https://wiki.thedarkmod.com/api.php?action=feedcontributions&user=Bikerdude&feedformat=atomThe DarkMod Wiki - User contributions [en]2024-03-29T13:13:39ZUser contributionsMediaWiki 1.39.5https://wiki.thedarkmod.com/index.php?title=Save_a_Memory_Dump_for_debugging_Crashes&diff=31185Save a Memory Dump for debugging Crashes2024-03-18T20:09:38Z<p>Bikerdude: /* Enable Memory Dumps */</p>
<hr />
<div>DarkRadiant or TheDarkMod crashed? If you don't want that to happen again, you need to help the team to debug this malfunction <br><br />
You can do this by dumping process memory to a file, which can then be used by developers to debug and inspect the application's state at the point in time it crashed.<br />
<br />
If a crash is reproducible, it might be enough to describe the exact steps that lead up to the fault and file a bug report on the [http://bugs.thedarkmod.com bugtracker]. <br> <br />
But more often than sometimes crashes occur out of seemingly nothing and are barely reproducible, and in this case a saved memory dump is even more valuable for debugging purposes.<br />
<br />
In principle, recording memory dumps is not limited to crashed applications.<br><br />
It is possible to record memory dump of alive process, although in most cases such dump would be useless.<br><br />
<br />
<b>Note:</b><br />
* At the moment this only applies to the Windows OS.<br><br />
* There is similar mechanism (core dumps) on Linux environments, but it is not covered by this article yet.<br />
<br />
<br />
== Enable Memory Dumps ==<br />
When application crashes, it usually shows a dialog like this:<br />
<br />
[[File:Dr has stopped working.png]]<br />
<br><br><br />
If you don't get that window showing up for you, please check the WER flag in registry editor:<br />
* Run the Registry Editor<br />
* Find path: <tt>HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\Windows Error Reporting</tt><br />
* Create <tt>DWORD</tt> (32bit) key with name <tt>DontShowUI</tt> and value <tt>0</tt><br />
<br />
See alternative method here: https://superuser.com/a/1349113<br />
<br />
== Record Memory Dumps ==<br />
<br />
# When the dialog appears, keep that window open, '''don't close that dialog''', instead open your Task Manager.<br> To open the Task Manager, press Ctrl + Shift + Escape.<br> Another way is to hit Windows + R and type "taskmgr" and click OK.<br />
# In the Task Manager, switch to the Processes tab and locate the program which crashed (DarkRadiant.exe, TheDarkModx64.exe or tdm_installer.exe). <br> It should be in that list since you still have the "XXX has stopped working" dialog open in the background.<br />
# Now right-click the line with the name of the crashed program and select "Create dump file":<br />
# It will work a bit and then show you something like this: "The file has been sucessfully created. The file is located at: location"<br />
# Open Windows Explorer and head to the location indicated in the dialog. <br><b>Note</b> that you can mark and copy the location from that dialog using your mouse, so you don't have to type it in entirely.<br />
<br><br />
[[File:Dr process in task manager.png]]<br />
<br><br><br />
[[File:Dr process create dump.png]]<br />
<br><br><br />
[[File:Dr dump created.png]]<br />
<br><br />
<br><br />
<br />
== Compress and upload the dump ==<br />
<br />
Depending on what you had opened in DarkRadiant or what FM you loaded in the game itself, the .dmp file might end up very large,<br><br />
so it's best to compress it by right-clicking it and selecting "Send to..." > "Compressed (zip) folder". <br>(Or use 7-zip to compress the file)<br> <br />
Upload that folder to some place in the web, and please go to the forums to tell the devs about your crash dump.<br />
<br><br><br />
'''Thanks for your time''',<br>we know that recording and uploading crash dumps might be tedious, <br> but without we really can't do much about the crash, so your help is appreciated!<br />
<br />
== Debugging / Analysis ==<br />
Coders might want to check out the article on [[Analyze_a_Memory_Dump|analyzing a memory dump.]]<br />
<br />
<br />
== Record Memory Dumps automatically (alternative approach) ==<br />
<br />
When the "darkradiant has stopped working" popup doesnt appear, when the program crashes,<br><br />
then is possible to enable automatic saving of crash dumps, <br><br />
This way is not recommended since it is more complicated to setup.<br><br />
It is also described in [https://docs.microsoft.com/en-us/windows/win32/wer/collecting-user-mode-dumps Windows User-Mode Dumps].<br />
<br />
# Press Windows-key + R, type in "cmd", and press Ctrl+Shift+Enter to run it with admin rights.<br />
# A black window of console will appear. Check the title bar and make sure it is running with administrator rights.<br />
# Execute the following commands in the console (copy/paste them with Ctrl+C / Ctrl+V):<br />
# <tt>reg add "HKLM\SOFTWARE\Microsoft\Windows\Windows Error Reporting\LocalDumps\TheDarkModx64.exe" /t REG_SZ /v "DumpFolder" /d "c:\temp\CrashDumps"</tt><br />
# <tt>reg add "HKLM\SOFTWARE\Microsoft\Windows\Windows Error Reporting\LocalDumps\TheDarkModx64.exe" /t REG_DWORD /v "DumpCount" /d "0x1"</tt><br />
# <tt>reg add "HKLM\SOFTWARE\Microsoft\Windows\Windows Error Reporting\LocalDumps\TheDarkModx64.exe" /t REG_DWORD /v "DumpType" /d "0x2"</tt><br />
# <tt>reg add "HKLM\SOFTWARE\Microsoft\Windows\Windows Error Reporting\LocalDumps\TheDarkModx64.exe" /t REG_DWORD /v "CustomDumpFlags" /d "0"</tt><br />
# <tt>net start WerSvc</tt> <br>(if there is a windows service named "Windows Error Reporting Service")<br />
# Close the console, you don't need it anymore.<br />
<br><br />
Now you can run TDM as usual (run executable TheDarkModx64.exe).<br><br />
If it crashes, a dump will be recorded and saved at <tt>C:\temp\CrashDumps</tt>.<br><br />
<br><br />
After this you need to disable automatic saving of memory dumps for TheDarkModx64.exe:<br />
# Press Windows-key + R, type in "cmd", and press Ctrl+Shift+Enter to run it with admin rights.<br />
# A black window of console will appear. Check the title bar and make sure it is running with administrator rights.<br />
# Execute the following commands in the console (copy/paste them with Ctrl+C / Ctrl+V):<br />
# <tt>reg delete "HKLM\SOFTWARE\Microsoft\Windows\Windows Error Reporting\LocalDumps\TheDarkModx64.exe"</tt><br />
<br><br />
Alternatively, you can add/remove registry keys directly in Registry Editor if you like.<br />
In this case, restart Windows instead of starting WerSvc service.<br><br />
<br />
<br />
<br />
[[Category:DarkRadiant]]<br />
[[Category:Coding]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Light_Properties&diff=31012Light Properties2024-02-08T18:25:26Z<p>Bikerdude: /* Parallel-sky light */</p>
<hr />
<div><br />
== Introduction == <br />
<br />
For Doom 3 (and subsequently, The Dark Mod), there are 4 different types of lights at our disposal. Each has their own advantages and drawbacks, and hopefully this article will help to familiarize The Dark Mod hopefuls with their use. For information on creating lights and a lot of other useful information, see [[A - Z Beginner Full Guide Start Here!]]<br />
<br />
<br />
__TOC__<br />
<br />
<br />
==Light Volume Properties==<br />
<br />
=== Point Light ===<br />
<br />
A point light is the default light (also the default for fog). No option must be checked to make a light a point light. A point light casts light, and subsequently shadows in all directions evenly, falling off after a distance defined by the light texture. This works best for most small indoor and outdoor lighting, like lamps, candles, fireplaces etc. For this reason, it is going to be the most used type.<br />
<br />
* Note, a misconception about Point Light is that they project spherically. The box shaped bounding volume in Dark Radiant is no mere simplification, it is the literal area affected by the light for calculation purposes. Point Light volumes should be perceived as cylindrical prisms that on one axis are shaped by the silhouette of the [[Light_Properties#Lighting_Textures | projection texture]] (think of a stack of cheese cut with a cookie cutter) and the other axis (z-axis) traditionally determines the distance from origin brightness (usually vertical... or how tall you make your cheese stack) with the LightFalloffImage.<br />
<br />
* Note 2, as of TDM 2.05 cubicLight lights offer true spherical falloff.<br />
<br />
<br />
=== Projected Light ===<br />
<br />
Projected light is just as the name suggests. It is probably more intuitive and easier to use than a parallel light and is better for things like projecting a window-shaped light on the floor of a room or a spotlight on a wall. To make one, select projected instead of the default omni option at the top of the light inspector. <br />
<br />
This creates a triangular prism as the bounding box for the light (instead of a rectangular prism like a regular light), with the point ending right at the entity itself. This can be rotated using any of the XYZ rotation buttons or manually using DarkRadiant’s rotation tool (shortcut R). <br />
<br />
You can also manipulate the projected light via the vertices (shortcut V to enable vertices dragging). By dragging the vertices in the center of the projected square, you can lengthen and change the angle of the projection while keeping the projected square the same size. To resize the projection, use the two side vertices in the correct XYZ grid view. Making the bounding box flat against a surface (like a floor) is usually unnecessary (for example, making a moonlight window light on a floor or wall), because with shadows enabled and making the projection long enough to intersect the plane on which the shadow is to be cast, the full shadow will be cast (its simple geometry and just requires minor toying). <br />
<br />
As with all the lights, projected lights have a full range of color and texture options to let the mapper find just the effect they need, allowing you to create a great atmosphere for your map.<br />
<br />
