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	<updated>2026-04-30T11:58:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Libraries_and_Dependencies&amp;diff=14733</id>
		<title>Libraries and Dependencies</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Libraries_and_Dependencies&amp;diff=14733"/>
		<updated>2012-04-19T10:18:21Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a record of what libraries and dependencies are used within the different aspects of TDM.&lt;br /&gt;
&lt;br /&gt;
Dependencies which depend on other libraries are indicated with a &#039;-&amp;gt;&#039;. They may not be verbose.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Current Version (Used) !! Platforms !! License !! Initial TDM Version&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.boost.org/ Boost]                                 ||1.45  ||Win/Nix||BSL       ||TBD&lt;br /&gt;
|-&lt;br /&gt;
| -&amp;gt;boost-filesystem                                           ||      ||       ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|[http://openil.sourceforge.net/ DeVIL]                        ||      ||Win/Nix||LGPL      ||1.03&lt;br /&gt;
|-&lt;br /&gt;
| -&amp;gt;[http://www.ijg.org/ libjpeg]                              ||8b    ||Win/Nix||Note      ||&amp;lt;1.00&lt;br /&gt;
|-&lt;br /&gt;
| -&amp;gt;[http://www.libpng.org/pub/png/libpng.html libpng]         ||1.4.5 ||Win/Nix||libpng    ||1.03&lt;br /&gt;
|-&lt;br /&gt;
|[http://kcat.strangesoft.net/openal.html OpenAL Soft]         ||1.14  ||Win/Nix||LGPL      ||TBD&lt;br /&gt;
|-&lt;br /&gt;
|[http://msdn.microsoft.com/en-us/directx/aa937788 DirectX SDK]||N/A   ||Win    ||Note      ||&amp;lt;1.00&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.ijg.org/ libjpeg]                                 ||8b    ||Win/Nix||Note      ||&amp;lt;1.00&lt;br /&gt;
|-&lt;br /&gt;
|[http://curl.haxx.se/ libcurl]                                ||7.21.0||Win/Nix||cURL(MIT*)||&amp;lt;1.00&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.winimage.com/zLibDll/minizip.html minizip]        ||1.01e ||Win/Nix||zlib      ||&amp;lt;1.00&lt;br /&gt;
|-&lt;br /&gt;
|[http://zlib.net/ zlib]                                       ||1.2.5 ||Win/Nix||zlib      ||&amp;lt;1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game code==&lt;br /&gt;
Note : This excludes common libs, which are already linked by the engine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Current Version (Used) !! Platforms !! License !! Initial TDM Version&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.boost.org/ Boost] ||1.45||Win/Nix ||BSL ||&amp;lt;1.00&lt;br /&gt;
|-&lt;br /&gt;
| -&amp;gt;boost-thread               ||    ||        ||    ||&lt;br /&gt;
|-&lt;br /&gt;
| -&amp;gt;boost-system               ||    ||        ||    ||&lt;br /&gt;
|-&lt;br /&gt;
| -&amp;gt;boost-program_options      ||    ||        ||    ||&lt;br /&gt;
|-&lt;br /&gt;
| -&amp;gt;boost-regex                ||    ||        ||    ||&lt;br /&gt;
|-&lt;br /&gt;
| -&amp;gt;boost-date_time            ||    ||        ||    ||&lt;br /&gt;
|-&lt;br /&gt;
|[http://pugixml.org/ plugixml]||1.0 ||Win/Nix ||MIT ||1.03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Licenses==&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|BSL 1.0 ||[http://www.boost.org/LICENSE_1_0.txt Boost Software License Version 1.0]&lt;br /&gt;
|-&lt;br /&gt;
|LGPL 2.1||[http://www.gnu.org/copyleft/lesser.html GNU Lesser General Public License 2.1]&lt;br /&gt;
|-&lt;br /&gt;
|BSD     ||[http://www.opensource.org/licenses/bsd-license.php Simplified BSD]&lt;br /&gt;
|-&lt;br /&gt;
|cURL    ||[http://curl.haxx.se/docs/copyright.html MIT/X derived*]&lt;br /&gt;
|-&lt;br /&gt;
|zlib    ||[http://www.gzip.org/zlib/zlib_license.html zlib License]&lt;br /&gt;
|-&lt;br /&gt;
|libpng  ||[http://www.libpng.org/pub/png/src/libpng-LICENSE.txt libpng License]&lt;br /&gt;
|-&lt;br /&gt;
|libjpeg ||See libjpeg documentation (MIT-like, however a few minor details)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prospective==&lt;br /&gt;
These are libraries which are potential replacement/upgrades from ones currently used.&lt;br /&gt;
Entries may remain even if they are excluded from being used, as a reference for the future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name	!!To replace	!!Reasoning	!!License	!!Status&lt;br /&gt;
|-&lt;br /&gt;
|libjpeg-turbo || libjpeg || More stable ABI, more widely accepted license || BSD || Idea&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coding]]&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Libraries_and_Dependencies&amp;diff=14732</id>
		<title>Libraries and Dependencies</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Libraries_and_Dependencies&amp;diff=14732"/>
		<updated>2012-04-19T10:17:58Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: Somewhere to help collate dep/lib info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a record of what libraries and dependencies are used within the different aspects of TDM.&lt;br /&gt;
&lt;br /&gt;
Dependencies which depend on other libraries are indicated with a &#039;-&amp;gt;&#039;. They may not be verbose.&lt;br /&gt;
&lt;br /&gt;
==Engine=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Current Version (Used) !! Platforms !! License !! Initial TDM Version&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.boost.org/ Boost]                                 ||1.45  ||Win/Nix||BSL       ||TBD&lt;br /&gt;
|-&lt;br /&gt;
| -&amp;gt;boost-filesystem                                           ||      ||       ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|[http://openil.sourceforge.net/ DeVIL]                        ||      ||Win/Nix||LGPL      ||1.03&lt;br /&gt;
|-&lt;br /&gt;
| -&amp;gt;[http://www.ijg.org/ libjpeg]                              ||8b    ||Win/Nix||Note      ||&amp;lt;1.00&lt;br /&gt;
|-&lt;br /&gt;
| -&amp;gt;[http://www.libpng.org/pub/png/libpng.html libpng]         ||1.4.5 ||Win/Nix||libpng    ||1.03&lt;br /&gt;
|-&lt;br /&gt;
|[http://kcat.strangesoft.net/openal.html OpenAL Soft]         ||1.14  ||Win/Nix||LGPL      ||TBD&lt;br /&gt;
|-&lt;br /&gt;
|[http://msdn.microsoft.com/en-us/directx/aa937788 DirectX SDK]||N/A   ||Win    ||Note      ||&amp;lt;1.00&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.ijg.org/ libjpeg]                                 ||8b    ||Win/Nix||Note      ||&amp;lt;1.00&lt;br /&gt;
|-&lt;br /&gt;
|[http://curl.haxx.se/ libcurl]                                ||7.21.0||Win/Nix||cURL(MIT*)||&amp;lt;1.00&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.winimage.com/zLibDll/minizip.html minizip]        ||1.01e ||Win/Nix||zlib      ||&amp;lt;1.00&lt;br /&gt;
|-&lt;br /&gt;
|[http://zlib.net/ zlib]                                       ||1.2.5 ||Win/Nix||zlib      ||&amp;lt;1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game code==&lt;br /&gt;
Note : This excludes common libs, which are already linked by the engine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Current Version (Used) !! Platforms !! License !! Initial TDM Version&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.boost.org/ Boost] ||1.45||Win/Nix ||BSL ||&amp;lt;1.00&lt;br /&gt;
|-&lt;br /&gt;
| -&amp;gt;boost-thread               ||    ||        ||    ||&lt;br /&gt;
|-&lt;br /&gt;
| -&amp;gt;boost-system               ||    ||        ||    ||&lt;br /&gt;
|-&lt;br /&gt;
| -&amp;gt;boost-program_options      ||    ||        ||    ||&lt;br /&gt;
|-&lt;br /&gt;
| -&amp;gt;boost-regex                ||    ||        ||    ||&lt;br /&gt;
|-&lt;br /&gt;
| -&amp;gt;boost-date_time            ||    ||        ||    ||&lt;br /&gt;
|-&lt;br /&gt;
|[http://pugixml.org/ plugixml]||1.0 ||Win/Nix ||MIT ||1.03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Licenses==&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|BSL 1.0 ||[http://www.boost.org/LICENSE_1_0.txt Boost Software License Version 1.0]&lt;br /&gt;
|-&lt;br /&gt;
|LGPL 2.1||[http://www.gnu.org/copyleft/lesser.html GNU Lesser General Public License 2.1]&lt;br /&gt;
|-&lt;br /&gt;
|BSD     ||[http://www.opensource.org/licenses/bsd-license.php Simplified BSD]&lt;br /&gt;
|-&lt;br /&gt;
|cURL    ||[http://curl.haxx.se/docs/copyright.html MIT/X derived*]&lt;br /&gt;
|-&lt;br /&gt;
|zlib    ||[http://www.gzip.org/zlib/zlib_license.html zlib License]&lt;br /&gt;
|-&lt;br /&gt;
|libpng  ||[http://www.libpng.org/pub/png/src/libpng-LICENSE.txt libpng License]&lt;br /&gt;
|-&lt;br /&gt;
|libjpeg ||See libjpeg documentation (MIT-like, however a few minor details)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prospective==&lt;br /&gt;
These are libraries which are potential replacement/upgrades from ones currently used.&lt;br /&gt;
Entries may remain even if they are excluded from being used, as a reference for the future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name	!!To replace	!!Reasoning	!!License	!!Status&lt;br /&gt;
|-&lt;br /&gt;
|libjpeg-turbo || libjpeg || More stable ABI, more widely accepted license || BSD || Idea&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coding]]&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Compile_the_static_Boost_Libraries_in_Windows&amp;diff=14727</id>
		<title>Compile the static Boost Libraries in Windows</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Compile_the_static_Boost_Libraries_in_Windows&amp;diff=14727"/>
		<updated>2012-04-07T22:27:40Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several methods to obtain Boost binaries for Windows build environments. &lt;br /&gt;
&lt;br /&gt;
The boost static libraries follow a naming convention as explained in the [http://www.boost.org/doc/libs/1_45_0/more/getting_started/windows.html#library-naming Boost - Library Naming] . When including boost headers in your MSVC++ projects, the headers (like &amp;lt;boost/regex.hpp&amp;gt;) make use of VC&#039;s &#039;&#039;auto linking&#039;&#039; feature, so you don&#039;t need to worry about the actual file names, the linker is automatically instructed to require the correct libraries. All you have to do is make sure the linker can find these files in your project&#039;s libs directory.&lt;br /&gt;
&lt;br /&gt;
== Download them from Sourceforge == &lt;br /&gt;
You can try to find the static binaries needed on [http://sourceforge.net/projects/boost/files/boost-binaries/ Boost&#039;s Sourceforge page].&lt;br /&gt;
&lt;br /&gt;
Often for very &amp;quot;fresh&amp;quot; releases there are no binaries available yet, so you&#039;ll need to fall back compiling the binaries yourself.&lt;br /&gt;
&lt;br /&gt;
== Compile the libraries from Boost sources ==&lt;br /&gt;
Download the boost release package from their website, e.g. Boost 1.45, and extract it to a folder. For this guide, I&#039;ll assume your boost package has been saved to &amp;lt;tt&amp;gt;c:\tools\boost_1_45_0&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
To build the static libraries Boost you need the the boost jam tool (bjam.exe). At the time of this writing there is a precompiled bjam.exe availabe on [http://sourceforge.net/projects/boost/files/boost-jam/ Sourceforge]. Save the bjam.exe into some place you remember (e.g. &amp;lt;tt&amp;gt;c:\tools\bjam.exe&amp;lt;/tt&amp;gt;). In case the bjam.exe can not be found, you can also build it from sources (this is not within the scope of this article).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start compiling by using the boost.filesystem library as example. Open a command console (Win-R ==&amp;gt; &amp;quot;cmd&amp;quot; =&amp;gt; Enter).&lt;br /&gt;
&lt;br /&gt;
 cd c:\tools\boost_1_45_0&lt;br /&gt;
 cd libs\filesystem\build&lt;br /&gt;
 c:\tools\bjam toolset=msvc link=static threading=multi release stage&lt;br /&gt;
 c:\tools\bjam toolset=msvc link=static threading=multi debug stage&lt;br /&gt;
&lt;br /&gt;
Note that TDM itself needs an additional switch runtime-link=static in addition to the above:&lt;br /&gt;
&lt;br /&gt;
 c:\tools\bjam toolset=msvc link=static threading=multi runtime-link=static release stage&lt;br /&gt;
 c:\tools\bjam toolset=msvc link=static threading=multi runtime-link=static debug stage&lt;br /&gt;
&lt;br /&gt;
After these commands are done, the &#039;&#039;&#039;libboost_filesystem_vc*.lib&#039;&#039;&#039; files (both debug and release variants) can be found in the &#039;&#039;&#039;stage/&#039;&#039;&#039; directory below your boost folder. You&#039;ll need to repeat the above steps and replace &#039;&#039;&#039;filesystem&#039;&#039;&#039; with the names of the other libraries, e.g. &#039;&#039;&#039;regex&#039;&#039;&#039;, &#039;&#039;&#039;thread&#039;&#039;&#039; or &#039;&#039;&#039;system&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Note for x64 users: Add the &amp;lt;tt&amp;gt;address-model=64&amp;lt;/tt&amp;gt; option to bjam (after the threading argument) in order to build static libs with the 64-bit compiler.&lt;br /&gt;
* Note for users with multiple versions of Visual Studio: you can specify exactly which toolset you want to use by setting &amp;lt;tt&amp;gt;toolset=msvc-9.0&amp;lt;/tt&amp;gt; (for VC++ 2008) and &amp;lt;tt&amp;gt;toolset=msvc-10.0&amp;lt;/tt&amp;gt; (for VC++ 2010).&lt;br /&gt;
&lt;br /&gt;
Now take the *.lib files from the stage/ folder and copy them into your project&#039;s library folder and the linking should succeed.&lt;br /&gt;
&lt;br /&gt;
=== Boost.Python ===&lt;br /&gt;
To compile the Boost.Python static lib, you&#039;ll need to have a Python distribution installed in your system, otherwise bjam will complain that no Python installation can be found. Download a package from the [http://www.python.org Python website] and install it. &lt;br /&gt;
&lt;br /&gt;
Note: the boost python static library (e.g. &#039;&#039;&#039;libboost_python-vc100-mt-gd-1_42.lib&#039;&#039;&#039;) will contain a reference to a specific version of the python static library. If you downloaded Python 2.7.1, your boost static lib will contain a reference to &#039;&#039;&#039;python27.lib&#039;&#039;&#039;. This file can be found in the libs/ in the directory you installed Python to, you should add that file to your project&#039;s library directory as well.&lt;br /&gt;
&lt;br /&gt;
Another note: when linking against that python27.lib your application will require the python27.dll at runtime. This file can be somewhat tricky to locate. For 32 bit systems this is usually C:\Windows\system32, for x64 systems the 32 bit Python DLL can be found in your C:\Windows\SysWoW64\ folder. On x64 systems, the 64 bit Python DLL is right in C:\Windows\System32.&lt;br /&gt;
&lt;br /&gt;
== Boost.CMake ==&lt;br /&gt;
Some people find bjam to be extremely problematic under Windows. If you are having trouble, I would suggest trying the CMake build system branch of Boost. This is also very helpful with compiling the libs for use with Intel&#039;s compilers which tend to be badly supported by the bjam build system. Another advantage is that CMake generates Visual Studio solution files, meaning that you can adjust build settings or rebuild components with a familiar interface.&lt;br /&gt;
&lt;br /&gt;
CMake in Windows has a nice GUI which makes configuring the build very easy, as well as providing a way to easily adjust them at a later stage.&lt;br /&gt;
&lt;br /&gt;
[https://svn.boost.org/trac/boost/wiki/CMake Boost.Cmake - Boost Wiki] - [http://gitorious.org/boost Boost.Cmake - Gitorious]&lt;br /&gt;
&lt;br /&gt;
=== Steps ===&lt;br /&gt;
&#039;&#039;&#039;CMake:&#039;&#039;&#039;&lt;br /&gt;
# Download the latest binary release of CMake for your platform [http://www.cmake.org/cmake/resources/software.html CMake and related downloads]&lt;br /&gt;
# Install it. Make sure that the CMake GUI gets installed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boost.CMake Source:&#039;&#039;&#039;&lt;br /&gt;
# Figure out which release of Boost that you need — in this case we will assume 1.45.&lt;br /&gt;
# Download the relevant release tarball from the Gitorious branch (or use git/hg-git). The tarball can be found in the branch overview i.e, : [http://gitorious.org/boost/cmake/commits/cmake-1.45.0 Boost.CMake 1.45 branch]&lt;br /&gt;
# Unpack the tarball somewhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Configuration and Generating:&#039;&#039;&#039;&lt;br /&gt;
# Run the CMake GUI tool.&lt;br /&gt;
# Set the source path to the location where you unpacked the tarball.&lt;br /&gt;
# Set an (empty) build directory - &#039;&#039;Note:&#039;&#039; while it says that this is where the binaries will be placed, this is actually going to be where all of the temporary build files are located, it will also contain the libs if we use default paths - don&#039;t freak out if there&#039;s loads of other stuff.&lt;br /&gt;
# Click &#039;Configure&#039; and set set which toolset/compiler you will be using. &#039;&#039;Note:&#039;&#039; If you are using icc, you will want to use Visual Studio as the generator but specify the compilers manually (icl.exe).&lt;br /&gt;
# There should now be a grid of default build options, many in red. Adjust them if needed, make sure that &amp;lt;tt&amp;gt;ENABLE_STATIC, ENABLE_MULTI_THREADED&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;ENABLE_RELEASE&amp;lt;/tt&amp;gt; are ticked.&lt;br /&gt;
# Once the configure process is complete, click &#039;Generate&#039; - This will now place the solution file into the build directory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building:&#039;&#039;&#039;&lt;br /&gt;
# Go to the build directory, as specified above.&lt;br /&gt;
# Open the solution file.&lt;br /&gt;
# &#039;&#039;&#039;Note&#039;&#039;&#039;: By default the libraries are built as multithreaded-dll&#039;s (&amp;lt;tt&amp;gt;/MD&amp;lt;/tt&amp;gt; flag) this needs to be changed to normal multithreaded for use with TDM. If you are having trouble with TDM linking looking in some strange libs/dlls, this is why.&lt;br /&gt;
## Select all of the projects that you wish to build, then right click on them in the solution browser and go to &#039;Properties&#039;. &lt;br /&gt;
## Expand the C++ tab =&amp;gt; Code Generation =&amp;gt; Runtime Library, change this to &#039;Multi-threaded (&amp;lt;tt&amp;gt;/MT&amp;lt;/tt&amp;gt;).&lt;br /&gt;
## Apply.&lt;br /&gt;
# While they are still selected, right click on them and then build them.&lt;br /&gt;
&lt;br /&gt;
You should now have the .libs in a /lib folder within your working directory. The libs might need renaming to fit with the naming scheme that is expected, e.g, : &amp;lt;tt&amp;gt;boost-regex-intel-mt-1_45.lib&amp;lt;/tt&amp;gt; =&amp;gt; &amp;lt;tt&amp;gt;libboost-regex-iw-mt-s-1_45.lib&amp;lt;/tt&amp;gt;. This could likely be fixed in the CMakeLists file if you wanted, as well as the &amp;lt;tt&amp;gt;/MD -&amp;gt; /MT&amp;lt;/tt&amp;gt; switch.&lt;br /&gt;
&lt;br /&gt;
{{coding}}&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Compile_the_static_Boost_Libraries_in_Windows&amp;diff=14726</id>
		<title>Compile the static Boost Libraries in Windows</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Compile_the_static_Boost_Libraries_in_Windows&amp;diff=14726"/>
		<updated>2012-04-07T22:11:09Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: Added an alternative CMake build method&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several methods to obtain Boost binaries for Windows build environments. &lt;br /&gt;
&lt;br /&gt;
The boost static libraries follow a naming convention as explained in the boost online docs: http://www.boost.org/doc/libs/1_45_0/more/getting_started/windows.html#library-naming When including boost headers in your MSVC++ projects, the headers (like &amp;lt;boost/regex.hpp&amp;gt;) make use of VC&#039;s &#039;&#039;auto linking&#039;&#039; feature, so you don&#039;t need to worry about the actual file names, the linker is automatically instructed to require the correct libraries. All you have to do is make sure the linker can find these files in your project&#039;s libs directory.&lt;br /&gt;
&lt;br /&gt;
== Download them from sourceforge == &lt;br /&gt;
You can try to find the static binaries needed on boost&#039;s sourceforge page: http://sourceforge.net/projects/boost/files/boost-binaries/&lt;br /&gt;
&lt;br /&gt;
Often for very &amp;quot;fresh&amp;quot; releases there are no binaries available yet, so you&#039;ll need to fall back compiling the binaries yourself.&lt;br /&gt;
&lt;br /&gt;
== Compile the libraries from Boost sources ==&lt;br /&gt;
Download the boost release package from their website, e.g. Boost 1.45, and extract it to a folder. For this guide, I&#039;ll assume your boost package has been saved to &amp;lt;tt&amp;gt;c:\tools\boost_1_45_0&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
To build the static libraries Boost you need the the boost jam tool (bjam.exe). At the time of this writing there is a precompiled bjam.exe availabe on [http://sourceforge.net/projects/boost/files/boost-jam/3.1.18/boost-jam-3.1.18-1-ntx86.zip/download sourceforge]. Save the bjam.exe into some place you remember (e.g. &amp;lt;tt&amp;gt;c:\tools\bjam.exe&amp;lt;/tt&amp;gt;). In case the bjam.exe can not be found, you can also build it from sources (this is not within the scope of this article).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start compiling by using the boost.filesystem library as example. Open a command console (Win-R ==&amp;gt; &amp;quot;cmd&amp;quot; =&amp;gt; Enter).&lt;br /&gt;
&lt;br /&gt;
 cd c:\tools\boost_1_45_0&lt;br /&gt;
 cd libs&lt;br /&gt;
 cd filesystem&lt;br /&gt;
 cd build&lt;br /&gt;
 c:\tools\bjam toolset=msvc link=static threading=multi release stage&lt;br /&gt;
 c:\tools\bjam toolset=msvc link=static threading=multi debug stage&lt;br /&gt;
&lt;br /&gt;
Note that TDM itself needs an additional switch runtime-link=static in addition to the above:&lt;br /&gt;
&lt;br /&gt;
 c:\tools\bjam toolset=msvc link=static threading=multi runtime-link=static release stage&lt;br /&gt;
 c:\tools\bjam toolset=msvc link=static threading=multi runtime-link=static debug stage&lt;br /&gt;
&lt;br /&gt;
After these commands are done, the &#039;&#039;&#039;libboost_filesystem_vc*.lib&#039;&#039;&#039; files (both debug and release variants) can be found in the &#039;&#039;&#039;stage/&#039;&#039;&#039; directory below your boost folder. You&#039;ll need to repeat the above steps and replace &#039;&#039;&#039;filesystem&#039;&#039;&#039; with the names of the other libraries, e.g. &#039;&#039;&#039;regex&#039;&#039;&#039;, &#039;&#039;&#039;thread&#039;&#039;&#039; or &#039;&#039;&#039;system&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Note for x64 users: Add the &amp;lt;tt&amp;gt;address-model=64&amp;lt;/tt&amp;gt; option to bjam (after the threading argument) in order to build static libs with the 64-bit compiler.&lt;br /&gt;
* Note for users with multiple versions of Visual Studio: you can specify exactly which toolset you want to use by setting &amp;lt;tt&amp;gt;toolset=msvc-9.0&amp;lt;/tt&amp;gt; (for VC++ 2008) and &amp;lt;tt&amp;gt;toolset=msvc-10.0&amp;lt;/tt&amp;gt; (for VC++ 2010).&lt;br /&gt;
&lt;br /&gt;
Now take the *.lib files from the stage/ folder and copy them into your project&#039;s library folder and the linking should succeed.&lt;br /&gt;
&lt;br /&gt;
=== Boost.Python ===&lt;br /&gt;
To compile the Boost.Python static lib, you&#039;ll need to have a Python distribution installed in your system, otherwise bjam will complain that no Python installation can be found. Download a package from the [http://www.python.org Python website] and install it. &lt;br /&gt;
&lt;br /&gt;
Note: the boost python static library (e.g. &#039;&#039;&#039;libboost_python-vc100-mt-gd-1_42.lib&#039;&#039;&#039;) will contain a reference to a specific version of the python static library. If you downloaded Python 2.7.1, your boost static lib will contain a reference to &#039;&#039;&#039;python27.lib&#039;&#039;&#039;. This file can be found in the libs/ in the directory you installed Python to, you should add that file to your project&#039;s library directory as well.&lt;br /&gt;
&lt;br /&gt;
Another note: when linking against that python27.lib your application will require the python27.dll at runtime. This file can be somewhat tricky to locate. For 32 bit systems this is usually C:\Windows\system32, for x64 systems the 32 bit Python DLL can be found in your C:\Windows\SysWoW64\ folder. On x64 systems, the 64 bit Python DLL is right in C:\Windows\System32.&lt;br /&gt;
&lt;br /&gt;
== Boost.CMake ==&lt;br /&gt;
Some people find bjam to be extremely problematic under Windows. If you are having trouble, I would suggest trying the CMake build system branch of Boost. This is also very helpful with compiling the libs for use with Intel&#039;s compilers which tend to be badly supported by the bjam build system. Another advantage is that CMake generates Visual Studio solution files, meaning that you can adjust build settings or rebuild components with a familiar interface.&lt;br /&gt;
&lt;br /&gt;
CMake in Windows has a nice GUI which makes configuring the build very easy, as well as providing a way to easily adjust them at a later stage.&lt;br /&gt;
&lt;br /&gt;
[https://svn.boost.org/trac/boost/wiki/CMake Boost.Cmake - Boost Wiki] - [http://gitorious.org/boost Boost.Cmake - Gitorious]&lt;br /&gt;
&lt;br /&gt;
=== Steps ===&lt;br /&gt;
&#039;&#039;&#039;CMake:&#039;&#039;&#039;&lt;br /&gt;
# Download the latest binary release of CMake for your platform [http://www.cmake.org/cmake/resources/software.html CMake and related downloads]&lt;br /&gt;
# Install it. Make sure that the CMake GUI gets installed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boost.CMake Source:&#039;&#039;&#039;&lt;br /&gt;
# Figure out which release of Boost that you need — in this case we will assume 1.45.&lt;br /&gt;
# Download the relevant release tarball from the Gitorious branch (or use git/hg-git). The tarball can be found in the branch overview i.e, : [http://gitorious.org/boost/cmake/commits/cmake-1.45.0 Boost.CMake 1.45 branch]&lt;br /&gt;
# Unpack the tarball somewhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Configuring and Generating:&#039;&#039;&#039;&lt;br /&gt;
# Run the CMake GUI tool.&lt;br /&gt;
# Set the source path to the location where you unpacked the tarball.&lt;br /&gt;
# Set an (empty) build directory - &#039;&#039;Note:&#039;&#039; while it says that this is where the binaries will be placed, this is actually going to be where all of the temporary build files are located, it will also contain the libs if we use default paths - don&#039;t freak out if there&#039;s loads of other stuff.&lt;br /&gt;
# Click &#039;Configure&#039; and set set which toolset/compiler you will be using. &#039;&#039;Note:&#039;&#039; If you are using icc, you will want to use Visual Studio as the generator but specify the compilers manually (icl.exe).&lt;br /&gt;
# There should now be a grid of default build options, many in red. Adjust them if needed, make sure that ENABLE_STATIC, ENABLE_MULTI_THREADED and ENABLE_RELEASE are ticked.&lt;br /&gt;
# Once the configure process is complete, click &#039;Generate&#039; - This will now place the solution file into the build directory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building:&#039;&#039;&#039;&lt;br /&gt;
# Go to the build directory, as specified above.&lt;br /&gt;
# Open the solution file.&lt;br /&gt;
# &#039;&#039;&#039;Note&#039;&#039;&#039;: By default the libraries are built as multithreaded-dll&#039;s (/MD flag) this needs to be changed to normal multithreaded for use with TDM. If you are having trouble with TDM linking looking in some strange libs/dlls, this is why.&lt;br /&gt;
## Select all of the projects that you wish to build, then right click on them in the solution browser and go to &#039;Properties&#039;. &lt;br /&gt;
## Expand the C++ tab =&amp;gt; Code Generation =&amp;gt; Runtime Library, change this to &#039;Multi-threaded (/MT).&lt;br /&gt;
## Apply.&lt;br /&gt;
# While they are still selected, right click on them and then build them.&lt;br /&gt;
&lt;br /&gt;
You should now have the .libs in a /lib folder within your working directory. The libs might need renaming to fit with the naming scheme that is expected, e.g, : boost-regex-intel-mt-1_45.lib =&amp;gt; libboost-regex-iw-mt-s-1_45.lib. This could likely be fixed in the CMakeLists file if you wanted, as well as the /MD -&amp;gt; /MT switch.&lt;br /&gt;
&lt;br /&gt;
{{coding}}&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Standalone_Progress&amp;diff=14683</id>
		<title>Standalone Progress</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Standalone_Progress&amp;diff=14683"/>
		<updated>2012-04-03T02:22:54Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: Yay lets track some progress towards standalone - very incomplete - will do some batch dumps soon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will attempt to track progress of TDM&#039;s migration from using Doom 3 assets to that of being self-contained and standalone.&lt;br /&gt;
&lt;br /&gt;
==Editor Images - 100% - Complete==&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot; style=&amp;quot;background-color:#A2EBAC&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;| Filename&lt;br /&gt;
!Notes&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
| clip&lt;br /&gt;
|- &lt;br /&gt;
| full_clip&lt;br /&gt;
|- &lt;br /&gt;
| player_clip&lt;br /&gt;
|- &lt;br /&gt;
| monster_clip&lt;br /&gt;
|- &lt;br /&gt;
| moveable_clip&lt;br /&gt;
|- &lt;br /&gt;
| clip_plusmovables&lt;br /&gt;
|-&lt;br /&gt;
| moveableclipmodel&lt;br /&gt;
|-&lt;br /&gt;
| clipplus&lt;br /&gt;
|-&lt;br /&gt;
| ik_clip&lt;br /&gt;
|-&lt;br /&gt;
| cushion&lt;br /&gt;
|-&lt;br /&gt;
| slick&lt;br /&gt;
|-&lt;br /&gt;
| noimpact&lt;br /&gt;
|-&lt;br /&gt;
| collision&lt;br /&gt;
|-&lt;br /&gt;
| camera&lt;br /&gt;
|-&lt;br /&gt;
| cameragui&lt;br /&gt;
|-&lt;br /&gt;
| entitygui&lt;br /&gt;
|-&lt;br /&gt;
| entitygui2&lt;br /&gt;
|-&lt;br /&gt;
| entitygui3&lt;br /&gt;
|-&lt;br /&gt;
| npc_pda&lt;br /&gt;
|-&lt;br /&gt;
| pda_gui&lt;br /&gt;
|-&lt;br /&gt;
| video&lt;br /&gt;
|-&lt;br /&gt;
| mirror&lt;br /&gt;
|-&lt;br /&gt;
| caulk&lt;br /&gt;
|-&lt;br /&gt;
| nodraw&lt;br /&gt;
|-&lt;br /&gt;
| nodrawsolid&lt;br /&gt;
|-&lt;br /&gt;
| nodrop&lt;br /&gt;
|-&lt;br /&gt;
| flare&lt;br /&gt;
|-&lt;br /&gt;
| speaker&lt;br /&gt;
|-&lt;br /&gt;
| particle&lt;br /&gt;
|-&lt;br /&gt;
| ladder&lt;br /&gt;
|-&lt;br /&gt;
| shadow&lt;br /&gt;
|-&lt;br /&gt;
| shadow2&lt;br /&gt;
|-&lt;br /&gt;
| trigentityname&lt;br /&gt;
|-&lt;br /&gt;
| trigentityname_once&lt;br /&gt;
|-&lt;br /&gt;
| trigflashlight&lt;br /&gt;
|-&lt;br /&gt;
| trigger&lt;br /&gt;
|-&lt;br /&gt;
| trighurt&lt;br /&gt;
|-&lt;br /&gt;
| trigmulti&lt;br /&gt;
|-&lt;br /&gt;
| trigonce&lt;br /&gt;
|-&lt;br /&gt;
| trigtimer&lt;br /&gt;
|-&lt;br /&gt;
| trigrelay&lt;br /&gt;
|-&lt;br /&gt;
| trigfade&lt;br /&gt;
|-&lt;br /&gt;
| triggui&lt;br /&gt;
|-&lt;br /&gt;
| trigair&lt;br /&gt;
|-&lt;br /&gt;
| aasobstacle&lt;br /&gt;
|-&lt;br /&gt;
| aassolid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Materials - ??% - Ongoing==&lt;br /&gt;
Some common materials require rewriting and porting.&lt;br /&gt;
Others might require removal from the engine or mod (if they were used to satisfy a mod constraint). These should be correctly removed.&lt;br /&gt;
Most of this has been done, however double checking is needed - Will list soon.&lt;br /&gt;
&lt;br /&gt;
==Textures - ??% - Ongoing==&lt;br /&gt;
Many textures require replacement. This will serve as a list of what has been done - and what needs to be done.&lt;br /&gt;
(Coming soon)&lt;br /&gt;
&lt;br /&gt;
==Sounds - 0% - Unknown==&lt;br /&gt;
&lt;br /&gt;
==Models - 0% - Unknown==&lt;br /&gt;
&lt;br /&gt;
==Animations - 0% - Unknown==&lt;br /&gt;
&lt;br /&gt;
==Scripts - 0% - Unknown==&lt;br /&gt;
Do we rely on any D3 scripts?&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&amp;diff=11468</id>
		<title>Fan Missions for The Dark Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&amp;diff=11468"/>
		<updated>2010-10-14T13:57:44Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: fix a break&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Following is what should be the definitive list of all fan missions released for The Dark Mod (provided the community keeps it up to date).  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big Ugly Disclaimer:&#039;&#039;&#039;  The Dark Mod team does not necessarily support or endorse content listed here.  Apart from listed missions hosted directly on the [http://www.thedarkmod.com/ official TDM website], The Dark Mod team does not host the missions listed here, and disclaims all responsibility for them.  This is a community maintained list, and an ongoing work in progress.  Missions which are known to violate copyright must be text-only, and cannot contain links.  Report and/or remove links found in violation of this rule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For details about editing this table, see [http://modetwo.net/darkmod/wiki/index.php?title=Fan_Missions_for_The_Dark_Mod#Editing_This_Table below].&lt;br /&gt;
* For details about how to install Fan Missions please visit: [[Installing and Running Fan Missions]]&lt;br /&gt;
* To sort by a different criterion, click the [Image:http://modetwo.net/darkmod/wiki/skins/common/images/sort_none.gif] icon in the relevant column header.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=1 cellspacing=0 cellpadding=2 width=100%&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;40%&amp;quot;|Fan Mission Title&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;20%&amp;quot;|Author(s)&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;10%&amp;quot; class=&amp;quot;unsortable&amp;quot;|Links&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;10%&amp;quot;|First Release Date&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;5%&amp;quot; class=&amp;quot;unsortable&amp;quot;|Size (MB)&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;15%&amp;quot;|Series&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--INSERT NEW MISSIONS BELOW THIS LINE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|33|Swing}}&lt;br /&gt;
|Komag&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11660-vertigo-contest-entry-swing-by-komag-20100825/}}&lt;br /&gt;
