to keep that from happening.&lt;br /&gt;
&lt;br /&gt;
The City is isolated from overland travel because of the vast wilderness that surrounds it. This wilderness is full of [[Pagans]] and dangerous creatures. Most travel to the city comes by riverboat, from the sea, or in convoys along specially maintained roads.&lt;br /&gt;
&lt;br /&gt;
Over the centuries it has grown from a small town to a vast and sprawling metropolis. Most who live there go their whole lives without seeing just how expansive it is. Having been built and rebuilt over a thousand years, much of the city is a confusing maze of narrow streets and alleyways.&lt;br /&gt;
&lt;br /&gt;
Each time the City grew beyond its defensive walls, a new wall was added, encircling a new district. After a thousand years, there are now more than a dozen walled districts, each connected like a honeycomb to the others. While some districts grew and prospered and were modernized over the years, others fell into decline.&lt;br /&gt;
&lt;br /&gt;
Because districts were built and rebuilt over time, the older districts atop the hill have a city beneath the city. Subterranean crypts and passages abound, and are used as secret highways or meeting places for societies of [[Necromancers]] and thieves. The streets of today are the sewers of tomorrow.&lt;br /&gt;
&lt;br /&gt;
There is a saying in the City, &amp;quot;Wealth rises to the top&amp;quot; (or &amp;quot;Shit floats to the top&amp;quot;, depending on who you ask). Both refer to the fact that the wealthier and more modern districts lie atop the hills overlooking the ocean. The [[Builders]]&#039; Grand Cathedral, the City Council Chambers, and the Guild Halls of the [[Inventor&#039;s Guild]] are all situated high above the festering smog and peculiar odours below. The further you go from the hills and the port districts, the poorer the districts tend to get.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Universe]] &amp;gt; [[The City]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Universe&amp;diff=1569</id>
		<title>Universe</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Universe&amp;diff=1569"/>
		<updated>2006-01-11T21:03:40Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Dark Mod universe. Unlike our own world it remains mostly uncharted, for you to build upon and explore as you see fit. However, a few things are set in stone.&lt;br /&gt;
&lt;br /&gt;
The Dark Mod universe is a medieval world that stands upon the brink of industrial revolution. The architecture ranges from medieval to victorian, with lots of steampunk, industrial factories thrown in. Metal pipes snake through ancient gardens, iron girders cage entire districts, and smokestacks dominate the skyline. Outside of the populated areas lies an endless savage, untamed wilderness where few dare venture.&lt;br /&gt;
&lt;br /&gt;
The populated towns and cities are dark, gritty, and most of all, believable. The lower classes live in squalid conditions. Brutality is commonplace. Public torture and hangings are one of the most popular forms of entertainment. Uneducated guards do not talk like poets or discuss philosophy. Whores do not have hearts of gold. Those rare few that escape the grime and the poverty either exploit those below them or are born into their station. The rich care nothing for the poor as long as they don&#039;t revolt.&lt;br /&gt;
&lt;br /&gt;
In this world there is no good and evil, only survival. Everyone has their own point of view, shaped by their background and their allegiances. Every powerful faction claims to know the truth, and all are locked in a perpetual struggle for dominance. One may gain the upper hand for a time, but the pendulum swings unceasingly back and forth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Places&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[The City]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Builders]]&lt;br /&gt;
&lt;br /&gt;
[[Pagans]]&lt;br /&gt;
&lt;br /&gt;
[[Inventor&#039;s Guild]]&lt;br /&gt;
&lt;br /&gt;
[[Mages]]&lt;br /&gt;
&lt;br /&gt;
[[Necromancers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Universe]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1527</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1527"/>
		<updated>2005-12-06T13:27:56Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Here you will find information about the sounds and how you add them to your level. Blah blah blah.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
&lt;br /&gt;
The audio part of the Dark Mod has been divided into three sections, [[Ambient]], [[SFX]] and [[Voices]]. What follows below is a list of these sections (and their subsections) together with a brief explanation of what goes in there. This structure and all the soundfiles that ships with the mod can be found in doom3/darkmod/sound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
**&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&lt;br /&gt;
**&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;SFX&#039;&#039;&#039; - (A.k.a Soundeffects) We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
**&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&lt;br /&gt;
**&#039;&#039;Movement&#039;&#039;: Footsteps etc&lt;br /&gt;
**&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&lt;br /&gt;
**&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voices&#039;&#039;&#039; - Things spoken or expressed by the inhabitants of the world. That includes: Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
&lt;br /&gt;
The Dark Mod is using the following standards:&lt;br /&gt;
*&#039;&#039;&#039;SFX&#039;&#039;&#039;: Ogg, 44100Hz, 96kbps, mono&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039;: Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono. (Does the sound really benefit from stereo format?)&lt;br /&gt;
Doom 3 supports 1 or 2 channel, 16 bit OGG or WAV files at 11025, 22050 or 44100 Hz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding sounds to your level==&lt;br /&gt;
&lt;br /&gt;
This part will explain how you add a sound to a level using the inbuilt soundeditor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1526</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1526"/>
		<updated>2005-12-06T13:27:33Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: /* The folderstructure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Here you will find information about the sounds and how you add them to your level. Blah blah blah.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
&lt;br /&gt;
The audio part of the Dark Mod has been divided into three sections, [[Ambient]], [[SFX]] and [[Voices]]. What follows below is a list of these sections (and their subsections) together with a brief explanation of what goes in there. This structure and all the soundfiles that ships with the mod can be found in doom3/darkmod/sound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
**&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&lt;br /&gt;
**&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;SFX&#039;&#039;&#039; - (A.k.a Soundeffects) We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
**&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&lt;br /&gt;
**&#039;&#039;Movement&#039;&#039;: Footsteps etc&lt;br /&gt;
**&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&lt;br /&gt;
**&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voices&#039;&#039;&#039; - Things spoken or expressed by the inhabitants of the world. That includes: Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
&lt;br /&gt;
The Dark Mod is using the following standards:&lt;br /&gt;
*&#039;&#039;&#039;SFX&#039;&#039;&#039;: Ogg, 44100Hz, 96kbps, mono&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039;: Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono. (Does the sound really benefit from stereo format?)&lt;br /&gt;
Doom 3 supports 1 or 2 channel, 16 bit OGG or WAV files at 11025, 22050 or 44100 Hz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding sounds to your level==&lt;br /&gt;
&lt;br /&gt;
This part will explain how you add a sound to a level using the inbuilt soundeditor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1525</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1525"/>
		<updated>2005-12-06T13:27:01Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: /* The folderstructure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Here you will find information about the sounds and how you add them to your level. Blah blah blah.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
&lt;br /&gt;