* As of TDM 2.06, cubicLight entities do not work properly with Projected lights. Please only use cubicLight with Point lights.<br />
<br />
=== Parallel Light ===<br />
<br />
A light is said to be parallel when the parallel checkbox is checked in the light inspector. It is subject to all the same options as a point light, but it has a few distinct differences. A parallel light tends to not care exactly where the entity itself is placed. The most important thing is where the light_center vertex is placed and where the light entities bounding box intersects with elements in your map. <br />
<br />
The light_center vertex starts right in the middle of the entity. The main difference between the parallel and point lights is that a parallel light does not radiate from the origin around the entity itself. What controls the direction that shadows are cast is the placement of the light_center vertex. Shadows will run parallel (hence the name) to a line between this vertex and the light entity itself. This makes it an excellent choice for sunlight or moonlight. As such, it has some of the elements of a point light and a projected light, it can seem to radiate in a circle (if you use the appropriate texture) whilst casting a shadow in any direction preferred.<br />
<br />
Switch to Vertex mode in [[DarkRadiant]] to drag the light_center vertex of your selected light entity.<br />
<br />
Posted by Greebo: Also, note that a parallel light will only light surfaces "matching" the direction of the "light vector" <br>(origin minus light_center). All other surfaces will stay completely unlit, therefore it should be combined with an ambient light to <br>achieve good lighting effects. [https://forums.thedarkmod.com/index.php?/topic/8091-parallel-lights-vs-point-lights/&tab=comments#comment-159842]<br />
<br />
==== Parallel-sky light ====<br />
<br />
The main problem with parallel light is that: while it does not radiate light rays from the light origin, the origin still matters when engine flows light rays through visportals. An ordinary parallel light always works properly in the visleaf where its origin is located. In addition to that, it takes effect in all the other visleafs which can be reached from the starting visleaf through visportals by travelling along the direction of the light. So in order to create a global moon/sun light which will light many outdoor areas, one has to create a separate visleaf above the outdoor areas, which would contain the light and have portals leading down to every outdoor area below. It is quite complicated.<br />
<br />
In TDM 2.08, a new spawnarg '''parallelSky''' was added. If you add it to a parallel light (see visual example below) and set value "1", then the light will emanate from every visleaf containing surfaces with textures/smf/portal_sky material. This usually includes all outdoors area automatically. Note that other (i.e. indoors) areas are also included if they can be reached from outdoors areas through open visportals, so the light should work correctly indoors if someone opens a door.<br />
<br />
[[Image:Parallelsky light example.jpg]]<br />
<br />
==== Troubleshooting Parallel Lights ====<br />
<br />
''I added a parallel light but I can’t see any light at all!''<br />
<br />
Parallel lights can have some quirks. The light seems to fail and do nothing when intersecting multiple walls that are parallel to the face the light is actually casting on. It seems the light will work as long as it doesn’t intersect a face parallel to the one it is casting light on. <br />
<br />
''I have a parallel light but it casts a jagged light on my floor!''<br />
<br />
Similar to above, a parallel light can sometimes have anomalies when intersecting multiple walls and a floor. Since having the light intersect multiple walls when it can only cast on one of them, having a massive bounding box is pointless anyways so pay attention to what the light is touching and you should be fine.<br />
<br />
==Light Interaction Properties==<br />
<br />
=== Normal Light ===<br />
<br />
This is the default light type. It performs all the surface interaction stages and shadow calculations. It has the heaviest performance impact.<br />
<br />
=== cubicLight ===<br />
<br />
New as of TDM 2.05, it is similar to Normal Light but accepts a cubemap as the projection image and uses a spherical z-falloff pattern rather than a falloff image. <br />
<br />
The shader was originally developed by Sikkpin the author of the soft shadows mod for Doom 3 "Sikkmod". Duzenko ported portions of it to GLSL.<br />
<br />
CubicLight projection is used in many 3D engines with the most common parlance being "Cookie Lights". Unity "Cookie Lights" can be used as a reference. <br />
<br>(For comparison, I am not aware of any 3D engine other than id Tech 4 that used the 1D + 2D projection images.)<br />
<br />
As of TDM 2.06, GLSL versions of this shader will only perform Point light (omni) operations. Projected is broken.<br />
<br />
=== Ambient Light ===<br />
<br />
Ambient light is really just a lighting texture, but it is also a specific item that is needed in practically every map, so for those purposes it will be treated as if it were its own subset of lights.<br />
<br />
Properties: No shadows, No specular, Bumpmapping or Directionality (Note: The "Enhance Ambient" does add Bumpmapping )<br />
<br />
Use the ambientLight keyword.<br />
<br />
An ambient light can be any form: it can be a point, parallel or even projected (though projected would probably be useless). <br />
<br />
The only requirement of an ambient light is to use one of the available ambient light textures, accessible by opening the light inspector (with the shortcut L in DarkRadiant, and get used to using it), and selecting ambientlightnfo from the list.<br />
<br />
<br />
* Ambient Light is covered in more detail in [[A_-_Z_Beginner_Full_Guide_Page_2#Ambient_Light:_Gloom_not_Doom| Ambient Light: Gloom not Doom]]<br />
<br />
* To understand The Dark Mod's unique ambient light detection system see: [[Virtual Darkness]]<br />
<br />
* Ambient Light can be set to automatically adjust color and brightness per "location" see: [[Location Settings]] and [[Dynamic ambient light]]<br />
<br />
<br />
==== lightAmbientDiffuse and lightAmbientSpecular ( Previously ambientCubicLight ) ====<br />
<br />
New as of TDM 2.05. This is intended to provide an effect similar to Valve's "Precomputed Radiance Transfer" lighting in Half Life 2.<br />
It was originally developed by Sikkpin the author of the soft shadows mod for Doom 3 "Sikkmod".<br />
<br />
In TDM 2.06, the new GLSL version of the shader (developed by Duzenko) accepts (industry standard) irradiance cubemap images. <br />
<br />
* A new image program "makeIrradiance" was also created to use existing skybox cubemap images.<br />
<br />
'''In 2.11 ambientCubicLight was replaced by two material global keywords'''<br />
<br />
* lightAmbientDiffuse - meant for the standard diffuse response<br />
<br />
* lightAmbientSpecular - incorporates cubemap reflections into the specular response<br />
<br />
Both keywords are mean to be used with either 3rd party irradiance cubemaps or the "bakeAmbientDiffuse" and "bakeAmbientSpecular" keywords.<br />
<br />
Example material:<br />
<br />
<pre><br />
lights/ambientCube/cubeSky<br />
{<br />
ambientLight<br />
lightAmbientDiffuse bakeAmbientDiffuse(cameraLayout(env/lights/cubesky))<br />
lightAmbientSpecular bakeAmbientSpecular(cameraLayout(env/lights/cubesky))<br />
{<br />
map lights/squarelight_amb.tga<br />
colored<br />
zeroClamp<br />
}<br />
} <br />
</pre><br />
<br />
See also:<br />
<br />
https://forums.thedarkmod.com/index.php?/topic/19803-tutorial-image-based-lighting-workflows-for-tdm/<br />
<br />
=== Fog Light ===<br />
<br />
This applies Doom 3's style distance fog to a light volume. The texture applied will become more opaque with distance away from the viewer. There is a variant called No Portal Fog which will not apply opaque fog to Portal areas in view. ( [[A_-_Z_Beginner_Full_Guide_Page_3#Fog|Beginner Tutorial: Fog]] )<br />
<br />
In rare cases, you may wish for some surface inside a fog-volume to be fog-free. You can use the "noFog" keyword in the material definition for the texture applied to this surface to keep it from being "fogged".<br />
<br />
Very thin fog (or BlendLight ) can also be used to soften the apparent light interactions near surfaces in a similar manner to the Post Process shader effect but with more mapper control. You can fake certain radiosity effects simply by amplifying small ambient light with small thin fog volumes. <br />
<br />
Use the fogLight keyword.<br />
<br />
==== noFogBoundary ====<br />
<br />
Fog lights don't actually paint mist in the air, which would slow down performance quite a bit. They achieve their effect by fogging out the colour of the surfaces that they hit, proportionate to the depth of fog that lies between the player and the surface. In addition, if there is no surface between the player and the edge of the fog volume, they paint fog on the invisible walls of their own bounding volume. That's needed for a large open scene, for example, where there might be no surface between the player and the edge of the fog volume. If you're in a misty forest, and there happened to be no tree visible in a certain direction, you'd expect to see grey fog rather than clear space between the fogged trees.<br />
<br />
Sometimes you don't want that to happen, for example if you're using a very large but very light fog to simulate atmospheric perspective in a town. You want the colour and detail of buildings to fade with distance, but you don't want heavy fog blocking the view of the sky in the gaps between buildings where you see to the very edge of the big fog light. You can use spawnarg "noFogBoundary" for that. It lets fog paint on solid surfaces, while leaving empty space and caulk sky free of fog effects.<br />
<br />
==== noPortalFog ====<br />
<br />
This is a Doom 3 Global Material keyword that disables the optimization that auto-closes portals that are past the fully fogged<br />