|2010-08-25&lt;br /&gt;
|3&lt;br /&gt;
|SVC 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|32|The Caduceus of St. Alban}} (v.1.5.5 2010/08/26)&lt;br /&gt;
|Bikerdude&lt;br /&gt;
|{{Mirrorlink|http://www.filefront.com/17237609/stalban.pk4/}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11644-the-caduceus-of-st-alban-vertical-fm-contest-entry-aug-8th-2010/}}&lt;br /&gt;
|2010-08-23&lt;br /&gt;
|11.3&lt;br /&gt;
|SVC 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|30|Somewhere Above the City}} (v1.1 2010/08/27)&lt;br /&gt;
|Grayman&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11619-vertical-contest-mission-somewhere-above-the-city-by-grayman-aug-20-2010/}}&lt;br /&gt;
|2010-08-20&lt;br /&gt;
|11.09&lt;br /&gt;
|SVC 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|29|Betrayal}} (v.1.1, 2010/09/01)&lt;br /&gt;
|Fieldmedic&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11605-betrayal-by-fieldmedic-20100817-summer-fm-vertical-contest-entry/}}&lt;br /&gt;
|2010-08-17&lt;br /&gt;
|12.3&lt;br /&gt;
|SVC 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|31|Rift, The}}&lt;br /&gt;
|Baddcog&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11599-vert-contest-mission-the-rift-by-baddcog-aug-15-2010/}}&lt;br /&gt;
|2010-08-15&lt;br /&gt;
|10.15&lt;br /&gt;
|SVC 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|34|Illusionist&#039;s Tower}}&lt;br /&gt;
|stumpy&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11541-illusionists-tower-by-stumpy-201085-summer-fm-vertical-contest-entry}} {{Forumlink|1=http://www.bookofages.co.uk/doom3/mods/holetower.html}}&lt;br /&gt;
|2010-08-05&lt;br /&gt;
|8.7&lt;br /&gt;
|SVC 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|28|Mad&#039;s Mountain}}&lt;br /&gt;
|Jesps&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11510-fan-mission-mads-mountain-by-jesps-20100731}}&lt;br /&gt;
|2010-07-31&lt;br /&gt;
|2&lt;br /&gt;
|SVC 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|27|Glenham Tower, The}}&lt;br /&gt;
|Sotha&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11423-fan-mission-the-glenham-tower-by-sotha-20100717}}&lt;br /&gt;
|2010-07-17&lt;br /&gt;
|5&lt;br /&gt;
|Thomas Porter 3, SVC 10 (Winner)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|25|Pandora&#039;s Box}}&lt;br /&gt;
|Jesps, Fidcal&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11381-fan-mission-pandoras-box-by-jesps20100711}}&lt;br /&gt;
|2010-07-11&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|23|Beleaguered Fence, The}}&lt;br /&gt;
|Sotha&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11298-fan-mission-the-beleaguered-fence-by-sotha-20100623}}&lt;br /&gt;
|2010-06-23&lt;br /&gt;
|10.9&lt;br /&gt;
|Thomas Porter 2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|22|Special Delivery, A}}&lt;br /&gt;
|Silencium18&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11247-fan-mission-a-special-delivery-by-silencium1820100612}}&lt;br /&gt;
|2010-06-12&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|21|Alchemist, The}} (2010/06/04)&lt;br /&gt;
|Sotha, Fidcal&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11170-fan-mission-the-alchemist-by-sotha-fidcal20100601}}&lt;br /&gt;
|2010-06-01&lt;br /&gt;
|27&lt;br /&gt;
|Thief&#039;s Den 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|20|Awaiting The Storm}}&lt;br /&gt;
|HappyCheeze&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11095-fm-awaiting-the-storm-by-happycheeze-20200522}}&lt;br /&gt;
|2010-05-22&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|18|No Honor Among Thieves}}&lt;br /&gt;
|Goldchocobo, RailGun, Mortem Desino&lt;br /&gt;
|{{Mirrorlink|http://tinyurl.com/2a9mdcs}}{{Mirrorlink|http://www.southquarter.com/downloads/NHAT.zip}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10993-fan-mission-no-honor-among-thieves-20100429}}&lt;br /&gt;
|2010-04-29&lt;br /&gt;
|143.6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|17|Heart of Lone Salvation, The}} (v.2.0, 2010/04/12)&lt;br /&gt;
|Fidcal, Baddcog&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10878-fan-mission-the-heart-of-lone-salvation-by-fidcal-baddcog-20100402/}}&lt;br /&gt;
|2010-04-02&lt;br /&gt;
|41&lt;br /&gt;
|Thief&#039;s Den 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.bookofages.co.uk/doom3/mods/dufford.pk4 Lord Dufford&#039;s]&lt;br /&gt;
|stumpy&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10868-fan-mission-lord-duffords-20100331}}&lt;br /&gt;
|2010-03-31&lt;br /&gt;
|22.3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|16|Builder&#039;s Influence, The}} (2010/03/23)&lt;br /&gt;
|Railgun, Springheel&lt;br /&gt;
|{{Bloodgate|builders_influence.pk4}}{{Mirrorlink|http://www.fidcal.com/darkuser/missions/builders_influence.pk4}}{{Forumlink|http://modetwo.net/darkmod/index.php?/topic/10811-fan-mission-the-builders-influence-20100320/}}&lt;br /&gt;
|2010-03-20&lt;br /&gt;
|15.5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|14|Business as Usual}}&lt;br /&gt;
|Bikerdude&lt;br /&gt;
|{{Bloodgate|business.pk4}}{{Mirrorlink|1=http://rapidshare.com/files/335299431/business.pk4.html}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10533-fan-mission-business-as-usual-by-b1k3rdude-14012010-christmas-fm-contest-entry/page__view__findpost__p__207055}}&lt;br /&gt;
|2010-01-14&lt;br /&gt;
|3.7&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|13|Return to the City}}&lt;br /&gt;
|Melan&lt;br /&gt;
|{{Mirrorlink|1=http://www.southquarter.com/downloads/return_to_the_city.pk4}}{{Bloodgate|Return_to_the_City.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10509-fan-mission-return-to-the-city-by-melan-20100110/}} {{Forumlink|1=http://www.ttlg.com/forums/showthread.php?t=130519}}&lt;br /&gt;
|2010-01-10&lt;br /&gt;
|9.7&lt;br /&gt;
|GCC 09 (Winner)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|12|Sons of Baltona 1, The}}&lt;br /&gt;
|Carnage&lt;br /&gt;
|{{Mirrorlink|1=http://www.mediafire.com/?m4ywobjodm0}}{{Mirrorlink|1=http://www.southquarter.com/downloads/sons_of_baltona_1.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10498-fan-mission-the-sons-of-baltona-1-by-carnage-20100109}}&lt;br /&gt;
|2010-01-09&lt;br /&gt;
|2.7&lt;br /&gt;
|GCC 09 / Baltona 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|11|Living Expenses}}&lt;br /&gt;
|Sonosuke&lt;br /&gt;
|{{Bloodgate|living_expenses.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10451-fm-living-expenses-by-sonosuke-2-jan-10/page__view__findpost__p__205386}}&lt;br /&gt;
|2010-01-02&lt;br /&gt;
|5.9&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|10|Trapped!}}&lt;br /&gt;
|RailGun&lt;br /&gt;
|{{Mirrorlink|1=http://bloodgate.com/mirrors/tdm/pub/pk4/fms/trapped.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10442-fm-trapped-by-railgun-dec-30/page__view__findpost__p__205092}}&lt;br /&gt;
|2009-12-30&lt;br /&gt;
|6.3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|8|Parcel, The}}&lt;br /&gt;
|Xonze&lt;br /&gt;
|{{Mirrorlink|1=http://www.southquarter.com/downloads/parcel.pk4}}{{Bloodgate|parcel.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10404-fm-the-parcel-by-xonze-dec-24/page__view__findpost__p__204459}}&lt;br /&gt;
|2009-12-24&lt;br /&gt;
|6.6&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|9|Too Late}}&lt;br /&gt;
|Nielsen74&lt;br /&gt;
|{{Mirrorlink|1=http://www.southquarter.com/downloads/too_late.pk4}}{{Bloodgate|too_late.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10400-fm-too-late-by-nielsen74-24-dec-09/page__view__findpost__p__204396}}&lt;br /&gt;
|2009-12-24&lt;br /&gt;
|3.8&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|7|Thieves}}&lt;br /&gt;
|Silencium, RailGun, Fidcal&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10286-fm-the-thieves-nov-2509/}}&lt;br /&gt;
|2009-11-26&lt;br /&gt;
|8.7&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|6|Patently Dangerous}}&lt;br /&gt;
|demagogue&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10125-fm-patently-dangerous-oct3109/page__view__findpost__p__199324/}}&lt;br /&gt;
|2009-10-31&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|5|Dark Mod Training Mission, The}}&lt;br /&gt;
|TDM Team&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/9932-fm-training-mission-17-oct-09/}}&lt;br /&gt;
|2009-10-17&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|2|Crown of Penitence, The}}&lt;br /&gt;
|Jesps&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/9934-fm-crown-of-penitence-by-jesps-17-oct-09/}}&lt;br /&gt;
|2009-10-16&lt;br /&gt;
|12.5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|3|Chalice of Kings, The}}&lt;br /&gt;
|Fidcal&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/9935-fm-chalice-of-kings-by-fidcal-17-oct-09/}}&lt;br /&gt;
|2009-10-15&lt;br /&gt;
|3&lt;br /&gt;
|Thief&#039;s Den 2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|1|Outpost, The}}&lt;br /&gt;
|angua, greebo&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/9937-fm-the-outpost-by-angua-greebo-17-oct-09/}}&lt;br /&gt;
|2008-12-23&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|15|Tears of Saint Lucia, The}} (v.1.01, 2010/04/29)&lt;br /&gt;
|TDM Team&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10579-fan-mission-the-tears-of-st-lucia-20081021/page__view__findpost__p__207972}}&lt;br /&gt;
|2008-10-21&lt;br /&gt;
|17.7&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{TDM-FM|24|Thief&#039;s Den}} (v.2.0, 2010/07/04)&lt;br /&gt;
|Fidcal, greebo&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11347-fan-mission-thiefs-den-re-release-by-fidcal20100704}}&lt;br /&gt;
|2008-01-18&lt;br /&gt;
|3&lt;br /&gt;
|Thief&#039;s Den 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To see a speculative list of Upcoming Fan Missions please visit: [[Upcoming Fan Missions]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Series Key&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
GCC 09:  Grand Christmas Contest 2009&lt;br /&gt;
&lt;br /&gt;
SVC 10:  Summer Vertical Contest 2010&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Editing This Table ==&lt;br /&gt;
* Please only include playable missions that are fully released, not those currently in development or testing.  Tutorials, demos, prefabs, etc. should be listed elsewhere. &lt;br /&gt;
* A mission title may be listed in plain text as a record of release, or preferably a link to an information page or primary direct download.&lt;br /&gt;
* List by release date descending (newest at the top).&lt;br /&gt;
* If a fan mission only has a single mirror/host please consider adding additional mirrors.&lt;br /&gt;
&lt;br /&gt;
{{general|sort=Fan Missions}}&lt;br /&gt;
[[Category:Fan Missions]]&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Moveables&amp;diff=11454</id>
		<title>Moveables</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Moveables&amp;diff=11454"/>
		<updated>2010-10-13T02:37:27Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: /* Create a Collision Model (CM) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|SneaksieDave &amp;amp; Ishtvan|3968}}&lt;br /&gt;
&lt;br /&gt;
Physics fans rejoice! If you want an object (whether a model or multi-brush/patch) to be moveable (pick up and carry, push, float, shoot, etc.), even though it wasn&#039;t designed to be used that way, there is a way to do it anyway, and all within the editor.&lt;br /&gt;
&lt;br /&gt;
==Models==&lt;br /&gt;
&lt;br /&gt;
In summary you need to create the model, make it moveable, and make sure a collision model exists for it...&lt;br /&gt;
&lt;br /&gt;
=== Create a Moveable Model ===&lt;br /&gt;
&lt;br /&gt;
# Create a brush, convert it to a moveable_base entity, and assign it the model you want to use.&lt;br /&gt;
# You only need one collision model file no matter how many instances of this moveable you make in your map so check if it has already been created (a .cm file of the same name as the model and in the same folder.) If not..&lt;br /&gt;
&lt;br /&gt;
=== Create a Collision Model (CM) ===&lt;br /&gt;
&lt;br /&gt;
In DarkRadiant:&lt;br /&gt;
# &#039;&#039;&#039;Important&#039;&#039;&#039;: Make sure the model is not rotated in any way.&lt;br /&gt;
# Drag a new temporary brush over the model, roughly covering it.&lt;br /&gt;
# Clip the shape if necessary, or convert it eg, to pyramid or whatever to best fit the model.&lt;br /&gt;
# Any texture will do on any surface.&lt;br /&gt;
# Convert to func_static (any entity will do)&lt;br /&gt;
# Check the origin of the brush entity is in the same place as the model&#039;s origin because that is where its origin will be in-game. If they do not coincide then either move the brush so it coincides and resize the brush or key V and drag the origin into position.&lt;br /&gt;
# Use the {{menu|File|Create CollisionModel from selection}} menu entry:&lt;br /&gt;
# The model selector dialog appears, Select the correct model. Click {{ok}}.&lt;br /&gt;
# A .cm should have now been saved in the same folder as the model and with the same name as the model.&lt;br /&gt;
# You can now delete the temporary collision model brush entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In DoomEd:&lt;br /&gt;
&lt;br /&gt;
# Drag a new temporary brush over the model, roughly covering it. This will be the collision hull, so get it as close as you can.&lt;br /&gt;
# Clip the shape if necessary, or convert it eg, to pyramid or whatever to best fit the model.&lt;br /&gt;
# Convert that brush to &#039;&#039;&#039;func_clipmodel&#039;&#039;&#039;.&lt;br /&gt;
# Check the origin of the brush entity is in the same place as the model&#039;s origin because that is where its origin will be in-game.&lt;br /&gt;
# Texture it with &#039;&#039;&#039;common/collision&#039;&#039;&#039;.&lt;br /&gt;
# With that brush still selected, do &#039;&#039;&#039;Selected-&amp;gt;Export-&amp;gt;To CM&#039;&#039;&#039;. Locate the model for which it will stand as a clipmodel, and save with the same name. The path and name are vital. Don&#039;t worry, DoomEd will automatically name it .cm instead by of your model&#039;s extension, so it shouldn&#039;t overwrite anything.&lt;br /&gt;
# You can now delete the temporary collision model brush entity.&lt;br /&gt;
&lt;br /&gt;
==Brush/Patch Moveables==&lt;br /&gt;
&lt;br /&gt;
You can make virtually any brush/patch construction into a moveable. At its core must be a simple brush to form the collision shape. I&#039;ve had a brush with 12 surfaces as a moveable OK. I don&#039;t know if there is a limit but it&#039;s my belief that it won&#039;t work if too complicated a shape. However, we can get round that and produce very complex moveables such as a stepladder with multiple steps and ladder surface. We do that by binding the construction to a single central collision shape brush which is the actual moveable entity.&lt;br /&gt;
&lt;br /&gt;
===Simple brush moveables===&lt;br /&gt;
&lt;br /&gt;
First let&#039;s take the simplest of brush moveables: a stone block. It is not uncommon in FMs to have a hole in a wall filled with stone blocks or rubble the player can move or push out of the way. So first make your brush stone block from the same texture as your wall so it will match perfectly (if desired.) If it is a broken block (rubble) then you can cut pieces off the basic rectangular block but I would get it all working first and save it then gradually cut piecess off and save the early versions. You might find if you have too many surfaces it might not work. (I am still unsure about this.) I have not tried with patches but it should work. In any event you can certainly bind a patch to an unrendered block to get what you want.&lt;br /&gt;
&lt;br /&gt;
* Make the brush an atdm:moveable_base entity. Later a proper entity inheriting from atdm:moveable_base might be made up with the following spawnargs to save time. (I couldn&#039;t get this to work with the custom entities which have to use a model.)&lt;br /&gt;
* Give it mass (in kilos)&lt;br /&gt;
* No need to give it density as this is now calculated from its volume and mass.&lt;br /&gt;
* Give it friction (0 to 1) I usually aim low about 0.1 else it can be &#039;sticky&#039;&lt;br /&gt;
* Give it snd_bounce as the sound it will make on impact. Example: med_metal_impact. I suggest you look at what some already existing moveable of a similar size and material is using.&lt;br /&gt;
* Give it an alert size and hardness. This determines how AI will react to its sound. If you don&#039;t then it will default to medium size and hard so if your object is about that then you need do nothing. Otherwise, give it these two spawnargs/values. These are the possibles:&lt;br /&gt;
** spr_object_hardness - can be soft, medium, or hard&lt;br /&gt;
** spr_object_size - can be small, medium, or large&lt;br /&gt;
&lt;br /&gt;
By default, the above will highlight and can be pushed about, frobbed and picked up, carried, and manipulated by the player.&lt;br /&gt;
&lt;br /&gt;
If you want it only to be pushed but not picked up then give it frobable 0.&lt;br /&gt;
&lt;br /&gt;
If you want it to go in the inventory:&lt;br /&gt;
* Give it inv_category. This can be eg, Special, Tools, Keys. (look at currentsimilar objects)&lt;br /&gt;
* Give it inv_name with the value of whatever name you want it show in the inventory.&lt;br /&gt;
* Give it inv_icon with the value guis/assets/hud/inventory_icons/default which will show blank (otherwise you get a black square.) If you can create your own icon then even better.&lt;br /&gt;
* Give it snd_acquire with the value tool_pickup is a good default (the sound it makes when the player gets it.)&lt;br /&gt;
&lt;br /&gt;
===Remake the map cm file if console error===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT!&#039;&#039;&#039; This caused me a lot of headaches over a couple of years until I realized so memorize this even if you forget everything else. When you first make a brush moveable it might work fine but later you get a console error: &#039;cannot load collision model&#039;. You might get this if you rename the entity or import it as a prefab into another map. What you must do is DELETE the map cm file (in maps folder mymap.cm) then DMAP again. Dmap doesn&#039;t know if you changed anything so you need to force it to recreate the map collision file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===More complex brush and patch moveables===&lt;br /&gt;
&lt;br /&gt;
To make complex brush moveables like a stepladder you first create a simple brush moveable as described above and texture it with textures/common/collision. Size and shape this brush to approximate the basic size and shape of the object you are making. Try to avoid over-complexity of this shape; it only needs to determine collisions. For example, for the stepladder I made an upright right-angled triangle shape. This is the core of the stepladder; the actual moveable entity as described in the above section. You then make your more complex shape(s) into func_static(s) and bind to the collision shape to get the best fit. The collision shape is what the player picks up but it is not visible of course.&lt;br /&gt;
&lt;br /&gt;
==== Making frobable ====&lt;br /&gt;
&lt;br /&gt;
The above is OK for pushing around but if you want to be able to pick up the object it needs to be frobable. At this point only the invisible collision moveable is frobable but its highlight is invisible! To make the visible object frobable do the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To the invisible moveable add the property/value:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;frob_peer&#039;&#039; &amp;lt;name of visible object&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To the visible object add the properties/vaues:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;frobable&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;frob_distance&#039;&#039; 1 (do NOT use 0 or it defaults to the normal distance.) &lt;br /&gt;
&lt;br /&gt;
What the above does is allow the visible object to highlight but not directly frobable. Instead when it highlights it means you are focused on the invisible moveable which is what you want - and it highlights the visible object through the frob_peer.&lt;br /&gt;
&lt;br /&gt;
===Model/Brush hybrid===&lt;br /&gt;
&lt;br /&gt;
In the earlier sections on making a moveable model is described how to make an external model cm file. In some situations you might instead bind a static model to a brush moveable as described above. In some cases you might make the brush moveable visible or some surfaces visible. An example makes it easier to understand: I took a model chest body. Made a rectangular brush moveable to completely fill it. I textured it with textures/common/collision but the top surface I gave it the texture that the chest used. When aligned carefully it complete sealed the top so it looks like a new luggable crate. Then bind the chest model to the brush moveable. To make it frobable see above [[#Making frobable]]&lt;br /&gt;
&lt;br /&gt;
== Complete List of Default Key/Values for Moveable entities==&lt;br /&gt;
 &amp;quot;Moveable object. Will drop to the floor and rest until activated.&amp;quot;&lt;br /&gt;
 &amp;quot;The visual model set with the &#039;model&#039; key can also be used for&amp;quot;&lt;br /&gt;
 &amp;quot;collision detection. However the model may not be too complex.&amp;quot;&lt;br /&gt;
 &amp;quot;max vertices = 32&amp;quot;&lt;br /&gt;
 &amp;quot;max edges = 32&amp;quot;&lt;br /&gt;
 &amp;quot;max polygons = 16&amp;quot;&lt;br /&gt;
 &amp;quot;&amp;quot;max edges per polygon = 16&amp;quot;&lt;br /&gt;
 &amp;quot;The collision model must be an enclosed hull. Dangling polygons or&amp;quot;&lt;br /&gt;
 &amp;quot;edges are not allowed. If the visual model is too complex or does&amp;quot;&lt;br /&gt;
 &amp;quot;not meet these requirements it can be contained in a less complex&amp;quot;&lt;br /&gt;
 &amp;quot;model for collision detection. Such a collision model is specified with the&amp;quot;&lt;br /&gt;
 &amp;quot;&#039;clipmodel&#039; key.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_var density&amp;quot;          &amp;quot;Volume of the object times the density is the mass.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_var friction&amp;quot;         &amp;quot;Friction with contacting surfaces in the range [0-1] where 0 is no friction.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_var bouncyness&amp;quot;       &amp;quot;How much the object bounces in the range [0-1] where 0 is no bounce.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_var mass&amp;quot;             &amp;quot;Mass of the object (overrides density).&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_model clipmodel&amp;quot;      &amp;quot;Model to be used for collision detection.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_var clipshrink&amp;quot;       &amp;quot;Shrink the visual model with an epsilon and use it as a clip model.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_var allowStep&amp;quot;        &amp;quot;Set to 0 to prevent monsters from ever walking over this object.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_var nonsolid&amp;quot;         &amp;quot;Make the object non-solid.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_bool nodrop&amp;quot;          &amp;quot;Do not drop to the floor.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_bool noimpact&amp;quot;        &amp;quot;Do not activate by the impact of other objects.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_bool notpushable&amp;quot;     &amp;quot;Do not allow to be pushed.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_bool unbindondeath&amp;quot;   &amp;quot;Unbind entity when health drops down to or below zero.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_var health&amp;quot;           &amp;quot;If set the visual model changes to &#039;broken&#039; when the health drops down to or below zero.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_model broken&amp;quot;         &amp;quot;Visual model to be used when the health drops down to or below zero.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_bool explode&amp;quot;         &amp;quot;If set to 1 the moveable explodes and is removed when the health drops down to or below zero.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_var init_velocity&amp;quot;    &amp;quot;Initial linear velocity set when activated.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_var init_avelocity&amp;quot;   &amp;quot;Initial angular velocity set when activated.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_var init_velocityDelay&amp;quot;   &amp;quot;Delay in seconds before the initial linear velocity is set after being activated.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_var init_avelocityDelay&amp;quot;  &amp;quot;Delay in seconds before the initial angular velocity is set after being activated.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_var initialSplineTime&amp;quot;    &amp;quot;Number of milliseconds the moveable should follow the initial spline path.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_var damage&amp;quot;               &amp;quot;Damage definition if it damages things it collides with&amp;quot;&lt;br /&gt;
 &amp;quot;editor_var damageWhenActive&amp;quot;     &amp;quot;Only damage when active ( currently for the vagary and influence stuff )&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_var fx_collide&amp;quot;           &amp;quot;FX system to start at impact position when object collides.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Default Settings ==&lt;br /&gt;
 &amp;quot;density&amp;quot;           &amp;quot;0.5&amp;quot;&lt;br /&gt;
 &amp;quot;friction&amp;quot;          &amp;quot;0.05&amp;quot;&lt;br /&gt;
 &amp;quot;bouncyness&amp;quot;        &amp;quot;0.6&amp;quot;&lt;br /&gt;
 &amp;quot;explode&amp;quot;           &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;unbindondeath&amp;quot;     &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;health&amp;quot;            &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;nodrop&amp;quot;            &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;noimpact&amp;quot;          &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;notPushable&amp;quot;       &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;clipshrink&amp;quot;        &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;allowStep&amp;quot;         &amp;quot;1&amp;quot;&lt;br /&gt;
 &amp;quot;snd_bounce&amp;quot;        &amp;quot;smallpanel_impact &amp;quot;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Pushing]] of moveables.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Moveables&amp;diff=11453</id>
		<title>Moveables</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Moveables&amp;diff=11453"/>
		<updated>2010-10-13T02:37:02Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: /* Create a Collision Model (CM) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|SneaksieDave &amp;amp; Ishtvan|3968}}&lt;br /&gt;
&lt;br /&gt;
Physics fans rejoice! If you want an object (whether a model or multi-brush/patch) to be moveable (pick up and carry, push, float, shoot, etc.), even though it wasn&#039;t designed to be used that way, there is a way to do it anyway, and all within the editor.&lt;br /&gt;
&lt;br /&gt;
==Models==&lt;br /&gt;
&lt;br /&gt;
In summary you need to create the model, make it moveable, and make sure a collision model exists for it...&lt;br /&gt;
&lt;br /&gt;
=== Create a Moveable Model ===&lt;br /&gt;
&lt;br /&gt;
# Create a brush, convert it to a moveable_base entity, and assign it the model you want to use.&lt;br /&gt;
# You only need one collision model file no matter how many instances of this moveable you make in your map so check if it has already been created (a .cm file of the same name as the model and in the same folder.) If not..&lt;br /&gt;
&lt;br /&gt;
=== Create a Collision Model (CM) ===&lt;br /&gt;
&lt;br /&gt;
In DarkRadiant:&lt;br /&gt;
# &#039;&#039;&#039;Important&#039;&#039;&#039;: Make sure the model is not rotated in any way.&lt;br /&gt;
# Drag a new temporary brush over the model, roughly covering it.&lt;br /&gt;
# Clip the shape if necessary, or convert it eg, to pyramid or whatever to best fit the model.&lt;br /&gt;
# Any texture will do on any surface.&lt;br /&gt;
# Convert to func_static (any entity will do)&lt;br /&gt;
# Check the origin of the brush entity is in the same place as the model&#039;s origin because that is where its origin will be in-game. If they do not coincide then either move the brush so it coincides and resize the brush or key V and drag the origin into position.&lt;br /&gt;
# Use the {{menu|File|Create CollisionModel from selection}} menu entry:&lt;br /&gt;
# The model selector dialog appears, Select the correct model. Click {{ok}}.&lt;br /&gt;
# A .cm should have now been saved in the same folder as the model and with the same name as the model.&lt;br /&gt;
# You can now delete the temporary collision model brush entity.&lt;br /&gt;
&lt;br /&gt;
In DoomEd:&lt;br /&gt;
&lt;br /&gt;
# Drag a new temporary brush over the model, roughly covering it. This will be the collision hull, so get it as close as you can.&lt;br /&gt;
# Clip the shape if necessary, or convert it eg, to pyramid or whatever to best fit the model.&lt;br /&gt;
# Convert that brush to &#039;&#039;&#039;func_clipmodel&#039;&#039;&#039;.&lt;br /&gt;
# Check the origin of the brush entity is in the same place as the model&#039;s origin because that is where its origin will be in-game.&lt;br /&gt;
# Texture it with &#039;&#039;&#039;common/collision&#039;&#039;&#039;.&lt;br /&gt;
# With that brush still selected, do &#039;&#039;&#039;Selected-&amp;gt;Export-&amp;gt;To CM&#039;&#039;&#039;. Locate the model for which it will stand as a clipmodel, and save with the same name. The path and name are vital. Don&#039;t worry, DoomEd will automatically name it .cm instead by of your model&#039;s extension, so it shouldn&#039;t overwrite anything.&lt;br /&gt;
# You can now delete the temporary collision model brush entity.&lt;br /&gt;
&lt;br /&gt;
==Brush/Patch Moveables==&lt;br /&gt;
&lt;br /&gt;
You can make virtually any brush/patch construction into a moveable. At its core must be a simple brush to form the collision shape. I&#039;ve had a brush with 12 surfaces as a moveable OK. I don&#039;t know if there is a limit but it&#039;s my belief that it won&#039;t work if too complicated a shape. However, we can get round that and produce very complex moveables such as a stepladder with multiple steps and ladder surface. We do that by binding the construction to a single central collision shape brush which is the actual moveable entity.&lt;br /&gt;
&lt;br /&gt;
===Simple brush moveables===&lt;br /&gt;
&lt;br /&gt;
First let&#039;s take the simplest of brush moveables: a stone block. It is not uncommon in FMs to have a hole in a wall filled with stone blocks or rubble the player can move or push out of the way. So first make your brush stone block from the same texture as your wall so it will match perfectly (if desired.) If it is a broken block (rubble) then you can cut pieces off the basic rectangular block but I would get it all working first and save it then gradually cut piecess off and save the early versions. You might find if you have too many surfaces it might not work. (I am still unsure about this.) I have not tried with patches but it should work. In any event you can certainly bind a patch to an unrendered block to get what you want.&lt;br /&gt;
&lt;br /&gt;
* Make the brush an atdm:moveable_base entity. Later a proper entity inheriting from atdm:moveable_base might be made up with the following spawnargs to save time. (I couldn&#039;t get this to work with the custom entities which have to use a model.)&lt;br /&gt;
* Give it mass (in kilos)&lt;br /&gt;
* No need to give it density as this is now calculated from its volume and mass.&lt;br /&gt;
* Give it friction (0 to 1) I usually aim low about 0.1 else it can be &#039;sticky&#039;&lt;br /&gt;
* Give it snd_bounce as the sound it will make on impact. Example: med_metal_impact. I suggest you look at what some already existing moveable of a similar size and material is using.&lt;br /&gt;
* Give it an alert size and hardness. This determines how AI will react to its sound. If you don&#039;t then it will default to medium size and hard so if your object is about that then you need do nothing. Otherwise, give it these two spawnargs/values. These are the possibles:&lt;br /&gt;
** spr_object_hardness - can be soft, medium, or hard&lt;br /&gt;
** spr_object_size - can be small, medium, or large&lt;br /&gt;
&lt;br /&gt;
By default, the above will highlight and can be pushed about, frobbed and picked up, carried, and manipulated by the player.&lt;br /&gt;
&lt;br /&gt;
If you want it only to be pushed but not picked up then give it frobable 0.&lt;br /&gt;
&lt;br /&gt;
If you want it to go in the inventory:&lt;br /&gt;
* Give it inv_category. This can be eg, Special, Tools, Keys. (look at currentsimilar objects)&lt;br /&gt;
* Give it inv_name with the value of whatever name you want it show in the inventory.&lt;br /&gt;
* Give it inv_icon with the value guis/assets/hud/inventory_icons/default which will show blank (otherwise you get a black square.) If you can create your own icon then even better.&lt;br /&gt;
* Give it snd_acquire with the value tool_pickup is a good default (the sound it makes when the player gets it.)&lt;br /&gt;
&lt;br /&gt;
===Remake the map cm file if console error===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT!&#039;&#039;&#039; This caused me a lot of headaches over a couple of years until I realized so memorize this even if you forget everything else. When you first make a brush moveable it might work fine but later you get a console error: &#039;cannot load collision model&#039;. You might get this if you rename the entity or import it as a prefab into another map. What you must do is DELETE the map cm file (in maps folder mymap.cm) then DMAP again. Dmap doesn&#039;t know if you changed anything so you need to force it to recreate the map collision file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===More complex brush and patch moveables===&lt;br /&gt;