The audio part of the Dark Mod has been divided into three sections, Ambient, SFX and Voices. What follows below is a list of these sections (and their subsections) together with a brief explanation of what goes in there. This structure and all the soundfiles that ships with the mod can be found in doom3/darkmod/sound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ambient]]&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
**&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&lt;br /&gt;
**&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;[[SFX]]&#039;&#039;&#039; - (A.k.a Soundeffects) We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
**&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&lt;br /&gt;
**&#039;&#039;Movement&#039;&#039;: Footsteps etc&lt;br /&gt;
**&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&lt;br /&gt;
**&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Voices]]&#039;&#039;&#039; - Things spoken or expressed by the inhabitants of the world. That includes: Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
&lt;br /&gt;
The Dark Mod is using the following standards:&lt;br /&gt;
*&#039;&#039;&#039;SFX&#039;&#039;&#039;: Ogg, 44100Hz, 96kbps, mono&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039;: Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono. (Does the sound really benefit from stereo format?)&lt;br /&gt;
Doom 3 supports 1 or 2 channel, 16 bit OGG or WAV files at 11025, 22050 or 44100 Hz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding sounds to your level==&lt;br /&gt;
&lt;br /&gt;
This part will explain how you add a sound to a level using the inbuilt soundeditor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1524</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1524"/>
		<updated>2005-12-06T13:26:32Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: /* The folderstructure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Here you will find information about the sounds and how you add them to your level. Blah blah blah.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
&lt;br /&gt;
The audio part of the Dark Mod has been divided into three sections, Ambient, SFX and Voices. What follows below is a list of these sections (and their subsections) together with a brief explanation of what goes in there. This structure and all the soundfiles that ships with the mod can be found in doom3/darkmod/sound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ambient]]&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
**&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&lt;br /&gt;
**&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;[[SFX]] (or Soundeffects)&#039;&#039;&#039; - We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
**&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&lt;br /&gt;
**&#039;&#039;Movement&#039;&#039;: Footsteps etc&lt;br /&gt;
**&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&lt;br /&gt;
**&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Voices]]&#039;&#039;&#039; - Things spoken or expressed by the inhabitants of the world. That includes: Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
&lt;br /&gt;
The Dark Mod is using the following standards:&lt;br /&gt;
*&#039;&#039;&#039;SFX&#039;&#039;&#039;: Ogg, 44100Hz, 96kbps, mono&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039;: Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono. (Does the sound really benefit from stereo format?)&lt;br /&gt;
Doom 3 supports 1 or 2 channel, 16 bit OGG or WAV files at 11025, 22050 or 44100 Hz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding sounds to your level==&lt;br /&gt;
&lt;br /&gt;
This part will explain how you add a sound to a level using the inbuilt soundeditor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1523</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1523"/>
		<updated>2005-12-06T13:25:22Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: /* The folderstructure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Here you will find information about the sounds and how you add them to your level. Blah blah blah.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
&lt;br /&gt;
The audio part of the Dark Mod has been divided into three sections, Ambient, SFX and Voices. What follows below is a list of these sections and subsections. This structure and all the soundfiles that ships with the mod can be found in doom3/darkmod/sound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ambient]]&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
**&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&lt;br /&gt;
**&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;[[SFX]] (or Soundeffects)&#039;&#039;&#039; - We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
**&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&lt;br /&gt;
**&#039;&#039;Movement&#039;&#039;: Footsteps etc&lt;br /&gt;
**&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&lt;br /&gt;
**&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Voices]]&#039;&#039;&#039; - Things spoken or expressed by the inhabitants of the world. That includes: Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
&lt;br /&gt;
The Dark Mod is using the following standards:&lt;br /&gt;
*&#039;&#039;&#039;SFX&#039;&#039;&#039;: Ogg, 44100Hz, 96kbps, mono&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039;: Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono. (Does the sound really benefit from stereo format?)&lt;br /&gt;
Doom 3 supports 1 or 2 channel, 16 bit OGG or WAV files at 11025, 22050 or 44100 Hz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding sounds to your level==&lt;br /&gt;
&lt;br /&gt;
This part will explain how you add a sound to a level using the inbuilt soundeditor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1522</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1522"/>
		<updated>2005-12-06T13:22:50Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Here you will find information about the sounds and how you add them to your level. Blah blah blah.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
&lt;br /&gt;
The audio part of the Dark Mod has been divided into three sections. The structure that follows below and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ambient]]&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
**&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&lt;br /&gt;
**&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;[[SFX]] (or Soundeffects)&#039;&#039;&#039; - We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
**&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&lt;br /&gt;
**&#039;&#039;Movement&#039;&#039;: Footsteps etc&lt;br /&gt;
**&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&lt;br /&gt;
**&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Voices]]&#039;&#039;&#039; - Things spoken or expressed by the inhabitants of the world. That includes: Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
&lt;br /&gt;
The Dark Mod is using the following standards:&lt;br /&gt;
*&#039;&#039;&#039;SFX&#039;&#039;&#039;: Ogg, 44100Hz, 96kbps, mono&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039;: Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono. (Does the sound really benefit from stereo format?)&lt;br /&gt;
Doom 3 supports 1 or 2 channel, 16 bit OGG or WAV files at 11025, 22050 or 44100 Hz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding sounds to your level==&lt;br /&gt;
&lt;br /&gt;
This part will explain how you add a sound to a level using the inbuilt soundeditor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1521</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1521"/>
		<updated>2005-12-06T13:17:54Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
*[[SFX]]&lt;br /&gt;
*[[Ambient]]&lt;br /&gt;
*[[Voices]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
&lt;br /&gt;
This structure and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
**&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&lt;br /&gt;
**&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;SFX (or Soundeffects)&#039;&#039;&#039; - We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
**&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&lt;br /&gt;
**&#039;&#039;Movement&#039;&#039;: Footsteps etc&lt;br /&gt;
**&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&lt;br /&gt;
**&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voices&#039;&#039;&#039; - Things spoken or expressed by the inhabitants of the world. That includes: Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
&lt;br /&gt;
The Dark Mod is using the following standards:&lt;br /&gt;