<br>radius. It can be used to prevent lights and emissive surfaces from turning off suddenly producing a jarring and unnatural effect.<br />
<br />
In TDM 2.12 (alpha) development builds, this is now an entity spawnarg as well so authors do not need to create override materials to use this feature.<br />
<br />
==== noFog ( new 2.07 ) ====<br />
<br />
As of TDM 2.07, you can apply a noFog global material flag to the material def or the noFog entity spawnarg to the entity def and this will prevent fogging on these surfaces or entities.<br />
<br>Most visual fog issues are in cases where fog is "not" applied somewhere. Therefore, this is mostly a performance related argument or can be used as a special effects.<br />
<br />
==== fogAlpha ( new 2.08 ) ====<br />
<br />
As of TDM 2.08, you can apply a fogAlpha keyword to alpha textures to determine whether they receive fog. The value is a floating point number between 0 and 1<br />
<br>which determines how intensely the fog affects the alpha texture.<br />
<br />
=== Blend Light ===<br />
<br />
Blend lights can be considered to be like volumetric decals. They do not perform most of the interaction shader operations and merely apply a texture to a volume using an [https://modwiki.dhewm3.org/Blend_(Material_stage_keyword) OpenGL Blend Mode]. Blend lights have the least performance impact. Blend lights can also be used to create [http://www.doom3world.org/phpbb2/viewtopic.php?f=1&t=12256&start=0&st=0&sk=t&sd=a "negative light"]. <br />
<br />
Example negative light shader:<br />
<br />
<pre><br />
lights/bdog_testBlendLight2<br />
{<br />
blendLight<br />
lightFalloffImage makeintensity( textures/blackdog/blendlight_falloff_inverse.tga )<br />
{<br />
blend gl_zero, gl_one_minus_src_color<br />
map textures/blackdog/blackdog_icon_inverse.tga<br />
zeroclamp<br />
//alphazeroclamp<br />
colored<br />
} <br />
}<br />
</pre><br />
<br />
Use the blendLight keyword.<br />
<br />
=== Volumetric light ( new 2.10 ) ===<br />
<br />
Volumetric light makes the whole light volume slightly visible to the player (added in TDM 2.10).<br />
The related spawnargs are:<br />
<br />
* '''volumetric_light''' = 0: Set to 1 to enable volumetric light.<br />
* '''volumetric_dust''' = 0.002: How strong the volumetric effect is (reduce it if too bright).<br />
* '''volumetric_noshadows''': How volumetric light handles shadows (see below).<br />
<br />
The spawnarg <tt>volumetric_noshadows</tt> only affects the volumetric effect, and has three different values (default value is taken from <tt>noshadows</tt> spawnarg):<br />
* '''= 0''': Shadows must be respected. If that's not possible, then the whole volumetric effect must be disabled.<br />
* '''= 1''': Shadows must be ignored.<br />
* '''= -1''': Shadows should be respected. But if that's not possible, then shadows can be ignored as well. {{red|--- useless in TDM 2.11}}<br />
<br />
There are several reasons why engine can fail to support shadows in volumetric light:<br />
# Player <s>uses stencil shadows (<tt>r_shadows 1</tt>) or </s>([https://bugs.thedarkmod.com/view.php?id=5880#c15076 fixed in TDM 2.11]) disabled volumetric light sampling (<tt>r_volumetricSamples 0</tt>).<br />
# Shadow maps are not yet supported for the particular light. This happens for large lights, for instance.<br />
# Shadows were disabled on the light itself (<tt>noshadows</tt>).<br />
{{Clear}}<br />
<br><br />
<br />
== '''Light Settings''' ==<br />
<br />
There are several settings with which to customize your lights. These settings allow the mapper to customize the look of a light (or a combination of lights) into a near infinity of looks. All are accessed through the light inspector (shortcut of L in DarkRadiant)<br />
<br />
<br />
=== Color ===<br />
<br />
The color palette allows the mapper to pick the color of the light emitted, arguably one of the most useful controls the mapper has over a light. To access it, click the button under the “Colour” heading. From there, adjust the settings until you find a correct color (can take some trial and error). In a game like The Dark Mod or Doom 3, where darkness is often more prevalent than light, the color picked often needs to be darker than expected. Without a direct brightness option, the color takes on this task. For a low level ambient light, the color picked would be almost pitch black. A pitch black light would not cast any light, but anything less than pitch black will cast a faint light. As such, it can take some trial and error to find the correct light for a situation, as initially, one is likely to pick a seemingly correct color only to find it is far too bright. <br />
<br />
Remember: changing light settings or adding lights (and models) does not require re-compiling the map!<br />
<br />
<br />
=== Radius ===<br />
<br />
The 'radius' of your light can be changed by dragging its corners around in the 2d windows. Doom 3 lights do not have an actual radius, they are actually square lights and will light up everything they touch inside their bounding box in the editor. They will evenly light everything to their edges. While square lights might seem fairly odd there are options to make them more believable and have a nice fade, namely the 'texture' applied.<br />
<br />
Tip: you can rotate a light so only one corner will touch a wall and make a triangular shaped light. <br />
<br />
Or rotate it so 2 corners touch a wall and make a line of light.<br />
<br />
'''Changing Radius of Light Entity:'''<br />
<br />
If you put a premade light entity into your map, the radius of the light won't be visible. <br />
<br />
To change it, use the following syntax (and whichever value you wish):<br />
<br />
<pre><br />
<br />
"set _color on flame" "0.9 0.8 0.7"<br />
"set light_radius on flame" "250 250 250"<br />
<br />
</pre><br />
<br />
With lanterns and such use 'light' and with torches and candles etc use 'flame'.<br />
<br />
<pre><br />
<br />
"set _color on light" "0.9 0.8 0.7"<br />
"set light_radius on light" "250 250 250"<br />
<br />
</pre><br />
<br />
(Copied from Baddcog's old "Lighting A to Z" article)<br />
<br />
<br />
=== Parallel === <br />
<br />
Selecting this option turns the light into a parallel light (as opposed to a point or projected light). See [[Light Properties#Parallel Light|Parallel Light]]<br />
<br />
<br />
=== Do not cast shadows (fast) ===<br />
<br />
As the name suggests, this setting causes the light to not cast shadows on any object. This can cause the light itself to not be confined by walls, which can sometimes be beneficial and sometimes not. The main purpose of enabling this option is performance. Shadows are processor intensive and are not needed in some cases, so removing them wherever not beneficial to gameplay can vastly improve performance. Note that ambient lights never cast any shadows. Another way to improve performance similarly is to set the entity property on a model or func_static (this doesn’t work on worldspawn) <tt>noshadows</tt> to 1.<br />
<br />
* '''Further details''': [[Turning Shadows Off]] , [[Noselfshadows]]<br />
<br />
=== Skip Specular Lighting ===<br />
<br />
Specular Lighting refers to a texture's specular map, wherein a flat surface (such as a wall) is painted with a texture that has a specular component. This causes a surface to have shinier and duller parts on a flat surface based on the darkness of the corresponding location on the specular map. Not all textures have specular maps. Checking this option could improve performance or remove the effect if it is not wanted. [https://modwiki.dhewm3.org/Texturing#specular-maps]<br />
<br />
=== Spectrum ===<br />
<br />
You may use the "spectrum" keyword to isolate specific lights to specific materials which have the same spectrum value in their material definition.<br />
[https://modwiki.dhewm3.org/Spectrum_(Material_global_keyword) Spectrum Keyword at Modwiki]<br />
<br />
In TDM 2.07 spectrum was added as an entity spawnarg<br />
<br />
==== lightspectrum (new 2.08 ) ====<br />
<br />
As of 2.08 there is a new spectrum keyword "lightspectrum" that only affects standard lights and allows ambient lights<br />
to render as expected. This makes it much more useful to control where lights are allowed to illuminate<br />
<br />
==== nospectrum ( new 2.08 ) ====<br />
<br />
As of 2.08 there is a new spectrum keywork "nospectrum" that will bypass spectrum behavior for all spectrum lights except the one whose spectrum number you specify.<br />
This will force all spectrum lights to illuminate this entity.<br />
<br />
== Other light settings ==<br />
<br />
=== AI sight ( new 2.04 ) ===<br />
<br />
Spawnarg '''ai_see''' controls whether the light is visible to AI. It defaults to "1", i.e. the light does help AI to see. You can set this spawnarg to "0" to make accent lights that will (1) not affect the player's lightgem, and (2) won't make suspicious objects like rope arrows more visible to AI.<br />
<br />
=== AreaLock ( new 2.08 ) ===<br />
<br />
Forces the light to stop rendering when the visleaf that contains its origin is closed.<br />
<br />
== Chandeliers ==<br />
<br />
Typically chandeliers are setup with multiple particle flames, but just one light entity (for better performance). Bind the candles to the chandelier, then if one is doused, all will extinguish. (See the prefab for an example.)<br />
<br />
<br />
== Lighting Textures ==<br />
<br />
[[Image:LT_Projectedlight.png|400px|thumb|Rich_is_Bored's Example]]<br />
<br />
The lighting textures are also accessed in the light inspector. <br />
<br />
<br />
Lights can be modified by two different texture types:<br />
<br />
* Projection Image - This is the texture that is projected on the surface<br />
* LightFalloffImage - This texture varies the intensity of the light through the volume along the Z Axis <br />