&lt;br /&gt;
To make complex brush moveables like a stepladder you first create a simple brush moveable as described above and texture it with textures/common/collision. Size and shape this brush to approximate the basic size and shape of the object you are making. Try to avoid over-complexity of this shape; it only needs to determine collisions. For example, for the stepladder I made an upright right-angled triangle shape. This is the core of the stepladder; the actual moveable entity as described in the above section. You then make your more complex shape(s) into func_static(s) and bind to the collision shape to get the best fit. The collision shape is what the player picks up but it is not visible of course.&lt;br /&gt;
&lt;br /&gt;
==== Making frobable ====&lt;br /&gt;
&lt;br /&gt;
The above is OK for pushing around but if you want to be able to pick up the object it needs to be frobable. At this point only the invisible collision moveable is frobable but its highlight is invisible! To make the visible object frobable do the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To the invisible moveable add the property/value:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;frob_peer&#039;&#039; &amp;lt;name of visible object&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To the visible object add the properties/vaues:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;frobable&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;frob_distance&#039;&#039; 1 (do NOT use 0 or it defaults to the normal distance.) &lt;br /&gt;
&lt;br /&gt;
What the above does is allow the visible object to highlight but not directly frobable. Instead when it highlights it means you are focused on the invisible moveable which is what you want - and it highlights the visible object through the frob_peer.&lt;br /&gt;
&lt;br /&gt;
===Model/Brush hybrid===&lt;br /&gt;
&lt;br /&gt;
In the earlier sections on making a moveable model is described how to make an external model cm file. In some situations you might instead bind a static model to a brush moveable as described above. In some cases you might make the brush moveable visible or some surfaces visible. An example makes it easier to understand: I took a model chest body. Made a rectangular brush moveable to completely fill it. I textured it with textures/common/collision but the top surface I gave it the texture that the chest used. When aligned carefully it complete sealed the top so it looks like a new luggable crate. Then bind the chest model to the brush moveable. To make it frobable see above [[#Making frobable]]&lt;br /&gt;
&lt;br /&gt;
== Complete List of Default Key/Values for Moveable entities==&lt;br /&gt;
 &amp;quot;Moveable object. Will drop to the floor and rest until activated.&amp;quot;&lt;br /&gt;
 &amp;quot;The visual model set with the &#039;model&#039; key can also be used for&amp;quot;&lt;br /&gt;
 &amp;quot;collision detection. However the model may not be too complex.&amp;quot;&lt;br /&gt;
 &amp;quot;max vertices = 32&amp;quot;&lt;br /&gt;
 &amp;quot;max edges = 32&amp;quot;&lt;br /&gt;
 &amp;quot;max polygons = 16&amp;quot;&lt;br /&gt;
 &amp;quot;&amp;quot;max edges per polygon = 16&amp;quot;&lt;br /&gt;
 &amp;quot;The collision model must be an enclosed hull. Dangling polygons or&amp;quot;&lt;br /&gt;
 &amp;quot;edges are not allowed. If the visual model is too complex or does&amp;quot;&lt;br /&gt;
 &amp;quot;not meet these requirements it can be contained in a less complex&amp;quot;&lt;br /&gt;
 &amp;quot;model for collision detection. Such a collision model is specified with the&amp;quot;&lt;br /&gt;
 &amp;quot;&#039;clipmodel&#039; key.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_var density&amp;quot;          &amp;quot;Volume of the object times the density is the mass.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_var friction&amp;quot;         &amp;quot;Friction with contacting surfaces in the range [0-1] where 0 is no friction.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_var bouncyness&amp;quot;       &amp;quot;How much the object bounces in the range [0-1] where 0 is no bounce.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_var mass&amp;quot;             &amp;quot;Mass of the object (overrides density).&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_model clipmodel&amp;quot;      &amp;quot;Model to be used for collision detection.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_var clipshrink&amp;quot;       &amp;quot;Shrink the visual model with an epsilon and use it as a clip model.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_var allowStep&amp;quot;        &amp;quot;Set to 0 to prevent monsters from ever walking over this object.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_var nonsolid&amp;quot;         &amp;quot;Make the object non-solid.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_bool nodrop&amp;quot;          &amp;quot;Do not drop to the floor.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_bool noimpact&amp;quot;        &amp;quot;Do not activate by the impact of other objects.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_bool notpushable&amp;quot;     &amp;quot;Do not allow to be pushed.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_bool unbindondeath&amp;quot;   &amp;quot;Unbind entity when health drops down to or below zero.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_var health&amp;quot;           &amp;quot;If set the visual model changes to &#039;broken&#039; when the health drops down to or below zero.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_model broken&amp;quot;         &amp;quot;Visual model to be used when the health drops down to or below zero.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_bool explode&amp;quot;         &amp;quot;If set to 1 the moveable explodes and is removed when the health drops down to or below zero.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_var init_velocity&amp;quot;    &amp;quot;Initial linear velocity set when activated.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_var init_avelocity&amp;quot;   &amp;quot;Initial angular velocity set when activated.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_var init_velocityDelay&amp;quot;   &amp;quot;Delay in seconds before the initial linear velocity is set after being activated.&amp;quot;&lt;br /&gt;
 &amp;quot;editor_var init_avelocityDelay&amp;quot;  &amp;quot;Delay in seconds before the initial angular velocity is set after being activated.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_var initialSplineTime&amp;quot;    &amp;quot;Number of milliseconds the moveable should follow the initial spline path.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_var damage&amp;quot;               &amp;quot;Damage definition if it damages things it collides with&amp;quot;&lt;br /&gt;
 &amp;quot;editor_var damageWhenActive&amp;quot;     &amp;quot;Only damage when active ( currently for the vagary and influence stuff )&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;editor_var fx_collide&amp;quot;           &amp;quot;FX system to start at impact position when object collides.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Default Settings ==&lt;br /&gt;
 &amp;quot;density&amp;quot;           &amp;quot;0.5&amp;quot;&lt;br /&gt;
 &amp;quot;friction&amp;quot;          &amp;quot;0.05&amp;quot;&lt;br /&gt;
 &amp;quot;bouncyness&amp;quot;        &amp;quot;0.6&amp;quot;&lt;br /&gt;
 &amp;quot;explode&amp;quot;           &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;unbindondeath&amp;quot;     &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;health&amp;quot;            &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;nodrop&amp;quot;            &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;noimpact&amp;quot;          &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;notPushable&amp;quot;       &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;clipshrink&amp;quot;        &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;allowStep&amp;quot;         &amp;quot;1&amp;quot;&lt;br /&gt;
 &amp;quot;snd_bounce&amp;quot;        &amp;quot;smallpanel_impact &amp;quot;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Pushing]] of moveables.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=DDS_creation&amp;diff=11452</id>
		<title>DDS creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=DDS_creation&amp;diff=11452"/>
		<updated>2010-10-13T02:18:36Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: Quite a lot of changes, hopefully it makes sense... someone should check/edit as its 4am. Urrrg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This quick guide will describe the steps you&#039;ll have to follow in order to create DDS files suitable for use in your Dark Mod maps and how to convert from DDS to other image formats using &amp;quot;The Compressonator&amp;quot;. DDS files are a lot smaller than the uncompressed TGAs, often around 15% of the size. The greatest benefit of this is seen in performance and the benefit of using higher res textures. &lt;br /&gt;
&lt;br /&gt;
It is strongly suggested that while you are creating and adjusting your texture that you should use TGA until you are ready to release it and then compressing the relevant images to DDS for release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guidelines for DDS Textures ==&lt;br /&gt;
&lt;br /&gt;
Due to these reasons it is &#039;&#039;&#039;strongly recommended&#039;&#039;&#039; that you compress both &#039;&#039;&#039;diffuse&#039;&#039;&#039; and &#039;&#039;&#039;specular&#039;&#039;&#039; textures. Normalmaps should however not be compressed, please use TGA!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diffusemap :&#039;&#039;&#039;&lt;br /&gt;
:Does the texture have &#039;&#039;&#039;transparency&#039;&#039;&#039;?(i.e leaves, spiderwebs etc)&lt;br /&gt;
:*If &#039;&#039;&#039;NO: DXT1&#039;&#039;&#039;&lt;br /&gt;
:*If &#039;&#039;&#039;YES: DXT5&#039;&#039;&#039; and read the following note:&lt;br /&gt;
Note : Please be aware that at the moment TDM/Doom 3 only supports hard edges for transparency, as such you wont get the gradual blending from transparency, however in the future it is likely that we will be able to have this smooth blending, so saving your transparency in with DXT5 and then using the alphaTest keyword in your material will allow you to control where the hard edge is located easily. If your texture is meant to only ever have a hard edge you may also experiment with using the explicit alpha in DXT1 as this compresses much better.&lt;br /&gt;
*&#039;&#039;&#039;Specularmap :&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;DXT1&#039;&#039;&#039; - should be more than adequate as specular does not require alpha information.&lt;br /&gt;
*&#039;&#039;&#039;Normalmap :&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;NONE&#039;&#039;&#039; - Use TGA!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DXT3 can be used, however it has very little benefit and is not worth using unless you have a specific reason.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Converting Image To DDS==&lt;br /&gt;
=== Compress Diffuse/Specular Maps ===&lt;br /&gt;
* Open your source (TGA) file&lt;br /&gt;
* Create Mip Maps using the &#039;&#039;&#039;Box-Filter&#039;&#039;&#039; with the lowest mip map size of &#039;&#039;&#039;1x1&#039;&#039;&#039;.&lt;br /&gt;
[[Image:01_mips.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Click the Compress button next to &amp;quot;ATI 3Dc Compression&amp;quot;&lt;br /&gt;
* Select the correct compression type by reading the section above, [[DDS creation#Guidelines for DDS Textures|Guidelines for DDS Textures]]&lt;br /&gt;
* Make sure that the channel weighting values are as follows :&lt;br /&gt;
:&#039;&#039;&#039;red=0.3086&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;green=0.6094&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;blue=0.082&#039;&#039;&#039;&lt;br /&gt;
* Click Compress&lt;br /&gt;
[[Image:02_compression.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Save your DDS to the &#039;&#039;&#039;dds/&#039;&#039;&#039; tree, e.g. dds/textures/darkmod/stone/blah.dds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note about file locations:&#039;&#039;&#039;&lt;br /&gt;
If the TGA version of your image (e.g a working diffuse) was located at :&lt;br /&gt;
:/doom3/mymission/textures/brick/mybrick.tga&lt;br /&gt;
You will save the dds to :&lt;br /&gt;
:/doom3/mymission/dds/textures/brick/mybrick.dds&lt;br /&gt;
However in the material file you will still refer to it as :&lt;br /&gt;
:textures/brick/mybrick&lt;br /&gt;
Make sure to remove your TGA to test the finished DDS, if you have followed this it will work flawlessly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Change the File Extension to lowercase ===&lt;br /&gt;
The Compressonator automatically names the file *.DDS, but all files should be lowercase (including TGAs). Be sure to rename the files to a lowercase .dds extension before uploading them. &lt;br /&gt;
&lt;br /&gt;
Option A: Use Windows Explorer. You need to change your Explorer settings to display the file extension:&lt;br /&gt;
# Open up Windows Explorer&lt;br /&gt;
# Go &#039;&#039;&#039;Tools&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Folder Options&#039;&#039;&#039;&lt;br /&gt;
# Click the View tab and disable &#039;&#039;&#039;Hide extensions for known file types&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Then you can highlight your file and hit F2 (or right-click &amp;gt; Rename) and change the extension to lowercase.&lt;br /&gt;
&lt;br /&gt;
Option B: This can also be done via the command line &#039;&#039;&#039;Start&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Run...&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;cmd&#039;&#039;&#039; (then cd to your textures folder) and rename the files via:&lt;br /&gt;
:ren *.DDS *.dds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Working with Transparency/Alpha==&lt;br /&gt;
Quite often when working with alpha and converting from TGA to DDS you will have trouble getting the alpha to work correctly. There are a number of causes for this however the easiest way to deal with it is to rather save your texture out as a TIFF and then open it in The Compressonator, if you are saving from Photoshop/GIMP disable layers in the save options but make sure its set to preserve transparency. When opening it in The Compressinator remember to right click in the image and view RGBA/Alpha to check that it is correct before generating mipmaps or compressing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Batch Processing ==&lt;br /&gt;
Choose &#039;&#039;&#039;File &amp;gt; Batch Compress&#039;&#039;&#039; or hit F4 to open the batch compression dialog. Choose the same compression settings as described above for your diffuse and normal maps. Don&#039;t mix diffuse/speculars with normals as they require different compression settings.&lt;br /&gt;
&lt;br /&gt;
[[Image:dds_batch_screenshot.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command Line Parameters ==&lt;br /&gt;
ATI&#039;s compressonator provides some command line parameters to compress the textures:&lt;br /&gt;
 thecompressonator -convert &amp;quot;normal.tga&amp;quot; &amp;quot;normal.dds&amp;quot; RXGB +red 0.0 +green 0.5 +blue 0.5 -mipmaps &lt;br /&gt;
 thecompressonator -convert &amp;quot;specular.tga&amp;quot; &amp;quot;specular.dds&amp;quot; DXT1 -mipmaps &lt;br /&gt;
 thecompressonator -convert &amp;quot;diffuse.tga&amp;quot; &amp;quot;diffuse.dds&amp;quot; DXT1 -mipmaps &lt;br /&gt;
 thecompressonator -convert &amp;quot;diffuse_with_alpha.tga&amp;quot; &amp;quot;diffuse.dds&amp;quot; DXT5 -mipmaps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Converting FROM DDS to common image file formats==&lt;br /&gt;
&lt;br /&gt;
This is trivial but slightly confusing on The Compressonator:&lt;br /&gt;
&lt;br /&gt;
* File Menu &amp;gt; Save Original&lt;br /&gt;
* At the bottom of the dialog below the file name input select &#039;&#039;save as type&#039;&#039;. It may show DDS by default so don&#039;t be put off.&lt;br /&gt;
* Select file format from BMP, PNG, or TGA (use TGA generally for Dark Mod.)&lt;br /&gt;
* Make sure the filename you want is shown in the input box and click &#039;&#039;save&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Normalmap_Compression&amp;diff=11451</id>
		<title>Normalmap Compression</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Normalmap_Compression&amp;diff=11451"/>
		<updated>2010-10-13T01:09:45Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: Remove some confusion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Very Important|text=The normalmap DDS compression section is here for historical documentation purposes only. It is very strongly suggested that you do not distribute DDS/DXT compressed normalmaps for use in The Dark Mod.}}&lt;br /&gt;
&lt;br /&gt;
== Compress Normalmaps ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need [http://72.8.59.188/TheDarkMod/Files/ATI_Compressonator_v1.21.zip ATI&#039;s &amp;quot;The Compressonator&amp;quot; application version 1.21.1044] with this exact version - other (newer) versions do not support the format that Doom 3 requires for dds normalmaps! Install/unzip it to a folder and create a shortcut if you like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Open your source (TGA) file&lt;br /&gt;
* Create Mip Maps using the &#039;&#039;&#039;Box-Filter&#039;&#039;&#039; with the lowest mip map size of &#039;&#039;&#039;1x1&#039;&#039;&#039; (same as for the diffuse maps).&lt;br /&gt;
[[Image:01_normal_mips.jpg|frameless]]&lt;br /&gt;
* Compress your normalmap using the &#039;&#039;&#039;UberCompressor&#039;&#039;&#039; in &#039;&#039;&#039;DXT5 RXGB&#039;&#039;&#039; format with the colour weighting of &#039;&#039;&#039;red=0, green=0.5, blue=0.5&#039;&#039;&#039; and &#039;&#039;&#039;&amp;quot;adaptive&amp;quot; disabled&#039;&#039;&#039;.&lt;br /&gt;
[[Image:02_normal_compression.jpg|frameless]]&lt;br /&gt;
* Save your DDS to the &#039;&#039;&#039;dds/&#039;&#039;&#039; tree, e.g. dds/textures/darkmod/stone/blah_local.dds. You won&#039;t need to add the dds/ path prefix to your shader definition, this is automatically added by the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=11444</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=11444"/>
		<updated>2010-10-12T00:35:10Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: Some updates/changes/formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Important|text=This article tells you how to install the full version of [[The Dark Mod]]. If you are installing one of the demos: &#039;&#039;Thief&#039;s Den&#039;&#039; or &#039;&#039;Saint Lucia&#039;&#039;, then you can ignore this page. Instead, follow the instructions here: [[Thief%27s_Den#Installation|Thief&#039;s Den Installation]] or [[Saint_Lucia|Saint Lucia Installation]].}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Important|text=You&#039;ll need to install the [http://www.dramthethief.com/darkmod/files/DOOM3-1.3.1.exe Doom 3 patch 1.3.1] ([http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe mirror]) otherwise the Mod won&#039;t run.}}&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
==== General ====&lt;br /&gt;
:At a minimum, you&#039;ll need a machine which is capable of running the Doom 3 game on comfortably high settings. The team recommends adding more RAM and a bit more CPU to the basic requirements, however, otherwise running the larger maps will be difficult.&lt;br /&gt;
&lt;br /&gt;
==== Operating System ====&lt;br /&gt;
:*Windows (2000/XP/Vista/Win7)&lt;br /&gt;
:*Linux&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;MacOS Note&#039;&#039;&#039; : While Doom 3 itself supports MacOS, &#039;&#039;&#039;The Dark Mod does not&#039;&#039;&#039; currently support it.&lt;br /&gt;
&lt;br /&gt;
==== Doom 3 Patch 1.3.1 ====&lt;br /&gt;
:In order to run The Dark Mod, you need to have the v1.3.1 patch for Doom 3 installed. See the [[#Weblinks|download section below]] for links, please use these links as there are some bad versions of this patch floating around some sites. Steam copies of Doom3 will already have the correct version and do not need to worry about this.&lt;br /&gt;
&lt;br /&gt;
:*Linux users: make sure that the install path for Doom 3 is all lowercase (e.g. &amp;lt;code&amp;gt;/usr/local/lib/doom3&amp;lt;/code&amp;gt;).&lt;br /&gt;
:*Non-English Windows users: Some combinations of Doom 3 English and a non-English version of Windows can result in the patch installer having trouble or not offering an English option, please see [http://modetwo.net/darkmod/index.php?/topic/11815-trouble-patching-and-launching| this forum thread].&lt;br /&gt;
&lt;br /&gt;
==== Hard Disk Space ====&lt;br /&gt;
:A rough estimate of how disk space required is &#039;&#039;&#039;3-4gb&#039;&#039;&#039;. As TDM is under continual development this is likely to increase slowly over time.&lt;br /&gt;
&lt;br /&gt;
:Breakdown of the estimate:&lt;br /&gt;
::* Doom 3 installation : 1.5 GB.&lt;br /&gt;
::* For the base TDM 1.02 package you need another 1.7 GB.&lt;br /&gt;
::* Plus a variable amount of space you need for downloaded FM packages.&lt;br /&gt;
::* Plus a variable amount of space for screenshots, savegames, etc.&lt;br /&gt;
&lt;br /&gt;
:*FM&#039;s (Fan Mission) sizes vary as they depends on the amount of custom content(models, textures etc) the FM author is packing in. Usually FMs are very small, if they&#039;re using the stock TDM content (1 to 10 MB). FM&#039;s with large amounts of custom content can be quite large (20-60mb+), all content however is pre-compressed. For more information please see [[Fan Missions for The_ Dark Mod]].&lt;br /&gt;
:*Savegames vary in size, they can be up to 10-20 MB per save depending on the size of the FM.&lt;br /&gt;
:*Screenshots depend on the screen resolution you&#039;re using (~2 MB per shot).&lt;br /&gt;
&lt;br /&gt;
==== References ====&lt;br /&gt;
:See the article [[Known System Configurations]] for a (hopefully growing) collection of system configurations and the corresponding user feedback.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod ==&lt;br /&gt;
=== Install on Windows ===&lt;br /&gt;
You need a working and patched Doom 3 installation on your hard drive. These steps will assume that you installed Doom 3 in the folder &amp;lt;tt&amp;gt;C:\Games\Doom3&amp;lt;/tt&amp;gt;. If you are using a Steam version of Doom3 please read [[FAQ#Does_it_run_with_the_Steam_version_of_Doom_3.3F |this FAQ note]].&lt;br /&gt;
&lt;br /&gt;
# Create a &#039;&#039;&#039;darkmod&#039;&#039;&#039; folder in your Doom 3 directory, like this: &#039;&#039;&#039;C:\Games\Doom3\darkmod\&#039;&#039;&#039;&lt;br /&gt;
# Download the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_win.zip TDM Updater] from one of our mirrors.&lt;br /&gt;
# Extract &#039;&#039;&#039;tdm_update.exe&#039;&#039;&#039; from the downloaded ZIP and copy it into your &#039;&#039;&#039;C:\Games\Doom3\darkmod\&#039;&#039;&#039; folder.&lt;br /&gt;
# Run tdm_update.exe. The installer will connect to our download mirrors and start the download process.&lt;br /&gt;
# Be patient and wait. The download weighs about &#039;&#039;&#039;1.7 GB&#039;&#039;&#039; will take a while.&lt;br /&gt;
# If you see error messages about corrupt files, please try to run the updater again, these massive downloads are sometimes failing.&lt;br /&gt;
# After installation, you&#039;ll find an executable &amp;lt;tt&amp;gt;tdmlauncher.exe&amp;lt;/tt&amp;gt; in your darkmod folder, i.e. &amp;lt;tt&amp;gt;C:\Games\Doom3\darkmod\tdmlauncher.exe&amp;lt;/tt&amp;gt;. Use this to start The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Install on Linux ===&lt;br /&gt;
# You need the native version of Doom 3 installed and patched to v1.3.1, [[#Weblinks|see below]] for download links and install instructions.&lt;br /&gt;
# Since there is no 64 bit version of either Doom 3 or The DarkMod, on 64 bit systems you also need the 32 bit compatibility libraries installed. On some distributions like SuSE, these are included in the default installation, but on Kubuntu/Ubuntu you need to install the package called &amp;lt;code&amp;gt;ia32-lib&amp;lt;/code&amp;gt; and all its dependencies. Otherwise, even the installer for Doom 3 will fail to run.&lt;br /&gt;
# Create a folder &amp;lt;tt&amp;gt;~/.doom3/darkmod&amp;lt;/tt&amp;gt; in your home directory. Mind the dot in the path.&lt;br /&gt;
# Download the Linux version of the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_linux.zip TDM Updater] and save it to &amp;lt;tt&amp;gt;~/.doom3/darkmod/&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Extract &#039;&#039;tdm_update.linux&#039;&#039;: &amp;lt;tt&amp;gt;unzip tdm_update_linux.zip&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Make &#039;&#039;tdm_update.linux&#039;&#039; executable: &amp;lt;tt&amp;gt;chmod +x tdm_update.linux&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Run the updater: &amp;lt;tt&amp;gt;./tdm_update.linux&amp;lt;/tt&amp;gt;  It will connect to our mirrors and download the packages for you.&lt;br /&gt;
&lt;br /&gt;
# If you get an error about GLIBCXX_3.4.9, delete or rename the files &amp;lt;tt&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;/usr/local/games/doom3/libgcc_s.so.1&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternative Download Methods ==&lt;br /&gt;
If you have troubles running tdm_update, you can see if [[tdm_update|this page]] helps you. Otherwise, you can also use other download methods to get a initial copy of the mod. Visit [http://www.mindplaces.com/darkmod/downloads.php TDM Downloads].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Launching The Dark Mod ==&lt;br /&gt;
Use the &#039;&#039;&#039;tdmlauncher&#039;&#039;&#039; application to run The Dark Mod. This small application will take care of launching the Doom 3 process with the correct command line arguments. TDM Launcher is available for both Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Windows:&#039;&#039;&#039; &amp;lt;tt&amp;gt;C:\Games\Doom3\darkmod\tdmlauncher.exe&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Linux:&#039;&#039;&#039; &amp;lt;tt&amp;gt;~/.doom3/darkmod/tdmlauncher.linux&amp;lt;/tt&amp;gt;&lt;br /&gt;
** Before it can be run the first time, you must make &#039;&#039;&#039;tdmlauncher.linux&#039;&#039;&#039; executable: &amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;chmod +x ~/.doom3/darkmod/tdmlauncher.linux&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The tdmlauncher application will also be used by the game itself when installing/re-installing/un-installing FM packages, so &#039;&#039;&#039;please don&#039;t delete tdmlauncher&#039;&#039;&#039;.&lt;br /&gt;
* See also [[Creating Desktop Shortcuts for TDM]].&lt;br /&gt;
* See also [[tdmlauncher in Gentoo Linux]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Troubleshooting TDM Launcher ====&lt;br /&gt;
The tdmlauncher executable will generate a small logfile &amp;lt;tt&amp;gt;tdmlauncher.log&amp;lt;/tt&amp;gt; each time it is invoked. The log file is located right next to the executable and might give some useful insight if the game fails to load.&lt;br /&gt;
&lt;br /&gt;
==== Passing custom command line arguments ====&lt;br /&gt;
Some people like to have custom command line arguments to the game, which is supported by tdmlauncher. Open the &amp;lt;tt&amp;gt;dmargs.txt&amp;lt;/tt&amp;gt; in your darkmod folder and add any arguments you&#039;d like TDM Launcher to pass to the Doom3 command line.&lt;br /&gt;
* See also [[Doom3 command line arguments]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First Startup ==&lt;br /&gt;
* Please take your time to read through [[The Dark Mod Gameplay]] article to get familiar with the game.&lt;br /&gt;
* TDM ships with a Training Mission which is designed to introduce you to TDM gameplay.  You should start this mission first even if you&#039;ve played stealth games before.&lt;br /&gt;
* Adjust the settings in the menus, like screen resolution and gameplay settings.&lt;br /&gt;
* See also the [[Performance Tweaks]] article to make TDM run a little bit faster if you&#039;re on a lower end machine.&lt;br /&gt;
* If you encounter a problem please check the [[FAQ]] and failing that leave a post in the TDM Support forum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing and Running Fan Missions ==&lt;br /&gt;
Go to [www.thedarkmod.com www.thedarkmod.com] to get hold of mission packages available for The Dark Mod. Each FM is contained in a PK4 file, which contains all the files necessary to run the mission.&lt;br /&gt;
# Download the mission PK4 file - (IE7 may rename PK4s to zip, dont worry TDM looks for both pk4&#039;s and zip&#039;s).&lt;br /&gt;
# Drop the file into the fms/ folder, e.g. &amp;lt;tt&amp;gt;C:\Games\doom3\darkmod\fms\&amp;lt;/tt&amp;gt;.&lt;br /&gt;
# Launch The Dark Mod.&lt;br /&gt;
# The mission should now be listed in your &#039;&#039;New Mission&#039;&#039; menu.&lt;br /&gt;
# Highlight the mission and select &#039;&#039;Install&#039;&#039; to install. TDM will automatically restart.&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; and then &#039;&#039;Start this Mission&#039;&#039; on the upper left.&lt;br /&gt;
&lt;br /&gt;
See the full article [[Installing and Running Fan Missions]] for a detailed explanation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoomConfig.cfg Howto ==&lt;br /&gt;
Game configuration settings are stored in the file DoomConfig.cfg but there is one in every FM folder as well as base and darkmod folders. Normally you just use the Settings menu but if you want to manually change or add any settings you should read  [[DoomConfig.cfg]] to see how they all integrate together or you may lose some settings if you edit the wrong way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weblinks ==&lt;br /&gt;
* Doom [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe v1.3.1 patch for Windows]  ([http://www.dramthethief.com/darkmod/files/DOOM3-1.3.1.exe mirror])&lt;br /&gt;
* Doom v1.3.1 for Linux: [ftp://ftp.idsoftware.com/idstuff/doom3/ FTP] [http://zerowing.idsoftware.com:6969/ BitTorrent]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[tdm_update]] - If you have trouble with running the installer/updater.&lt;br /&gt;
* [[FAQ]] - Frequently Asked Questions and their answers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=11443</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=11443"/>
		<updated>2010-10-11T23:15:45Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: /* Install Doom 3 Patch 1.3.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Important|text=This article tells you how to install the full version of [[The Dark Mod]]. If you are installing one of the demos: &#039;&#039;Thief&#039;s Den&#039;&#039; or &#039;&#039;Saint Lucia&#039;&#039;, then you can ignore this page. Instead, follow the instructions here: [[Thief%27s_Den#Installation|Thief&#039;s Den Installation]] or [[Saint_Lucia|Saint Lucia Installation]].}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Important|text=You&#039;ll need to install the [http://www.dramthethief.com/darkmod/files/DOOM3-1.3.1.exe Doom 3 patch 1.3.1] ([http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe mirror]) otherwise the Mod won&#039;t run.}}&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
=== System Requirements ===&lt;br /&gt;
At a minimum, you&#039;ll need a machine which is capable of running the Doom 3 game. The team recommends adding more RAM and a bit more CPU to the basic requirements, however, otherwise running the larger maps will be difficult.&lt;br /&gt;
&lt;br /&gt;
Supported operating systems are Windows (2000/XP/Vista/Win7) or Linux. Doom 3 currently supports Macs, but The Dark Mod has not been ported to that platform.&lt;br /&gt;
&lt;br /&gt;
=== Install Doom 3 Patch 1.3.1 ===&lt;br /&gt;
In order to install The Dark Mod, you need to have the v1.3.1 patch for Doom 3 installed. See the [[#Weblinks|download section below]] for links.&lt;br /&gt;
&lt;br /&gt;
*Linux users: make sure that the install path for Doom 3 is all lowercase (e.g. &amp;lt;code&amp;gt;/usr/local/lib/doom3&amp;lt;/code&amp;gt;).&lt;br /&gt;
*Non-English Windows users: Some combinations of Doom 3 English and a non-English version of Windows can result in the patch installer having trouble or not offering an English option, please see [http://modetwo.net/darkmod/index.php?/topic/11815-trouble-patching-and-launching| this forum thread].&lt;br /&gt;
&lt;br /&gt;
=== Space Requirements ===&lt;br /&gt;
This is only an estimation of the space requirements needed to play TDM missions. Keep in mind that development on TDM is going to continue over time and new stuff will be added all the time.&lt;br /&gt;
&lt;br /&gt;
* For the D3 installation you roughly need 1.5 GB.&lt;br /&gt;
* For the base TDM 1.00 package you need another 1.6 GB.&lt;br /&gt;
* Plus a variable amount of space you need for downloaded FM packages.&lt;br /&gt;
* Plus a variable amount of space for screenshots, savegames, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;So the minimum can be estimated to be slightly above 3 GB.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s difficult to give numbers about FM package size, as this depends on the amount of custom content the FM author is packing in. Usually FMs are very small, if they&#039;re using the stock TDM content (1 to 10 MB). Note: FMs are in PK4 (i.e. ZIP) format, so textures and mission files are shipped in compressed form.&lt;br /&gt;
&lt;br /&gt;
Savegames are of varying size, they can be up to 10-20 MB per save depending on the size of the FM you&#039;re playing, plus a small 700 kB screenshot generated per savegame.&lt;br /&gt;
&lt;br /&gt;
Screenshots depend on the screen resolution you&#039;re using (~2 MB per shot).&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
See the article [[Known System Configurations]] for a (hopefully growing) collection of system configurations and the corresponding user feedback.&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod ==&lt;br /&gt;