*&#039;&#039;&#039;SFX&#039;&#039;&#039;: Ogg, 44100Hz, 96kbps, mono&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039;: Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono. (Does the sound really benefit from stereo format?)&lt;br /&gt;
Doom 3 supports 1 or 2 channel, 16 bit OGG or WAV files at 11025, 22050 or 44100 Hz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding sounds to your level==&lt;br /&gt;
&lt;br /&gt;
This part will explain how you add a sound to a level using the inbuilt soundeditor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1520</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1520"/>
		<updated>2005-12-06T13:17:32Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: /* The folderstructure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
*[[SFX]]&lt;br /&gt;
*[[Ambient]]&lt;br /&gt;
*[[Voices]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
&lt;br /&gt;
This structure and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
**&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&lt;br /&gt;
**&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;SFX (or Soundeffects)&#039;&#039;&#039; - We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
**&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&lt;br /&gt;
**&#039;&#039;Movement&#039;&#039;: Footsteps etc&lt;br /&gt;
**&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&lt;br /&gt;
**&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voices&#039;&#039;&#039; - Things spoken or expressed by the inhabitants of the world. That includes: Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
&lt;br /&gt;
The Dark Mod is using the following standards:&lt;br /&gt;
*&#039;&#039;&#039;SFX&#039;&#039;&#039;: Ogg, 44100Hz, 96kbps, mono&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039;: Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono. (Does the sound really benefit from stereo format?)&lt;br /&gt;
Doom 3 supports 1 or 2 channel, 16 bit OGG or WAV files at 11025, 22050 or 44100 Hz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding sounds to your level==&lt;br /&gt;
&lt;br /&gt;
This part will explain how you add a sound to a level using the inbuilt soundeditor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1519</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1519"/>
		<updated>2005-12-06T13:17:08Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
*[[SFX]]&lt;br /&gt;
*[[Ambient]]&lt;br /&gt;
*[[Voices]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
&lt;br /&gt;
This structure and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
**&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&lt;br /&gt;
**&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;SFX (or Soundeffects)&#039;&#039;&#039; - We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
**&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&lt;br /&gt;
**&#039;&#039;Movement&#039;&#039;: Footsteps etc&lt;br /&gt;
**&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&lt;br /&gt;
**&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voices&#039;&#039;&#039; - Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
&lt;br /&gt;
The Dark Mod is using the following standards:&lt;br /&gt;
*&#039;&#039;&#039;SFX&#039;&#039;&#039;: Ogg, 44100Hz, 96kbps, mono&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039;: Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono. (Does the sound really benefit from stereo format?)&lt;br /&gt;
Doom 3 supports 1 or 2 channel, 16 bit OGG or WAV files at 11025, 22050 or 44100 Hz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding sounds to your level==&lt;br /&gt;
&lt;br /&gt;
This part will explain how you add a sound to a level using the inbuilt soundeditor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1518</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1518"/>
		<updated>2005-12-06T13:11:13Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
*[[SFX]]&lt;br /&gt;
*[[Ambient]]&lt;br /&gt;
*[[Voices]]&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
This structure and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
**&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&lt;br /&gt;
**&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;SFX (or Soundeffects)&#039;&#039;&#039; - We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
**&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&lt;br /&gt;
**&#039;&#039;Movement&#039;&#039;: Footsteps etc&lt;br /&gt;
**&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&lt;br /&gt;
**&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voices&#039;&#039;&#039; - Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Adding sounds to your level==&lt;br /&gt;
&lt;br /&gt;
This part will explain how you add a sound to a level using the inbuilt soundeditor&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1517</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1517"/>
		<updated>2005-12-06T13:09:30Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
*[[SFX]]&lt;br /&gt;
*[[Ambient]]&lt;br /&gt;
*[[Voices]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
This structure and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
**&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&lt;br /&gt;
**&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;SFX (or Soundeffects)&#039;&#039;&#039; - We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
**&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&lt;br /&gt;
**&#039;&#039;Movement&#039;&#039;: Footsteps etc&lt;br /&gt;
**&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&lt;br /&gt;
**&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voices&#039;&#039;&#039; - Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
*&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding sounds to your level==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1516</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1516"/>
		<updated>2005-12-06T13:08:39Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
*[[SFX]]&lt;br /&gt;
*[[Ambient]]&lt;br /&gt;
*[[Voices]]&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
This structure and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
**&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&lt;br /&gt;
**&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;SFX (or Soundeffects)&#039;&#039;&#039; - We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
**&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&lt;br /&gt;
**&#039;&#039;Movement&#039;&#039;: Footsteps etc&lt;br /&gt;
**&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&lt;br /&gt;
**&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voices&#039;&#039;&#039; - Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
*&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1515</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1515"/>
		<updated>2005-12-06T13:07:45Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
*[[SFX]]&lt;br /&gt;
*[[Ambient]]&lt;br /&gt;
*[[Voices]]&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
This structure and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
*ambient&lt;br /&gt;
**ambience&lt;br /&gt;
**environmental&lt;br /&gt;
*sfx&lt;br /&gt;
**game&lt;br /&gt;
**movement&lt;br /&gt;
**tools&lt;br /&gt;
**world&lt;br /&gt;
*voices&lt;br /&gt;
**n/a&lt;br /&gt;
&lt;br /&gt;
===Explanations===&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
**&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&lt;br /&gt;
**&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;SFX (or Soundeffects)&#039;&#039;&#039; - We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
**&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&lt;br /&gt;
**&#039;&#039;Movement&#039;&#039;: Footsteps etc&lt;br /&gt;
**&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&lt;br /&gt;
**&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voices&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
*&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1514</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1514"/>
		<updated>2005-12-06T13:06:50Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
*[[SFX]]&lt;br /&gt;
*[[Ambient]]&lt;br /&gt;
*[[Voices]]&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
This structure and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
*ambient&lt;br /&gt;
**ambience&lt;br /&gt;
**environmental&lt;br /&gt;
*sfx&lt;br /&gt;
**game&lt;br /&gt;
**movement&lt;br /&gt;
**tools&lt;br /&gt;
**world&lt;br /&gt;
*voices&lt;br /&gt;
**n/a&lt;br /&gt;
&lt;br /&gt;
===Explanations===&lt;br /&gt;
*&#039;&#039;&#039;Ambient&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&lt;br /&gt;