* (Notes: While the Falloff Image is a 2D texture it is rendered as 1D (one dimensional). You will notice that almost all Falloff Images are thin strips with perpendicular stripes. Traditionally, Falloff will be used to diminish the light with distance to the source but you can violate the physics of real lights and have the intensity increase with distance or vary intensity from bright to dim to bright... etc. )<br />
<br />
These textures allow the mapper to change the intensity and falloff of a light. <br />
<br />
Light textures with the addition of material keywords like [https://modwiki.dhewm3.org/Scroll_(Material_stage_keyword) scroll],[https://modwiki.dhewm3.org/Rotate_(Material_stage_keyword) rotate], etc. will grant lights the ability to animate and produce special effects such as; <br />
<br />
* A moving light for a fireplace <br />
* A candle or torch<br />
* A light flickering along with sound volume. <br />
<br />
One can also apply a fog texture to the light (the only way built into Doom 3 to create fog). Color is of a similar concern when [[A_-_Z_Beginner_Full_Guide_Page_3#Fog|creating fog]], as noted in [[Light Properties#Color|Color]]<br />
<br />
* A typical "Light Shader" [https://iddevnet.dhewm3.org/doom3/materials.html material] definition<br />
<br />
<pre><br />
<br />
lights/My_Custom_Light1<br />
{<br />
<br />
lightFalloffImage makeIntensity( textures/My_Custom_Light1_Z ) // Falloff Image<br />
<br />
{ <br />
forceHighQuality<br />
map textures/My_Custom_Light1_XY // Z-Projection Image<br />
zeroClamp<br />
}<br />
<br />
}<br />
<br />
</pre> <br />
<br />
(For advanced detail and techniques see [[Light Textures and Falloff Images]] )<br />
<br />
== Further reading == <br />
<br />
* [[Performance:_Essential_Must-Knows#Lighting_Performance_Options|Lighting Performance Options]]<br />
* [[Relighting Lights]]<br />
* A great tutorial on outdoor lighting can be found here: [https://www.katsbits.com/tutorials/idtech/dynamic-outdoor-lighting-techniques.php Dynamic outdoor lighting techniques]<br />
* Modwiki's summarized Doom 3 lighting article: [https://modwiki.dhewm3.org/Light Light]<br />
<br />
<br />
{{tutorial-editing}}<br />
[[Category:Lighting]]<br />
[[Category:Ambient Light]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Light_Properties&diff=31011Light Properties2024-02-08T18:24:48Z<p>Bikerdude: /* Parallel-sky light */</p>
<hr />
<div><br />
== Introduction == <br />
<br />
For Doom 3 (and subsequently, The Dark Mod), there are 4 different types of lights at our disposal. Each has their own advantages and drawbacks, and hopefully this article will help to familiarize The Dark Mod hopefuls with their use. For information on creating lights and a lot of other useful information, see [[A - Z Beginner Full Guide Start Here!]]<br />
<br />
<br />
__TOC__<br />
<br />
<br />
==Light Volume Properties==<br />
<br />
=== Point Light ===<br />
<br />
A point light is the default light (also the default for fog). No option must be checked to make a light a point light. A point light casts light, and subsequently shadows in all directions evenly, falling off after a distance defined by the light texture. This works best for most small indoor and outdoor lighting, like lamps, candles, fireplaces etc. For this reason, it is going to be the most used type.<br />
<br />
* Note, a misconception about Point Light is that they project spherically. The box shaped bounding volume in Dark Radiant is no mere simplification, it is the literal area affected by the light for calculation purposes. Point Light volumes should be perceived as cylindrical prisms that on one axis are shaped by the silhouette of the [[Light_Properties#Lighting_Textures | projection texture]] (think of a stack of cheese cut with a cookie cutter) and the other axis (z-axis) traditionally determines the distance from origin brightness (usually vertical... or how tall you make your cheese stack) with the LightFalloffImage.<br />
<br />
* Note 2, as of TDM 2.05 cubicLight lights offer true spherical falloff.<br />
<br />
<br />
=== Projected Light ===<br />
<br />
Projected light is just as the name suggests. It is probably more intuitive and easier to use than a parallel light and is better for things like projecting a window-shaped light on the floor of a room or a spotlight on a wall. To make one, select projected instead of the default omni option at the top of the light inspector. <br />
<br />
This creates a triangular prism as the bounding box for the light (instead of a rectangular prism like a regular light), with the point ending right at the entity itself. This can be rotated using any of the XYZ rotation buttons or manually using DarkRadiant’s rotation tool (shortcut R). <br />
<br />
You can also manipulate the projected light via the vertices (shortcut V to enable vertices dragging). By dragging the vertices in the center of the projected square, you can lengthen and change the angle of the projection while keeping the projected square the same size. To resize the projection, use the two side vertices in the correct XYZ grid view. Making the bounding box flat against a surface (like a floor) is usually unnecessary (for example, making a moonlight window light on a floor or wall), because with shadows enabled and making the projection long enough to intersect the plane on which the shadow is to be cast, the full shadow will be cast (its simple geometry and just requires minor toying). <br />
<br />
As with all the lights, projected lights have a full range of color and texture options to let the mapper find just the effect they need, allowing you to create a great atmosphere for your map.<br />
<br />
* As of TDM 2.06, cubicLight entities do not work properly with Projected lights. Please only use cubicLight with Point lights.<br />
<br />
=== Parallel Light ===<br />
<br />
A light is said to be parallel when the parallel checkbox is checked in the light inspector. It is subject to all the same options as a point light, but it has a few distinct differences. A parallel light tends to not care exactly where the entity itself is placed. The most important thing is where the light_center vertex is placed and where the light entities bounding box intersects with elements in your map. <br />
<br />
The light_center vertex starts right in the middle of the entity. The main difference between the parallel and point lights is that a parallel light does not radiate from the origin around the entity itself. What controls the direction that shadows are cast is the placement of the light_center vertex. Shadows will run parallel (hence the name) to a line between this vertex and the light entity itself. This makes it an excellent choice for sunlight or moonlight. As such, it has some of the elements of a point light and a projected light, it can seem to radiate in a circle (if you use the appropriate texture) whilst casting a shadow in any direction preferred.<br />
<br />
Switch to Vertex mode in [[DarkRadiant]] to drag the light_center vertex of your selected light entity.<br />
<br />
Posted by Greebo: Also, note that a parallel light will only light surfaces "matching" the direction of the "light vector" <br>(origin minus light_center). All other surfaces will stay completely unlit, therefore it should be combined with an ambient light to <br>achieve good lighting effects. [https://forums.thedarkmod.com/index.php?/topic/8091-parallel-lights-vs-point-lights/&tab=comments#comment-159842]<br />
<br />
==== Parallel-sky light ====<br />
<br />
The main problem with parallel light is that: while it does not radiate light rays from the light origin, the origin still matters when engine flows light rays through visportals. An ordinary parallel light always works properly in the visleaf where its origin is located. In addition to that, it takes effect in all the other visleafs which can be reached from the starting visleaf through visportals by travelling along the direction of the light. So in order to create a global moon/sun light which will light many outdoor areas, one has to create a separate visleaf above the outdoor areas, which would contain the light and have portals leading down to every outdoor area below. It is quite complicated.<br />
<br />
In TDM 2.08, a new spawnarg '''parallelSky''' was added. If you add it to a parallel light and set value "1", then the light will emanate from every visleaf containing surfaces with textures/smf/portal_sky material. This usually includes all outdoors area automatically. Note that other (i.e. indoors) areas are also included if they can be reached from outdoors areas through open visportals, so the light should work correctly indoors if someone opens a door.<br />
<br />
Visual example<br />
[[Image:Parallelsky light example.jpg]]<br />
<br />
==== Troubleshooting Parallel Lights ====<br />
<br />
''I added a parallel light but I can’t see any light at all!''<br />
<br />
Parallel lights can have some quirks. The light seems to fail and do nothing when intersecting multiple walls that are parallel to the face the light is actually casting on. It seems the light will work as long as it doesn’t intersect a face parallel to the one it is casting light on. <br />
<br />
''I have a parallel light but it casts a jagged light on my floor!''<br />
<br />
Similar to above, a parallel light can sometimes have anomalies when intersecting multiple walls and a floor. Since having the light intersect multiple walls when it can only cast on one of them, having a massive bounding box is pointless anyways so pay attention to what the light is touching and you should be fine.<br />
<br />
==Light Interaction Properties==<br />
<br />
=== Normal Light ===<br />
<br />
This is the default light type. It performs all the surface interaction stages and shadow calculations. It has the heaviest performance impact.<br />
<br />
=== cubicLight ===<br />
<br />
New as of TDM 2.05, it is similar to Normal Light but accepts a cubemap as the projection image and uses a spherical z-falloff pattern rather than a falloff image. <br />
<br />
The shader was originally developed by Sikkpin the author of the soft shadows mod for Doom 3 "Sikkmod". Duzenko ported portions of it to GLSL.<br />
<br />