&lt;br /&gt;
===Install on Windows===&lt;br /&gt;
You need a working and patched Doom 3 installation on your hard drive. These steps will assume that you installed Doom 3 in the folder &amp;lt;tt&amp;gt;C:\Games\Doom3&amp;lt;/tt&amp;gt;.&lt;br /&gt;
# Create a &#039;&#039;&#039;darkmod&#039;&#039;&#039; folder in your Doom 3 directory, like this: &#039;&#039;&#039;C:\Games\Doom3\darkmod&#039;&#039;&#039;&lt;br /&gt;
# Download the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_win.zip TDM Updater] from one of our mirrors.&lt;br /&gt;
# Extract the &#039;&#039;&#039;tdm_update.exe&#039;&#039;&#039; from the downloaded ZIP and copy it into your &#039;&#039;&#039;C:\Games\Doom3\darkmod&#039;&#039;&#039; directory.&lt;br /&gt;
# Run tdm_update.exe. The installer will connect to our download mirrors and start the download process. &lt;br /&gt;
# Be patient and wait. The download weighs about &#039;&#039;&#039;1.4 GB&#039;&#039;&#039; will take a while. &lt;br /&gt;
# If you see error messages about corrupt files, please try to run the updater again, these massive downloads are sometimes failing.&lt;br /&gt;
# After installation, you&#039;ll find an executable &amp;lt;tt&amp;gt;tdmlauncher.exe&amp;lt;/tt&amp;gt; in your darkmod folder, i.e. &amp;lt;tt&amp;gt;C:\Games\Doom3\darkmod\tdmlauncher.exe&amp;lt;/tt&amp;gt;. Use this to start The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
===Install on Linux===&lt;br /&gt;
&lt;br /&gt;
# You need the native version of Doom 3 installed and patched to v1.3.1, [[#Weblinks|see below]] for download links and install instructions.&lt;br /&gt;
# Since there is no 64 bit version of either Doom 3 or The DarkMod, on 64 bit systems you also need the 32 bit compatibility libraries installed. On some distributions like SuSE, these are included in the default installation, but on Kubuntu/Ubuntu you need to install the package called &amp;lt;code&amp;gt;ia32-lib&amp;lt;/code&amp;gt; and all its dependencies. Otherwise, even the installer for Doom 3 will fail to run.&lt;br /&gt;
# Create a folder &amp;lt;tt&amp;gt;~/.doom3/darkmod&amp;lt;/tt&amp;gt; in your home directory. Mind the dot in the path.&lt;br /&gt;
# Download the Linux version of the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_linux.zip TDM Updater] and save it to &amp;lt;tt&amp;gt;~/.doom3/darkmod/&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Extract &#039;&#039;tdm_update.linux&#039;&#039;: &amp;lt;tt&amp;gt;unzip tdm_update_linux.zip&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Make &#039;&#039;tdm_update.linux&#039;&#039; executable: &amp;lt;tt&amp;gt;chmod +x tdm_update.linux&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Run the updater: &amp;lt;tt&amp;gt;./tdm_update.linux&amp;lt;/tt&amp;gt;  It will connect to our mirrors and download the packages for you.&lt;br /&gt;
If you get an error about GLIBCXX_3.4.9, delete or rename the files &amp;lt;tt&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;/usr/local/games/doom3/libgcc_s.so.1&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Alternative download methods ===&lt;br /&gt;
&lt;br /&gt;
If you have troubles running tdm_update, you can see if [[tdm_update|this page]] helps you. Otherwise, you can&lt;br /&gt;
also use other download methods to get a initial copy of the mod. Visit [[http://www.mindplaces.com/darkmod/downloads.php]].&lt;br /&gt;
&lt;br /&gt;
== Launching The Dark Mod ==&lt;br /&gt;
Use the &#039;&#039;&#039;tdmlauncher&#039;&#039;&#039; application to run The Dark Mod. This small application will take care of launching the Doom 3 process with the correct command line arguments. TDM Launcher is available for both Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Windows:&#039;&#039;&#039; &amp;lt;tt&amp;gt;C:\Games\Doom3\darkmod\tdmlauncher.exe&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Linux:&#039;&#039;&#039; &amp;lt;tt&amp;gt;~/.doom3/darkmod/tdmlauncher.linux&amp;lt;/tt&amp;gt; &lt;br /&gt;
** Before it can be run the first time, you must make &#039;&#039;&#039;tdmlauncher.linux&#039;&#039;&#039; executable: &amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;chmod +x ~/.doom3/darkmod/tdmlauncher.linux&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The tdmlauncher application will also be used by the game itself when installing/re-installing/uninstalling FM packages, so don&#039;t ever think about deleting that file.&lt;br /&gt;
* See also [[Creating Desktop Shortcuts for TDM]].&lt;br /&gt;
* See also [[tdmlauncher in Gentoo Linux]]&lt;br /&gt;
&lt;br /&gt;
=== Passing custom command line arguments ===&lt;br /&gt;
Some people like to have custom command line arguments to the game, which is supported by tdmlauncher. Open the &amp;lt;tt&amp;gt;dmargs.txt&amp;lt;/tt&amp;gt; in your darkmod folder and add any arguments you&#039;d like TDM Launcher to pass to the Doom3 command line.&lt;br /&gt;
* See also [[Doom3 command line arguments]].&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting TDM Launcher ===&lt;br /&gt;
The tdmlauncher executable will generate a small logfile &amp;lt;tt&amp;gt;tdmlauncher.log&amp;lt;/tt&amp;gt; each time it is invoked. The log file is located right next to the executable and might give some useful insight if the game fails to load.&lt;br /&gt;
&lt;br /&gt;
== First Startup ==&lt;br /&gt;
* Please take your time to read through [[The Dark Mod Gameplay]] article to get familiar with the game. &lt;br /&gt;
* TDM ships with a Training Mission which is designed to introduce you to TDM gameplay.  You should start this mission first even if you&#039;ve played stealth games before.&lt;br /&gt;
* Adjust the settings in the menus, like screen resolution and gameplay settings.&lt;br /&gt;
* See also the [[Performance Tweaks]] article to make TDM run a little bit faster if you&#039;re on a lower end machine.&lt;br /&gt;
&lt;br /&gt;
== Installing and Running Fan Missions ==&lt;br /&gt;
Go to www.thedarkmod.com to get hold of mission packages available for The Dark Mod. Each FM is contained in a PK4 file, which contains all the files necessary to run the mission.&lt;br /&gt;
# Download the mission PK4 - (IE7 renames PK4s to Zip.  Do not unzip.  Rename the FM zip to PK4)&lt;br /&gt;
# Drop the file into the fms/ folder, e.g. &amp;lt;tt&amp;gt;C:\Games\doom3\darkmod\fms\&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Launch The Dark Mod&lt;br /&gt;
# The mission should now be listed in your &#039;&#039;New Mission&#039;&#039; menu. &lt;br /&gt;
# Highlight the mission and hit &#039;&#039;Install&#039;&#039; to install. TDM will automatically restart.&lt;br /&gt;
# Hit &#039;&#039;New Mission&#039;&#039; and then &#039;&#039;Start this Mission&#039;&#039; on the upper left.&lt;br /&gt;
See the full article [[Installing and Running Fan Missions]] for a detailed explanation.&lt;br /&gt;
&lt;br /&gt;
== Weblinks ==&lt;br /&gt;
&lt;br /&gt;
* Doom [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe v1.3.1 patch for Windows]  ([http://www.dramthethief.com/darkmod/files/DOOM3-1.3.1.exe mirror])&lt;br /&gt;
* Doom v1.3.1 for Linux: [ftp://ftp.idsoftware.com/idstuff/doom3/ FTP] [http://zerowing.idsoftware.com:6969/ BitTorrent]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DoomConfig.cfg Howto==&lt;br /&gt;
&lt;br /&gt;
Game configuration settings are stored in the file DoomConfig.cfg but there is one in every FM folder as well as base and darkmod folders. Normally you just use the Settings menu but if you want to manually change or add any settings you should read  [[DoomConfig.cfg]] to see how they all integrate together or you may lose some settings if you edit the wrong way.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[tdm_update]] - if you have troubles with running the installer/updater&lt;br /&gt;
* [[FAQ]] - Frequently Asked Questions and their answers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.03&amp;diff=11356</id>
		<title>What&#039;s new in TDM 1.03</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.03&amp;diff=11356"/>
		<updated>2010-09-26T14:37:45Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also the changelog on our bugtracker page: [http://bugs.angua.at/changelog_page.php?version_id=43 Changelog].&lt;br /&gt;
&lt;br /&gt;
== Release Date ==&lt;br /&gt;
Version 1.03 of The Dark Mod has &#039;&#039;&#039;not yet&#039;&#039;&#039; been released.&lt;br /&gt;
&lt;br /&gt;
== Changes / Features / Issues fixed ==&lt;br /&gt;
&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1254 #1254]: Cannot see objectives or why failed after mission end (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1851 #1851]: Bug when &amp;quot;using&amp;quot; AI with &amp;quot;shoulderable&amp;quot; set to &amp;quot;0&amp;quot;. (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1960 #1960]: No error message when failing to install FM package (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2210 #2210]: Savegame trying to restore Doom3 objectiveSystem (Saving/Loading)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2218 #2218]: &amp;quot;idle_animations_torso&amp;quot; causes crash (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2225 #2225]: path_anim won&#039;t work without an &amp;quot;angle&amp;quot; property (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2229 #2229]: Conversations only playing once (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2234 #2234]: Weapon scrolling broken (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2236 #2236]: atdm:ai_townsfolk_commoner_armed def vocal set typo (Def / Setup)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2237 #2237]: Need generic text guis for signs etc (Feature proposal)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2241 #2241]: gameLocal.m_StimTimer is not cleared between maps (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2242 #2242]: Stim/Response Code Cleanup (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2243 #2243]: Crash in func_shooter entity when def_projectile is wrong (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2244 #2244]: Invalid tokens in ASE files (errors in NAHT) (Script/Def)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2255 #2255]: New Mission menu GUI improvements. (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2258 #2258]: Climbing chains sounds like rope (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2260 #2260]: Easier override option for main menu music (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2261 #2261]: in 16:9 aspect resolutions, 1280x720 and 1366x768 are reversed (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2262 #2262]: Restart Game button for settings menu (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2265 #2265]: Console commands to mark missions as played/completed (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2268 #2268]: No need to extract startingmap.txt file from mission PK4 (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2269 #2269]: Response Effect Knockout not working (Script/Def)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2280 #2280]: Mission version check is bound to fail on next major version (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2281 #2281]: No physics for dropped pickpocketed objects (Physics)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2287 #2287]: no_random_headturning Not Working (Animation)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2308 #2308]: Mission Download Manager (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2309 #2309]: Support for replace_anim_* spawnargs directly on AI (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2324 #2324]: Water should decrease visibility: add Lightgem modifier (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2342 #2342]: idRotator reverses direction each time it is triggered (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2343 #2343]: Split Action/Inventoy menu and add keybinds for Spyglass/Cycle Readables (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2344 #2344]: Elevator button double firing (Def / Setup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== LOD (Level of Detail) ==&lt;br /&gt;
&lt;br /&gt;
The old system with only two levels (object visible and invisible) has been totally rewritten, and features now 7 levels, fade in and fade out distances and can set different models, skins and noshadows on every LOD stage. See [[Level Of Detail|here]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LODE (Level of Detail Entity manager) ==&lt;br /&gt;
&lt;br /&gt;
To be written.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
&lt;br /&gt;
* Spiders have been significantly upgraded: all-new animations (including death animation), new spider types, new behavior (ceiling hang) and quieter footsteps&lt;br /&gt;
* Three new female characters:  noblewoman, wench, and rogue.  [http://modetwo.net/darkmod/index.php?/topic/11535-new-female-characters/]&lt;br /&gt;
* New animations for female characters&lt;br /&gt;
* Lowered volume of zombie foot-drag (again)&lt;br /&gt;
* Implemented run animation for characters with weapons (so they don&#039;t stab their head while running)&lt;br /&gt;
* New &amp;quot;Werebeast&amp;quot; monster added&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GUI ==&lt;br /&gt;
&lt;br /&gt;
* A &amp;quot;Restart game&amp;quot; button now in the &amp;quot;Settings menu&amp;quot; (Greebo)&lt;br /&gt;
* The &amp;quot;New mission&amp;quot; menu has been greatly improved and has new features like tracking which mission(s) you played before, how long it took etc. (Greebo)&lt;br /&gt;
* Built-in version check, so TDM can tell you when an update is available. (Greebo)&lt;br /&gt;
* The &amp;quot;Actions/Inventory&amp;quot; menu has been split into &amp;quot;Actions&amp;quot; and &amp;quot;Inventory&amp;quot; (Tels). This makes room for:&lt;br /&gt;
** It is now possible to bind keys for &amp;quot;Spyglass&amp;quot; and &amp;quot;Cycle Readables&amp;quot; from the menu (Tels)&lt;br /&gt;
* The menu now supports three ambient methods (New Horizon):&lt;br /&gt;
** &#039;&#039;&#039;Normal&#039;&#039;&#039; (uses interaction shader to calculate ambient),&lt;br /&gt;
** &#039;&#039;&#039;Fast&#039;&#039;&#039; (JC&#039;s enhanced texture based ambient), &lt;br /&gt;
** &#039;&#039;&#039;Fastest&#039;&#039;&#039; (our original texture based ambient)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
* Added a new Builder vocal set -- the Strong Builder (Mortem Desino)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Textures/Skins ==&lt;br /&gt;
&lt;br /&gt;
* A new yellow skin for the lily model has been added (Tels)&lt;br /&gt;
* Yellow and brown skins for our grass, as well as a dense and a &#039;&#039;colored&#039;&#039; variant of these has been added (Tels)&lt;br /&gt;
* Grass skins can now be used on all bush models, turning them into grass or plants with long leaves.&lt;br /&gt;
* It is possible to set a list of skins, from which one will be chosen &#039;&#039;&#039;randomly&#039;&#039;&#039; at entity spawn time, see: [[random_skin]]&lt;br /&gt;
* A few building/tree skybox facade textures (Sotha)&lt;br /&gt;
* Copper clad roof texture and old oxidised copper texture, good for statue skins (Serpentine)&lt;br /&gt;
* Two higher res loose stone wall textures (Seperntine)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Three lilies.jpg|200px|Three lilies]]&lt;br /&gt;
|[[Image:grass_skins.jpg|200px|Grass variants]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
* Aphrodite statue (Arcturus)&lt;br /&gt;
* New carrot stub/turnip stub (Baddcog) and moveables/eaten versions based on them&lt;br /&gt;
* Gold bar model with various sizes (Fidcal &amp;amp; Greebo)&lt;br /&gt;
* a few new [[LOD]] models, which are considerable simpler (and thus render faster) than their originals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Eaten.jpg|200px|Eaten carrot and turnip]] &lt;br /&gt;
|[[Image:Ingame side by side.jpg|200px|Left: LOD, Right: Original]]&lt;br /&gt;
|[[Image:Lily_after_colorcorrect.png|200px|Left: LOD, Right: Original]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{whatsnew}}&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.03&amp;diff=11355</id>
		<title>What&#039;s new in TDM 1.03</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_1.03&amp;diff=11355"/>
		<updated>2010-09-26T14:35:58Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: A few fixes and additions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also the changelog on our bugtracker page: [http://bugs.angua.at/changelog_page.php?version_id=43 Changelog].&lt;br /&gt;
&lt;br /&gt;
== Release Date ==&lt;br /&gt;
Version 1.03 of The Dark Mod has &#039;&#039;&#039;not yet&#039;&#039;&#039; been released.&lt;br /&gt;
&lt;br /&gt;
== Changes / Features / Issues fixed ==&lt;br /&gt;
&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1254 #1254]: Cannot see objectives or why failed after mission end (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1851 #1851]: Bug when &amp;quot;using&amp;quot; AI with &amp;quot;shoulderable&amp;quot; set to &amp;quot;0&amp;quot;. (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=1960 #1960]: No error message when failing to install FM package (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2210 #2210]: Savegame trying to restore Doom3 objectiveSystem (Saving/Loading)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2218 #2218]: &amp;quot;idle_animations_torso&amp;quot; causes crash (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2225 #2225]: path_anim won&#039;t work without an &amp;quot;angle&amp;quot; property (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2229 #2229]: Conversations only playing once (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2234 #2234]: Weapon scrolling broken (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2236 #2236]: atdm:ai_townsfolk_commoner_armed def vocal set typo (Def / Setup)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2237 #2237]: Need generic text guis for signs etc (Feature proposal)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2241 #2241]: gameLocal.m_StimTimer is not cleared between maps (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2242 #2242]: Stim/Response Code Cleanup (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2243 #2243]: Crash in func_shooter entity when def_projectile is wrong (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2244 #2244]: Invalid tokens in ASE files (errors in NAHT) (Script/Def)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2255 #2255]: New Mission menu GUI improvements. (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2258 #2258]: Climbing chains sounds like rope (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2260 #2260]: Easier override option for main menu music (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2261 #2261]: in 16:9 aspect resolutions, 1280x720 and 1366x768 are reversed (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2262 #2262]: Restart Game button for settings menu (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2265 #2265]: Console commands to mark missions as played/completed (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2268 #2268]: No need to extract startingmap.txt file from mission PK4 (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2269 #2269]: Response Effect Knockout not working (Script/Def)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2280 #2280]: Mission version check is bound to fail on next major version (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2281 #2281]: No physics for dropped pickpocketed objects (Physics)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2287 #2287]: no_random_headturning Not Working (Animation)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2308 #2308]: Mission Download Manager (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2309 #2309]: Support for replace_anim_* spawnargs directly on AI (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2324 #2324]: Water should decrease visibility: add Lightgem modifier (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2342 #2342]: idRotator reverses direction each time it is triggered (Coding)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2343 #2343]: Split Action/Inventoy menu and add keybinds for Spyglass/Cycle Readables (GUI)&lt;br /&gt;
* [http://bugs.angua.at/view.php?id=2344 #2344]: Elevator button double firing (Def / Setup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== LOD (Level of Detail) ==&lt;br /&gt;
&lt;br /&gt;
The old system with only two levels (object visible and invisible) has been totally rewritten, and features now 7 levels, fade in and fade out distances and can set different models, skins and noshadows on every LOD stage. See [[Level Of Detail|here]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LODE (Level of Detail Entity manager) ==&lt;br /&gt;
&lt;br /&gt;
To be written.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
&lt;br /&gt;
* Spiders have been significantly upgraded: all-new animations (including death animation), new spider types, new behaviour (ceiling hang) and quieter footsteps&lt;br /&gt;
* Three new female characters:  noblewoman, wench, and rogue.  [http://modetwo.net/darkmod/index.php?/topic/11535-new-female-characters/]&lt;br /&gt;
* New animations for female characters&lt;br /&gt;
* Lowered volume of zombie foot-drag (again)&lt;br /&gt;
* Implemented run animation for characters with weapons (so they don&#039;t stab their head while running)&lt;br /&gt;
* New &amp;quot;Werebeast&amp;quot; monster added&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GUI ==&lt;br /&gt;
&lt;br /&gt;
* A &amp;quot;Restart game&amp;quot; button now in the &amp;quot;Settings menu&amp;quot; (Greebo)&lt;br /&gt;
* The &amp;quot;New mission&amp;quot; menu has been greatly improved and has new features like tracking which mission(s) you played before, how long it took etc. (Greebo)&lt;br /&gt;
* Built-in version check, so TDM can tell you when an update is available. (Greebo)&lt;br /&gt;
* The &amp;quot;Actions/Inventory&amp;quot; menu has been split into &amp;quot;Actions&amp;quot; and &amp;quot;Inventory&amp;quot; (Tels). This makes room for:&lt;br /&gt;
** It is now possible to bind keys for &amp;quot;Spyglass&amp;quot; and &amp;quot;Cycle Readables&amp;quot; from the menu (Tels)&lt;br /&gt;
* The menu now supports three ambient methods (New Horizon):&lt;br /&gt;
** &#039;&#039;&#039;Normal&#039;&#039;&#039; (uses interaction shader to calculate ambient),&lt;br /&gt;
** &#039;&#039;&#039;Fast&#039;&#039;&#039; (JC&#039;s enhanced texture based ambient), &lt;br /&gt;
** &#039;&#039;&#039;Fastest&#039;&#039;&#039; (our original texture based ambient)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
* Added a new Builder vocal set -- the Strong Builder (Mortem Desino)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Textures/Skins ==&lt;br /&gt;
&lt;br /&gt;
* A new yellow skin for the lily model has been added (Tels)&lt;br /&gt;
* Yellow and brown skins for our grass, as well as a dense and a &#039;&#039;colored&#039;&#039; variant of these has been added (Tels)&lt;br /&gt;
* Grass skins can now be used on all bush models, turning them into grass or plants with long leaves.&lt;br /&gt;
* It is possible to set a list of skins, from which one will be choosen &#039;&#039;&#039;randomly&#039;&#039;&#039; at entity spawn time, see: [[random_skin]]&lt;br /&gt;
* A few building/tree skybox facade textures (Sotha)&lt;br /&gt;
* Copper clad roof texture and old oxidised copper texture, good for statue skins (Serpentine)&lt;br /&gt;
* Two higher res loose stone wall textures (Seperntine)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Three lilies.jpg|200px|Three lilies]]&lt;br /&gt;
|[[Image:grass_skins.jpg|200px|Grass variants]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
* Aphrodite statue (Arcturus)&lt;br /&gt;
* New carrot stub/turnip stub (Baddcog) and moveables/eaten versions based on them&lt;br /&gt;
* Gold bar model with various sizes (Fidcal &amp;amp; Greebo)&lt;br /&gt;
* a few new [[LOD]] models, which are considerable simpler (and thus render faster) than their originals&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Eaten.jpg|200px|Eaten carrot and turnip]] &lt;br /&gt;
|[[Image:Ingame side by side.jpg|200px|Left: LOD, Right: Original]]&lt;br /&gt;
|[[Image:Lily_after_colorcorrect.png|200px|Left: LOD, Right: Original]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{whatsnew}}&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&amp;diff=11089</id>
		<title>Fan Missions for The Dark Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&amp;diff=11089"/>
		<updated>2010-09-10T00:59:00Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: Cleaned a few things up, shifted things around&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Following is what should be (provided the community keeps the list up to date) the definitive list of fan missions ever released for The Dark Mod.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Big Ugly Disclaimer:&#039;&#039;&#039;  The Dark Mod team does not necessarily support or endorse content listed here.  Apart from listed missions hosted directly on the [http://www.thedarkmod.com/ official TDM website], The Dark Mod team does not host the missions listed here, and disclaims all responsibility for them.  This is a community maintained list, and an ongoing work in progress.  Missions which are known to violate copyright must be text-only, and cannot contain links.  Report and/or remove links found in violation of this rule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For details about how to install Fan Missions please visit: [[Installing and Running Fan Missions]]&lt;br /&gt;
* To sort by a different criterion, click the [Image:http://modetwo.net/darkmod/wiki/skins/common/images/sort_none.gif] icon in the relevant column header.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=1 cellspacing=0 cellpadding=2 width=100%&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;40%&amp;quot;|Fan Mission Title&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;20%&amp;quot;|Author(s)&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;10%&amp;quot; class=&amp;quot;unsortable&amp;quot;|Links&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;10%&amp;quot;|First Release Date&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;5%&amp;quot; class=&amp;quot;unsortable&amp;quot;|Size (MB)&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;15%&amp;quot;|Series&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--INSERT NEW MISSIONS BELOW THIS LINE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.shadowdarkkeep.com/missions/Swing_v1.2.pk4 Swing]&lt;br /&gt;
|Komag&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11660-vertigo-contest-entry-swing-by-komag-20100825/}}&lt;br /&gt;
|2010-08-25&lt;br /&gt;
|3&lt;br /&gt;
|SVC 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.filefront.com/17237609/stalban.pk4 The Caduceus of St. Alban] (v.1.5.5 2010/08/26)&lt;br /&gt;
|Bikerdude&lt;br /&gt;
|{{Mirrorlink|http://www.filefront.com/17237609/stalban.pk4/}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11644-the-caduceus-of-st-alban-vertical-fm-contest-entry-aug-8th-2010/}}&lt;br /&gt;
|2010-08-23&lt;br /&gt;
|11.3&lt;br /&gt;
|SVC 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mediafire.com/?b07bbtd4m6jda9u Somewhere Above the City] (v1.1 2010/08/27)&lt;br /&gt;
|Grayman&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11619-vertical-contest-mission-somewhere-above-the-city-by-grayman-aug-20-2010/}}&lt;br /&gt;
|2010-08-20&lt;br /&gt;
|11.09&lt;br /&gt;
|SVC 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mediafire.com/?nvdtk2dlr22sj9t Betrayal] (v.1.1, 2010/09/01)&lt;br /&gt;
|Fieldmedic&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11605-betrayal-by-fieldmedic-20100817-summer-fm-vertical-contest-entry/}}&lt;br /&gt;
|2010-08-17&lt;br /&gt;
|12.3&lt;br /&gt;
|SVC 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://bloodgate.com/fms/rift.pk4 Rift, The]&lt;br /&gt;
|Baddcog&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11599-vert-contest-mission-the-rift-by-baddcog-aug-15-2010/}}&lt;br /&gt;
|2010-08-15&lt;br /&gt;
|10.15&lt;br /&gt;
|SVC 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.bookofages.co.uk/doom3/mods/holetower.html Illusionist&#039;s Tower]&lt;br /&gt;
|stumpy&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11541-illusionists-tower-by-stumpy-201085-summer-fm-vertical-contest-entry}}&lt;br /&gt;
|2010-08-05&lt;br /&gt;
|8.7&lt;br /&gt;
|SVC 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=28 Mad&#039;s Mountain]&lt;br /&gt;
|Jesps&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11510-fan-mission-mads-mountain-by-jesps-20100731}}&lt;br /&gt;
|2010-07-31&lt;br /&gt;
|2&lt;br /&gt;
|SVC 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=27 The Glenham Tower]&lt;br /&gt;
|Sotha&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11423-fan-mission-the-glenham-tower-by-sotha-20100717}}&lt;br /&gt;
|2010-07-17&lt;br /&gt;
|5&lt;br /&gt;
|Thomas Porter 3, SVC 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=25 Pandora&#039;s Box]&lt;br /&gt;
|Jesps, Fidcal&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11381-fan-mission-pandoras-box-by-jesps20100711}}&lt;br /&gt;
|2010-07-11&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=23 Beleaguered Fence, The]&lt;br /&gt;
|Sotha&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11298-fan-mission-the-beleaguered-fence-by-sotha-20100623}}&lt;br /&gt;
|2010-06-23&lt;br /&gt;
|10.9&lt;br /&gt;
|Thomas Porter 2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=22 Special Delivery, A]&lt;br /&gt;
|Silencium18&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11247-fan-mission-a-special-delivery-by-silencium1820100612}}&lt;br /&gt;
|2010-06-12&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=21 Alchemist, The] (2010/06/04)&lt;br /&gt;
|Sotha, Fidcal&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11170-fan-mission-the-alchemist-by-sotha-fidcal20100601}}&lt;br /&gt;
|2010-06-01&lt;br /&gt;
|27&lt;br /&gt;
|Thief&#039;s Den 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=20 Awaiting The Storm]&lt;br /&gt;
|HappyCheeze&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11095-fm-awaiting-the-storm-by-happycheeze-20200522}}&lt;br /&gt;
|2010-05-22&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=18 No Honor Among Thieves]&lt;br /&gt;
|Goldchocobo, RailGun, Mortem Desino&lt;br /&gt;
|{{Mirrorlink|http://tinyurl.com/2a9mdcs}}{{Mirrorlink|http://www.southquarter.com/downloads/NHAT.zip}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10993-fan-mission-no-honor-among-thieves-20100429}}&lt;br /&gt;
|2010-04-29&lt;br /&gt;
|143.6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=17 Heart of Lone Salvation, The]  (v.2.0, 2010/04/12)&lt;br /&gt;
|Fidcal, Baddcog&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10878-fan-mission-the-heart-of-lone-salvation-by-fidcal-baddcog-20100402/}}&lt;br /&gt;
|2010-04-02&lt;br /&gt;
|41&lt;br /&gt;
|Thief&#039;s Den 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.bookofages.co.uk/doom3/mods/dufford.pk4 Lord Dufford&#039;s]&lt;br /&gt;
|stumpy&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10868-fan-mission-lord-duffords-20100331}}&lt;br /&gt;
|2010-03-31&lt;br /&gt;
|22.3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=16 Builder&#039;s Influence, The] (2010/03/23)&lt;br /&gt;
|Railgun, Springheel&lt;br /&gt;
|{{Bloodgate|builders_influence.pk4}}{{Mirrorlink|http://www.fidcal.com/darkuser/missions/builders_influence.pk4}}{{Forumlink|http://modetwo.net/darkmod/index.php?/topic/10811-fan-mission-the-builders-influence-20100320/}}&lt;br /&gt;
|2010-03-20&lt;br /&gt;
|15.5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=14 Business as Usual]&lt;br /&gt;
|Bikerdude&lt;br /&gt;
|{{Bloodgate|business.pk4}}{{Mirrorlink|1=http://rapidshare.com/files/335299431/business.pk4.html}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10533-fan-mission-business-as-usual-by-b1k3rdude-14012010-christmas-fm-contest-entry/page__view__findpost__p__207055}}&lt;br /&gt;
|2010-01-14&lt;br /&gt;
|3.7&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=13 Return to the City]&lt;br /&gt;
|Melan&lt;br /&gt;
|{{Mirrorlink|1=http://www.southquarter.com/downloads/return_to_the_city.pk4}}{{Bloodgate|Return_to_the_City.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10509-fan-mission-return-to-the-city-by-melan-20100110/}} {{Forumlink|1=http://www.ttlg.com/forums/showthread.php?t=130519}}&lt;br /&gt;
|2010-01-10&lt;br /&gt;
|9.7&lt;br /&gt;
|GCC 09 (Winner)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=12 Sons of Baltona 1, The]&lt;br /&gt;
|Carnage&lt;br /&gt;
|{{Mirrorlink|1=http://www.mediafire.com/?m4ywobjodm0}}{{Mirrorlink|1=http://www.southquarter.com/downloads/sons_of_baltona_1.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10498-fan-mission-the-sons-of-baltona-1-by-carnage-20100109}}&lt;br /&gt;
|2010-01-09&lt;br /&gt;
|2.7&lt;br /&gt;
|GCC 09 / Baltona 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=11 Living Expenses]&lt;br /&gt;
|Sonosuke&lt;br /&gt;
|{{Bloodgate|living_expenses.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10451-fm-living-expenses-by-sonosuke-2-jan-10/page__view__findpost__p__205386}}&lt;br /&gt;
|2010-01-02&lt;br /&gt;
|5.9&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=10 Trapped!]&lt;br /&gt;
|RailGun&lt;br /&gt;
|{{Mirrorlink|1=http://bloodgate.com/mirrors/tdm/pub/pk4/fms/trapped.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10442-fm-trapped-by-railgun-dec-30/page__view__findpost__p__205092}}&lt;br /&gt;
|2009-12-30&lt;br /&gt;
|6.3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=8 Parcel, The]&lt;br /&gt;
|Xonze&lt;br /&gt;
|{{Mirrorlink|1=http://www.southquarter.com/downloads/parcel.pk4}}{{Bloodgate|parcel.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10404-fm-the-parcel-by-xonze-dec-24/page__view__findpost__p__204459}}&lt;br /&gt;
|2009-12-24&lt;br /&gt;
|6.6&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=9 Too Late]&lt;br /&gt;