**&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;SFX (or Soundeffects)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&lt;br /&gt;
**&#039;&#039;Movement&#039;&#039;: Footsteps etc&lt;br /&gt;
**&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&lt;br /&gt;
**&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voices&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
*&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1513</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1513"/>
		<updated>2005-12-06T13:03:10Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
This structure and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;ambient&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;ambience&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;environmental&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;sfx&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;game&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;movement&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;tools&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;world&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;voices&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;n/a&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Explanations===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ambient&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;SFX (or Soundeffects)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Movement&#039;&#039;: Footsteps etc&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Voices&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1512</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1512"/>
		<updated>2005-12-06T13:02:42Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
This structure and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;ambient&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;ambience&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;environmental&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;sfx&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;game&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;movement&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;tools&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;world&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;voices&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;n/a&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explanations===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ambient&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;SFX (or Soundeffects)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Movement&#039;&#039;: Footsteps etc&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Voices&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1511</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1511"/>
		<updated>2005-12-06T13:02:21Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
This structure and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;ambient&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;ambience&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;environmental&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;sfx&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;game&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;movement&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;tools&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;world&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;voices&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;n/a&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explanations===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ambient&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;SFX (or Soundeffects)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Movement&#039;&#039;: Footsteps etc&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Voices&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===File formats===&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1510</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1510"/>
		<updated>2005-12-06T13:01:39Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
This structure and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;ambient&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;ambience&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;environmental&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;sfx&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;game&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;movement&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;tools&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;world&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;voices&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;n/a&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Explanations===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ambient&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Ambience&#039;&#039;: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Environmental&#039;&#039;: Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;SFX (or Soundeffects)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Game&#039;&#039;: Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Movement&#039;&#039;: Footsteps etc&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Tools&#039;&#039;: Weapons and gadgets&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;World&#039;&#039;: Collisions, objects (open doors etc)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Voices&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1509</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1509"/>
		<updated>2005-12-06T12:58:03Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
This structure and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;ambient&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;ambience&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;environmental&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;sfx&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;game&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;movement&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;tools&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;world&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;voices&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;n/a&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ambient&#039;&#039;&#039;&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Ambience&#039;&#039; - Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Environmental&#039;&#039; - Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;SFX (or Soundeffects)&#039;&#039;&#039;&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Game&#039;&#039; - Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Movement&#039;&#039; - Footsteps etc&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;Tools&#039;&#039; - Weapons and gadgets&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;World&#039;&#039; - Collisions, objects (open doors etc)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Voices&#039;&#039;&#039;&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1508</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1508"/>
		<updated>2005-12-06T12:56:39Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
This structure and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;ambient&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;ambience&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;environmental&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;sfx&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;game&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;movement&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;tools&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;world&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;voices&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;n/a&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ambient&#039;&#039;&#039;&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Ambience - Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Environmental - Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;SFX (or Soundeffects)&#039;&#039;&#039;&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Game - Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Movement - Footsteps etc&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Tools - Weapons and gadgets&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;World - Collisions, objects (open doors etc)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Voices&#039;&#039;&#039;&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1505</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1505"/>