CubicLight projection is used in many 3D engines with the most common parlance being "Cookie Lights". Unity "Cookie Lights" can be used as a reference. <br />
<br>(For comparison, I am not aware of any 3D engine other than id Tech 4 that used the 1D + 2D projection images.)<br />
<br />
As of TDM 2.06, GLSL versions of this shader will only perform Point light (omni) operations. Projected is broken.<br />
<br />
=== Ambient Light ===<br />
<br />
Ambient light is really just a lighting texture, but it is also a specific item that is needed in practically every map, so for those purposes it will be treated as if it were its own subset of lights.<br />
<br />
Properties: No shadows, No specular, Bumpmapping or Directionality (Note: The "Enhance Ambient" does add Bumpmapping )<br />
<br />
Use the ambientLight keyword.<br />
<br />
An ambient light can be any form: it can be a point, parallel or even projected (though projected would probably be useless). <br />
<br />
The only requirement of an ambient light is to use one of the available ambient light textures, accessible by opening the light inspector (with the shortcut L in DarkRadiant, and get used to using it), and selecting ambientlightnfo from the list.<br />
<br />
<br />
* Ambient Light is covered in more detail in [[A_-_Z_Beginner_Full_Guide_Page_2#Ambient_Light:_Gloom_not_Doom| Ambient Light: Gloom not Doom]]<br />
<br />
* To understand The Dark Mod's unique ambient light detection system see: [[Virtual Darkness]]<br />
<br />
* Ambient Light can be set to automatically adjust color and brightness per "location" see: [[Location Settings]] and [[Dynamic ambient light]]<br />
<br />
<br />
==== lightAmbientDiffuse and lightAmbientSpecular ( Previously ambientCubicLight ) ====<br />
<br />
New as of TDM 2.05. This is intended to provide an effect similar to Valve's "Precomputed Radiance Transfer" lighting in Half Life 2.<br />
It was originally developed by Sikkpin the author of the soft shadows mod for Doom 3 "Sikkmod".<br />
<br />
In TDM 2.06, the new GLSL version of the shader (developed by Duzenko) accepts (industry standard) irradiance cubemap images. <br />
<br />
* A new image program "makeIrradiance" was also created to use existing skybox cubemap images.<br />
<br />
'''In 2.11 ambientCubicLight was replaced by two material global keywords'''<br />
<br />
* lightAmbientDiffuse - meant for the standard diffuse response<br />
<br />
* lightAmbientSpecular - incorporates cubemap reflections into the specular response<br />
<br />
Both keywords are mean to be used with either 3rd party irradiance cubemaps or the "bakeAmbientDiffuse" and "bakeAmbientSpecular" keywords.<br />
<br />
Example material:<br />
<br />
<pre><br />
lights/ambientCube/cubeSky<br />
{<br />
ambientLight<br />
lightAmbientDiffuse bakeAmbientDiffuse(cameraLayout(env/lights/cubesky))<br />
lightAmbientSpecular bakeAmbientSpecular(cameraLayout(env/lights/cubesky))<br />
{<br />
map lights/squarelight_amb.tga<br />
colored<br />
zeroClamp<br />
}<br />
} <br />
</pre><br />
<br />
See also:<br />
<br />
https://forums.thedarkmod.com/index.php?/topic/19803-tutorial-image-based-lighting-workflows-for-tdm/<br />
<br />
=== Fog Light ===<br />
<br />
This applies Doom 3's style distance fog to a light volume. The texture applied will become more opaque with distance away from the viewer. There is a variant called No Portal Fog which will not apply opaque fog to Portal areas in view. ( [[A_-_Z_Beginner_Full_Guide_Page_3#Fog|Beginner Tutorial: Fog]] )<br />
<br />
In rare cases, you may wish for some surface inside a fog-volume to be fog-free. You can use the "noFog" keyword in the material definition for the texture applied to this surface to keep it from being "fogged".<br />
<br />
Very thin fog (or BlendLight ) can also be used to soften the apparent light interactions near surfaces in a similar manner to the Post Process shader effect but with more mapper control. You can fake certain radiosity effects simply by amplifying small ambient light with small thin fog volumes. <br />
<br />
Use the fogLight keyword.<br />
<br />
==== noFogBoundary ====<br />
<br />
Fog lights don't actually paint mist in the air, which would slow down performance quite a bit. They achieve their effect by fogging out the colour of the surfaces that they hit, proportionate to the depth of fog that lies between the player and the surface. In addition, if there is no surface between the player and the edge of the fog volume, they paint fog on the invisible walls of their own bounding volume. That's needed for a large open scene, for example, where there might be no surface between the player and the edge of the fog volume. If you're in a misty forest, and there happened to be no tree visible in a certain direction, you'd expect to see grey fog rather than clear space between the fogged trees.<br />
<br />
Sometimes you don't want that to happen, for example if you're using a very large but very light fog to simulate atmospheric perspective in a town. You want the colour and detail of buildings to fade with distance, but you don't want heavy fog blocking the view of the sky in the gaps between buildings where you see to the very edge of the big fog light. You can use spawnarg "noFogBoundary" for that. It lets fog paint on solid surfaces, while leaving empty space and caulk sky free of fog effects.<br />
<br />
==== noPortalFog ====<br />
<br />
This is a Doom 3 Global Material keyword that disables the optimization that auto-closes portals that are past the fully fogged<br />
<br>radius. It can be used to prevent lights and emissive surfaces from turning off suddenly producing a jarring and unnatural effect.<br />
<br />
In TDM 2.12 (alpha) development builds, this is now an entity spawnarg as well so authors do not need to create override materials to use this feature.<br />
<br />
==== noFog ( new 2.07 ) ====<br />
<br />
As of TDM 2.07, you can apply a noFog global material flag to the material def or the noFog entity spawnarg to the entity def and this will prevent fogging on these surfaces or entities.<br />
<br>Most visual fog issues are in cases where fog is "not" applied somewhere. Therefore, this is mostly a performance related argument or can be used as a special effects.<br />
<br />
==== fogAlpha ( new 2.08 ) ====<br />
<br />
As of TDM 2.08, you can apply a fogAlpha keyword to alpha textures to determine whether they receive fog. The value is a floating point number between 0 and 1<br />
<br>which determines how intensely the fog affects the alpha texture.<br />
<br />
=== Blend Light ===<br />
<br />
Blend lights can be considered to be like volumetric decals. They do not perform most of the interaction shader operations and merely apply a texture to a volume using an [https://modwiki.dhewm3.org/Blend_(Material_stage_keyword) OpenGL Blend Mode]. Blend lights have the least performance impact. Blend lights can also be used to create [http://www.doom3world.org/phpbb2/viewtopic.php?f=1&t=12256&start=0&st=0&sk=t&sd=a "negative light"]. <br />
<br />
Example negative light shader:<br />
<br />
<pre><br />
lights/bdog_testBlendLight2<br />
{<br />
blendLight<br />
lightFalloffImage makeintensity( textures/blackdog/blendlight_falloff_inverse.tga )<br />
{<br />
blend gl_zero, gl_one_minus_src_color<br />
map textures/blackdog/blackdog_icon_inverse.tga<br />
zeroclamp<br />
//alphazeroclamp<br />
colored<br />
} <br />
}<br />
</pre><br />
<br />
Use the blendLight keyword.<br />
<br />
=== Volumetric light ( new 2.10 ) ===<br />
<br />
Volumetric light makes the whole light volume slightly visible to the player (added in TDM 2.10).<br />
The related spawnargs are:<br />
<br />
* '''volumetric_light''' = 0: Set to 1 to enable volumetric light.<br />
* '''volumetric_dust''' = 0.002: How strong the volumetric effect is (reduce it if too bright).<br />
* '''volumetric_noshadows''': How volumetric light handles shadows (see below).<br />
<br />
The spawnarg <tt>volumetric_noshadows</tt> only affects the volumetric effect, and has three different values (default value is taken from <tt>noshadows</tt> spawnarg):<br />
* '''= 0''': Shadows must be respected. If that's not possible, then the whole volumetric effect must be disabled.<br />
* '''= 1''': Shadows must be ignored.<br />
* '''= -1''': Shadows should be respected. But if that's not possible, then shadows can be ignored as well. {{red|--- useless in TDM 2.11}}<br />
<br />
There are several reasons why engine can fail to support shadows in volumetric light:<br />
# Player <s>uses stencil shadows (<tt>r_shadows 1</tt>) or </s>([https://bugs.thedarkmod.com/view.php?id=5880#c15076 fixed in TDM 2.11]) disabled volumetric light sampling (<tt>r_volumetricSamples 0</tt>).<br />
# Shadow maps are not yet supported for the particular light. This happens for large lights, for instance.<br />
# Shadows were disabled on the light itself (<tt>noshadows</tt>).<br />
{{Clear}}<br />
<br><br />
<br />
== '''Light Settings''' ==<br />
<br />
There are several settings with which to customize your lights. These settings allow the mapper to customize the look of a light (or a combination of lights) into a near infinity of looks. All are accessed through the light inspector (shortcut of L in DarkRadiant)<br />
<br />
<br />
=== Color ===<br />
<br />
The color palette allows the mapper to pick the color of the light emitted, arguably one of the most useful controls the mapper has over a light. To access it, click the button under the “Colour” heading. From there, adjust the settings until you find a correct color (can take some trial and error). In a game like The Dark Mod or Doom 3, where darkness is often more prevalent than light, the color picked often needs to be darker than expected. Without a direct brightness option, the color takes on this task. For a low level ambient light, the color picked would be almost pitch black. A pitch black light would not cast any light, but anything less than pitch black will cast a faint light. As such, it can take some trial and error to find the correct light for a situation, as initially, one is likely to pick a seemingly correct color only to find it is far too bright. <br />