|Nielsen74&lt;br /&gt;
|{{Mirrorlink|1=http://www.southquarter.com/downloads/too_late.pk4}}{{Bloodgate|too_late.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10400-fm-too-late-by-nielsen74-24-dec-09/page__view__findpost__p__204396}}&lt;br /&gt;
|2009-12-24&lt;br /&gt;
|3.8&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=7 Thieves]&lt;br /&gt;
|Silencium, RailGun, Fidcal&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10286-fm-the-thieves-nov-2509/}}&lt;br /&gt;
|2009-11-26&lt;br /&gt;
|8.7&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=6 Patently Dangerous]&lt;br /&gt;
|demagogue&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10125-fm-patently-dangerous-oct3109/page__view__findpost__p__199324/}}&lt;br /&gt;
|2009-10-31&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=5 Dark Mod Training Mission, The]&lt;br /&gt;
|TDM Team&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/9932-fm-training-mission-17-oct-09/}}&lt;br /&gt;
|2009-10-17&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=2 Crown of Penitence, The] &lt;br /&gt;
|Jesps&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/9934-fm-crown-of-penitence-by-jesps-17-oct-09/}}&lt;br /&gt;
|2009-10-16&lt;br /&gt;
|12.5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=3 Chalice of Kings, The]&lt;br /&gt;
|Fidcal&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/9935-fm-chalice-of-kings-by-fidcal-17-oct-09/}}&lt;br /&gt;
|2009-10-15&lt;br /&gt;
|3&lt;br /&gt;
|Thief&#039;s Den 2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=1 Outpost, The]&lt;br /&gt;
|angua, greebo&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/9937-fm-the-outpost-by-angua-greebo-17-oct-09/}}&lt;br /&gt;
|2008-12-23&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=15 Tears of Saint Lucia, The]  (v.1.01, 2010/01/20)&lt;br /&gt;
|TDM Team&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10579-fan-mission-the-tears-of-st-lucia-20081021/page__view__findpost__p__207972}}&lt;br /&gt;
|2008-10-21&lt;br /&gt;
|17.7&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=24 Thief&#039;s Den]  (v.2.0, 2010/07/04)&lt;br /&gt;
|Fidcal, greebo&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/11347-fan-mission-thiefs-den-re-release-by-fidcal20100704}}&lt;br /&gt;
|2008-01-18&lt;br /&gt;
|3&lt;br /&gt;
|Thief&#039;s Den 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To see a speculative list of Upcoming Fan Missions please visit: [[Upcoming Fan Missions]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Series Key&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
GCC 09:  Grand Christmas Contest 2009&lt;br /&gt;
SVC 10:  Summer Vertical Contest 2010&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes about editing the table&#039;&#039;&#039;&lt;br /&gt;
* Please only include playable missions that are fully released, not those currently in development or testing.  Tutorials, demos, prefabs, etc. should be listed elsewhere. &lt;br /&gt;
* A mission title may be listed in plain text as a record of release, or preferably a link to an information page or primary direct download.&lt;br /&gt;
* List by release date descending (newest at the top).&lt;br /&gt;
* If a fan mission only has a single mirror/host please consider adding additional mirrors.&lt;br /&gt;
&lt;br /&gt;
{{general|sort=Fan Missions}}&lt;br /&gt;
[[Category:Fan Missions]]&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace&amp;diff=10437</id>
		<title>Setting up a Workspace</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace&amp;diff=10437"/>
		<updated>2010-08-12T15:53:49Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intro=&lt;br /&gt;
Most times when a new mapper or contributer starts working with TDM they fail to set up an initial &amp;quot;good&amp;quot; workspace, as to avoid cluttering with either TDM or doom3 itself. In this I will try to very briefly explain how to best go about this. Quite a lot of this will overlap with [[Startpack Mappers&#039; Guide#Project versus Non-Project?|Startpack Mappers&#039; Guide : Project versus Non-Project?]], however this guide is aimed at primarily people working on content(textures, models etc) rather than complete fanmissions, however it does apply to both it just excludes mapping basics and such. The Starter Guide&#039;s &amp;quot;project&amp;quot; is the same as this guide&#039;s &amp;quot;workspace&amp;quot;. This guide is aimed at people who know the basics of DarkRadiant and are average Windows users(you must know how to change a file extension).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages of setting it up the first time:&lt;br /&gt;
* Very easy to package your work for release&lt;br /&gt;
* Easy to keep test versions away from real work&lt;br /&gt;
* Easier to manage&lt;br /&gt;
* Super easy to backup all your work (copying and pasting a folder)&lt;br /&gt;
* You&#039;ll be able to use pointfiles for fixing leaks before going to the forum and asking &amp;quot;DR says it cant find the pointfile!&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all you&#039;re going to need a test map, a large room with ambient light that you can spawn in and play around.&lt;br /&gt;
&lt;br /&gt;
=Creation and layout (contains the example)=&lt;br /&gt;
* Go into your doom3 folder (i.e C:\games\doom3\)&lt;br /&gt;
* Create a new folder, give it a simple name which you will remember and keep the name lowercase for sake of doom3 being happy (in this example we will be using the name &amp;quot;testmap&amp;quot;)&lt;br /&gt;
* Create a sub-folder in your new folder, called &amp;quot;maps&amp;quot;, you should place all of your maps that you&#039;ve made in here (i.e soundtest.map). NOT in `C:\games\doom3\darkmod\maps\`&lt;br /&gt;
* In order to carry over your darkmod setting&#039;s it&#039;s best to copy you DoomConfig.cfg from &#039;C:\games\doom3\darkmod\&#039; into &#039;C:\games\doom3\testmap\&#039; or equivalent&lt;br /&gt;
&lt;br /&gt;
You should now have something that looks like this:&lt;br /&gt;
 doom3&lt;br /&gt;
   |-base&lt;br /&gt;
   |-...&lt;br /&gt;
   |-testmap&lt;br /&gt;
       |-maps&lt;br /&gt;
   |-...&lt;br /&gt;
   |-darkmod&lt;br /&gt;
&lt;br /&gt;
Paste your test map into the maps folder. Give it a nice single word, lowercase name like &amp;quot;texturetest.map&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The same goes for textures, sounds, skins and anything else. &#039;&#039;You should not have to mess around with anything in the C:\games\doom3\darkmod\ folder when creating content/maps&#039;&#039;&lt;br /&gt;
If you were adding a skin to your testmap it would be placed in C:\games\doom3\testmap\skins\ etc. Later on we will look at getting a texture into your testmap/fm.&lt;br /&gt;
&lt;br /&gt;
=Getting your workspace into DR and TDM=&lt;br /&gt;
In order to get your materials, sounds and misc other things into DarkRadiant and test them ingame you need to inform them about your fm.&lt;br /&gt;
&lt;br /&gt;
===DarkRadiant===&lt;br /&gt;
* In the menu bar go to : file -&amp;gt; preferences -&amp;gt; select game&lt;br /&gt;
* You will now see a dialogue box about where doom3 and such is installed.&lt;br /&gt;
* Make sure the settings are as follows (using our example of C:\games\doom3\testmap)&lt;br /&gt;
** Engine Path : D:/games/doom3/ &#039;&#039;&#039;Note the slashes&#039;&#039;&#039;&lt;br /&gt;
** Mod : darkmod&lt;br /&gt;
** Mod Base : testmap&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once this is set up, DR will import your sounds, textures and whatever else on loading.&lt;br /&gt;
&lt;br /&gt;
===The Dark Mod===&lt;br /&gt;
There are three methods&lt;br /&gt;
====The Good(slow and not that useful)====&lt;br /&gt;
Convert your little testmap folder into a micro-fm by creating the following files in the base testmap folder: file name and in the block some example content.&lt;br /&gt;
&lt;br /&gt;
darkmod.txt :&lt;br /&gt;
 Title: My little test map&lt;br /&gt;
 Description: I test things here&lt;br /&gt;
 Author: HEY MAAA! THE MEATLOAF!&lt;br /&gt;
 Required TDM Version: Whatever&lt;br /&gt;
&lt;br /&gt;
startingmap.txt :&lt;br /&gt;
 soundtest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you start TDM, you will still have to &#039;dmap soundtest&#039; or what have you, using the console(ctrl+alt+`) should you need to, but this is the &amp;quot;safest&amp;quot; method to test. It&#039;s however quite slow and not really useful for most people.&lt;br /&gt;
&lt;br /&gt;
====The Bad(but actually quite good, fast)====&lt;br /&gt;
* Create a shortcut to doom3.exe (C:\games\doom3\DOOM3.exe)&lt;br /&gt;
* Right click the shortcut -&amp;gt; properties&lt;br /&gt;
* Change the &amp;quot;target&amp;quot; to something like : &lt;br /&gt;
** C:\games\doom3\DOOM3.exe +set fs_game darkmod +set fs_game_base testmap&lt;br /&gt;
** On some versions of windows you might need to put quotes in: &amp;quot;C:\games\doom3\DOOM3.exe&amp;quot;&lt;br /&gt;
* Move the shortcut to someplace more accessible&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the console once the game launches you will be able to &#039;dmap soundtest&#039;, &#039;map soundtest&#039; or whatever&#039;s needed.&lt;br /&gt;
NOTE : Screenshots (and potentially pointfiles from dmap) taken using this message may end up in doom3\darkmod\screenshots\&lt;br /&gt;
&lt;br /&gt;
====The ugly(I prefer personally)====&lt;br /&gt;
* Open C:\games\doom3\darkmod\currentfm.txt in your text editor and change the line to &#039;testmap&#039; (without the quotes)&lt;br /&gt;
&lt;br /&gt;
On next starting TDM you will be able to open the console and &amp;quot;dmap soundtest&amp;quot; or whatever you need. Once you&#039;re done with playing in your testmap you just revert the change in the text file. This also allows quick and easy changing between fm&#039;s without too much effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Example Use : Adding a custom texture to your map=&lt;br /&gt;
&lt;br /&gt;
[[Image:Smiley.jpg|256px|right|test texture]] &lt;br /&gt;
If you&#039;re set up and on your road to fm making glory now, please take the time to test how it all fits together by doing something like this.&lt;br /&gt;
I assume you know how to use DarkRadiant and have made a very simple test map called texturetest in your C:\games\doom3\testmap\maps\ folder (the file would be texturetest.map)&lt;br /&gt;
Please take note that we will be using a jpeg file, &#039;&#039;textures should never use jpegs&#039;&#039; for a number of reasons, however for the ease of demonstration we will in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In your testmap folder create a new subfolder named &amp;quot;textures&amp;quot; and in there we will further organize it by making another subdirectory &amp;quot;smiley&amp;quot;. Once created enter the &amp;quot;smiley folder&amp;quot;&lt;br /&gt;
* Are you now in something like C:\games\doom3\testmap\textures\smiley ? you should be.&lt;br /&gt;
* Right click the smiley face -&amp;gt; Save image as -&amp;gt; Browse to the smiley folder -&amp;gt; save as &amp;quot;smiley.jpg&amp;quot;&lt;br /&gt;
* Is there now a smiley.jpg in the folder? if it&#039;s named incorrectly just rename it. If it&#039;s not there... try again.&lt;br /&gt;
* Go back to your main testmap folder (C:\games\doom3\testmap\)&lt;br /&gt;
* Create a new folder named &amp;quot;materials&amp;quot;, then enter it&lt;br /&gt;
* Create a new text file (right click in folder -&amp;gt; new -&amp;gt; text document) and rename it to something.mtr&lt;br /&gt;
* Open something.mtr in your text editor of choice (eg Notepad, not Word or anything officey)&lt;br /&gt;
* Paste the following block of text into the file and save it :&lt;br /&gt;
&lt;br /&gt;
 textures/mymaterials/smileyface&lt;br /&gt;
 {&lt;br /&gt;
    wood&lt;br /&gt;
    diffusemap textures/smiley/yellowsmileyface&lt;br /&gt;
    // TDM Ambient Method Related&lt;br /&gt;
    {&lt;br /&gt;
        blend   add&lt;br /&gt;
        map     textures/smiley/yellowsmileyface&lt;br /&gt;
        red     global2&lt;br /&gt;
        green   global3&lt;br /&gt;
        blue    global4&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
* If you don&#039;t have DarkRadiant running, start it. If you do already have it started fo to file -&amp;gt; Reload Shaders.&lt;br /&gt;
* In the material browser find your smiley face (click the textures folder once then press shift and the right arrow key to expand all folders. Once they are expanded click on a random material or folder there and just start typing &amp;quot;smiley&amp;quot;... that should do the trick!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you apply it to a brush in your test map then save it, you should be able to launch TDM using one of the methods shown in this document and after &amp;quot;dmap texturetest&amp;quot; &amp;quot;map texturetest&amp;quot; you should be able to see it ingame!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace&amp;diff=10434</id>
		<title>Setting up a Workspace</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace&amp;diff=10434"/>
		<updated>2010-08-12T00:23:59Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intro=&lt;br /&gt;
Most times when a new mapper or contributer starts working with TDM they fail to set up an initial &amp;quot;good&amp;quot; workspace, as to avoid cluttering with either TDM or doom3 itself. In this I will try to very briefly explain how to best go about this. Quite a lot of this will overlap with [[Startpack Mappers&#039; Guide#Project versus Non-Project?|Startpack Mappers&#039; Guide : Project versus Non-Project?]], however this guide is aimed at primarily people working on content(textures, models etc) rather than complete fanmissions, however it does apply to both it just excludes mapping basics and such. The Starter Guide&#039;s &amp;quot;project&amp;quot; is the same as this guide&#039;s &amp;quot;workspace&amp;quot;. This guide is aimed at people who know the basics of DarkRadiant and are average Windows users(you must know how to change a file extension).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages of setting it up the first time:&lt;br /&gt;
* Very easy to package your work for release&lt;br /&gt;
* Easy to keep test versions away from real work&lt;br /&gt;
* Easier to manage&lt;br /&gt;
* Super easy to backup all your work (copying and pasting a folder)&lt;br /&gt;
* You&#039;ll be able to use pointfiles for fixing leaks before going to the forum and asking &amp;quot;DR says it cant find the pointfile!&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all you&#039;re going to need a test map, a large room with ambient light that you can spawn in and play around.&lt;br /&gt;
&lt;br /&gt;
=Creation and layout (contains the example)=&lt;br /&gt;
* Go into your doom3 folder (i.e C:\games\doom3\)&lt;br /&gt;
* Create a new folder, give it a simple name which you will remember and keep the name lowercase for sake of doom3 being happy (in this example we will be using the name &amp;quot;testmap&amp;quot;)&lt;br /&gt;
* Create a sub-folder in your new folder, called &amp;quot;maps&amp;quot;, you should place all of your maps that you&#039;ve made in here (i.e soundtest.map). NOT in `C:\games\doom3\darkmod\maps\`&lt;br /&gt;
&lt;br /&gt;
You should now have something that looks like this:&lt;br /&gt;
 doom3&lt;br /&gt;
   |-base&lt;br /&gt;
   |-...&lt;br /&gt;
   |-testmap&lt;br /&gt;
       |-maps&lt;br /&gt;
   |-...&lt;br /&gt;
   |-darkmod&lt;br /&gt;
&lt;br /&gt;
Paste your test map into the maps folder. Give it a nice single word, lowercase name like &amp;quot;texturetest.map&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The same goes for textures, sounds, skins and anything else. &#039;&#039;You should not have to mess around with anything in the C:\games\doom3\darkmod\ folder when creating content/maps&#039;&#039;&lt;br /&gt;
If you were adding a skin to your testmap it would be placed in C:\games\doom3\testmap\skins\ etc. Later on we will look at getting a texture into your testmap/fm.&lt;br /&gt;
&lt;br /&gt;
=Getting your workspace into DR and TDM=&lt;br /&gt;
In order to get your materials, sounds and misc other things into DarkRadiant and test them ingame you need to inform them about your fm.&lt;br /&gt;
&lt;br /&gt;
===DarkRadiant===&lt;br /&gt;
* In the menu bar go to : file -&amp;gt; preferences -&amp;gt; select game&lt;br /&gt;
* You will now see a dialogue box about where doom3 and such is installed.&lt;br /&gt;
* Make sure the settings are as follows (using our example of C:\games\doom3\testmap)&lt;br /&gt;
** Engine Path : D:/games/doom3/ &#039;&#039;&#039;Note the slashes&#039;&#039;&#039;&lt;br /&gt;
** Mod : darkmod&lt;br /&gt;
** Mod Base : testmap&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once this is set up, DR will import your sounds, textures and whatever else on loading.&lt;br /&gt;
&lt;br /&gt;
===The Dark Mod===&lt;br /&gt;
There are three methods&lt;br /&gt;
====The Good(slow and not that useful)====&lt;br /&gt;
Convert your little testmap folder into a micro-fm by creating the following files in the base testmap folder: file name and in the block some example content.&lt;br /&gt;
&lt;br /&gt;
darkmod.txt :&lt;br /&gt;
 Title: My little test map&lt;br /&gt;
 Description: I test things here&lt;br /&gt;
 Author: HEY MAAA! THE MEATLOAF!&lt;br /&gt;
 Required TDM Version: Whatever&lt;br /&gt;
&lt;br /&gt;
startingmap.txt :&lt;br /&gt;
 soundtest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you start TDM, you will still have to &#039;dmap soundtest&#039; or what have you, using the console(ctrl+alt+`) should you need to, but this is the &amp;quot;safest&amp;quot; method to test. It&#039;s however quite slow and not really useful for most people.&lt;br /&gt;
&lt;br /&gt;
====The Bad(but actually quite good, fast)====&lt;br /&gt;
* Create a shortcut to doom3.exe (C:\games\doom3\DOOM3.exe)&lt;br /&gt;
* Right click the shortcut -&amp;gt; properties&lt;br /&gt;
* Change the &amp;quot;target&amp;quot; to something like : &lt;br /&gt;
** C:\games\doom3\DOOM3.exe +set fs_game darkmod +set fs_game_base testmap&lt;br /&gt;
** On some versions of windows you might need to put quotes in: &amp;quot;C:\games\doom3\DOOM3.exe&amp;quot;&lt;br /&gt;
* Move the shortcut to someplace more accessible&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the console once the game launches you will be able to &#039;dmap soundtest&#039;, &#039;map soundtest&#039; or whatever&#039;s needed.&lt;br /&gt;
NOTE : Screenshots (and potentially pointfiles from dmap) taken using this message may end up in doom3\darkmod\screenshots\&lt;br /&gt;
&lt;br /&gt;
====The ugly(I prefer personally)====&lt;br /&gt;
* Open C:\games\doom3\darkmod\currentfm.txt in your text editor and change the line to &#039;testmap&#039; (without the quotes)&lt;br /&gt;
&lt;br /&gt;
On next starting TDM you will be able to open the console and &amp;quot;dmap soundtest&amp;quot; or whatever you need. Once you&#039;re done with playing in your testmap you just revert the change in the text file. This also allows quick and easy changing between fm&#039;s without too much effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Example Use : Adding a custom texture to your map=&lt;br /&gt;
&lt;br /&gt;
[[Image:Smiley.jpg|256px|right|test texture]] &lt;br /&gt;
If you&#039;re set up and on your road to fm making glory now, please take the time to test how it all fits together by doing something like this.&lt;br /&gt;
I assume you know how to use DarkRadiant and have made a very simple test map called texturetest in your C:\games\doom3\testmap\maps\ folder (the file would be texturetest.map)&lt;br /&gt;
Please take note that we will be using a jpeg file, &#039;&#039;textures should never use jpegs&#039;&#039; for a number of reasons, however for the ease of demonstration we will in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In your testmap folder create a new subfolder named &amp;quot;textures&amp;quot; and in there we will further organize it by making another subdirectory &amp;quot;smiley&amp;quot;. Once created enter the &amp;quot;smiley folder&amp;quot;&lt;br /&gt;
* Are you now in something like C:\games\doom3\testmap\textures\smiley ? you should be.&lt;br /&gt;
* Right click the smiley face -&amp;gt; Save image as -&amp;gt; Browse to the smiley folder -&amp;gt; save as &amp;quot;smiley.jpg&amp;quot;&lt;br /&gt;
* Is there now a smiley.jpg in the folder? if it&#039;s named incorrectly just rename it. If it&#039;s not there... try again.&lt;br /&gt;
* Go back to your main testmap folder (C:\games\doom3\testmap\)&lt;br /&gt;
* Create a new folder named &amp;quot;materials&amp;quot;, then enter it&lt;br /&gt;
* Create a new text file (right click in folder -&amp;gt; new -&amp;gt; text document) and rename it to something.mtr&lt;br /&gt;
* Open something.mtr in your text editor of choice (eg Notepad, not Word or anything officey)&lt;br /&gt;
* Paste the following block of text into the file and save it :&lt;br /&gt;
&lt;br /&gt;
 textures/mymaterials/smileyface&lt;br /&gt;
 {&lt;br /&gt;
    wood&lt;br /&gt;
    diffusemap textures/smiley/yellowsmileyface&lt;br /&gt;
    // TDM Ambient Method Related&lt;br /&gt;
    {&lt;br /&gt;
        blend   add&lt;br /&gt;
        map     textures/smiley/yellowsmileyface&lt;br /&gt;
        red     global2&lt;br /&gt;
        green   global3&lt;br /&gt;
        blue    global4&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
* If you don&#039;t have DarkRadiant running, start it. If you do already have it started fo to file -&amp;gt; Reload Shaders.&lt;br /&gt;
* In the material browser find your smiley face (click the textures folder once then press shift and the right arrow key to expand all folders. Once they are expanded click on a random material or folder there and just start typing &amp;quot;smiley&amp;quot;... that should do the trick!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you apply it to a brush in your test map then save it, you should be able to launch TDM using one of the methods shown in this document and after &amp;quot;dmap texturetest&amp;quot; &amp;quot;map texturetest&amp;quot; you should be able to see it ingame!&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace&amp;diff=10433</id>
		<title>Setting up a Workspace</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace&amp;diff=10433"/>
		<updated>2010-08-11T18:49:54Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intro=&lt;br /&gt;
Most times when a new mapper or contributer starts working with TDM they fail to set up an initial &amp;quot;good&amp;quot; workspace, as to avoid cluttering with either TDM or doom3 itself. In this I will try to very briefly explain how to best go about this. Quite a lot of this will overlap with [[Startpack Mappers&#039; Guide#Project versus Non-Project?|Startpack Mappers&#039; Guide : Project versus Non-Project?]], however this guide is aimed at primarily people working on content(textures, models etc) rather than complete fanmissions, however it does apply to both it just excludes mapping basics and such. The Starter Guide&#039;s &amp;quot;project&amp;quot; is the same as this guide&#039;s &amp;quot;workspace&amp;quot;. This guide is aimed at people who know the basics of DarkRadiant and are average Windows users(you must know how to change a file extension).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages of setting it up the first time:&lt;br /&gt;
* Very easy to package your work for release&lt;br /&gt;
* Easy to keep test versions away from real work&lt;br /&gt;
* Easier to manage&lt;br /&gt;
* Super easy to backup all your work (copying and pasting a folder)&lt;br /&gt;
* You&#039;ll be able to use pointfiles for fixing leaks before going to the forum and asking &amp;quot;DR says it cant find the pointfile!&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all you&#039;re going to need a test map, a large room with ambient light that you can spawn in and play around.&lt;br /&gt;
&lt;br /&gt;
=Creation and layout (contains the example)=&lt;br /&gt;
* Go into your doom3 folder (i.e C:\games\doom3\)&lt;br /&gt;
* Create a new folder, give it a simple name which you will remember and keep the name lowercase for sake of doom3 being happy (in this example we will be using the name &amp;quot;testmap&amp;quot;)&lt;br /&gt;
* Create a sub-folder in your new folder, called &amp;quot;maps&amp;quot;, you should place all of your maps that you&#039;ve made in here (i.e soundtest.map). NOT in `C:\games\doom3\darkmod\maps\`&lt;br /&gt;
&lt;br /&gt;
You should now have something that looks like this:&lt;br /&gt;
 doom3&lt;br /&gt;
   |-base&lt;br /&gt;
   |-...&lt;br /&gt;
   |-testmap&lt;br /&gt;
       |-maps&lt;br /&gt;
   |-...&lt;br /&gt;
   |-darkmod&lt;br /&gt;
&lt;br /&gt;
Paste your test map into the maps folder. Give it a nice single word, lowercase name like &amp;quot;texturetest.map&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The same goes for textures, sounds, skins and anything else. &#039;&#039;You should not have to mess around with anything in the C:\games\doom3\darkmod\ folder when creating content/maps&#039;&#039;&lt;br /&gt;
If you were adding a skin to your testmap it would be placed in C:\games\doom3\testmap\skins\ etc. Later on we will look at getting a texture into your testmap/fm.&lt;br /&gt;
&lt;br /&gt;
=Getting your workspace into DR and TDM=&lt;br /&gt;
In order to get your materials, sounds and misc other things into DarkRadiant and test them ingame you need to inform them about your fm.&lt;br /&gt;
&lt;br /&gt;
===DarkRadiant===&lt;br /&gt;
* In the menu bar go to : file -&amp;gt; preferences -&amp;gt; select game&lt;br /&gt;
* You will now see a dialogue box about where doom3 and such is installed.&lt;br /&gt;
* Make sure the settings are as follows (using our example of C:\games\doom3\testmap)&lt;br /&gt;
** Engine Path : D:/games/doom3/ &#039;&#039;&#039;Note the slashes&#039;&#039;&#039;&lt;br /&gt;
** Mod : darkmod&lt;br /&gt;
** Mod Base : testmap&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once this is set up, DR will import your sounds, textures and whatever else on loading.&lt;br /&gt;
&lt;br /&gt;
===The Dark Mod===&lt;br /&gt;
There are three methods&lt;br /&gt;
====The Good(slow and not that useful)====&lt;br /&gt;
Convert your little testmap folder into a micro-fm by creating the following files in the base testmap folder: file name and in the block some example content.&lt;br /&gt;
&lt;br /&gt;
darkmod.txt :&lt;br /&gt;
 Title: My little test map&lt;br /&gt;
 Description: I test things here&lt;br /&gt;
 Author: HEY MAAA! THE MEATLOAF!&lt;br /&gt;
 Required TDM Version: Whatever&lt;br /&gt;
&lt;br /&gt;
startingmap.txt :&lt;br /&gt;
 soundtest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you start TDM, you will still have to &#039;dmap soundtest&#039; or what have you, using the console(ctrl+alt+`) should you need to, but this is the &amp;quot;safest&amp;quot; method to test. It&#039;s however quite slow and not really useful for most people.&lt;br /&gt;
&lt;br /&gt;
====The Bad(but actually quite good, fast)====&lt;br /&gt;
* Create a shortcut to doom3.exe (C:\games\doom3\DOOM3.exe)&lt;br /&gt;
* Right click the shortcut -&amp;gt; properties&lt;br /&gt;
* Change the &amp;quot;target&amp;quot; to something like : &lt;br /&gt;
** C:\games\doom3\DOOM3.exe +set fs_game darkmod +set fs_game_base testmap&lt;br /&gt;
** On some versions of windows you might need to put quotes in: &amp;quot;C:\games\doom3\DOOM3.exe&amp;quot;&lt;br /&gt;
* Move the shortcut to someplace more accessible&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the console once the game launches you will be able to &#039;dmap soundtest&#039;, &#039;map soundtest&#039; or whatever&#039;s needed.&lt;br /&gt;
&lt;br /&gt;
====The ugly(I prefer personally)====&lt;br /&gt;
* Open C:\games\doom3\darkmod\currentfm.txt in your text editor and change the line to &#039;testmap&#039; (without the quotes)&lt;br /&gt;
&lt;br /&gt;
On next starting TDM you will be able to open the console and &amp;quot;dmap soundtest&amp;quot; or whatever you need. Once you&#039;re done with playing in your testmap you just revert the change in the text file. This also allows quick and easy changing between fm&#039;s without too much effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Example Use : Adding a custom texture to your map=&lt;br /&gt;
&lt;br /&gt;
[[Image:Smiley.jpg|256px|right|test texture]] &lt;br /&gt;
If you&#039;re set up and on your road to fm making glory now, please take the time to test how it all fits together by doing something like this.&lt;br /&gt;
I assume you know how to use DarkRadiant and have made a very simple test map called texturetest in your C:\games\doom3\testmap\maps\ folder (the file would be texturetest.map)&lt;br /&gt;
Please take note that we will be using a jpeg file, &#039;&#039;textures should never use jpegs&#039;&#039; for a number of reasons, however for the ease of demonstration we will in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In your testmap folder create a new subfolder named &amp;quot;textures&amp;quot; and in there we will further organize it by making another subdirectory &amp;quot;smiley&amp;quot;. Once created enter the &amp;quot;smiley folder&amp;quot;&lt;br /&gt;
* Are you now in something like C:\games\doom3\testmap\textures\smiley ? you should be.&lt;br /&gt;
* Right click the smiley face -&amp;gt; Save image as -&amp;gt; Browse to the smiley folder -&amp;gt; save as &amp;quot;smiley.jpg&amp;quot;&lt;br /&gt;
* Is there now a smiley.jpg in the folder? if it&#039;s named incorrectly just rename it. If it&#039;s not there... try again.&lt;br /&gt;
* Go back to your main testmap folder (C:\games\doom3\testmap\)&lt;br /&gt;
* Create a new folder named &amp;quot;materials&amp;quot;, then enter it&lt;br /&gt;
* Create a new text file (right click in folder -&amp;gt; new -&amp;gt; text document) and rename it to something.mtr&lt;br /&gt;
* Open something.mtr in your text editor of choice (eg Notepad, not Word or anything officey)&lt;br /&gt;
* Paste the following block of text into the file and save it :&lt;br /&gt;
&lt;br /&gt;
 textures/mymaterials/smileyface&lt;br /&gt;
 {&lt;br /&gt;
    wood&lt;br /&gt;
    diffusemap textures/smiley/yellowsmileyface&lt;br /&gt;
    // TDM Ambient Method Related&lt;br /&gt;
    {&lt;br /&gt;
        blend   add&lt;br /&gt;
        map     textures/smiley/yellowsmileyface&lt;br /&gt;
        red     global2&lt;br /&gt;
        green   global3&lt;br /&gt;
        blue    global4&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
* If you don&#039;t have DarkRadiant running, start it. If you do already have it started fo to file -&amp;gt; Reload Shaders.&lt;br /&gt;
* In the material browser find your smiley face (click the textures folder once then press shift and the right arrow key to expand all folders. Once they are expanded click on a random material or folder there and just start typing &amp;quot;smiley&amp;quot;... that should do the trick!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you apply it to a brush in your test map then save it, you should be able to launch TDM using one of the methods shown in this document and after &amp;quot;dmap texturetest&amp;quot; &amp;quot;map texturetest&amp;quot; you should be able to see it ingame!&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=User:Serpentinee&amp;diff=10432</id>
		<title>User:Serpentinee</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=User:Serpentinee&amp;diff=10432"/>
		<updated>2010-08-11T18:26:38Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: My massive ego, let me stroke it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hero of The People.&lt;br /&gt;
&lt;br /&gt;
Also goes by the name Serpentine (hey lets sign up for an account then lose my mailbox... oops)&lt;br /&gt;
&lt;br /&gt;
If you have any issues/problems or require help/explanation of anything you think I&#039;ve written here or elsewhere, please feel free to contact me on the TDM forums, I wont notice my talk page on the wiki :)&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace&amp;diff=10422</id>
		<title>Setting up a Workspace</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace&amp;diff=10422"/>
		<updated>2010-08-11T05:13:33Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intro=&lt;br /&gt;
Most times when a new mapper or contributer starts working with TDM they fail to set up an initial &amp;quot;good&amp;quot; workspace, as to avoid cluttering with either TDM or doom3 itself. In this I will try to very briefly explain how to best go about this. This guide is aimed at people who know the basics of DarkRadiant and are average Windows users(you must know how to change a file extension)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages of setting it up the first time:&lt;br /&gt;
* Very easy to package your work for release&lt;br /&gt;
* Easy to keep test versions away from real work&lt;br /&gt;
* Easier to manage&lt;br /&gt;
* Super easy to backup all your work (copying and pasting a folder)&lt;br /&gt;
* You&#039;ll be able to use pointfiles for fixing leaks before going to the forum and asking &amp;quot;DR says it cant find the pointfile!&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all you&#039;re going to need a test map, a large room with ambient light that you can spawn in and play around.&lt;br /&gt;
&lt;br /&gt;
=Creation and layout (contains the example)=&lt;br /&gt;
* Go into your doom3 folder (i.e C:\games\doom3\)&lt;br /&gt;
* Create a new folder, give it a simple name which you will remember and keep the name lowercase for sake of doom3 being happy (in this example we will be using the name &amp;quot;testmap&amp;quot;)&lt;br /&gt;
* Create a sub-folder in your new folder, called &amp;quot;maps&amp;quot;, you should place all of your maps that you&#039;ve made in here (i.e soundtest.map). NOT in `C:\games\doom3\darkmod\maps\`&lt;br /&gt;
&lt;br /&gt;
You should now have something that looks like this:&lt;br /&gt;
 doom3&lt;br /&gt;
   |-base&lt;br /&gt;
   |-...&lt;br /&gt;
   |-testmap&lt;br /&gt;
       |-maps&lt;br /&gt;
   |-...&lt;br /&gt;
   |-darkmod&lt;br /&gt;
&lt;br /&gt;