		<updated>2005-12-05T22:03:08Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terms and Explanations==&lt;br /&gt;
&#039;&#039;&#039;Soundeffects (or SFX)&#039;&#039;&#039;&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambients&#039;&#039;&#039;&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voices&#039;&#039;&#039;&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
This structure and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;ambients&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;ambience&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;environmental&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;sfx&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;game&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;movement&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;tools&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;world&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;voices&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;Work in progress&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m in the process of editing this page.. It looks kinda weird atm. :)&lt;br /&gt;
&lt;br /&gt;
Now you don&#039;t really need to care about the SFX, but I&#039;ll give a short explanation anyway:&lt;br /&gt;
&lt;br /&gt;
    * Game - Certain &amp;quot;special&amp;quot; sounds as levelstart, objective_complete/failed, main menu sounds etc&lt;br /&gt;
    * Movement - Footsteps etc&lt;br /&gt;
    * Tools - Weapons and gadgets&lt;br /&gt;
    * World - Collisions, objects (open doors etc)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now on to the important part, the ambients. They are currently sorted in two folders:&lt;br /&gt;
&lt;br /&gt;
    * Ambience - Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.&lt;br /&gt;
    * Environmental - Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1504</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1504"/>
		<updated>2005-12-05T22:00:47Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terms and Explanations==&lt;br /&gt;
&#039;&#039;&#039;Soundeffects (or SFX)&#039;&#039;&#039;&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambients&#039;&#039;&#039;&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voices&#039;&#039;&#039;&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
This structure and all the soundfiles can be found in doom3/darkmod/sound.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;ambients&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;ambience&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;environmental&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;sfx&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;game&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;movement&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;tools&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;world&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;voices&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;Work in progress&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1503</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1503"/>
		<updated>2005-12-05T21:55:10Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terms and Explanations==&lt;br /&gt;
&#039;&#039;&#039;Soundeffects (or SFX)&#039;&#039;&#039;&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambients&#039;&#039;&#039;&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voices&#039;&#039;&#039;&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The folderstructure===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1502</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1502"/>
		<updated>2005-12-05T21:54:41Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terms and Explanations==&lt;br /&gt;
&#039;&#039;&#039;Soundeffects (or SFX)&#039;&#039;&#039;&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambients&#039;&#039;&#039;&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voices&#039;&#039;&#039;&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1501</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1501"/>
		<updated>2005-12-05T21:53:56Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Explanations===&lt;br /&gt;
&#039;&#039;&#039;Soundeffects (or SFX)&#039;&#039;&#039;&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambients&#039;&#039;&#039;&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voices&#039;&#039;&#039;&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1500</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1500"/>
		<updated>2005-12-05T21:52:49Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terms and explanations==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Explanations===&lt;br /&gt;
&#039;&#039;&#039;Soundeffects (or SFX)&#039;&#039;&#039;&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambients&#039;&#039;&#039;&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voices&#039;&#039;&#039;&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1499</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1499"/>
		<updated>2005-12-05T21:51:59Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terms and explanations==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Explanations===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Soundeffects (or SFX)&#039;&#039;&#039; - We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Ambients&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Voices&#039;&#039;&#039; - Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1498</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1498"/>
		<updated>2005-12-05T21:51:39Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terms and explanations==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Explanations===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Soundeffects (or SFX)&#039;&#039;&#039; - We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambients&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voices&#039;&#039;&#039; - Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1497</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1497"/>
		<updated>2005-12-05T21:51:07Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terms and explanations==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Explanations===&lt;br /&gt;
&#039;&#039;&#039;Soundeffects (or SFX)&#039;&#039;&#039; - We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambients&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voices&#039;&#039;&#039; - Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1496</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1496"/>
		<updated>2005-12-05T21:50:39Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terms and explanations==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Explanations===&lt;br /&gt;
&#039;&#039;&#039;Soundeffects (or SFX)&#039;&#039;&#039; - We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambients&#039;&#039;&#039; - Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voices&#039;&#039;&#039; - Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1495</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1495"/>
		<updated>2005-12-05T21:45:39Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terms and explanations==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Soundeffects (or SFX)===&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ambients===&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
&lt;br /&gt;
===Voices===&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Sound]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1494</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1494"/>
		<updated>2005-12-05T21:44:57Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terms and explanations==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Soundeffects (or SFX)===&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ambients===&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
&lt;br /&gt;
===Voices===&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1493</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1493"/>
		<updated>2005-12-05T21:44:40Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terms and explanations==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Soundeffects (or SFX)===&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ambients===&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
&lt;br /&gt;
===Voices===&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
==File formats==&lt;br /&gt;