<br />
Remember: changing light settings or adding lights (and models) does not require re-compiling the map!<br />
<br />
<br />
=== Radius ===<br />
<br />
The 'radius' of your light can be changed by dragging its corners around in the 2d windows. Doom 3 lights do not have an actual radius, they are actually square lights and will light up everything they touch inside their bounding box in the editor. They will evenly light everything to their edges. While square lights might seem fairly odd there are options to make them more believable and have a nice fade, namely the 'texture' applied.<br />
<br />
Tip: you can rotate a light so only one corner will touch a wall and make a triangular shaped light. <br />
<br />
Or rotate it so 2 corners touch a wall and make a line of light.<br />
<br />
'''Changing Radius of Light Entity:'''<br />
<br />
If you put a premade light entity into your map, the radius of the light won't be visible. <br />
<br />
To change it, use the following syntax (and whichever value you wish):<br />
<br />
<pre><br />
<br />
"set _color on flame" "0.9 0.8 0.7"<br />
"set light_radius on flame" "250 250 250"<br />
<br />
</pre><br />
<br />
With lanterns and such use 'light' and with torches and candles etc use 'flame'.<br />
<br />
<pre><br />
<br />
"set _color on light" "0.9 0.8 0.7"<br />
"set light_radius on light" "250 250 250"<br />
<br />
</pre><br />
<br />
(Copied from Baddcog's old "Lighting A to Z" article)<br />
<br />
<br />
=== Parallel === <br />
<br />
Selecting this option turns the light into a parallel light (as opposed to a point or projected light). See [[Light Properties#Parallel Light|Parallel Light]]<br />
<br />
<br />
=== Do not cast shadows (fast) ===<br />
<br />
As the name suggests, this setting causes the light to not cast shadows on any object. This can cause the light itself to not be confined by walls, which can sometimes be beneficial and sometimes not. The main purpose of enabling this option is performance. Shadows are processor intensive and are not needed in some cases, so removing them wherever not beneficial to gameplay can vastly improve performance. Note that ambient lights never cast any shadows. Another way to improve performance similarly is to set the entity property on a model or func_static (this doesn’t work on worldspawn) <tt>noshadows</tt> to 1.<br />
<br />
* '''Further details''': [[Turning Shadows Off]] , [[Noselfshadows]]<br />
<br />
=== Skip Specular Lighting ===<br />
<br />
Specular Lighting refers to a texture's specular map, wherein a flat surface (such as a wall) is painted with a texture that has a specular component. This causes a surface to have shinier and duller parts on a flat surface based on the darkness of the corresponding location on the specular map. Not all textures have specular maps. Checking this option could improve performance or remove the effect if it is not wanted. [https://modwiki.dhewm3.org/Texturing#specular-maps]<br />
<br />
=== Spectrum ===<br />
<br />
You may use the "spectrum" keyword to isolate specific lights to specific materials which have the same spectrum value in their material definition.<br />
[https://modwiki.dhewm3.org/Spectrum_(Material_global_keyword) Spectrum Keyword at Modwiki]<br />
<br />
In TDM 2.07 spectrum was added as an entity spawnarg<br />
<br />
==== lightspectrum (new 2.08 ) ====<br />
<br />
As of 2.08 there is a new spectrum keyword "lightspectrum" that only affects standard lights and allows ambient lights<br />
to render as expected. This makes it much more useful to control where lights are allowed to illuminate<br />
<br />
==== nospectrum ( new 2.08 ) ====<br />
<br />
As of 2.08 there is a new spectrum keywork "nospectrum" that will bypass spectrum behavior for all spectrum lights except the one whose spectrum number you specify.<br />
This will force all spectrum lights to illuminate this entity.<br />
<br />
== Other light settings ==<br />
<br />
=== AI sight ( new 2.04 ) ===<br />
<br />
Spawnarg '''ai_see''' controls whether the light is visible to AI. It defaults to "1", i.e. the light does help AI to see. You can set this spawnarg to "0" to make accent lights that will (1) not affect the player's lightgem, and (2) won't make suspicious objects like rope arrows more visible to AI.<br />
<br />
=== AreaLock ( new 2.08 ) ===<br />
<br />
Forces the light to stop rendering when the visleaf that contains its origin is closed.<br />
<br />
== Chandeliers ==<br />
<br />
Typically chandeliers are setup with multiple particle flames, but just one light entity (for better performance). Bind the candles to the chandelier, then if one is doused, all will extinguish. (See the prefab for an example.)<br />
<br />
<br />
== Lighting Textures ==<br />
<br />
[[Image:LT_Projectedlight.png|400px|thumb|Rich_is_Bored's Example]]<br />
<br />
The lighting textures are also accessed in the light inspector. <br />
<br />
<br />
Lights can be modified by two different texture types:<br />
<br />
* Projection Image - This is the texture that is projected on the surface<br />
* LightFalloffImage - This texture varies the intensity of the light through the volume along the Z Axis <br />
* (Notes: While the Falloff Image is a 2D texture it is rendered as 1D (one dimensional). You will notice that almost all Falloff Images are thin strips with perpendicular stripes. Traditionally, Falloff will be used to diminish the light with distance to the source but you can violate the physics of real lights and have the intensity increase with distance or vary intensity from bright to dim to bright... etc. )<br />
<br />
These textures allow the mapper to change the intensity and falloff of a light. <br />
<br />
Light textures with the addition of material keywords like [https://modwiki.dhewm3.org/Scroll_(Material_stage_keyword) scroll],[https://modwiki.dhewm3.org/Rotate_(Material_stage_keyword) rotate], etc. will grant lights the ability to animate and produce special effects such as; <br />
<br />
* A moving light for a fireplace <br />
* A candle or torch<br />
* A light flickering along with sound volume. <br />
<br />
One can also apply a fog texture to the light (the only way built into Doom 3 to create fog). Color is of a similar concern when [[A_-_Z_Beginner_Full_Guide_Page_3#Fog|creating fog]], as noted in [[Light Properties#Color|Color]]<br />
<br />
* A typical "Light Shader" [https://iddevnet.dhewm3.org/doom3/materials.html material] definition<br />
<br />
<pre><br />
<br />
lights/My_Custom_Light1<br />
{<br />
<br />
lightFalloffImage makeIntensity( textures/My_Custom_Light1_Z ) // Falloff Image<br />
<br />
{ <br />
forceHighQuality<br />
map textures/My_Custom_Light1_XY // Z-Projection Image<br />
zeroClamp<br />
}<br />
<br />
}<br />
<br />
</pre> <br />
<br />
(For advanced detail and techniques see [[Light Textures and Falloff Images]] )<br />
<br />
== Further reading == <br />
<br />
* [[Performance:_Essential_Must-Knows#Lighting_Performance_Options|Lighting Performance Options]]<br />
* [[Relighting Lights]]<br />
* A great tutorial on outdoor lighting can be found here: [https://www.katsbits.com/tutorials/idtech/dynamic-outdoor-lighting-techniques.php Dynamic outdoor lighting techniques]<br />
* Modwiki's summarized Doom 3 lighting article: [https://modwiki.dhewm3.org/Light Light]<br />
<br />
<br />
{{tutorial-editing}}<br />
[[Category:Lighting]]<br />
[[Category:Ambient Light]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Light_Properties&diff=31010Light Properties2024-02-08T18:20:49Z<p>Bikerdude: /* Parallel-sky light */</p>
<hr />
<div><br />
== Introduction == <br />
<br />
For Doom 3 (and subsequently, The Dark Mod), there are 4 different types of lights at our disposal. Each has their own advantages and drawbacks, and hopefully this article will help to familiarize The Dark Mod hopefuls with their use. For information on creating lights and a lot of other useful information, see [[A - Z Beginner Full Guide Start Here!]]<br />
<br />
<br />
__TOC__<br />
<br />
<br />
==Light Volume Properties==<br />
<br />
=== Point Light ===<br />
<br />
A point light is the default light (also the default for fog). No option must be checked to make a light a point light. A point light casts light, and subsequently shadows in all directions evenly, falling off after a distance defined by the light texture. This works best for most small indoor and outdoor lighting, like lamps, candles, fireplaces etc. For this reason, it is going to be the most used type.<br />
<br />
* Note, a misconception about Point Light is that they project spherically. The box shaped bounding volume in Dark Radiant is no mere simplification, it is the literal area affected by the light for calculation purposes. Point Light volumes should be perceived as cylindrical prisms that on one axis are shaped by the silhouette of the [[Light_Properties#Lighting_Textures | projection texture]] (think of a stack of cheese cut with a cookie cutter) and the other axis (z-axis) traditionally determines the distance from origin brightness (usually vertical... or how tall you make your cheese stack) with the LightFalloffImage.<br />
<br />
* Note 2, as of TDM 2.05 cubicLight lights offer true spherical falloff.<br />
<br />
<br />
=== Projected Light ===<br />
<br />
Projected light is just as the name suggests. It is probably more intuitive and easier to use than a parallel light and is better for things like projecting a window-shaped light on the floor of a room or a spotlight on a wall. To make one, select projected instead of the default omni option at the top of the light inspector. <br />
<br />
This creates a triangular prism as the bounding box for the light (instead of a rectangular prism like a regular light), with the point ending right at the entity itself. This can be rotated using any of the XYZ rotation buttons or manually using DarkRadiant’s rotation tool (shortcut R). <br />
<br />