Paste your test map into the maps folder. Give it a nice single word, lowercase name like &amp;quot;texturetest.map&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The same goes for textures, sounds, skins and anything else. &#039;&#039;You should not have to mess around with anything in the C:\games\doom3\darkmod\ folder when creating content/maps&#039;&#039;&lt;br /&gt;
If you were adding a skin to your testmap it would be placed in C:\games\doom3\testmap\skins\ etc. Later on we will look at getting a texture into your testmap/fm.&lt;br /&gt;
&lt;br /&gt;
=Getting your workspace into DR and TDM=&lt;br /&gt;
In order to get your materials, sounds and misc other things into DarkRadiant and test them ingame you need to inform them about your fm.&lt;br /&gt;
&lt;br /&gt;
===DarkRadiant===&lt;br /&gt;
* In the menu bar go to : file -&amp;gt; preferences -&amp;gt; select game&lt;br /&gt;
* You will now see a dialogue box about where doom3 and such is installed.&lt;br /&gt;
* Make sure the settings are as follows (using our example of C:\games\doom3\testmap)&lt;br /&gt;
** Engine Path : D:/games/doom3/ &#039;&#039;&#039;Note the slashes&#039;&#039;&#039;&lt;br /&gt;
** Mod : darkmod&lt;br /&gt;
** Mod Base : testmap&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once this is set up, DR will import your sounds, textures and whatever else on loading.&lt;br /&gt;
&lt;br /&gt;
===The Dark Mod===&lt;br /&gt;
There are three methods&lt;br /&gt;
====The Good(slow and not that useful)====&lt;br /&gt;
Convert your little testmap folder into a micro-fm by creating the following files in the base testmap folder: file name and in the block some example content.&lt;br /&gt;
&lt;br /&gt;
darkmod.txt :&lt;br /&gt;
 Title: My little test map&lt;br /&gt;
 Description: I test things here&lt;br /&gt;
 Author: HEY MAAA! THE MEATLOAF!&lt;br /&gt;
 Required TDM Version: Whatever&lt;br /&gt;
&lt;br /&gt;
startingmap.txt :&lt;br /&gt;
 soundtest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you start TDM, you will still have to &#039;dmap soundtest&#039; or what have you, using the console(ctrl+alt+`) should you need to, but this is the &amp;quot;safest&amp;quot; method to test. It&#039;s however quite slow and not really useful for most people.&lt;br /&gt;
&lt;br /&gt;
====The Bad(but actually quite good, fast)====&lt;br /&gt;
* Create a shortcut to doom3.exe (C:\games\doom3\DOOM3.exe)&lt;br /&gt;
* Right click the shortcut -&amp;gt; properties&lt;br /&gt;
* Change the &amp;quot;target&amp;quot; to something like : &lt;br /&gt;
** C:\games\doom3\DOOM3.exe +set fs_game darkmod +set fs_game_base testmap&lt;br /&gt;
** On some versions of windows you might need to put quotes in: &amp;quot;C:\games\doom3\DOOM3.exe&amp;quot;&lt;br /&gt;
* Move the shortcut to someplace more accessible&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the console once the game launches you will be able to &#039;dmap soundtest&#039;, &#039;map soundtest&#039; or whatever&#039;s needed.&lt;br /&gt;
&lt;br /&gt;
====The ugly(I prefer personally)====&lt;br /&gt;
* Open C:\games\doom3\darkmod\currentfm.txt in your text editor and change the line to &#039;testmap&#039; (without the quotes)&lt;br /&gt;
&lt;br /&gt;
On next starting TDM you will be able to open the console and &amp;quot;dmap soundtest&amp;quot; or whatever you need. Once you&#039;re done with playing in your testmap you just revert the change in the text file. This also allows quick and easy changing between fm&#039;s without too much effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=An Example : Adding a custom texture to your map=&lt;br /&gt;
&lt;br /&gt;
[[Image:Smiley.jpg|256px|right|test texture]] &lt;br /&gt;
If you&#039;re set up and on your road to fm making glory now, please take the time to test how it all fits together by doing something like this.&lt;br /&gt;
I assume you know how to use DarkRadiant and have made a very simple test map called texturetest in your C:\games\doom3\testmap\maps\ folder (the file would be texturetest.map)&lt;br /&gt;
Please take note that we will be using a jpeg file, &#039;&#039;textures should never use jpegs&#039;&#039; for a number of reasons, however for the ease of demonstration we will in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In your testmap folder create a new subfolder named &amp;quot;textures&amp;quot; and in there we will further organize it by making another subdirectory &amp;quot;smiley&amp;quot;. Once created enter the &amp;quot;smiley folder&amp;quot;&lt;br /&gt;
* Are you now in something like C:\games\doom3\testmap\textures\smiley ? you should be.&lt;br /&gt;
* Right click the smiley face -&amp;gt; Save image as -&amp;gt; Browse to the smiley folder -&amp;gt; save as &amp;quot;smiley.jpg&amp;quot;&lt;br /&gt;
* Is there now a smiley.jpg in the folder? if it&#039;s named incorrectly just rename it. If it&#039;s not there... try again.&lt;br /&gt;
* Go back to your main testmap folder (C:\games\doom3\testmap\)&lt;br /&gt;
* Create a new folder named &amp;quot;materials&amp;quot;, then enter it&lt;br /&gt;
* Create a new text file (right click in folder -&amp;gt; new -&amp;gt; text document) and rename it to something.mtr&lt;br /&gt;
* Open something.mtr in your text editor of choice (eg Notepad, not Word or anything officey)&lt;br /&gt;
* Paste the following block of text into the file and save it :&lt;br /&gt;
&lt;br /&gt;
 textures/mymaterials/smileyface&lt;br /&gt;
 {&lt;br /&gt;
    wood&lt;br /&gt;
    diffusemap textures/smiley/yellowsmileyface&lt;br /&gt;
    // TDM Ambient Method Related&lt;br /&gt;
    {&lt;br /&gt;
        blend   add&lt;br /&gt;
        map     textures/smiley/yellowsmileyface&lt;br /&gt;
        red     global2&lt;br /&gt;
        green   global3&lt;br /&gt;
        blue    global4&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
* If you don&#039;t have DarkRadiant running, start it. If you do already have it started fo to file -&amp;gt; Reload Shaders.&lt;br /&gt;
* In the material browser find your smiley face (click the textures folder once then press shift and the right arrow key to expand all folders. Once they are expanded click on a random material or folder there and just start typing &amp;quot;smiley&amp;quot;... that should do the trick!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you apply it to a brush in your test map then save it, you should be able to launch TDM using one of the methods shown in this document and after &amp;quot;dmap texturetest&amp;quot; &amp;quot;map texturetest&amp;quot; you should be able to see it ingame!&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace&amp;diff=10421</id>
		<title>Setting up a Workspace</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace&amp;diff=10421"/>
		<updated>2010-08-11T04:59:37Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: derp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intro=&lt;br /&gt;
Most times when a new mapper or contributer starts working with TDM they fail to set up an initial &amp;quot;good&amp;quot; workspace, as to avoid cluttering with either TDM or doom3 itself. In this I will try to very briefly explain how to best go about this. This guide is aimed at people who know the basics of DarkRadiant and are average Windows users(you must know how to change a file extension)&lt;br /&gt;
&lt;br /&gt;
Advantages of setting it up the first time:&lt;br /&gt;
* Very easy to package your fm up if you&#039;re going to release it&lt;br /&gt;
* Easy to keep test versions away from real work&lt;br /&gt;
* Easier to manage&lt;br /&gt;
* Easy to backup your work or submit it to TDM if you&#039;re a contributer!&lt;br /&gt;
* You&#039;ll be able to use pointfiles for fixing leaks before going to the forum and asking &amp;quot;DR says it cant find the pointfile!&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all we&#039;re going to make a map, even if you&#039;re going to be working on models or textures you &#039;will&#039; want a testmap that&#039;s well set up.&lt;br /&gt;
&lt;br /&gt;
=Creation and layout (contains the example)=&lt;br /&gt;
* Go into your doom3 folder (i.e C:\games\doom3\)&lt;br /&gt;
* Create a new folder, give it a simple name which you will remember and keep the name lowercase for sake of doom3 being happy (e.g : testmap)&lt;br /&gt;
* Create a folder called &amp;quot;maps&amp;quot;, you should place all of your maps that you&#039;ve made in here (i.e soundtest.map). NOT in `C:\games\doom3\darkmod\maps\`&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same goes for textures, sounds, skins and anything else. You should not have to mess around with anything in the C:\games\doom3\darkmod\ folder.&lt;br /&gt;
If you were adding a skin to your testmap it would be placed in C:\games\doom3\testmap\skins\ etc. Later on we will look at getting a texture into your testmap/fm.&lt;br /&gt;
&lt;br /&gt;
=Getting your workspace into DR and TDM=&lt;br /&gt;
In order to get your materials, sounds and misc other things into DarkRadiant and test them ingame you need to inform them about your fm.&lt;br /&gt;
&lt;br /&gt;
===DarkRadiant===&lt;br /&gt;
* In the menu bar go to : file -&amp;gt; preferences -&amp;gt; select game&lt;br /&gt;
* You will now see a dialogue box about where doom3 and such is installed.&lt;br /&gt;
* Make sure the settings are as follows (using our example of C:\games\doom3\testmap)&lt;br /&gt;
** Engine Path : D:/games/doom3/ &#039;&#039;&#039;Note the slashes&#039;&#039;&#039;&lt;br /&gt;
** Mod : darkmod&lt;br /&gt;
** Mod Base : testmap&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once this is set up, DR will import your sounds, textures and whatever else on loading.&lt;br /&gt;
&lt;br /&gt;
===The Dark Mod===&lt;br /&gt;
There are three methods&lt;br /&gt;
====The Good(slow and not that useful)====&lt;br /&gt;
Convert your little testmap folder into a micro-fm by creating the following files in the base testmap folder: file name and in the block some example content.&lt;br /&gt;
&lt;br /&gt;
darkmod.txt :&lt;br /&gt;
 Title: My little test map&lt;br /&gt;
 Description: I test things here&lt;br /&gt;
 Author: HEY MAAA! THE MEATLOAF!&lt;br /&gt;
 Required TDM Version: Whatever&lt;br /&gt;
&lt;br /&gt;
startingmap.txt :&lt;br /&gt;
 soundtest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you start TDM, you will still have to &#039;dmap soundtest&#039; or what have you, using the console(ctrl+alt+`) should you need to, but this is the &amp;quot;safest&amp;quot; method to test. It&#039;s however quite slow and not really useful for most people.&lt;br /&gt;
&lt;br /&gt;
====The Bad(but actually quite good, fast)====&lt;br /&gt;
* Create a shortcut to doom3.exe (C:\games\doom3\DOOM3.exe)&lt;br /&gt;
* Right click the shortcut -&amp;gt; properties&lt;br /&gt;
* Change the &amp;quot;target&amp;quot; to something like : &lt;br /&gt;
** C:\games\doom3\DOOM3.exe +set fs_game darkmod +set fs_game_base testmap&lt;br /&gt;
** On some versions of windows you might need to put quotes in: &amp;quot;C:\games\doom3\DOOM3.exe&amp;quot;&lt;br /&gt;
* Move the shortcut to someplace more accessible&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the console once the game launches you will be able to &#039;dmap soundtest&#039;, &#039;map soundtest&#039; or whatever&#039;s needed.&lt;br /&gt;
&lt;br /&gt;
====The ugly(I prefer personally)====&lt;br /&gt;
* Open C:\games\doom3\darkmod\currentfm.txt in your text editor and change the line to &#039;testmap&#039; (without the quotes)&lt;br /&gt;
&lt;br /&gt;
On next starting TDM you will be able to open the console and &amp;quot;dmap soundtest&amp;quot; or whatever you need. Once you&#039;re done with playing in your testmap you just revert the change in the text file. This also allows quick and easy changing between fm&#039;s without too much effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=An Example : Adding a custom texture to your map=&lt;br /&gt;
&lt;br /&gt;
[[Image:Smiley.jpg|256px|right|test texture]] &lt;br /&gt;
If you&#039;re set up and on your road to fm making glory now, please take the time to test how it all fits together by doing something like this.&lt;br /&gt;
I assume you know how to use DarkRadiant and have made a very simple test map called texturetest in your C:\games\doom3\testmap\maps\ folder (the file would be texturetest.map)&lt;br /&gt;
Please take note that we will be using a jpeg file, &#039;&#039;textures should never use jpegs&#039;&#039; for a number of reasons, however for the ease of demonstration we will in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In your testmap folder create a new subfolder named &amp;quot;textures&amp;quot; and in there we will further organize it by making another subdirectory &amp;quot;smiley&amp;quot;. Once created enter the &amp;quot;smiley folder&amp;quot;&lt;br /&gt;
* Are you now in something like C:\games\doom3\testmap\textures\smiley ? you should be.&lt;br /&gt;
* Right click the smiley face -&amp;gt; Save image as -&amp;gt; Browse to the smiley folder -&amp;gt; save as &amp;quot;smiley.jpg&amp;quot;&lt;br /&gt;
* Is there now a smiley.jpg in the folder? if it&#039;s named incorrectly just rename it. If it&#039;s not there... try again.&lt;br /&gt;
* Go back to your main testmap folder (C:\games\doom3\testmap\)&lt;br /&gt;
* Create a new folder named &amp;quot;materials&amp;quot;, then enter it&lt;br /&gt;
* Create a new text file (right click in folder -&amp;gt; new -&amp;gt; text document) and rename it to something.mtr&lt;br /&gt;
* Open something.mtr in your text editor of choice (eg Notepad, not Word or anything officey)&lt;br /&gt;
* Paste the following block of text into the file and save it :&lt;br /&gt;
&lt;br /&gt;
 textures/mymaterials/smileyface&lt;br /&gt;
 {&lt;br /&gt;
    wood&lt;br /&gt;
    diffusemap textures/smiley/yellowsmileyface&lt;br /&gt;
    // TDM Ambient Method Related&lt;br /&gt;
    {&lt;br /&gt;
        blend   add&lt;br /&gt;
        map     textures/smiley/yellowsmileyface&lt;br /&gt;
        red     global2&lt;br /&gt;
        green   global3&lt;br /&gt;
        blue    global4&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
* If you don&#039;t have DarkRadiant running, start it. If you do already have it started fo to file -&amp;gt; Reload Shaders.&lt;br /&gt;
* In the material browser find your smiley face (click the textures folder once then press shift and the right arrow key to expand all folders. Once they are expanded click on a random material or folder there and just start typing &amp;quot;smiley&amp;quot;... that should do the trick!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you apply it to a brush in your test map then save it, you should be able to launch TDM using one of the methods shown in this document and after &amp;quot;dmap texturetest&amp;quot; &amp;quot;map texturetest&amp;quot; you should be able to see it ingame!&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace&amp;diff=10420</id>
		<title>Setting up a Workspace</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace&amp;diff=10420"/>
		<updated>2010-08-11T04:59:03Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intro=&lt;br /&gt;
Most times when a new mapper or contributer starts working with TDM they fail to set up an initial &amp;quot;good&amp;quot; workspace, as to avoid cluttering with either TDM or doom3 itself. In this I will try to very briefly explain how to best go about this. This guide is aimed at people who know the basics of DarkRadiant and are average Windows users(you must know how to change a file extension)&lt;br /&gt;
&lt;br /&gt;
Advantages of setting it up the first time:&lt;br /&gt;
* Very easy to package your fm up if you&#039;re going to release it&lt;br /&gt;
* Easy to keep test versions away from real work&lt;br /&gt;
* Easier to manage&lt;br /&gt;
* Easy to backup your work or submit it to TDM if you&#039;re a contributer!&lt;br /&gt;
* You&#039;ll be able to use pointfiles for fixing leaks before going to the forum and asking &amp;quot;DR says it cant find the pointfile!&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all we&#039;re going to make a map, even if you&#039;re going to be working on models or textures you &#039;will&#039; want a testmap that&#039;s well set up.&lt;br /&gt;
&lt;br /&gt;
=Creation and layout (contains the examples!!)=&lt;br /&gt;
* Go into your doom3 folder (i.e C:\games\doom3\)&lt;br /&gt;
* Create a new folder, give it a simple name which you will remember and keep the name lowercase for sake of doom3 being happy (e.g : testmap)&lt;br /&gt;
* Create a folder called &amp;quot;maps&amp;quot;, you should place all of your maps that you&#039;ve made in here (i.e soundtest.map). NOT in `C:\games\doom3\darkmod\maps\`&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same goes for textures, sounds, skins and anything else. You should not have to mess around with anything in the C:\games\doom3\darkmod\ folder.&lt;br /&gt;
If you were adding a skin to your testmap it would be placed in C:\games\doom3\testmap\skins\ etc. Later on we will look at getting a texture into your testmap/fm.&lt;br /&gt;
&lt;br /&gt;
=Getting your workspace into DR and TDM=&lt;br /&gt;
In order to get your materials, sounds and misc other things into DarkRadiant and test them ingame you need to inform them about your fm.&lt;br /&gt;
&lt;br /&gt;
===DarkRadiant===&lt;br /&gt;
* In the menu bar go to : file -&amp;gt; preferences -&amp;gt; select game&lt;br /&gt;
* You will now see a dialogue box about where doom3 and such is installed.&lt;br /&gt;
* Make sure the settings are as follows (using our example of C:\games\doom3\testmap)&lt;br /&gt;
** Engine Path : D:/games/doom3/ &#039;&#039;&#039;Note the slashes&#039;&#039;&#039;&lt;br /&gt;
** Mod : darkmod&lt;br /&gt;
** Mod Base : testmap&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once this is set up, DR will import your sounds, textures and whatever else on loading.&lt;br /&gt;
&lt;br /&gt;
===The Dark Mod===&lt;br /&gt;
There are three methods&lt;br /&gt;
====The Good(slow and not that useful)====&lt;br /&gt;
Convert your little testmap folder into a micro-fm by creating the following files in the base testmap folder: file name and in the block some example content.&lt;br /&gt;
&lt;br /&gt;
darkmod.txt :&lt;br /&gt;
 Title: My little test map&lt;br /&gt;
 Description: I test things here&lt;br /&gt;
 Author: HEY MAAA! THE MEATLOAF!&lt;br /&gt;
 Required TDM Version: Whatever&lt;br /&gt;
&lt;br /&gt;
startingmap.txt :&lt;br /&gt;
 soundtest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you start TDM, you will still have to &#039;dmap soundtest&#039; or what have you, using the console(ctrl+alt+`) should you need to, but this is the &amp;quot;safest&amp;quot; method to test. It&#039;s however quite slow and not really useful for most people.&lt;br /&gt;
&lt;br /&gt;
====The Bad(but actually quite good, fast)====&lt;br /&gt;
* Create a shortcut to doom3.exe (C:\games\doom3\DOOM3.exe)&lt;br /&gt;
* Right click the shortcut -&amp;gt; properties&lt;br /&gt;
* Change the &amp;quot;target&amp;quot; to something like : &lt;br /&gt;
** C:\games\doom3\DOOM3.exe +set fs_game darkmod +set fs_game_base testmap&lt;br /&gt;
** On some versions of windows you might need to put quotes in: &amp;quot;C:\games\doom3\DOOM3.exe&amp;quot;&lt;br /&gt;
* Move the shortcut to someplace more accessible&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the console once the game launches you will be able to &#039;dmap soundtest&#039;, &#039;map soundtest&#039; or whatever&#039;s needed.&lt;br /&gt;
&lt;br /&gt;
====The ugly(I prefer personally)====&lt;br /&gt;
* Open C:\games\doom3\darkmod\currentfm.txt in your text editor and change the line to &#039;testmap&#039; (without the quotes)&lt;br /&gt;
&lt;br /&gt;
On next starting TDM you will be able to open the console and &amp;quot;dmap soundtest&amp;quot; or whatever you need. Once you&#039;re done with playing in your testmap you just revert the change in the text file. This also allows quick and easy changing between fm&#039;s without too much effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=An Example : Adding a custom texture to your map=&lt;br /&gt;
&lt;br /&gt;
[[Image:Smiley.jpg|256px|right|test texture]] &lt;br /&gt;
If you&#039;re set up and on your road to fm making glory now, please take the time to test how it all fits together by doing something like this.&lt;br /&gt;
I assume you know how to use DarkRadiant and have made a very simple test map called texturetest in your C:\games\doom3\testmap\maps\ folder (the file would be texturetest.map)&lt;br /&gt;
Please take note that we will be using a jpeg file, &#039;&#039;textures should never use jpegs&#039;&#039; for a number of reasons, however for the ease of demonstration we will in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In your testmap folder create a new subfolder named &amp;quot;textures&amp;quot; and in there we will further organize it by making another subdirectory &amp;quot;smiley&amp;quot;. Once created enter the &amp;quot;smiley folder&amp;quot;&lt;br /&gt;
* Are you now in something like C:\games\doom3\testmap\textures\smiley ? you should be.&lt;br /&gt;
* Right click the smiley face -&amp;gt; Save image as -&amp;gt; Browse to the smiley folder -&amp;gt; save as &amp;quot;smiley.jpg&amp;quot;&lt;br /&gt;
* Is there now a smiley.jpg in the folder? if it&#039;s named incorrectly just rename it. If it&#039;s not there... try again.&lt;br /&gt;
* Go back to your main testmap folder (C:\games\doom3\testmap\)&lt;br /&gt;
* Create a new folder named &amp;quot;materials&amp;quot;, then enter it&lt;br /&gt;
* Create a new text file (right click in folder -&amp;gt; new -&amp;gt; text document) and rename it to something.mtr&lt;br /&gt;
* Open something.mtr in your text editor of choice (eg Notepad, not Word or anything officey)&lt;br /&gt;
* Paste the following block of text into the file and save it :&lt;br /&gt;
&lt;br /&gt;
 textures/mymaterials/smileyface&lt;br /&gt;
 {&lt;br /&gt;
    wood&lt;br /&gt;
    diffusemap textures/smiley/yellowsmileyface&lt;br /&gt;
    // TDM Ambient Method Related&lt;br /&gt;
    {&lt;br /&gt;
        blend   add&lt;br /&gt;
        map     textures/smiley/yellowsmileyface&lt;br /&gt;
        red     global2&lt;br /&gt;
        green   global3&lt;br /&gt;
        blue    global4&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
* If you don&#039;t have DarkRadiant running, start it. If you do already have it started fo to file -&amp;gt; Reload Shaders.&lt;br /&gt;
* In the material browser find your smiley face (click the textures folder once then press shift and the right arrow key to expand all folders. Once they are expanded click on a random material or folder there and just start typing &amp;quot;smiley&amp;quot;... that should do the trick!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you apply it to a brush in your test map then save it, you should be able to launch TDM using one of the methods shown in this document and after &amp;quot;dmap texturetest&amp;quot; &amp;quot;map texturetest&amp;quot; you should be able to see it ingame!&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Smiley.jpg&amp;diff=10419</id>
		<title>File:Smiley.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Smiley.jpg&amp;diff=10419"/>
		<updated>2010-08-11T04:29:29Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: a smiley face used to test importing a texture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a smiley face used to test importing a texture&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace&amp;diff=10418</id>
		<title>Setting up a Workspace</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace&amp;diff=10418"/>
		<updated>2010-08-11T03:44:25Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: Incomplete - going for a 10min walk, just saving to be safe.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intro=&lt;br /&gt;
Most times when a new mapper or contributer starts working with TDM they fail to set up an initial &amp;quot;good&amp;quot; workspace, as to avoid cluttering with either TDM or doom3 itself. In this I will try to very briefly explain how to best go about this.&lt;br /&gt;
&lt;br /&gt;
First of all we&#039;re going to make a map, even if you&#039;re going to be working on models or textures you &#039;will&#039; want a testmap that&#039;s well set up.&lt;br /&gt;
&lt;br /&gt;
=Creation and layout (contains the examples!!)=&lt;br /&gt;
* Go into your doom3 folder (i.e C:\games\doom3\)&lt;br /&gt;
* Create a new folder, give it a simple name which you will remember and keep the name lowercase for sake of doom3 being happy (e.g : testmap)&lt;br /&gt;
* Create a folder called &amp;quot;maps&amp;quot;, you should place all of your maps that you&#039;ve made in here (i.e soundtest.map). NOT in _C:\games\doom3\darkmod\maps\_ &lt;br /&gt;
&lt;br /&gt;
The same goes for textures, sounds, skins and anything else. You should not have to mess around with anything in the C:\games\doom3\darkmod\ folder.&lt;br /&gt;
If you were adding a skin to your testmap it would be placed in C:\games\doom3\testmap\skins\ etc. Later on we will look at getting a texture into your testmap/fm.&lt;br /&gt;
&lt;br /&gt;
=Getting your workspace into DR and TDM=&lt;br /&gt;
In order to get your materials, sounds and misc other things into Dark Radiant and test them ingame you need to inform them about your fm.&lt;br /&gt;
&lt;br /&gt;
===Dark Radiant===&lt;br /&gt;
* In the menu bar go to : file -&amp;gt; preferences -&amp;gt; select game&lt;br /&gt;
* You will now see a dialogue box about where doom3 and such is installed.&lt;br /&gt;
* Make sure the settings are as follows (using our example of C:\games\doom3\testmap)&lt;br /&gt;
** Engine Path : D:/games/doom3/ &#039;&#039;&#039;Note the slashes&#039;&#039;&#039;&lt;br /&gt;
** Mod : darkmod&lt;br /&gt;
** Mod Base : testmap&lt;br /&gt;
&lt;br /&gt;
Once this is set up, DR will import your sounds, textures and whatever else on loading.&lt;br /&gt;
&lt;br /&gt;
===The Dark Mod===&lt;br /&gt;
There are three methods&lt;br /&gt;
====The Good====&lt;br /&gt;
Convert your little testmap folder into a micro-fm by creating the following files in the base testmap folder: file name and in the block some example content.&lt;br /&gt;
&lt;br /&gt;
darkmod.txt :&lt;br /&gt;
 Title:My little test map&lt;br /&gt;
 Description: I test things here&lt;br /&gt;
 Author: HEY MAAA! THE MEATLOAF!&lt;br /&gt;
 Required TDM Version: Whatever&lt;br /&gt;
&lt;br /&gt;
startingmap.txt :&lt;br /&gt;
 soundtest&lt;br /&gt;
&lt;br /&gt;
When you start TDM, you will still have to &#039;dmap soundtest&#039; or what have you, using the console(ctrl+alt+`) should you need to, but this is the &amp;quot;safest&amp;quot; method to test. It&#039;s however quite slow and not really useful for most people.&lt;br /&gt;
&lt;br /&gt;
====The Bad(but actually quite good)====&lt;br /&gt;
* Create a shortcut to doom3.exe (C:\games\doom3\DOOM3.exe)&lt;br /&gt;
* Right click the shortcut -&amp;gt; properties&lt;br /&gt;
* Change the &amp;quot;target&amp;quot; to something like : &lt;br /&gt;
** C:\games\doom3\DOOM3.exe +set fs_game darkmod +set fs_game_base testmap&lt;br /&gt;
** On some versions of windows you might need to put quotes in: &amp;quot;C:\games\doom3\DOOM3.exe&amp;quot;&lt;br /&gt;
* Move the shortcut to someplace more accessible&lt;br /&gt;
&lt;br /&gt;
Using the console once the game launches you will be able to &#039;dmap soundtest&#039;, &#039;map soundtest&#039; or whatever&#039;s needed.&lt;br /&gt;
&lt;br /&gt;
====The ugly(I prefer personally)====&lt;br /&gt;
* Open C:\games\doom3\darkmod\currentfm.txt in your text editor and change the line to &#039;testmap&#039; (without the quotes)&lt;br /&gt;
&lt;br /&gt;
On next starting TDM you will be able to open the console and &amp;quot;dmap soundtest&amp;quot; or whatever you need. Once you&#039;re done with playing in your testmap you just revert the change in the text file. This also allows quick and easy changing between fm&#039;s without too much effort.&lt;br /&gt;
&lt;br /&gt;
=An Example : Adding a texture=&lt;br /&gt;
&lt;br /&gt;
If you&#039;re set up and on your road to fm making glory now, please take the time to test how it all fits together by doing something like this :&lt;br /&gt;
&lt;br /&gt;
See that sweet damn smiley face on the right? Yeah you do. Now lets get it in game&lt;br /&gt;
In your testmap folder&lt;br /&gt;
Right click it -&amp;gt; Save image as -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
textures/mymaterials/smileyface&lt;br /&gt;
 {&lt;br /&gt;
    wood&lt;br /&gt;
    diffusemap textures/smileyface/yellowsmileyface&lt;br /&gt;
    // TDM Ambient Method Related&lt;br /&gt;
    {&lt;br /&gt;
        blend   add&lt;br /&gt;
        map     textures/stained/gothic_frame_dark1_alphatest&lt;br /&gt;
        red     global2&lt;br /&gt;
        green   global3&lt;br /&gt;
        blue    global4&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks&amp;diff=10172</id>
		<title>Performance Tweaks</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks&amp;diff=10172"/>
		<updated>2010-07-07T19:17:53Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: A number of random edits/spelling etc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article relates to performance issues &#039;&#039;for players&#039;&#039;. For performance information &#039;&#039;for mappers&#039;&#039;, see [[Performance: Essential Must-Knows]]&lt;br /&gt;
&lt;br /&gt;
== Show FPS ==&lt;br /&gt;
&lt;br /&gt;
First, you can check how many {{abbr|FPS|frames per second}} are achieved by opening the console with {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) and type:&lt;br /&gt;
&lt;br /&gt;
 com_showFPS 1&lt;br /&gt;
&lt;br /&gt;
== Optimizing the performance ==&lt;br /&gt;
&lt;br /&gt;
=== Stop running programs in the background ===&lt;br /&gt;
&lt;br /&gt;
Programs running in the background might either eat up memory that is needed for Doom3, and thus cause swapping to the hard disk, or they might consume CPU time or other resources. This can cause either general slowdowns or &#039;&#039;hickups&#039;&#039; during game play.&lt;br /&gt;
&lt;br /&gt;
=== Run Doom3 in fullscreen ===&lt;br /&gt;
&lt;br /&gt;
Running Doom3 in windowed mode might be quite a bit slower than fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
=== Reduce your resolution! ===&lt;br /&gt;
&lt;br /&gt;
On older cards, Doom3&#039;s render engine is very expensive for every per pixel drawn, and reducing the resolution will help the most. For instance, at 1600x1200 the game needs to draw &#039;&#039;&#039;four times&#039;&#039;&#039; as many pixels as when running 800x600. The result with 800x600 will not look as bad as one might think &amp;amp;ndash; but the frame rate improvements might make it much more playable.&lt;br /&gt;
&lt;br /&gt;
If you cannot set the resolution you want in the settings menu then enter it in doomconfig.cfg.&lt;br /&gt;
&lt;br /&gt;
To edit doomconfig.cfg:&lt;br /&gt;
&lt;br /&gt;
* Uninstall any current mission in the New Mission menu.&lt;br /&gt;
* Close Dark Mod&lt;br /&gt;
* Edit doomconfig.cfg in the darkmod folder&lt;br /&gt;
* Re-install the mission.&lt;br /&gt;
* Whenever you UNinstall and install another mission, these changes will migrate to those FMs as well.&lt;br /&gt;
&lt;br /&gt;
(Alternatively, edit both the doomconfig in the darkmod folder AND the one in the current FM game folder, eg, doom3\chalice.)&lt;br /&gt;
&lt;br /&gt;
Search down for these cvars first and replace them with the values shown:&lt;br /&gt;
&lt;br /&gt;
 seta r_mode &amp;quot;-1&amp;quot;&lt;br /&gt;
 seta r_customHeight &amp;quot;640&amp;quot;&lt;br /&gt;
 seta r_customWidth &amp;quot;480&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Set the ambient shading to &amp;quot;Faster&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
(Not valid for &#039;&#039;&#039;Thief&#039;s Den demo&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Inside the settings, change the ambient rendering method to &amp;quot;Faster&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Remove the custom interaction.vfp ===&lt;br /&gt;
&lt;br /&gt;
(Not valid for &#039;&#039;&#039;Thief&#039;s Den&#039;&#039;&#039; demo.)&lt;br /&gt;
&lt;br /&gt;
Rename &amp;lt;code&amp;gt;/darkmod/glprogs/interaction.vfp&amp;lt;/code&amp;gt; (e.g., to &amp;lt;code&amp;gt;interaction.bak.vfp&amp;lt;/code&amp;gt;) so that it is not used;  ambient lighting will not look as good, but you may gain a few frames per second.&lt;br /&gt;
&lt;br /&gt;
== The game is &#039;&#039;&#039;very&#039;&#039;&#039; slow! ==&lt;br /&gt;
&lt;br /&gt;
If you get loading times of 5 minutes or more, less than 10 FPS, or the game even stutters, please try this:&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;saintlucia&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;thiefsden&amp;lt;/tt&amp;gt; folder and check that the following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Image downsizing ===&lt;br /&gt;
&lt;br /&gt;
As a last resort, you may enable image downsizing:  at the console, set &#039;&#039;&#039;image_downSize&#039;&#039;&#039; to &#039;&#039;&#039;1&#039;&#039;&#039; and then set a limit with &#039;&#039;&#039;image_downSizeLimit&#039;&#039;&#039;, e.g., &#039;&#039;&#039;&amp;quot;image_downSizeLimit&amp;quot; &amp;quot;256&amp;quot;&#039;&#039;&#039;.  This reduces texture memory requirements and may completely alleviate hard drive thrashing.  There are similar cvars for bump and specular maps as well. &lt;br /&gt;
&#039;&#039;&#039;Note: This may result in very blurry briefing and menu screens.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Drop in Frame Rates when Viewing Water===&lt;br /&gt;
&lt;br /&gt;
Some players have reported a drastic drop in performance when an agitated water surface is in view. This on a Radeon card. Try entering this in the console. It disables the water visible surface effects but at least it might let you play normally...&lt;br /&gt;
&lt;br /&gt;
 set r_skipPostProcess &amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Blurry Briefing and Menu Screens==&lt;br /&gt;
&lt;br /&gt;