&#039;&#039;&#039;The format we are using for SFX:&#039;&#039;&#039; Ogg, 44100Hz, 96kbps, mono&lt;br /&gt;
&#039;&#039;&#039;The format we are using for Ambient:&#039;&#039;&#039; Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1492</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1492"/>
		<updated>2005-12-05T21:43:22Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terms and Explanations==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Soundeffects (or SFX)===&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ambients===&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
&lt;br /&gt;
===Voices===&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Voice Set Guidelines]]&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1491</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1491"/>
		<updated>2005-12-05T21:41:27Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Soundeffects (or SFX)===&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ambients===&lt;br /&gt;
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.&lt;br /&gt;
&lt;br /&gt;
===Voices===&lt;br /&gt;
Things spoken or expressed by the inhabitants of the world. That includes:&lt;br /&gt;
Humans, zombies, belchers, and any other creatures we might come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Voice Set Guidelines]]&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1490</id>
		<title>Sound</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Sound&amp;diff=1490"/>
		<updated>2005-12-05T21:40:44Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The audio part of the Dark Mod has been divided into the following three sections:&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[SFX]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ambient]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Voices]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Soundeffects (or SFX)===&lt;br /&gt;
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Voice Set Guidelines]]&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=1489</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=1489"/>
		<updated>2005-12-05T21:23:35Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to install The Dark Mod, you need to have the 1.3 patch for Doom 3 installed. You can download the patch here http://download.activision.com/doom3/D3_1_3.exe. It is recommended that the installation path for Doom 3 contains no blanks as it might cause problems with some of the tools. Additionally it is recommended to keep all the paths lower case. This is especially important as Doom 3 can also run on other platforms like Linux where pathnames are different depending on their case (i.e. /home/sparhawk/Doom3 is a different path than /home/sparhawk/doom3). Windows does not have such restrictions but it happened on some systems that there were still issues with paths, as Doom 3 has it&#039;s own internal library of handling paths in a system independent way and therefore this might cause maps to break on some systems while they can work on others.&lt;br /&gt;
&lt;br /&gt;
Depending on the operating system additional requirements may apply. Doom 3 currently supports Windows, Linux and Mac platforms. Requirements for the various platforms will be added at a later point, when development has progressed to a state where it makes sense to ensure platform compatibillity.&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod ==&lt;br /&gt;
&lt;br /&gt;
===Install on Windows===&lt;br /&gt;
In order to install The Dark Mod, once the requirements have been satsified, you should download the package which is provided (insert link here). In the distribution is a DLL contained named DevIL.dll which is required for image handling. Since as the time of writing there is no installer, so the user must install this library himself. To do this the DLL must be copied in the windows/system32 directory. The DLL can also be put in any other directory where a path is pointing to (meaning that the directory is included in the PATH environment variable when Doom 3 is run). If the library is not found when the mod is loaded, Doom 3 will show it&#039;s blue window and can not be started. The downloaded archive must be extracted directly into the Doom 3 folder which will create a darkmod folder in there with all files neccessary to run the mod.&lt;br /&gt;
&lt;br /&gt;
===Install on Linux===&lt;br /&gt;
Instructions on how to install The Dark Mod on linux will be added at a later point, as currently there is no development done to ensure linux compatibillity.&lt;br /&gt;
&lt;br /&gt;
It is assumed that running a mod is consistent throughout the supported platforms. In case this turns out not to be true, we will add specific instructions for certain platforms later.&lt;br /&gt;
In order to run The Dark Mod, Doom 3 can be started normally. In the lower right corner you can see a button saying &amp;quot;MOD&amp;quot;. Clicking on this button will cause a dialog to appear listing all the mods currently installed. You can select Darkmod by choosing the appropriate entry from the dialog and load it. This will cause Doom 3 to load the mod data and initialze the mod. For later releases it is planned to create a total conversion, which means that we will provide menu screens for all the various settings to be done in a consistant style fitting to the The Dark Mod universe. Since this is still under development, TDM maps have to be loaded via console commands using &amp;quot;map &amp;lt;mapname&amp;gt;&amp;quot;. For instructions on how to use the console please refer to the game manual or tutorials which can be found (insert link to general tutorial site).&lt;br /&gt;
&lt;br /&gt;
== Running the Mod ==&lt;br /&gt;
&lt;br /&gt;
Alterantively The Dark Mod can be initialized directly from the command line (or via an icon from the desktop) by using the commandline &lt;br /&gt;
&#039;&#039;&#039;Windows:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3.exe +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linux:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3 +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is recommended to use this way of running The Dark Mod, as it appears that Doom 3 will handle paths more consistently then loading the mod manually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Installation]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=1485</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=1485"/>
		<updated>2005-12-05T21:19:57Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to install The Dark Mod, you need to have the 1.3 patch for Doom 3 installed. You can download the patch here http://download.activision.com/doom3/D3_1_3.exe. It is recommended that the installation path for Doom 3 contains no blanks as it might cause problems with some of the tools. Additionally it is recommended to keep all the paths lower case. This is especially important as Doom 3 can also run on other platforms like Linux where pathnames are different depending on their case (i.e. /home/sparhawk/Doom3 is a different path than /home/sparhawk/doom3). Windows does not have such restrictions but it happened on some systems that there were still issues with paths, as Doom 3 has it&#039;s own internal library of handling paths in a system independent way and therefore this might cause maps to break on some systems while they can work on others.&lt;br /&gt;
&lt;br /&gt;
Depending on the operating system additional requirements may apply. Doom 3 currently supports Windows, Linux and Mac platforms. Requirements for the various platforms will be added at a later point, when development has progressed to a state where it makes sense to ensure platform compatibillity.&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod ==&lt;br /&gt;
&lt;br /&gt;
===Install on Windows===&lt;br /&gt;
In order to install The Dark Mod, once the requirements have been satsified, you should download the package which is provided (insert link here). In the distribution is a DLL contained named DevIL.dll which is required for image handling. Since as the time of writing there is no installer, so the user must install this library himself. To do this the DLL must be copied in the windows/system32 directory. The DLL can also be put in any other directory where a path is pointing to (meaning that the directory is included in the PATH environment variable when Doom 3 is run). If the library is not found when the mod is loaded, Doom 3 will show it&#039;s blue window and can not be started. The downloaded archive must be extracted directly into the Doom 3 folder which will create a darkmod folder in there with all files neccessary to run the mod.&lt;br /&gt;
&lt;br /&gt;