You can also manipulate the projected light via the vertices (shortcut V to enable vertices dragging). By dragging the vertices in the center of the projected square, you can lengthen and change the angle of the projection while keeping the projected square the same size. To resize the projection, use the two side vertices in the correct XYZ grid view. Making the bounding box flat against a surface (like a floor) is usually unnecessary (for example, making a moonlight window light on a floor or wall), because with shadows enabled and making the projection long enough to intersect the plane on which the shadow is to be cast, the full shadow will be cast (its simple geometry and just requires minor toying). <br />
<br />
As with all the lights, projected lights have a full range of color and texture options to let the mapper find just the effect they need, allowing you to create a great atmosphere for your map.<br />
<br />
* As of TDM 2.06, cubicLight entities do not work properly with Projected lights. Please only use cubicLight with Point lights.<br />
<br />
=== Parallel Light ===<br />
<br />
A light is said to be parallel when the parallel checkbox is checked in the light inspector. It is subject to all the same options as a point light, but it has a few distinct differences. A parallel light tends to not care exactly where the entity itself is placed. The most important thing is where the light_center vertex is placed and where the light entities bounding box intersects with elements in your map. <br />
<br />
The light_center vertex starts right in the middle of the entity. The main difference between the parallel and point lights is that a parallel light does not radiate from the origin around the entity itself. What controls the direction that shadows are cast is the placement of the light_center vertex. Shadows will run parallel (hence the name) to a line between this vertex and the light entity itself. This makes it an excellent choice for sunlight or moonlight. As such, it has some of the elements of a point light and a projected light, it can seem to radiate in a circle (if you use the appropriate texture) whilst casting a shadow in any direction preferred.<br />
<br />
Switch to Vertex mode in [[DarkRadiant]] to drag the light_center vertex of your selected light entity.<br />
<br />
Posted by Greebo: Also, note that a parallel light will only light surfaces "matching" the direction of the "light vector" <br>(origin minus light_center). All other surfaces will stay completely unlit, therefore it should be combined with an ambient light to <br>achieve good lighting effects. [https://forums.thedarkmod.com/index.php?/topic/8091-parallel-lights-vs-point-lights/&tab=comments#comment-159842]<br />
<br />
==== Parallel-sky light ====<br />
<br />
The main problem with parallel light is that: while it does not radiate light rays from the light origin, the origin still matters when engine flows light rays through visportals. An ordinary parallel light always works properly in the visleaf where its origin is located. In addition to that, it takes effect in all the other visleafs which can be reached from the starting visleaf through visportals by travelling along the direction of the light. So in order to create a global moon/sun light which will light many outdoor areas, one has to create a separate visleaf above the outdoor areas, which would contain the light and have portals leading down to every outdoor area below. It is quite complicated.<br />
<br />
In TDM 2.08, a new spawnarg '''parallelSky''' was added. If you add it to a parallel light and set value "1", then the light will emanate from every visleaf containing surfaces with textures/smf/portal_sky material. This usually includes all outdoors area automatically. Note that other (i.e. indoors) areas are also included if they can be reached from outdoors areas through open visportals, so the light should work correctly indoors if someone opens a door.<br />
<br />
Visual example - <br />
[[File:Parallelsky light example.jpg|thumb|parallelsky light example]]<br />
<br />
==== Troubleshooting Parallel Lights ====<br />
<br />
''I added a parallel light but I can’t see any light at all!''<br />
<br />
Parallel lights can have some quirks. The light seems to fail and do nothing when intersecting multiple walls that are parallel to the face the light is actually casting on. It seems the light will work as long as it doesn’t intersect a face parallel to the one it is casting light on. <br />
<br />
''I have a parallel light but it casts a jagged light on my floor!''<br />
<br />
Similar to above, a parallel light can sometimes have anomalies when intersecting multiple walls and a floor. Since having the light intersect multiple walls when it can only cast on one of them, having a massive bounding box is pointless anyways so pay attention to what the light is touching and you should be fine.<br />
<br />
==Light Interaction Properties==<br />
<br />
=== Normal Light ===<br />
<br />
This is the default light type. It performs all the surface interaction stages and shadow calculations. It has the heaviest performance impact.<br />
<br />
=== cubicLight ===<br />
<br />
New as of TDM 2.05, it is similar to Normal Light but accepts a cubemap as the projection image and uses a spherical z-falloff pattern rather than a falloff image. <br />
<br />
The shader was originally developed by Sikkpin the author of the soft shadows mod for Doom 3 "Sikkmod". Duzenko ported portions of it to GLSL.<br />
<br />
CubicLight projection is used in many 3D engines with the most common parlance being "Cookie Lights". Unity "Cookie Lights" can be used as a reference. <br />
<br>(For comparison, I am not aware of any 3D engine other than id Tech 4 that used the 1D + 2D projection images.)<br />
<br />
As of TDM 2.06, GLSL versions of this shader will only perform Point light (omni) operations. Projected is broken.<br />
<br />
=== Ambient Light ===<br />
<br />
Ambient light is really just a lighting texture, but it is also a specific item that is needed in practically every map, so for those purposes it will be treated as if it were its own subset of lights.<br />
<br />
Properties: No shadows, No specular, Bumpmapping or Directionality (Note: The "Enhance Ambient" does add Bumpmapping )<br />
<br />
Use the ambientLight keyword.<br />
<br />
An ambient light can be any form: it can be a point, parallel or even projected (though projected would probably be useless). <br />
<br />
The only requirement of an ambient light is to use one of the available ambient light textures, accessible by opening the light inspector (with the shortcut L in DarkRadiant, and get used to using it), and selecting ambientlightnfo from the list.<br />
<br />
<br />
* Ambient Light is covered in more detail in [[A_-_Z_Beginner_Full_Guide_Page_2#Ambient_Light:_Gloom_not_Doom| Ambient Light: Gloom not Doom]]<br />
<br />
* To understand The Dark Mod's unique ambient light detection system see: [[Virtual Darkness]]<br />
<br />
* Ambient Light can be set to automatically adjust color and brightness per "location" see: [[Location Settings]] and [[Dynamic ambient light]]<br />
<br />
<br />
==== lightAmbientDiffuse and lightAmbientSpecular ( Previously ambientCubicLight ) ====<br />
<br />
New as of TDM 2.05. This is intended to provide an effect similar to Valve's "Precomputed Radiance Transfer" lighting in Half Life 2.<br />
It was originally developed by Sikkpin the author of the soft shadows mod for Doom 3 "Sikkmod".<br />
<br />
In TDM 2.06, the new GLSL version of the shader (developed by Duzenko) accepts (industry standard) irradiance cubemap images. <br />
<br />
* A new image program "makeIrradiance" was also created to use existing skybox cubemap images.<br />
<br />
'''In 2.11 ambientCubicLight was replaced by two material global keywords'''<br />
<br />
* lightAmbientDiffuse - meant for the standard diffuse response<br />
<br />
* lightAmbientSpecular - incorporates cubemap reflections into the specular response<br />
<br />
Both keywords are mean to be used with either 3rd party irradiance cubemaps or the "bakeAmbientDiffuse" and "bakeAmbientSpecular" keywords.<br />
<br />
Example material:<br />
<br />
<pre><br />
lights/ambientCube/cubeSky<br />
{<br />
ambientLight<br />
lightAmbientDiffuse bakeAmbientDiffuse(cameraLayout(env/lights/cubesky))<br />
lightAmbientSpecular bakeAmbientSpecular(cameraLayout(env/lights/cubesky))<br />
{<br />
map lights/squarelight_amb.tga<br />
colored<br />
zeroClamp<br />
}<br />
} <br />
</pre><br />
<br />
See also:<br />
<br />
https://forums.thedarkmod.com/index.php?/topic/19803-tutorial-image-based-lighting-workflows-for-tdm/<br />
<br />
=== Fog Light ===<br />
<br />
This applies Doom 3's style distance fog to a light volume. The texture applied will become more opaque with distance away from the viewer. There is a variant called No Portal Fog which will not apply opaque fog to Portal areas in view. ( [[A_-_Z_Beginner_Full_Guide_Page_3#Fog|Beginner Tutorial: Fog]] )<br />
<br />
In rare cases, you may wish for some surface inside a fog-volume to be fog-free. You can use the "noFog" keyword in the material definition for the texture applied to this surface to keep it from being "fogged".<br />
<br />
Very thin fog (or BlendLight ) can also be used to soften the apparent light interactions near surfaces in a similar manner to the Post Process shader effect but with more mapper control. You can fake certain radiosity effects simply by amplifying small ambient light with small thin fog volumes. <br />
<br />
Use the fogLight keyword.<br />
<br />
==== noFogBoundary ====<br />
<br />
Fog lights don't actually paint mist in the air, which would slow down performance quite a bit. They achieve their effect by fogging out the colour of the surfaces that they hit, proportionate to the depth of fog that lies between the player and the surface. In addition, if there is no surface between the player and the edge of the fog volume, they paint fog on the invisible walls of their own bounding volume. That's needed for a large open scene, for example, where there might be no surface between the player and the edge of the fog volume. If you're in a misty forest, and there happened to be no tree visible in a certain direction, you'd expect to see grey fog rather than clear space between the fogged trees.<br />