If you get blurry briefing and menu screens then in DoomConfig.cfg make sure you do NOT have image_downSize 0. Instead set it to 1. But see also [[#Image downsizing]]&lt;br /&gt;
&lt;br /&gt;
==Field of View Decrease==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039; that this setting might occasionally produce odd effects such as a grabbed object seems to move a little on release.&lt;br /&gt;
&lt;br /&gt;
You can get a performance improvement if you decrease the field of view. By default this is 90 degrees but you might try entering in the console or in your doomconfig.cfg...&lt;br /&gt;
&lt;br /&gt;
g_fov 85&lt;br /&gt;
&lt;br /&gt;
In addition, if you are playing a mission that is too good to miss and reach a very low performance area which is almost unplayable on your machine, you might consider setting the field of view extremely low temporarily to get you through then restore to 90 later...&lt;br /&gt;
&lt;br /&gt;
g_fov 50&lt;br /&gt;
&lt;br /&gt;
Note from Fidcal: I have played comfortably on g_fov 75 and even think perhaps it makes nearby objects more realistically close so you can get right up to a table, etc. Not noticed any problem with restricted view.&lt;br /&gt;
&lt;br /&gt;
== Player Shadow==&lt;br /&gt;
&lt;br /&gt;
The player shadow slightly reduces performance. It has no game effect at all (not seen by AI for instance) apart from atmospheric effect so if you want to disable it enter in the console: &lt;br /&gt;
&lt;br /&gt;
 g_showplayershadow 0&lt;br /&gt;
&lt;br /&gt;
Or, in doomconfig (see above) change the following line from &amp;quot;1&amp;quot; to &amp;quot;0&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
 seta g_showplayershadow &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Player Lantern Shadow==&lt;br /&gt;
&lt;br /&gt;
You may notice a drop in performance while using the player lantern.&lt;br /&gt;
&lt;br /&gt;
Add &amp;quot;noshadows&amp;quot; &amp;quot;1&amp;quot; to entitydef light_lantern_moving in tdm_playertools_lantern.def and this stops the player lantern casting shadows. This helps improve performance slightly when using the lantern.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Performance Tips==&lt;br /&gt;
&lt;br /&gt;
If you have done everything else you can and performance is still poor then one or two things you might do in game to help:&lt;br /&gt;
&lt;br /&gt;
* Close all doors after you have passed through. Generally the game has to process both areas until you close the door if the doorway is still in sight.&lt;br /&gt;
* Kill or KO every AI you can. You might not like to play that way but generally, AI still hog resources even out of sight (depending on how set up in the game.)&lt;br /&gt;
* Avoid alerts. A dozen guards searching for you will really slow things down on a low-end machine.&lt;br /&gt;
* Try to look down at the ground when moving along. Gazing up at a grand vista will slow you down. Best to do your gazing while standing still.&lt;br /&gt;
&lt;br /&gt;
== Last resort: Upgrade your hardware ==&lt;br /&gt;
&lt;br /&gt;
Modern games need a lot of computing power, and while you don&#039;t need the absolutely newest hardware to play them, upgrading single components of your machine can help tremendously:&lt;br /&gt;
&lt;br /&gt;
* If you got &#039;&#039;&#039;less than 2 GByte&#039;&#039;&#039; main memory, consider upgrading your memory. This really helps to reduce swapping, which introduces quite noticeable slowdowns.&lt;br /&gt;
* If you got a graphic card from NVidia older than the GF 7x00 series, consider upgrading it.&lt;br /&gt;
&lt;br /&gt;
Upgrading your CPU will be quite complicated and the cost might be so sadly high that you could rather buy a new complete computer. Upgrading the hard disk will usually not help much with gaming, unless you are running out of free space.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
See also the [[FAQ]].&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=10171</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=FAQ&amp;diff=10171"/>
		<updated>2010-07-07T19:09:44Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: A bunch of random edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=Important|text=This FAQ relates to the full TDM release version only. For players of the pre-release demos such as &#039;&#039;&#039;[[Thief&#039;s Den]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Saint_Lucia|Tears of Saint Lucia]]&#039;&#039;&#039; please refer to the &#039;&#039;&#039;[[FAQ (Demo Releases)|Demo FAQ]]&#039;&#039;&#039;.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
== What Doom versions are supported? ==&lt;br /&gt;
&lt;br /&gt;
=== Can I use the Demo version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
No, sorry.&lt;br /&gt;
&lt;br /&gt;
=== Does it run with the Steam version of Doom 3? ===&lt;br /&gt;
&lt;br /&gt;
Yes :) You need to install the mod into the directory where Steam put Doom3, this might be under:&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Steam\steamapps\common\doom 3&lt;br /&gt;
&lt;br /&gt;
or a similiar folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Create a shortcut on your desktop and set it to the following:&lt;br /&gt;
&lt;br /&gt;
 steam.exe -applaunch 9050 +set fs_game_base darkmod&lt;br /&gt;
&lt;br /&gt;
This ensures that when you start Steam, it will launch TDM and not Doom 3 without TDM.&lt;br /&gt;
&lt;br /&gt;
== Patching Doom 3 to verson 1.3.1.1304 ==&lt;br /&gt;
&lt;br /&gt;
=== How can I check whether my Doom 3 is correctly patched? ===&lt;br /&gt;
&lt;br /&gt;
Open Doom 3 and hit {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) to open the console. You&#039;ll see the version printed in the lower left corner of the console. It should read &#039;&#039;&#039;1.3.1.1304&#039;&#039;&#039;. If your version is ending on 1302, you&#039;ve got the wrong patch installed.&lt;br /&gt;
&lt;br /&gt;
=== Where can I get the right patch? ===&lt;br /&gt;
&lt;br /&gt;
We have the patch hosted on our FTP. See the [[Installation]] article to find a link to it.&lt;br /&gt;
&lt;br /&gt;
If you have version 1.3.1.1302, you may need to uninstall and reinstall before patch 1.3.1.1304 will let you apply it.&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s that issue with the 1.3.1 patch? ===&lt;br /&gt;
&lt;br /&gt;
When the 1.3.1 patch was released by Id, they released it a bit too early. Some download sites picked it up quite fast though and started to distribute it. The problem is, that Id replaced that patch with a different one, and, probably thinking that it hadn&#039;t spread yet, didn&#039;t bother to change the version number. However, you can still find &amp;quot;wrong&amp;quot; 1.3.1 patches and these will not work with the mod. That&#039;s why it is important to check the version number in the console to make sure that the right 1.3.1 patch is installed if the mod doesn&#039;t work. The link provided here on our own page points to the correct patch, so if you downloaded it from here you don&#039;t need to worry about it.&lt;br /&gt;
&lt;br /&gt;
== Supported Operating Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Which Windows versions can I use? ===&lt;br /&gt;
&lt;br /&gt;
The following versions of windows have been tested and are known to work : Windows 2000, Windows XP, Windows Vista, Windows 7, Windows Server 2008, Windows Server 2003 in both 32bit and 64bit flavours.&lt;br /&gt;
&lt;br /&gt;
=== Does it run in Linux? ===&lt;br /&gt;
Yes, Linux is supported.&lt;br /&gt;
&lt;br /&gt;
=== Does it run in 64 Bit Linux? ===&lt;br /&gt;
Yes, Linux 64 bit is supported. In addition to the steps above, you need 32 bit compatibility libraries, since Doom3 is 32 bit only:&lt;br /&gt;
* On &#039;&#039;&#039;SuSE&#039;&#039;&#039;, they should be included.&lt;br /&gt;
* On Ubuntu/Kubuntu, install the package &#039;&#039;&#039;ia32&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For TDM after 1.0, this step should be &#039;&#039;&#039;no&#039;&#039;&#039; longer neccessary:&lt;br /&gt;
&lt;br /&gt;
* Since you cannot install 32 bit libraries on a 64 bit system with the normal package manager, you should use [http://ubuntuforums.org/showthread.php?t=474790 getlibs] to install &#039;&#039;&#039;libmng&#039;&#039;&#039; and the boost filesystem lib:&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs libmng.so.1&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;getlibs -l libboost-filesystem1.34.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What about Gentoo? ===&lt;br /&gt;
Yes. It&#039;s not &amp;quot;officially&amp;quot; supported (the team doesn&#039;t test it specifically), however several users have reported success running TDM under Gentoo.&lt;br /&gt;
&lt;br /&gt;
=== What about Ubuntu 8.10? ===&lt;br /&gt;
Yes. As of this writing you will need to install the &#039;&#039;&#039;libboost-filesystem&#039;&#039;&#039; package.&lt;br /&gt;
&lt;br /&gt;
=== GLIBCXX_3.4.9 errors ===&lt;br /&gt;
&lt;br /&gt;
If you receive an error about &amp;lt;tt&amp;gt;GLIBCXX_3.4.9&amp;lt;/tt&amp;gt;, delete or rename the files &amp;lt;code&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/usr/local/games/doom3/libgcc_s.so.1.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this doesn&#039;t resolve the error and you have an old version of GCC, then you may have to upgrade. It has been [http://modetwo.net/darkmod/index.php?/topic/9982-the-dark-mod-doom3-in-linux/ confirmed] that, at least under Gentoo, GCC 4.1 does not work with TDM but GCC 4.3 and GCC 4.4 are compatible.&lt;br /&gt;
&lt;br /&gt;
=== Does it run on Mac OS X?===&lt;br /&gt;
No. Or at least not yet. The Doom 3 game itself does support Mac OS X, but The Dark Mod currently does not because we don&#039;t have any developers who use Macs. If you can help us getting it to run on OS X, please [http://modetwo.net/darkmod/index.php?showforum=11 let us know on the forum].&lt;br /&gt;
&lt;br /&gt;
Since TDM works on Linux already, getting it working on OS X should not be too difficult for anyone with experience programming for that platform. In theory it&#039;s just a question of figuring out how to build the mod, sorting out dependencies, and writing a few pieces of platform-specific code.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
=== Does TDM support widescreen resolutions? ===&lt;br /&gt;
&lt;br /&gt;
Yes. Choose &amp;quot;16:9&amp;quot; or &amp;quot;16:10&amp;quot; in the in-game &#039;&#039;Settings&#039;&#039; menu, and select the appropriate resolution. Note that you need to restart the game to have the new setting in effect.&lt;br /&gt;
&lt;br /&gt;
If the native resolution of your wide screen monitor is not listed, you can enter it into &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; by changing the following entries like so:&lt;br /&gt;
&lt;br /&gt;
 set r_mode -1&lt;br /&gt;
 set r_customwidth 1280&lt;br /&gt;
 set r_customheight 800&lt;br /&gt;
&lt;br /&gt;
Note that if you get performance problems, please consider using a lower resolution and taking a look at [[Performance Tweaks]].&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
It is hard to answer question on why something fails, because wildly different systems cause wildy different symptoms. If the following section does not help you, please ask at out our [http://www.modetwo.net/darkmod forums].&lt;br /&gt;
&lt;br /&gt;
=== Updater (tdm_update.exe) closes almost as soon as it&#039;s started ===&lt;br /&gt;
&lt;br /&gt;
See the [[Tdm_update#Updater_closes_almost_as_soon_as_it.27s_started|main article on tdm_update]].&lt;br /&gt;
&lt;br /&gt;
=== FM downloaded but won&#039;t play ===&lt;br /&gt;
&lt;br /&gt;
If you have downloaded an FM you might see it in the New Missions List but can&#039;t get it to play. These are almost always an install problem. These are some of the causes and cures:&lt;br /&gt;
&lt;br /&gt;
FMs (fan missions) are archives and MUST be suffixed .pk4 not zip. Apparently Internet Explorer 8 may change it from pk4 to zip during download without telling you. You need to rename it back.&lt;br /&gt;
&lt;br /&gt;
You MUST use doom3\darkmod\tdmlauncher.exe to run Dark Mod in Windows and NOT Doom3.exe.&lt;br /&gt;
&lt;br /&gt;
You do NOT need to extract the pk4 archives to install or play. Just download into or move the pk4 into the darkmod\fms folder. Optionally you can create a folder of the same name as the map and put it in there, eg, darkmod\fms\chalice but there is no need because Dark Mod will create that automatically. Just make sure your pk4 goes, unopened, into the fms folder then run tdmlauncher.exe&lt;br /&gt;
&lt;br /&gt;
If you have done the above but see for example, a blank objectives screen and no briefing then it is still almost certainly an install error. I recommend you do a clean sweep if in doubt:&lt;br /&gt;
* Exit Dark Mod&lt;br /&gt;
* Delete doom3\darkmod\currentfm.txt (this just uninstalls any FM)&lt;br /&gt;
* Delete the map game folder (if any) This is NOT the folder in fms but the folder in doom3 of the same name as the FM, eg, doom3\chalice. Note: this has savegames and screenshots in so check and move them out if you want to preserve them. However, if you can&#039;t get the game to play it&#039;s likely you don&#039;t have any yet. If you can&#039;t see the folder don&#039;t worry. The folder name is normally the same as the pk4 but it might not be. Strictly speaking it must be the same as the name in startingmap.txt inside the pk4 archive. You might see this file in fms.&lt;br /&gt;
* Move the pk4 into the darkmod\fms folder if it is not already there.&lt;br /&gt;
* Delete the darkmod\fms\FMname folder if any, eg, darkmod\fms\chalice. Don&#039;t worry if there isn&#039;t one; it will be created automatically later.&lt;br /&gt;
&lt;br /&gt;
So all that is left is the pk4 in the fms folder. Now run tdmlauncher.exe. The FM should be in the list in the New Missions menu. Re-install it and you should now be able to play it.&lt;br /&gt;
&lt;br /&gt;
=== The game crashes on load ===&lt;br /&gt;
Make sure that:&lt;br /&gt;
* You installed [[#Patching_Doom_3_to_verson_1.3.1.1304|the correct version]] of the Doom 3 1.3.1 patch.&lt;br /&gt;
* Your system meets at least the minimum system specs.&lt;br /&gt;
* You have enough free main memory. Try closing a few running programs like Outlook, Anti-Virus or torrent clients.&lt;br /&gt;
&lt;br /&gt;
==== Unknown event &#039;moveToCoverFrom&#039;&amp;quot; ====&lt;br /&gt;
If you get a message like:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Error: file script\doom_events.script, line 1038: Unknown event &#039;moveToCoverFrom&#039;&lt;br /&gt;
&lt;br /&gt;
or see this in the log:&lt;br /&gt;
&lt;br /&gt;
 found DLL in pak file: C:\Program Files\Doom 3\darkmod\tdm_game01.pk4/gamex86.dll&lt;br /&gt;
 copy gamex86.dll to C:\Program Files\Doom 3\darkmod\gamex86.dll&lt;br /&gt;
 could not create destination file&lt;br /&gt;
&lt;br /&gt;
Try extracting that gamex86.dll manually from &#039;&#039;&#039;tdm_game01.pk4&#039;&#039;&#039; with Winzip or a similiar program into that folder.&lt;br /&gt;
&lt;br /&gt;
The reason is very probably that you installed Doom3 into a folder with a space in it, and it seems Doom3 does not like that. Sorry.&lt;br /&gt;
&lt;br /&gt;
=== Unknown event &#039;setEntityRelation&#039; ===&lt;br /&gt;
The game is crashing to a small blue screen on startup:&lt;br /&gt;
&lt;br /&gt;
[[Image:ErrorSetEntityRelation.jpg]]&lt;br /&gt;
&lt;br /&gt;
The reason for this error is most likely an old version of gamex86.dll (or gamex86.so) lying around in your Doom 3 folder. Delete that file and try again.&lt;br /&gt;
&lt;br /&gt;
=== Textures are missing, screen mostly black ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Tdm missing textures.jpg|right|240px|Black textures]]&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt; folder and check that the following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Textures are missing, shadows are pitch black ===&lt;br /&gt;
&lt;br /&gt;
Try disabling the AGP surface accelerator in DXDIAG&lt;br /&gt;
&lt;br /&gt;
=== The briefing is very fuzzy ===&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt;  folder and check that the following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
 seta image_roundDown &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_forceDownSize &amp;quot;0&amp;quot;&lt;br /&gt;
 seta image_downSize &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== The sky is corrupted ===&lt;br /&gt;
&lt;br /&gt;
You either see black sky, or fragments of other textures. This seems only to happen on Geforce 6800 cards.&lt;br /&gt;
&lt;br /&gt;
There are two fixes for this:&lt;br /&gt;
&lt;br /&gt;
As a quick fix you can rename the following folder:&lt;br /&gt;
&lt;br /&gt;
 env/skyboxes/skybox_darkland_ne&lt;br /&gt;
&lt;br /&gt;
to an different name. That will result in black sky.&lt;br /&gt;
&lt;br /&gt;
Alternatively, edit the file &amp;lt;tt&amp;gt;materials/tdm_sky.mtr&amp;lt;/tt&amp;gt; with &#039;&#039;&#039;Wordpad&#039;&#039;&#039; or a different editor and&lt;br /&gt;
find the sky material named &#039;&#039;&#039;textures/darkmod/nature/skybox/skybox_darkland_NE&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 //Author: Dram&lt;br /&gt;
 //skybox_ocean with ocean replaced with dark land&lt;br /&gt;
 //Moon moved to north east by Fidcal&lt;br /&gt;
 textures/darkmod/nature/skybox/skybox_darkland_NE&lt;br /&gt;
    {&lt;br /&gt;
    qer_editorimage env/skyboxes/skybox_ocean/ocean_ed&lt;br /&gt;
    noFragment&lt;br /&gt;
    noshadows&lt;br /&gt;
    noimpact&lt;br /&gt;
    nooverlays&lt;br /&gt;
    forceOpaque&lt;br /&gt;
    {&lt;br /&gt;
        forceHighQuality&lt;br /&gt;
        blend add&lt;br /&gt;
        cameraCubeMap env/skyboxes/skybox_darkland_ne/darkland_NE&lt;br /&gt;
        texgen skybox&lt;br /&gt;
        texgen wobblesky .0 .0 .0&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this declaration, comment out the line that reads &#039;&#039;&#039;forceHighQuality&#039;&#039;&#039; by adding &amp;lt;tt&amp;gt;//&amp;lt;/tt&amp;gt; in front of it:&lt;br /&gt;
&lt;br /&gt;
  // forceHighQuality&lt;br /&gt;
&lt;br /&gt;
That should fix the sky and make it render correctly.&lt;br /&gt;
&lt;br /&gt;
=== The Sky rotates ===&lt;br /&gt;
&lt;br /&gt;
If you see the sky spinning it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures bloom problem.&lt;br /&gt;
&lt;br /&gt;
=== Bloom problems ===&lt;br /&gt;
&lt;br /&gt;
Bloom has been removed as a default option, if you wish to use it try using r_bloom 1/0; The reasoning behind the change is that it creates lighting situations which are unintended and result in over-bright lights or problems with water textures etc - It is strongly discouraged to use it and should be disabled if you are running an old build from when it was a default. If have a problem with bloom it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also gives better loading times and cures spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
===Underwater performance poor===&lt;br /&gt;
&lt;br /&gt;
If you get very low framerates underwater then try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
===Upside-down screen===&lt;br /&gt;
&lt;br /&gt;
If you get an upside-down screen, you can either turn off Catalyst AI if you have an ati card or try turning off bloom.&lt;br /&gt;
&lt;br /&gt;
To turn off Catalyst AI, open your Catylist control panel, go to &#039;graphics&#039; up the top left, select &#039;3d&#039; from the dropdown list and on the new menu below, select the &#039;AI&#039;&lt;br /&gt;
Now select the &#039;Disable Catalyst A.I.&#039; checkbox.&lt;br /&gt;
&lt;br /&gt;
To turn off bloom, enter the console and type &amp;quot;set r_bloom 0&amp;quot; (remove quotes)&lt;br /&gt;
Then type &amp;quot;vid_restart&amp;quot; (remove quotes) to refresh the graphics.&lt;br /&gt;
&lt;br /&gt;
=== The game is &#039;&#039;&#039;very&#039;&#039;&#039; slow! ===&lt;br /&gt;
&lt;br /&gt;
If you get loading times of 5 minutes or more, less than 10 FPS, or the game even stutters, please try this:&lt;br /&gt;
&lt;br /&gt;
Look into your &#039;&#039;&#039;DoomConfig.cfg&#039;&#039;&#039; inside your &amp;lt;tt&amp;gt;darkmod&amp;lt;/tt&amp;gt; folder and check that the&lt;br /&gt;
following settings are like shown below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;max-width:35em&amp;quot;&amp;gt;&lt;br /&gt;
 seta image_usePrecompressedTextures &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useNormalCompression &amp;quot;2&amp;quot;&lt;br /&gt;
 seta image_useAllFormats &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_useCompression &amp;quot;1&amp;quot;&lt;br /&gt;
 seta image_preload &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t help, your system might run out of memory. Either upgrade to more than 1 Gbyte memory,&lt;br /&gt;
or try to close some other applications before playing.&lt;br /&gt;
&lt;br /&gt;
Please see also the article about [[Performance Tweaks]] to improve the performance.&lt;br /&gt;
&lt;br /&gt;
=== Slow loading times ===&lt;br /&gt;
&lt;br /&gt;
If you find an FM is very slow to load it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also cures bloom and spinning sky problem.&lt;br /&gt;
&lt;br /&gt;
===Game freezes for several seconds when opening doors===&lt;br /&gt;
The following problems :&lt;br /&gt;
&lt;br /&gt;
A) &amp;quot;game freezes and loads some data from hard drive while opening doors&amp;quot;&lt;br /&gt;
B) &amp;quot;while loading mission you are returned to the menu and need to restart loading&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Are often resolved by disabling EAX 4.0 HD in Audio Settings menu.&lt;br /&gt;
&lt;br /&gt;
===Game exits to menu after mission load, with renderpipe error in console===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symptoms:&#039;&#039;&#039; Missions are installed properly and will load, but after they reach 100% you are returned to the main menu or objectives screen. If you open the console (Ctrl-Alt-~ on US keyboards), you see one/both of these errors:&lt;br /&gt;
&lt;br /&gt;
 ERROR: Failed to open \\.\pipe\dm_renderpipe&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
 ERROR: idRenderSystemLocal::uncrop currentcrop &amp;lt;1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Some firewalls, notably &#039;&#039;Sunbelt Firewall&#039;&#039; (aka &#039;&#039;Kerio Firewall&#039;&#039;) are known to interfere with TDM&#039;s lightgem, &#039;&#039;even when &amp;quot;disabled&amp;quot;&#039;&#039;. To fix this problem, completely uninstall the firewall, and get a different one instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;COULD NOT FIND TDMLAUNCHER&amp;quot; when installing an FM===&lt;br /&gt;
&lt;br /&gt;
If you receive this error message you should check the start-arguments of DOOM3.exe / tdmlauncher.exe. Arguments are stored in darkmod/dmargs.txt and a faulty syntax e.g. a missing &amp;quot;+&amp;quot; before a &amp;quot;set&amp;quot;-command, will lead to this error message. Steam-users are advised to remove any launch-options from Doom.&lt;br /&gt;
&lt;br /&gt;
===The sound lags behind the picture===&lt;br /&gt;
&lt;br /&gt;
This seems to happen on Linux with certain ALSA drivers. You can try to disable &amp;quot;Dolby Souround&amp;quot; (switch to &amp;quot;Stereo&amp;quot;) or just use OSS instead:&lt;br /&gt;
&lt;br /&gt;
Put the following setting on your tdmlauncher.linux command line:&lt;br /&gt;
&lt;br /&gt;
 +set s_driver oss&lt;br /&gt;
&lt;br /&gt;
and use &amp;quot;Stereo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Changing the screen resolution/aspect ratio does nothing!? ===&lt;br /&gt;
&lt;br /&gt;
These changes require a restart of Doom to work.&lt;br /&gt;
&lt;br /&gt;
=== Steam launches D3, not TDM ===&lt;br /&gt;
&lt;br /&gt;
Whenever you start Steam and it does launch vanilla Doom instead of TDM, make sure you&lt;br /&gt;
follow this advice:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Create a shortcut on your desktop and set it to the following:&lt;br /&gt;
&lt;br /&gt;
 steam.exe -applaunch 9050 +set fs_game_base darkmod&lt;br /&gt;
&lt;br /&gt;
This ensures that when you start Steam, it will launch TDM and not Doom 3 without TDM.&lt;br /&gt;
== Known bugs ==&lt;br /&gt;
See article [[Known Bugs]].&lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Installation]]&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Model_Wishlist&amp;diff=10020</id>
		<title>Model Wishlist</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Model_Wishlist&amp;diff=10020"/>
		<updated>2010-06-01T16:15:38Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: Merged forum wishlist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About==&lt;br /&gt;
This list is just a more or less random list of models which would be nice to have accessible in TDM. The aim of which is to allow someone to pick up and help out the TDM project with some modeling. Objects in the list are not listed in any particular order. Feel free to add to this list, if you finish a model(s) please use the forums to show off your work and we&#039;ll get them into the TDM base if they are acceptable. Reusing existing textures or UVing yourself is highly recommended and will be far more likely to make it in.&lt;br /&gt;
&lt;br /&gt;
And remember, just because it&#039;s not on the list doesn&#039;t mean we don&#039;t want it! If you have any other models that you think would fit the TDM universe, please feel free to show us!&lt;br /&gt;
&lt;br /&gt;
==General Idea Wishlist==&lt;br /&gt;
&lt;br /&gt;
*Pumpkin&lt;br /&gt;
*Melon&lt;br /&gt;
*Dartboard + Dart&lt;br /&gt;
*Cut/chopped food models - reuse existing, as if someone were preparing food&lt;br /&gt;
*Candle holders of all types&lt;br /&gt;
*Scythe&lt;br /&gt;
*Pulley - small/large&lt;br /&gt;
*Bookshelves - the more the merrier&lt;br /&gt;
*Cogs and machine parts&lt;br /&gt;
*Whole machines - do not need to be animated or anything fancy&lt;br /&gt;
*Broken barrel/boxes&lt;br /&gt;
*Bunk bed&lt;br /&gt;
*Club - existing club is a bit too hefty&lt;br /&gt;
*Walking stick&lt;br /&gt;
*Staff - existing quarter staff model is quite unTDM&lt;br /&gt;
*Low poly iron fencing - current ones are quite expensive&lt;br /&gt;
*Market stall - existing one is a bit too basic, could do with a more complete one, tho keep the poly count down&lt;br /&gt;
*Containers - chests/barrels/baskets etc&lt;br /&gt;
&lt;br /&gt;
==Wishlist with Examples==&lt;br /&gt;
&lt;br /&gt;
===Kitchen &amp;amp; Food Items===&lt;br /&gt;
====pastries ====&lt;br /&gt;
[http://www.privateclubs.com/Food/images/APPLE%20PIE.jpg]&lt;br /&gt;
[http://mccutcheon.files.wordpress.com/2007/06/puff-pastry.jpg]&lt;br /&gt;
&lt;br /&gt;
====leg of meat====&lt;br /&gt;
[http://img.alibaba.com/photo/50487898/Lamb_Leg.jpg]&lt;br /&gt;
&lt;br /&gt;
====roast bird====&lt;br /&gt;
[http://gorgeoustown.typepad.com/lex_culinaria/images/dsc038231.jpg]&lt;br /&gt;
&lt;br /&gt;
====pitchers====&lt;br /&gt;
[http://www.istockphoto.com/file_closeup/?id=3539967&amp;amp;refnum=459153]&lt;br /&gt;
[http://owgd3.onewebgroup.net/Merchant2/graphics/00000002/tavern/2903.jpg]&lt;br /&gt;
&lt;br /&gt;
====bowls====&lt;br /&gt;
[http://www.sasscompany.com/product_1/MOA-90006.jpg]&lt;br /&gt;
[http://www.sasscompany.com/product_1/MOA-90008.jpg]&lt;br /&gt;
[http://images.surlatable.com/surlatable/images/en_US/local/products/detail/549568v1.jpg]&lt;br /&gt;
&lt;br /&gt;
====wooden spoon====&lt;br /&gt;
[http://www.crafty-owl.com/wooden-spoons-3.htm]&lt;br /&gt;
&lt;br /&gt;
====herb bundles====&lt;br /&gt;
[http://static-p.arttoday.com/thw/thw13/PO/5344_2005020023/010820_0939_00/34460803.thw.jpg?010820_0939_0004_l__p]&lt;br /&gt;
[http://www.countryliving.com/cm/countryliving/images/herb-bouquet-FARMF0507-de.jpg]&lt;br /&gt;
&lt;br /&gt;
====cauldron====&lt;br /&gt;
[http://ourworld.compuserve.com/homepages/LCVInternational/cauldron.gif]&lt;br /&gt;
[http://www.outoftheearth.com/cauldron.jpg]&lt;br /&gt;
&lt;br /&gt;
====hanging hare====&lt;br /&gt;
[http://z.about.com/d/greekfood/1/0/1/7/meat_rabbits_425.jpg]&lt;br /&gt;
&lt;br /&gt;
===Decorative Objects and Lights ===&lt;br /&gt;
====chess set====&lt;br /&gt;
[http://www.warehouse23.com/img/200/W23-9001-200.jpg]&lt;br /&gt;
&lt;br /&gt;
====wolf and bearskin rugs====&lt;br /&gt;
[http://www.teriproducts.com/gallery/mounted_animals/08.jpg]&lt;br /&gt;
[http://www.rugnrack.com/BearRug.jpg]&lt;br /&gt;
&lt;br /&gt;
====various shop signs====&lt;br /&gt;
[http://files.turbosquid.com/Preview/Content_on_4_23_2006_22_40_35/signs_prev01.jpgc674ec45-3635-4ac5-a8ad-619652ff4e3cLarge.jpg]&lt;br /&gt;
[http://www.daytripstoeurope.co.uk/Pictures/Lille/shopsign.JPG]&lt;br /&gt;
[http://www1.istockphoto.com/file_thumbview_approve/645601/2/istockphoto_645601_butcher_s_shop_sign.jpg]&lt;br /&gt;
&lt;br /&gt;
====bear head, mounted====&lt;br /&gt;
[http://www.rugnrack.com/Bearhead.jpg]&lt;br /&gt;
&lt;br /&gt;
====cushion  and pillows====&lt;br /&gt;
[http://www.eastkingdom.org/artsci/articles/images/cushion_front.png]&lt;br /&gt;
&lt;br /&gt;
====statues and sculptures of all types (broken versions too!)====&lt;br /&gt;
[http://www.aeria.phil.uni-erlangen.de/photo_html/portraet/roemisch/kaiserzeit/adoptivkaiser/hadrian/hadrian7.JPG]&lt;br /&gt;
[http://www.hellenic-art.com/auctions/leonidas.jpg]&lt;br /&gt;
[http://z.about.com/d/historymedren/1/0/J/B/albertistatue.jpg]&lt;br /&gt;
[http://quidplura.com/qp-images/gaudens-statue-1.jpg]&lt;br /&gt;
[http://www.vroma.org/images/bonvallet_images/bonvallet3-6.jpg]&lt;br /&gt;
[http://bathdailyphoto.files.wordpress.com/2006/11/061026097somsetbathabbeywestst-andrew-statue.jpg]&lt;br /&gt;
[http://www.thenorthernirelandguide.co.uk/files/images/celtic-statue.thumbnail.jpg]&lt;br /&gt;
[http://www.bell-book-candle.co.uk/acatalog/Other_Celtic_Goddesses.html]&lt;br /&gt;
&lt;br /&gt;
====masks and faces====&lt;br /&gt;
[http://upload.wikimedia.org/wikipedia/commons/thumb/7/72/Face_sculpture_embedded_in_wall_in_Cuba.jpg/450px-Face_sculpture_embedded_in_wall_in_Cuba.jpg]&lt;br /&gt;
[http://www.whiterockartstudio.com/catalogue1/face.htm]&lt;br /&gt;
[http://www.allmolds.com/graphics/wallplaques/pl023_ancient.jpg]&lt;br /&gt;
[http://www.usask.ca/antiquities/new%20images/claycomedymask.jpg]&lt;br /&gt;
[http://www.socaldesignco.com/designermasks_files/Mantis.jpg]&lt;br /&gt;
&lt;br /&gt;
====standards, banners and flags====&lt;br /&gt;
[http://www.marinasims.net/sims2/objects/imagenes/medieval/standardb.jpg]&lt;br /&gt;
[http://www1.istockphoto.com/file_thumbview_approve/755129/2/istockphoto_755129_medieval_banner.jpg]&lt;br /&gt;
[http://www.knightsofthenorth.ca/tools_files/banners1.jpg]&lt;br /&gt;
&lt;br /&gt;
====various candles, torchs and lamps====&lt;br /&gt;
[http://www.countryporch.com/lamps/images/double-pan-oil-lamp.jpg]&lt;br /&gt;
[http://www.peninsulapartyhire.com.au/images/brazier.jpg]&lt;br /&gt;
[http://www.theironkingdom.com/Navigation/Lighting/Torch/torch.JPG]&lt;br /&gt;
[http://www.digital-images.net/Images/Florence/Art_Archit/Medieval_TorchBracket_5156.jpg]&lt;br /&gt;
[http://www.castles.org/Kids_Section/Castle_Story/images/torch.gif]&lt;br /&gt;
[http://www.goreanliving.com/merchandise/housewares/candle-lamp1.jpg]&lt;br /&gt;
&lt;br /&gt;
====fountains====&lt;br /&gt;
[http://www.stonephenix.com/pic/stonefountain/garden.jpg]&lt;br /&gt;
[http://www.gardenstonestatuary.com/Products/Ornaments/Carerra_Fountain_Large_OR.jpg]&lt;br /&gt;
[http://www.gardenstonestatuary.com/Products/Ornaments/lion_bath_OR.jpg]&lt;br /&gt;
[http://www.gardenstonestatuary.com/Products/Ornaments/princessa_fountain_large_ant.jpg]&lt;br /&gt;
&lt;br /&gt;
===Instruments, Furniture, and Tools===&lt;br /&gt;
====chairs and stools (simple, ornate, etc)====   &lt;br /&gt;
[http://www.library.yale.edu/Walpole/BAC/images/gothic_chair-Z.jpg]&lt;br /&gt;
[http://www.contentparadise.com/getdetailimage/17767/0/M/17767.jpg]&lt;br /&gt;
[http://www.marbleslawn.com/chair2.jpg]&lt;br /&gt;
[http://www.dkimages.com/discover/previews/870/95015330.JPG]&lt;br /&gt;
[http://www.cottageantiques.biz/Merchant2/graphics/00000001/Victorian%20side%20chair%20thumb.jpg]&lt;br /&gt;
&lt;br /&gt;
====pedestals====&lt;br /&gt;
[http://www.statue.com/images/pedestal.jpg]&lt;br /&gt;
[http://www.eleganza.com/media/columns/pedestal-light-gray-mb-m.jpg]&lt;br /&gt;
[http://www.wilsonscc.com/images/products/pedestal%20classic.jpg]&lt;br /&gt;
&lt;br /&gt;
====peg rack====&lt;br /&gt;
[http://www.stacksandstacks.com/image/20533.jpg]&lt;br /&gt;
&lt;br /&gt;
====privacy screen====&lt;br /&gt;
[http://www.backyardcity.com/images/SSP/Privacy-Screen-Burgundy.jpg]&lt;br /&gt;
&lt;br /&gt;
====bedroll (open and closed)==== &lt;br /&gt;
[http://www.cowboycamp.net/images/033.jpg]&lt;br /&gt;
&lt;br /&gt;
====lute====&lt;br /&gt;
[http://www.dkimages.com/discover/previews/852/20224547.JPG]&lt;br /&gt;
[http://www.dkimages.com/discover/previews/877/70000672.JPG]&lt;br /&gt;
&lt;br /&gt;
====musical pipes====&lt;br /&gt;
[http://www.andeancrafts.co.uk/USERIMAGES/pan%20pipes(1).JPG]&lt;br /&gt;
[http://www.dunav.org.il/folk_costumes/serbia/serbia_instruments_pipes.jpg]&lt;br /&gt;
&lt;br /&gt;
====harp====&lt;br /&gt;
[http://www.digischool.nl/mu/leerlingen/mt/instrumenten/plaatjes/harp.gif]&lt;br /&gt;
&lt;br /&gt;
====sickle====&lt;br /&gt;
[http://www.endtimesreport.com/pictures/sickle.jpg]&lt;br /&gt;
&lt;br /&gt;
====pipe====&lt;br /&gt;
[http://www1.istockphoto.com/file_thumbview_approve/565326/2/istockphoto_565326_antique_pipe.jpg]&lt;br /&gt;
[http://www.globe-hoppers.com/images/antique-clay-pipe.jpg]&lt;br /&gt;
&lt;br /&gt;
====shears====&lt;br /&gt;
[http://www.cotswold.gov.uk/media/museum/Medieval/C1059.jpg]&lt;br /&gt;
[http://www.jelldragon.com/images/th_shears.jpg]&lt;br /&gt;
[http://www.fellsanddales.org.uk/images/woollen_ways/Cropping-shears.gif]&lt;br /&gt;
&lt;br /&gt;
====hand saw====&lt;br /&gt;
[http://www.antiquemystique.com/images/7592_jpg.jpg]&lt;br /&gt;
&lt;br /&gt;
====bellows====&lt;br /&gt;
[http://www.walcot.com/images/bellows.JPG]&lt;br /&gt;
[http://www.fireplacemall.com/bellows12.jpg]&lt;br /&gt;
&lt;br /&gt;
====meat hook====&lt;br /&gt;
[http://www.mygrannysatticantiques.com/assets/images/meat_or_hay_hook.jpg]&lt;br /&gt;
&lt;br /&gt;
====mortar and pestle====&lt;br /&gt;
[http://images.crateandbarrel.com/is/image/CrateandBarrel/GranitePestleAndMortar?$lg$]&lt;br /&gt;