===Install on Linux===&lt;br /&gt;
Instructions on how to install The Dark Mod on linux will be added at a later point, as currently there is no development done to ensure linux compatibillity.&lt;br /&gt;
&lt;br /&gt;
It is assumed that running a mod is consistent throughout the supported platforms. In case this turns out not to be true, we will add specific instructions for certain platforms later.&lt;br /&gt;
In order to run The Dark Mod, Doom 3 can be started normally. In the lower right corner you can see a button saying &amp;quot;MOD&amp;quot;. Clicking on this button will cause a dialog to appear listing all the mods currently installed. You can select Darkmod by choosing the appropriate entry from the dialog and load it. This will cause Doom 3 to load the mod data and initialze the mod. For later releases it is planned to create a total conversion, which means that we will provide menu screens for all the various settings to be done in a consistant style fitting to the The Dark Mod universe. Since this is still under development, TDM maps have to be loaded via console commands using &amp;quot;map &amp;lt;mapname&amp;gt;&amp;quot;. For instructions on how to use the console please refer to the game manual or tutorials which can be found (insert link to general tutorial site).&lt;br /&gt;
&lt;br /&gt;
== Running the Mod ==&lt;br /&gt;
&lt;br /&gt;
Alterantively The Dark Mod can be initialized directly from the command line (or via an icon from the desktop) by using the commandline &lt;br /&gt;
&#039;&#039;&#039;Windows:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3.exe +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linux:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3 +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is recommended to use this way of running The Dark Mod, as it appears that Doom 3 will handle paths more consistently then loading the mod manually.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main_Page]] &amp;gt; [[Installation]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=1484</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=1484"/>
		<updated>2005-12-05T21:19:13Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to install The Dark Mod, you need to have the 1.3 patch for Doom 3 installed. You can download the patch here http://download.activision.com/doom3/D3_1_3.exe. It is recommended that the installation path for Doom 3 contains no blanks as it might cause problems with some of the tools. Additionally it is recommended to keep all the paths lower case. This is especially important as Doom 3 can also run on other platforms like Linux where pathnames are different depending on their case (i.e. /home/sparhawk/Doom3 is a different path than /home/sparhawk/doom3). Windows does not have such restrictions but it happened on some systems that there were still issues with paths, as Doom 3 has it&#039;s own internal library of handling paths in a system independent way and therefore this might cause maps to break on some systems while they can work on others.&lt;br /&gt;
&lt;br /&gt;
Depending on the operating system additional requirements may apply. Doom 3 currently supports Windows, Linux and Mac platforms. Requirements for the various platforms will be added at a later point, when development has progressed to a state where it makes sense to ensure platform compatibillity.&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod ==&lt;br /&gt;
&lt;br /&gt;
===Install on Windows===&lt;br /&gt;
In order to install The Dark Mod, once the requirements have been satsified, you should download the package which is provided (insert link here). In the distribution is a DLL contained named DevIL.dll which is required for image handling. Since as the time of writing there is no installer, so the user must install this library himself. To do this the DLL must be copied in the windows/system32 directory. The DLL can also be put in any other directory where a path is pointing to (meaning that the directory is included in the PATH environment variable when Doom 3 is run). If the library is not found when the mod is loaded, Doom 3 will show it&#039;s blue window and can not be started. The downloaded archive must be extracted directly into the Doom 3 folder which will create a darkmod folder in there with all files neccessary to run the mod.&lt;br /&gt;
&lt;br /&gt;
===Install on Linux===&lt;br /&gt;
Instructions on how to install The Dark Mod on linux will be added at a later point, as currently there is no development done to ensure linux compatibillity.&lt;br /&gt;
&lt;br /&gt;
It is assumed that running a mod is consistent throughout the supported platforms. In case this turns out not to be true, we will add specific instructions for certain platforms later.&lt;br /&gt;
In order to run The Dark Mod, Doom 3 can be started normally. In the lower right corner you can see a button saying &amp;quot;MOD&amp;quot;. Clicking on this button will cause a dialog to appear listing all the mods currently installed. You can select Darkmod by choosing the appropriate entry from the dialog and load it. This will cause Doom 3 to load the mod data and initialze the mod. For later releases it is planned to create a total conversion, which means that we will provide menu screens for all the various settings to be done in a consistant style fitting to the The Dark Mod universe. Since this is still under development, TDM maps have to be loaded via console commands using &amp;quot;map &amp;lt;mapname&amp;gt;&amp;quot;. For instructions on how to use the console please refer to the game manual or tutorials which can be found (insert link to general tutorial site).&lt;br /&gt;
&lt;br /&gt;
== Running the Mod ==&lt;br /&gt;
&lt;br /&gt;
Alterantively The Dark Mod can be initialized directly from the command line (or via an icon from the desktop) by using the commandline &lt;br /&gt;
&#039;&#039;&#039;Windows:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3.exe +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linux:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;&amp;lt;path to Doom 3&amp;gt;/doom3 +set fs_game darkmod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is recommended to use this way of running The Dark Mod, as it appears that Doom 3 will handle paths more consistently then loading the mod manually.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[DarkWiki]] &amp;gt; [[Installation]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1470</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1470"/>
		<updated>2005-12-05T19:09:29Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;margin:2em 0 0 0; text-align:center; font-size:200%;&amp;quot;&amp;gt;Welcome to the Dark Wiki&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 3em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;A wiki documenting the Dark Mod for Doom 3&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;center&amp;quot; width=&amp;quot;90%&amp;quot; cellspacing=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%; vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;New to the site?&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This wiki is focused on documenting the various aspects involved with developing, and mapping, for The Dark Mod. Please visit the about page or talk to some of our editors in #darkmod on irc.starchat.net if you want to learn more about this project.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;Want to help?&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the modwiki is a community project, feel free to register and join us on this great endeavour! Please check out the style guide first and follow these guidelines. Visit open tasks to find out which pages need help. You can also visit the sandbox to experiment with the wiki markup language.