[http://img.alibaba.com/photo/50581666/Cast_Iron_Mortar_and_Pestle.jpg]&lt;br /&gt;
&lt;br /&gt;
===Junk and Miscellaneous===&lt;br /&gt;
====hanging clothes and blankets====&lt;br /&gt;
[http://nanopedia.case.edu/image/No%20more%20laundry%20detergent.jpg]&lt;br /&gt;
&lt;br /&gt;
====folded laundry====&lt;br /&gt;
[http://images.jupiterimages.com/common/detail/16/42/22844216.jpg]&lt;br /&gt;
&lt;br /&gt;
====jewellery====&lt;br /&gt;
[http://images.etsy.com/all_images/3/314/fa1/il_430xN.8279166.jpg]&lt;br /&gt;
[http://www.fashion-era.com/images/2007_8_trends_autmn_wint/accessories_jewellery/44138.jpg]&lt;br /&gt;
[http://www.sogifted.co.uk/images/1471-4037.jpg]&lt;br /&gt;
[http://www.tiarasandcrowns.co.uk/photos/Medieval%20Tiara.jpg]&lt;br /&gt;
[http://i4.ebayimg.com/01/i/08/44/17/6b_1_sbl.JPG]&lt;br /&gt;
&lt;br /&gt;
====wall shackle====&lt;br /&gt;
[http://cognitionreality.com/hallowhaunt/pics/wall_shackle_manacle.jpg]&lt;br /&gt;
&lt;br /&gt;
====mage and shaman staff====&lt;br /&gt;
[http://images.buycostumes.com/mgen/merchandiser/21507.jpg]&lt;br /&gt;
[http://www.dkimages.com/discover/previews/972/20013455.JPG]&lt;br /&gt;
[http://amandasworks.com/artworksimages/9508.wd.WizardStaff.jpg]&lt;br /&gt;
&lt;br /&gt;
===Architectural and Large Objects===&lt;br /&gt;
====boarded up windows/doors====&lt;br /&gt;
[http://www.halloween-online.com/sfx/boarded-up-windows-1.jpg]&lt;br /&gt;
[http://www.fotosearch.com/comp/pds/pds149/an-old-and-abandoned-buildings-window-and-doorway-have-been-boarded-~-rbv1_21.jpg]&lt;br /&gt;
&lt;br /&gt;
====fences and gates====&lt;br /&gt;
[http://www.chinatraderonline.com/Files/Household/Furniture/Casting-Furniture/Cast-Iron-Gate--Fence--Doormat-And-Outdoor-Furniture-00193932747.jpg]&lt;br /&gt;
[http://www.englishantiqueimports.com/gardenfurniture/1840irongate.jpg]&lt;br /&gt;
[http://gidesigns.net/garden-decor/files/images_backup/d_712.jpg]&lt;br /&gt;
[http://www.academyfence.com/woodfencing/images/ns/2rail_300.jpg]&lt;br /&gt;
[http://www.americanmodels.com/_photos/full45984.jpg]&lt;br /&gt;
[http://lipas.uwasa.fi/ktt/lasktoim/photoff/19994/99050901.jpg]&lt;br /&gt;
&lt;br /&gt;
====market stalls====&lt;br /&gt;
[http://www.historicgames.com/merchideas/gifs/marketstall.jpg]&lt;br /&gt;
[http://www.talbertpipes.com/uploaded_images/P5261456-746732.JPG]&lt;br /&gt;
&lt;br /&gt;
====pile of bricks and refuse====&lt;br /&gt;
[http://www.barbarakrakowgallery.com/stuff/contentmgr/files/d37df14dc4878e3585c471561c00f2dd/img_one/lemieux.bricks.200.jpe]&lt;br /&gt;
&lt;br /&gt;
====pagan hut====&lt;br /&gt;
[http://www.arteasturias.com/images/asturias/GijonAsturesHutB_300.jpg]&lt;br /&gt;
[http://lynnbfowler.com/images/MudHut.jpg]&lt;br /&gt;
[http://www.gutenberg.org/files/20583/20583-h/images/p003.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Model_Wishlist&amp;diff=10015</id>
		<title>Model Wishlist</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Model_Wishlist&amp;diff=10015"/>
		<updated>2010-06-01T14:29:29Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: New page: ==About== This list is just a more or less random list of models which would be nice to have accessible in TDM. The aim of which is to allow someone to pick up and help out the TDM project...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About==&lt;br /&gt;
This list is just a more or less random list of models which would be nice to have accessible in TDM. The aim of which is to allow someone to pick up and help out the TDM project with some modeling. Objects in the list are not listed in any particular order. Feel free to add to this list, if you finish a model(s) please use the forums to show off your work and we&#039;ll get them into the TDM base if they are acceptable. Reusing existing textures or UVing yourself is highly recommended and will be far more likely to make it in.&lt;br /&gt;
&lt;br /&gt;
===Wishlist===&lt;br /&gt;
*Pumpkin&lt;br /&gt;
*Melon&lt;br /&gt;
*Dartboard + Dart&lt;br /&gt;
*Cut/chopped food models - reuse existing, as if someone were preparing food&lt;br /&gt;
*Candle holders of all types&lt;br /&gt;
*Scythe&lt;br /&gt;
*Pulley - small/large&lt;br /&gt;
*Bookshelves - the more the merrier&lt;br /&gt;
*Cogs and machine parts&lt;br /&gt;
*Whole machines - do not need to be animated or anything fancy&lt;br /&gt;
*Broken barrel/boxes&lt;br /&gt;
*Bearskin rug - hehe&lt;br /&gt;
*Bunk bed&lt;br /&gt;
*Club - existing club is a bit too hefty&lt;br /&gt;
*Walking stick&lt;br /&gt;
*Staff - existing quarter staff model is quite unTDM&lt;br /&gt;
*Low poly iron fencing - current ones are quite expensive&lt;br /&gt;
*Market stall - existing one is a bit too basic, could do with a more complete one, tho keep the poly count down&lt;br /&gt;
*Containers - chests/barrels/baskets etc&lt;br /&gt;
&lt;br /&gt;
And remember, just because it&#039;s not on the list doesn&#039;t mean we don&#039;t want it! If you have any other models that you think would fit the TDM universe, please feel free to show us!&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Map_Optimization&amp;diff=9693</id>
		<title>Map Optimization</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Map_Optimization&amp;diff=9693"/>
		<updated>2010-02-15T03:13:29Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=NOTICE=&lt;br /&gt;
This article is quite detailed and is taking time to write - check back in a few days. This is just a place holder for now.&lt;br /&gt;
=Why and How?=&lt;br /&gt;
=Methods=&lt;br /&gt;
==Visportals==&lt;br /&gt;
Write up the guide for these images and move to the VP article or a new one:&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Vismapgrid.png]]&lt;br /&gt;
[[Image:Map3d.png]]&lt;br /&gt;
[[Image:Areascut.png]]&lt;br /&gt;
[[Image:Visportaled.png]]&lt;br /&gt;
[[Image:Visportals.png]]&lt;br /&gt;
[[Image:1to3check.png]]&lt;br /&gt;
[[Image:1to3check2.png]]&lt;br /&gt;
[[Image:2to4check.png]]&lt;br /&gt;
[[Image:Fovcut.png]]&lt;br /&gt;
==Visportaling Simple Corners==&lt;br /&gt;
==Height Seperated Visportals==&lt;br /&gt;
==Accurate Skyportals==&lt;br /&gt;
==Caulking==&lt;br /&gt;
=Strategy=&lt;br /&gt;
==Understanding Special Materials and Entities==&lt;br /&gt;
===Skybox/Skyportal===&lt;br /&gt;
[[Image:Skyboxgood.png]]&lt;br /&gt;
===Brushes===&lt;br /&gt;
===Light===&lt;br /&gt;
===Water===&lt;br /&gt;
===Planning===&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Map_Optimization&amp;diff=9692</id>
		<title>Map Optimization</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Map_Optimization&amp;diff=9692"/>
		<updated>2010-02-15T03:12:15Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: Link uploads&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=NOTICE=&lt;br /&gt;
This article is quite detailed and is taking time to write - check back in a few days. This is just a place holder for now.&lt;br /&gt;
=Why and How?=&lt;br /&gt;
=Methods=&lt;br /&gt;
==Visportals==&lt;br /&gt;
Write up the guide for these images and move to the VP article or a new one:&lt;br /&gt;
[Image:Vismapgrid.png]&lt;br /&gt;
[Image:Map3d.png]&lt;br /&gt;
[Image:Areascut.png]&lt;br /&gt;
[Image:Visportaled.png]&lt;br /&gt;
[Image:Visportals.png]&lt;br /&gt;
[Image:1to3check.png]&lt;br /&gt;
[Image:1to3check2.png]&lt;br /&gt;
[Image:2to4check.png]&lt;br /&gt;
[Image:Fovcut.png]&lt;br /&gt;
==Visportaling Simple Corners==&lt;br /&gt;
==Height Seperated Visportals==&lt;br /&gt;
==Accurate Skyportals==&lt;br /&gt;
==Caulking==&lt;br /&gt;
=Strategy=&lt;br /&gt;
==Understanding Special Materials and Entities==&lt;br /&gt;
===Skybox/Skyportal===&lt;br /&gt;
[Image:Skyboxgood.png]&lt;br /&gt;
===Brushes===&lt;br /&gt;
===Light===&lt;br /&gt;
===Water===&lt;br /&gt;
===Planning===&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Skyboxgood.png&amp;diff=9691</id>
		<title>File:Skyboxgood.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Skyboxgood.png&amp;diff=9691"/>
		<updated>2010-02-15T03:10:09Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Fovcut.png&amp;diff=9690</id>
		<title>File:Fovcut.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Fovcut.png&amp;diff=9690"/>
		<updated>2010-02-15T03:01:01Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:2to4check.png&amp;diff=9689</id>
		<title>File:2to4check.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:2to4check.png&amp;diff=9689"/>
		<updated>2010-02-15T03:00:37Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:1to3check2.png&amp;diff=9688</id>
		<title>File:1to3check2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:1to3check2.png&amp;diff=9688"/>
		<updated>2010-02-15T03:00:23Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:1to3check.png&amp;diff=9687</id>
		<title>File:1to3check.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:1to3check.png&amp;diff=9687"/>
		<updated>2010-02-15T03:00:11Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Visportals.png&amp;diff=9686</id>
		<title>File:Visportals.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Visportals.png&amp;diff=9686"/>
		<updated>2010-02-15T02:58:45Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Visportaled.png&amp;diff=9685</id>
		<title>File:Visportaled.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Visportaled.png&amp;diff=9685"/>
		<updated>2010-02-15T02:58:27Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Areascut.png&amp;diff=9684</id>
		<title>File:Areascut.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Areascut.png&amp;diff=9684"/>
		<updated>2010-02-15T02:57:39Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Map3d.png&amp;diff=9683</id>
		<title>File:Map3d.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Map3d.png&amp;diff=9683"/>
		<updated>2010-02-15T02:56:49Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Vismapgrid.png&amp;diff=9682</id>
		<title>File:Vismapgrid.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Vismapgrid.png&amp;diff=9682"/>
		<updated>2010-02-15T02:56:07Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: Image for the visportal tut&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image for the visportal tut&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Texture_Guidelines&amp;diff=9645</id>
		<title>Texture Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Texture_Guidelines&amp;diff=9645"/>
		<updated>2010-02-01T15:18:20Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: /* Compression Standards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This should be a rough guideline for choosing the correct dimensions and format for your custom TDM texture.&lt;br /&gt;
&lt;br /&gt;
== Dimensions == &lt;br /&gt;
* Diffusemap: &#039;&#039;&#039;max. 1024 pixels&#039;&#039;&#039; (when used for smaller areas: 512)&lt;br /&gt;
* Normalmap: &#039;&#039;&#039;max. 1024 pixels&#039;&#039;&#039;&lt;br /&gt;
* Specular: &#039;&#039;&#039;max. 512 pixels&#039;&#039;&#039;&lt;br /&gt;
* Editor image: &#039;&#039;&#039;max. 256 pixels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Compression Standards ==&lt;br /&gt;
* Diffusemaps: DDS (DXT1/DXT3)&lt;br /&gt;
* Normalmap: TGA (uncompressed, no RLE)&lt;br /&gt;
* Specularmap: DDS&lt;br /&gt;
* Editor Image: JPG (medium quality (e.g. 85 in Photoshop), not over-compressed)&lt;br /&gt;
&lt;br /&gt;
* If the texture is to be included in TDM : A high res copy of the diffusemap (can be RLE)&lt;br /&gt;
&lt;br /&gt;
== Naming Conventions ==&lt;br /&gt;
Assuming your texture is named &#039;&#039;&#039;rough_grey_dirty&#039;&#039;&#039;, the names are&lt;br /&gt;
* Diffusemap: &#039;&#039;&#039;rough_grey_dirty.dds&#039;&#039;&#039;&lt;br /&gt;
* Normalmap: &#039;&#039;&#039;rough_grey_dirty_local.tga&#039;&#039;&#039;&lt;br /&gt;
* Specularmap: &#039;&#039;&#039;rough_grey_dirty_s.dds&#039;&#039;&#039;&lt;br /&gt;
* Editor Image: &#039;&#039;&#039;rough_grey_dirty_ed.jpg&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nontiling textures have the &#039;&#039;&#039;_nontiling_&#039;&#039;&#039; part in their name: &#039;&#039;&#039;rough_grey_dirty_nontiling_local.tga&#039;&#039;&#039;&lt;br /&gt;
* Textures tiling into one dimension only get the &#039;&#039;&#039;_tiling1d_&#039;&#039;&#039; part added: &#039;&#039;&#039;rough_grey_dirty_tiling1d_local.tga&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Heightmaps: &#039;&#039;&#039;rough_grey_dirty_h.tga&#039;&#039;&#039;&lt;br /&gt;
* Alphamaps: &#039;&#039;&#039;rough_grey_dirty_a.tga&#039;&#039;&#039;&lt;br /&gt;
* Occlusion maps: &#039;&#039;&#039;rough_grey_dirty_occ.tga&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Material File Conventions ==&lt;br /&gt;
to be written&lt;br /&gt;
&lt;br /&gt;
Remember: Do keep a backup of the ultra hi-res versions of your work as well as your working files (photoshop, gimp files). These should be added to the &#039;&#039;&#039;texture_src&#039;&#039;&#039; repository, which keeps all the &amp;quot;working&amp;quot; or &amp;quot;source files&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[DDS creation]]&lt;br /&gt;
* [[How to add Textures to The Dark Mod]]&lt;br /&gt;
&lt;br /&gt;
{{tutorial-textures}}&lt;br /&gt;
{{needs-update}}&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Map_Optimization&amp;diff=9633</id>
		<title>Map Optimization</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Map_Optimization&amp;diff=9633"/>
		<updated>2010-01-30T23:10:11Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: Name says it all, I have to finish writing steps and upload pics in the next few days.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Why and How?=&lt;br /&gt;
=Methods=&lt;br /&gt;
==Visportaling Simple Corners==&lt;br /&gt;
==Height Seperated Visportals==&lt;br /&gt;
==Accurate Skyportals==&lt;br /&gt;
==Caulking==&lt;br /&gt;
=Strategy=&lt;br /&gt;
==Understanding Special Materials and Entities==&lt;br /&gt;
===Skybox/Skyportal===&lt;br /&gt;
===Brushes===&lt;br /&gt;
===Light===&lt;br /&gt;
===Water===&lt;br /&gt;
===Planning===&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Textures&amp;diff=9603</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Textures&amp;diff=9603"/>
		<updated>2010-01-28T00:39:11Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{index-page|category=Textures|topic=textures}}&lt;br /&gt;
This page contains articles and links related to making/importing textures, editing .mtr files and others related to the mod.&lt;br /&gt;
&lt;br /&gt;
== Making Textures ==&lt;br /&gt;
* &#039;&#039;&#039;[[How to add Textures to The Dark Mod]]&#039;&#039;&#039; - Overall Information and Guides&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Texture Guidelines]]&#039;&#039;&#039;  &#039;&#039;-- (Info on our hi-res repository, and what sizes to use for textures)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Texture Folder Structure]]&#039;&#039;&#039;  &#039;&#039;-- (Where to save new textures)&#039;&#039;&lt;br /&gt;
* Basic Texture Information:  http://www.modwiki.net/wiki/Texturing&lt;br /&gt;
* [[Texture Creation - Basic Tutorial]]&lt;br /&gt;
* [[Common Texture Mistakes]]&lt;br /&gt;
* [[Normalmaps, How to Make Good Ones]]&lt;br /&gt;
* [[Texture Sources]] &#039;&#039;-- (Good places to find source textures and photos)&#039;&#039;&lt;br /&gt;
* [[Detail Textures]]&lt;br /&gt;
* [[How To Make Your Own Visportal-texture]]&lt;br /&gt;
* [[How to give Textures a nice Glow]]&lt;br /&gt;
* [[Inverse Normalmaps]]  &#039;&#039;-- (A way to check if your normalmaps are correct)&#039;&#039;&lt;br /&gt;
* [[Inverting Normalmaps]] &#039;&#039;-- (How to fix them if they aren&#039;t correct)&#039;&#039;&lt;br /&gt;
* [[No more Heightmaps]]  &#039;&#039;-- (Basic info for turning a heightmap into a normalmap)&#039;&#039;&lt;br /&gt;
* [[Remove Shadows in Source Images]]&lt;br /&gt;
* [[Wall Texture Tutorial]] &#039;&#039;-- (How to make good normalmaps with Maya)&#039;&#039;&lt;br /&gt;
* [[Creating Textures with Normals out of Models]]  &#039;&#039;-- (More info on using modeling software to make normalmaps)&#039;&#039;&lt;br /&gt;
* [[Making Semi-transparent textures]]&lt;br /&gt;
&lt;br /&gt;
== Material Files ==&lt;br /&gt;
&#039;&#039;(Material files tell D3 what to do with your texture images. Without one, your texture will not work)&#039;&#039;&lt;br /&gt;
* [[Basic Material File]]  &#039;&#039;-- (How to get a new texture in game)&#039;&#039;&lt;br /&gt;
* [[Surface Types]] &#039;&#039;-- (How to tell the engine whether your surface is stone, wood, grass, etc)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Textures for Models ==&lt;br /&gt;
* [[Creating Multiple Skins For A Model]] &#039;&#039;-- (How to swap different textures on the same model)&#039;&#039;&lt;br /&gt;
* [[Turning Shadows Off]]  &#039;&#039; -- (How to turn shadows off to varying degrees)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
* [[Fast Re-Texturing of your Map]]&lt;br /&gt;
* [[Grey Border Around Transparent GUI]]  &#039;&#039;-- (sometimes transparent .tgas have an unwanted grey border)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{textures}}&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Textures&amp;diff=9602</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Textures&amp;diff=9602"/>
		<updated>2010-01-28T00:34:33Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{index-page|category=Textures|topic=textures}}&lt;br /&gt;
This page contains articles and links related to making/importing textures, editing .mtr files and others related to the mod.&lt;br /&gt;
&lt;br /&gt;
== Making Textures ==&lt;br /&gt;
* &#039;&#039;&#039;[[How to add Textures to The Dark Mod]]&#039;&#039;&#039; - Overall Information and Guides&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Texture Guidelines]]&#039;&#039;&#039;  &#039;&#039;-- (Info on our hi-res repository, and what sizes to use for textures)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Texture Folder Structure]]&#039;&#039;&#039;  &#039;&#039;-- (Where to save new textures)&#039;&#039;&lt;br /&gt;
* Basic Texture Information:  http://www.modwiki.net/wiki/Texturing&lt;br /&gt;
* [[Texture Creation - Basic Tutorial]]&lt;br /&gt;
* [[Common Texture Mistakes]]&lt;br /&gt;
* [[Normalmaps, How to Make Good Ones]]&lt;br /&gt;
* [[Texture Sources]] - Good places to find source textures and photos&lt;br /&gt;
* [[Detail Textures]]&lt;br /&gt;
* [[How To Make Your Own Visportal-texture]]&lt;br /&gt;
* [[How to give Textures a nice Glow]]&lt;br /&gt;
* [[Inverse Normalmaps]]  &#039;&#039;-- (A way to check if your normalmaps are correct)&#039;&#039;&lt;br /&gt;
* [[Inverting Normalmaps]] &#039;&#039;-- (How to fix them if they aren&#039;t correct)&#039;&#039;&lt;br /&gt;
* [[No more Heightmaps]]  &#039;&#039;-- (Basic info for turning a heightmap into a normalmap)&#039;&#039;&lt;br /&gt;
* [[Remove Shadows in Source Images]]&lt;br /&gt;
* [[Wall Texture Tutorial]] &#039;&#039;-- (How to make good normalmaps with Maya)&#039;&#039;&lt;br /&gt;
* [[Creating Textures with Normals out of Models]]  &#039;&#039;-- (More info on using modeling software to make normalmaps)&#039;&#039;&lt;br /&gt;
* [[Making Semi-transparent textures]]&lt;br /&gt;
&lt;br /&gt;
== Material Files ==&lt;br /&gt;
&#039;&#039;(Material files tell D3 what to do with your texture images. Without one, your texture will not work)&#039;&#039;&lt;br /&gt;
* [[Basic Material File]]  &#039;&#039;-- (How to get a new texture in game)&#039;&#039;&lt;br /&gt;
* [[Surface Types]] &#039;&#039;-- (How to tell the engine whether your surface is stone, wood, grass, etc)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Textures for Models ==&lt;br /&gt;
* [[Creating Multiple Skins For A Model]] &#039;&#039;-- (How to swap different textures on the same model)&#039;&#039;&lt;br /&gt;
* [[Turning Shadows Off]]  &#039;&#039; -- (How to turn shadows off to varying degrees)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
* [[Fast Re-Texturing of your Map]]&lt;br /&gt;
* [[Grey Border Around Transparent GUI]]  &#039;&#039;-- (sometimes transparent .tgas have an unwanted grey border)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{textures}}&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Texture_Sources&amp;diff=9601</id>
		<title>Texture Sources</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Texture_Sources&amp;diff=9601"/>
		<updated>2010-01-28T00:34:30Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of sources from which good textures can be found. These are not sites with ready built textures, there is some work to make them look good in TDM. See [[Textures]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Free===&lt;br /&gt;
* [http://www.imageafter.com/textures.php ImageAfter] - Good, requires some work before usable, very wide selection.&lt;br /&gt;
* [http://texturez.com/ Texturez] - Ok, hard to browse.&lt;br /&gt;
* [http://freestocktextures.com/ FreeStockTextures] - Some great textures, not a lot of work needed, strange to browse.&lt;br /&gt;
* [http://zentextures.com/ Zen Textures] - Good, hard to browse.&lt;br /&gt;
* [http://www.mayang.com/textures/ Mayang] - Very good.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Not completely free===&lt;br /&gt;
* [http://www.cgtextures.com/ CGTextures] - Good, well prepared.&lt;br /&gt;
&lt;br /&gt;
Please add to this list.&lt;br /&gt;
&lt;br /&gt;
{{textures}}&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Texture_Sources&amp;diff=9600</id>
		<title>Texture Sources</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Texture_Sources&amp;diff=9600"/>
		<updated>2010-01-28T00:32:54Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: A page for texture sources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of sources from which good textures can be found. These are not sites with ready built textures, there is some work to make them look good in TDM. See [[Textures]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Free===&lt;br /&gt;
* [http://www.imageafter.com/textures.php ImageAfter] - Good, requires some work before usable, very wide selection.&lt;br /&gt;
* [http://texturez.com/ Texturez] - Ok, hard to browse.&lt;br /&gt;
* [http://freestocktextures.com/ FreeStockTextures] - Some great textures, not a lot of work needed, strange to browse.&lt;br /&gt;
* [http://zentextures.com/ Zen Textures] - Good, hard to browse.&lt;br /&gt;
* [http://www.mayang.com/textures/ Mayang] - Very good.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Not completely free===&lt;br /&gt;
* [http://www.cgtextures.com/ CGTextures] - Good, well prepared.&lt;br /&gt;
&lt;br /&gt;
Please add to this list.&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls&amp;diff=9593</id>
		<title>Console Useful Controls</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls&amp;diff=9593"/>
		<updated>2010-01-26T01:38:34Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: added a few&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This is a list of common console commands and cvars that are of use to Dark Mod mappers and developers for testing etc. It is in order of key words and meaning. There is no use just adding a cvar or command - one can just look on any of the published lists. Instead think what will be in the user&#039;s head. For example, you want to know the joint name on a particular AI? You might be looking under J but instead you might be think B for bone, or indeed &#039;Wasn&#039;t there a cvar to show the AI skeleton?&#039; so you look under S. Or the user might look first under AI. It should ideally be under all four...&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* Where a cvar or command is followed by a 1 (parameter) it can be taken that it is enabled by 1 and disabled by 0 unless otherwise stated.&lt;br /&gt;
* Where a cvar or command is followed by a N (parameter) it indicates a range of values.&lt;br /&gt;
* The current value of a cvar can be shown by entering its name without a value.&lt;br /&gt;
* Parameters can be toggled between values by preceding the control with &#039;toggle&#039; and following it with eg, 1 0. Example : toggle r_showtris 3 0&lt;br /&gt;
* Controls can be bound to keys to be used in-game, including the toggle command, eg, bind &amp;quot;v&amp;quot; &amp;quot;toggle r_showportals 1 0&amp;quot;&lt;br /&gt;
* Many controls can be included in the file Doomconfig.cfg in the darkmod folder so they are automatically effective.&lt;br /&gt;
* Some controls are disabled on exit from a map; others are permanent until manually changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The List==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=1 cellspacing=0 cellpadding=3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#d0d0e0 colspan=3|Common Console Commands&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#ffdead|Command&lt;br /&gt;
!bgcolor=#ffdead|Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showskel 1&lt;br /&gt;
|Shows skeleton in-game with joints names&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|notarget&lt;br /&gt;
|enemy AI will not attack player&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_showCollisionModels 1&lt;br /&gt;
|Shows collision models&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_dragentity 1&lt;br /&gt;
|Aim at entity and hold attack control then pull back&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|g_fov N&lt;br /&gt;
|N=angle of field of view, eg, &#039;&#039;&#039;&amp;lt;code&amp;gt;g_fov 30&amp;lt;/code&amp;gt;&#039;&#039;&#039; = zoom in to restrict field of view to 30 degrees. Default = 90&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|com_showfps 1&lt;br /&gt;
|Show fps to test performance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|god&lt;br /&gt;
|Player cannot be harmed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showtris N&lt;br /&gt;
|(1) Shows triangles being rendered directly (2) shows overdrawn tri&#039;s (3) shows all tri&#039;s in scene, direct and indirect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showportals 1&lt;br /&gt;
|Shows all portals in scene (red=closed,green=open) If your portals dont show up they are most likely not sealing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|r_showlightcount 1&lt;br /&gt;
|Using colours shows the number of lights hitting a surface, black = 0, red = 1, blue = 2... etc&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{editing}}&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&amp;diff=9556</id>
		<title>Fan Missions for The Dark Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&amp;diff=9556"/>
		<updated>2010-01-22T03:07:47Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: A nicer sortable table, icons for links (they are ugly, I know, feel free to replace)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Following is what should be (provided the community keeps the list up to date) the definitive list of every fan mission ever released for The Dark Mod.  &lt;br /&gt;
* Only include missions that are fully released, not those currently in development or testing.  &lt;br /&gt;
* List by release date descending (newest at the top) - to change the ordering, click on [Image:http://modetwo.net/darkmod/wiki/skins/common/images/sort_none.gif] to sort by that column.&lt;br /&gt;
* A mission title may be listed in plain text as a record of release, or may optionally act as a link to an information page or primary direct download.&lt;br /&gt;
* &#039;&#039;&#039;Big Ugly Disclaimer:&#039;&#039;&#039;  The Dark Mod team does not necessarily support or endorse content listed here.  Apart from listed missions hosted directly on the [http://www.thedarkmod.com/ official TDM website], The Dark Mod team does not host the missions listed here, and disclaims all responsibility for them.  This is a community maintained list, and an ongoing work in progress.  Missions which are known to violate copyright must be text-only, and cannot contain links.  Report and/or remove links found in violation of this rule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=1 cellspacing=0 cellpadding=2 width=100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;40%&amp;quot;|Fan Mission Title&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;20%&amp;quot;|Author(s)&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;10%&amp;quot; class=&amp;quot;unsortable&amp;quot;|Links&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;10%&amp;quot;|First Release Date&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;5%&amp;quot; class=&amp;quot;unsortable&amp;quot;|Size (MB)&lt;br /&gt;
!bgcolor=#d0d0e0 width=&amp;quot;15%&amp;quot;|Series&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=14 Business as Usual]&lt;br /&gt;
|Bikerdude&lt;br /&gt;
|{{Mirrorlink|1=http://bloodgate.com/mirrors/tdm/pub/pk4/fms/business.pk4}}{{Mirrorlink|1=http://rapidshare.com/files/335299431/business.pk4.html}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10533-fan-mission-business-as-usual-by-b1k3rdude-14012010-christmas-fm-contest-entry/page__view__findpost__p__207055}}&lt;br /&gt;
|2010-01-14&lt;br /&gt;
|3.7&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=13 Return to the City]&lt;br /&gt;
|Melan&lt;br /&gt;
|{{Mirrorlink|1=http://www.southquarter.com/downloads/return_to_the_city.pk4}}{{Mirrorlink|1=http://bloodgate.com/mirrors/tdm/pub/pk4/fms/Return_to_the_City.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10509-fan-mission-return-to-the-city-by-melan-20100110/}} {{Forumlink|1=http://www.ttlg.com/forums/showthread.php?t=130519}}&lt;br /&gt;
|2010-01-10&lt;br /&gt;
|9.7&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=12 The Sons of Baltona 1]&lt;br /&gt;
|Carnage&lt;br /&gt;
|{{Mirrorlink|1=http://www.mediafire.com/?m4ywobjodm0}}{{Mirrorlink|1=http://www.southquarter.com/downloads/sons_of_baltona_1.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10498-fan-mission-the-sons-of-baltona-1-by-carnage-20100109}}&lt;br /&gt;
|2010-01-09&lt;br /&gt;
|2.7&lt;br /&gt;
|GCC 09 / Baltona&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=11 Living Expenses]&lt;br /&gt;
|Sonosuke&lt;br /&gt;
|{{Mirrorlink|1=http://bloodgate.com/mirrors/tdm/pub/pk4/fms/living_expenses.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10451-fm-living-expenses-by-sonosuke-2-jan-10/page__view__findpost__p__205386}}&lt;br /&gt;
|2010-01-02&lt;br /&gt;
|5.9&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=10 Trapped!]&lt;br /&gt;
|RailGun&lt;br /&gt;
|{{Mirrorlink|1=http://bloodgate.com/mirrors/tdm/pub/pk4/fms/trapped.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10442-fm-trapped-by-railgun-dec-30/page__view__findpost__p__205092}}&lt;br /&gt;
|2009-12-30&lt;br /&gt;
|6.3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=8 The Parcel]&lt;br /&gt;
|Xonze&lt;br /&gt;
|{{Mirrorlink|1=http://www.southquarter.com/downloads/parcel.pk4}}{{Mirrorlink|1=http://bloodgate.com/mirrors/tdm/pub/pk4/fms/parcel.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10404-fm-the-parcel-by-xonze-dec-24/page__view__findpost__p__204459}}&lt;br /&gt;
|2009-12-24&lt;br /&gt;
|6.6&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=9 Too Late]&lt;br /&gt;
|Nielsen74&lt;br /&gt;
|{{Mirrorlink|1=http://www.southquarter.com/downloads/too_late.pk4}}{{Mirrorlink|1=http://bloodgate.com/mirrors/tdm/pub/pk4/fms/too_late.pk4}}{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10400-fm-too-late-by-nielsen74-24-dec-09/page__view__findpost__p__204396}}&lt;br /&gt;
|2009-12-24&lt;br /&gt;
|3.8&lt;br /&gt;
|GCC 09&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=7 Thieves]&lt;br /&gt;
|Silencium, RailGun, Fidcal&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10286-fm-the-thieves-nov-2509/}}&lt;br /&gt;
|2009-11-26&lt;br /&gt;
|8.7&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=6 Patently Dangerous]&lt;br /&gt;
|demagogue&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10125-fm-patently-dangerous-oct3109/page__view__findpost__p__199324/}}&lt;br /&gt;
|2009-10-31&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=5 The Dark Mod Training Mission]&lt;br /&gt;
|TDM Team&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/9932-fm-training-mission-17-oct-09/}}&lt;br /&gt;
|2009-10-17&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=2 The Crown of Penitence], &lt;br /&gt;
|Jesps&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/9934-fm-crown-of-penitence-by-jesps-17-oct-09/}}&lt;br /&gt;
|2009-10-16&lt;br /&gt;
|12.5&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=3 The Chalice of Kings]&lt;br /&gt;
|Fidcal&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/9935-fm-chalice-of-kings-by-fidcal-17-oct-09/}}&lt;br /&gt;
|2009-10-15&lt;br /&gt;
|3&lt;br /&gt;
|Thief&#039;s Den&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=1 The Outpost]&lt;br /&gt;
|angua, greebo&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/9937-fm-the-outpost-by-angua-greebo-17-oct-09/}}&lt;br /&gt;
|2008-12-23&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!align=left|[http://www.mindplaces.com/darkmod/fmdetails.php?id=15 The Tears of Saint Lucia]  (v1.01, 2010/01/20)&lt;br /&gt;
|TDM Team&lt;br /&gt;
|{{Forumlink|1=http://modetwo.net/darkmod/index.php?/topic/10579-fan-mission-the-tears-of-st-lucia-20081021/page__view__findpost__p__207972}}&lt;br /&gt;
|2008-10-21&lt;br /&gt;
|17.7&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Template:Forumlink&amp;diff=9555</id>
		<title>Template:Forumlink</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Template:Forumlink&amp;diff=9555"/>
		<updated>2010-01-22T02:32:21Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: aaaand a forum link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[{{{1}}} http://modetwo.net/darkmod/wiki/images/b/be/Icon_forum.png]&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Template:Mirrorlink&amp;diff=9554</id>
		<title>Template:Mirrorlink</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Template:Mirrorlink&amp;diff=9554"/>
		<updated>2010-01-22T02:16:10Z</updated>

		<summary type="html">&lt;p&gt;Serpentinee: I seem to be terrible with templates! :D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[{{{1}}} http://modetwo.net/darkmod/wiki/images/7/75/Icon_mirror.png]&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Serpentinee</name></author>
	</entry>
</feed>