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;High quality links:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other interesting Dark Mod related links:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;[http://www.thedarkmod.com www.thedarkmod.com]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;The project website&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[http://www.modetwo.net/darkmod www.modetwo.net/darkmod]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;The project forum&amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;Editing Categories:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Installation]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information how to get The Dark Mod running&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Universe]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information about The Dark Mod universe and setting&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Editing]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information about level design and the tools&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Textures]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Explanation of material shaders and image files&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Modeling]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Modeling and file format information&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Sound]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Soundeffects, ambients and how to get them ingame&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Coding]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Source code modification, level and GUI scripting&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Release]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;How to pack a mission, and get it tested and released!&amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:2em 0 2em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;(Create a new page by making a link to it, then click it. Or you can just go to www.evilarmyfilms.com/darkwiki/yourpagename)&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1469</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1469"/>
		<updated>2005-12-05T19:08:58Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;margin:2em 0 0 0; text-align:center; font-size:200%;&amp;quot;&amp;gt;Welcome to the Dark Wiki&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 3em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;A wiki documenting the Dark Mod for Doom 3&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;center&amp;quot; width=&amp;quot;90%&amp;quot; cellspacing=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%; vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:130%&amp;quot;&amp;gt;&#039;&#039;&#039;New to the site?&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This wiki is focused on documenting the various aspects involved with developing, and mapping, for The Dark Mod. Please visit the about page or talk to some of our editors in #darkmod on irc.starchat.net if you want to learn more about this project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Want to help?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the modwiki is a community project, feel free to register and join us on this great endeavour! Please check out the style guide first and follow these guidelines. Visit open tasks to find out which pages need help. You can also visit the sandbox to experiment with the wiki markup language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High quality links:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Other interesting Dark Mod related links:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;[http://www.thedarkmod.com www.thedarkmod.com]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;The project website&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[http://www.modetwo.net/darkmod www.modetwo.net/darkmod]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;The project forum&amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Editing Categories:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Installation]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information how to get The Dark Mod running&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Universe]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information about The Dark Mod universe and setting&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Editing]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information about level design and the tools&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Textures]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Explanation of material shaders and image files&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Modeling]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Modeling and file format information&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Sound]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Soundeffects, ambients and how to get them ingame&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Coding]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Source code modification, level and GUI scripting&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Release]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;How to pack a mission, and get it tested and released!&amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:2em 0 2em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;(Create a new page by making a link to it, then click it. Or you can just go to www.evilarmyfilms.com/darkwiki/yourpagename)&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1468</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Main_Page&amp;diff=1468"/>
		<updated>2005-12-05T19:08:49Z</updated>

		<summary type="html">&lt;p&gt;Pakmannen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;margin:2em 0 0 0; text-align:center; font-size:200%;&amp;quot;&amp;gt;Welcome to the Dark Wiki&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:0 0 3em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;A wiki documenting the Dark Mod for Doom 3&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;center&amp;quot; width=&amp;quot;90%&amp;quot; cellspacing=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%; vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:140%&amp;quot;&amp;gt;&#039;&#039;&#039;New to the site?&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This wiki is focused on documenting the various aspects involved with developing, and mapping, for The Dark Mod. Please visit the about page or talk to some of our editors in #darkmod on irc.starchat.net if you want to learn more about this project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Want to help?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the modwiki is a community project, feel free to register and join us on this great endeavour! Please check out the style guide first and follow these guidelines. Visit open tasks to find out which pages need help. You can also visit the sandbox to experiment with the wiki markup language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High quality links:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Other interesting Dark Mod related links:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;[http://www.thedarkmod.com www.thedarkmod.com]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;The project website&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[http://www.modetwo.net/darkmod www.modetwo.net/darkmod]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;The project forum&amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;vertical-align:top; padding:2em; border:1px solid #e1e1e1; background-color:#f9f9f9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Editing Categories:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Installation]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information how to get The Dark Mod running&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Universe]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information about The Dark Mod universe and setting&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Editing]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Information about level design and the tools&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Textures]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Explanation of material shaders and image files&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Modeling]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Modeling and file format information&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Sound]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Soundeffects, ambients and how to get them ingame&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Coding]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;Source code modification, level and GUI scripting&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;[[Release]]&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;How to pack a mission, and get it tested and released!&amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:2em 0 2em 0; text-align:center; font-size:94%&amp;quot;&amp;gt;(Create a new page by making a link to it, then click it. Or you can just go to www.evilarmyfilms.com/darkwiki/yourpagename)&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pakmannen</name></author>
	</entry>
</feed>