<br />
Sometimes you don't want that to happen, for example if you're using a very large but very light fog to simulate atmospheric perspective in a town. You want the colour and detail of buildings to fade with distance, but you don't want heavy fog blocking the view of the sky in the gaps between buildings where you see to the very edge of the big fog light. You can use spawnarg "noFogBoundary" for that. It lets fog paint on solid surfaces, while leaving empty space and caulk sky free of fog effects.<br />
<br />
==== noPortalFog ====<br />
<br />
This is a Doom 3 Global Material keyword that disables the optimization that auto-closes portals that are past the fully fogged<br />
<br>radius. It can be used to prevent lights and emissive surfaces from turning off suddenly producing a jarring and unnatural effect.<br />
<br />
In TDM 2.12 (alpha) development builds, this is now an entity spawnarg as well so authors do not need to create override materials to use this feature.<br />
<br />
==== noFog ( new 2.07 ) ====<br />
<br />
As of TDM 2.07, you can apply a noFog global material flag to the material def or the noFog entity spawnarg to the entity def and this will prevent fogging on these surfaces or entities.<br />
<br>Most visual fog issues are in cases where fog is "not" applied somewhere. Therefore, this is mostly a performance related argument or can be used as a special effects.<br />
<br />
==== fogAlpha ( new 2.08 ) ====<br />
<br />
As of TDM 2.08, you can apply a fogAlpha keyword to alpha textures to determine whether they receive fog. The value is a floating point number between 0 and 1<br />
<br>which determines how intensely the fog affects the alpha texture.<br />
<br />
=== Blend Light ===<br />
<br />
Blend lights can be considered to be like volumetric decals. They do not perform most of the interaction shader operations and merely apply a texture to a volume using an [https://modwiki.dhewm3.org/Blend_(Material_stage_keyword) OpenGL Blend Mode]. Blend lights have the least performance impact. Blend lights can also be used to create [http://www.doom3world.org/phpbb2/viewtopic.php?f=1&t=12256&start=0&st=0&sk=t&sd=a "negative light"]. <br />
<br />
Example negative light shader:<br />
<br />
<pre><br />
lights/bdog_testBlendLight2<br />
{<br />
blendLight<br />
lightFalloffImage makeintensity( textures/blackdog/blendlight_falloff_inverse.tga )<br />
{<br />
blend gl_zero, gl_one_minus_src_color<br />
map textures/blackdog/blackdog_icon_inverse.tga<br />
zeroclamp<br />
//alphazeroclamp<br />
colored<br />
} <br />
}<br />
</pre><br />
<br />
Use the blendLight keyword.<br />
<br />
=== Volumetric light ( new 2.10 ) ===<br />
<br />
Volumetric light makes the whole light volume slightly visible to the player (added in TDM 2.10).<br />
The related spawnargs are:<br />
<br />
* '''volumetric_light''' = 0: Set to 1 to enable volumetric light.<br />
* '''volumetric_dust''' = 0.002: How strong the volumetric effect is (reduce it if too bright).<br />
* '''volumetric_noshadows''': How volumetric light handles shadows (see below).<br />
<br />
The spawnarg <tt>volumetric_noshadows</tt> only affects the volumetric effect, and has three different values (default value is taken from <tt>noshadows</tt> spawnarg):<br />
* '''= 0''': Shadows must be respected. If that's not possible, then the whole volumetric effect must be disabled.<br />
* '''= 1''': Shadows must be ignored.<br />
* '''= -1''': Shadows should be respected. But if that's not possible, then shadows can be ignored as well. {{red|--- useless in TDM 2.11}}<br />
<br />
There are several reasons why engine can fail to support shadows in volumetric light:<br />
# Player <s>uses stencil shadows (<tt>r_shadows 1</tt>) or </s>([https://bugs.thedarkmod.com/view.php?id=5880#c15076 fixed in TDM 2.11]) disabled volumetric light sampling (<tt>r_volumetricSamples 0</tt>).<br />
# Shadow maps are not yet supported for the particular light. This happens for large lights, for instance.<br />
# Shadows were disabled on the light itself (<tt>noshadows</tt>).<br />
{{Clear}}<br />
<br><br />
<br />
== '''Light Settings''' ==<br />
<br />
There are several settings with which to customize your lights. These settings allow the mapper to customize the look of a light (or a combination of lights) into a near infinity of looks. All are accessed through the light inspector (shortcut of L in DarkRadiant)<br />
<br />
<br />
=== Color ===<br />
<br />
The color palette allows the mapper to pick the color of the light emitted, arguably one of the most useful controls the mapper has over a light. To access it, click the button under the “Colour” heading. From there, adjust the settings until you find a correct color (can take some trial and error). In a game like The Dark Mod or Doom 3, where darkness is often more prevalent than light, the color picked often needs to be darker than expected. Without a direct brightness option, the color takes on this task. For a low level ambient light, the color picked would be almost pitch black. A pitch black light would not cast any light, but anything less than pitch black will cast a faint light. As such, it can take some trial and error to find the correct light for a situation, as initially, one is likely to pick a seemingly correct color only to find it is far too bright. <br />
<br />
Remember: changing light settings or adding lights (and models) does not require re-compiling the map!<br />
<br />
<br />
=== Radius ===<br />
<br />
The 'radius' of your light can be changed by dragging its corners around in the 2d windows. Doom 3 lights do not have an actual radius, they are actually square lights and will light up everything they touch inside their bounding box in the editor. They will evenly light everything to their edges. While square lights might seem fairly odd there are options to make them more believable and have a nice fade, namely the 'texture' applied.<br />
<br />
Tip: you can rotate a light so only one corner will touch a wall and make a triangular shaped light. <br />
<br />
Or rotate it so 2 corners touch a wall and make a line of light.<br />
<br />
'''Changing Radius of Light Entity:'''<br />
<br />
If you put a premade light entity into your map, the radius of the light won't be visible. <br />
<br />
To change it, use the following syntax (and whichever value you wish):<br />
<br />
<pre><br />
<br />
"set _color on flame" "0.9 0.8 0.7"<br />
"set light_radius on flame" "250 250 250"<br />
<br />
</pre><br />
<br />
With lanterns and such use 'light' and with torches and candles etc use 'flame'.<br />
<br />
<pre><br />
<br />
"set _color on light" "0.9 0.8 0.7"<br />
"set light_radius on light" "250 250 250"<br />
<br />
</pre><br />
<br />
(Copied from Baddcog's old "Lighting A to Z" article)<br />
<br />
<br />
=== Parallel === <br />
<br />
Selecting this option turns the light into a parallel light (as opposed to a point or projected light). See [[Light Properties#Parallel Light|Parallel Light]]<br />
<br />
<br />
=== Do not cast shadows (fast) ===<br />
<br />
As the name suggests, this setting causes the light to not cast shadows on any object. This can cause the light itself to not be confined by walls, which can sometimes be beneficial and sometimes not. The main purpose of enabling this option is performance. Shadows are processor intensive and are not needed in some cases, so removing them wherever not beneficial to gameplay can vastly improve performance. Note that ambient lights never cast any shadows. Another way to improve performance similarly is to set the entity property on a model or func_static (this doesn’t work on worldspawn) <tt>noshadows</tt> to 1.<br />
<br />
* '''Further details''': [[Turning Shadows Off]] , [[Noselfshadows]]<br />
<br />
=== Skip Specular Lighting ===<br />
<br />
Specular Lighting refers to a texture's specular map, wherein a flat surface (such as a wall) is painted with a texture that has a specular component. This causes a surface to have shinier and duller parts on a flat surface based on the darkness of the corresponding location on the specular map. Not all textures have specular maps. Checking this option could improve performance or remove the effect if it is not wanted. [https://modwiki.dhewm3.org/Texturing#specular-maps]<br />
<br />
=== Spectrum ===<br />
<br />
You may use the "spectrum" keyword to isolate specific lights to specific materials which have the same spectrum value in their material definition.<br />
[https://modwiki.dhewm3.org/Spectrum_(Material_global_keyword) Spectrum Keyword at Modwiki]<br />
<br />
In TDM 2.07 spectrum was added as an entity spawnarg<br />
<br />
==== lightspectrum (new 2.08 ) ====<br />
<br />
As of 2.08 there is a new spectrum keyword "lightspectrum" that only affects standard lights and allows ambient lights<br />
to render as expected. This makes it much more useful to control where lights are allowed to illuminate<br />
<br />
==== nospectrum ( new 2.08 ) ====<br />
<br />
As of 2.08 there is a new spectrum keywork "nospectrum" that will bypass spectrum behavior for all spectrum lights except the one whose spectrum number you specify.<br />
This will force all spectrum lights to illuminate this entity.<br />
<br />
== Other light settings ==<br />
<br />
=== AI sight ( new 2.04 ) ===<br />
<br />
Spawnarg '''ai_see''' controls whether the light is visible to AI. It defaults to "1", i.e. the light does help AI to see. You can set this spawnarg to "0" to make accent lights that will (1) not affect the player's lightgem, and (2) won't make suspicious objects like rope arrows more visible to AI.<br />
<br />
=== AreaLock ( new 2.08 ) ===<br />
<br />
Forces the light to stop rendering when the visleaf that contains its origin is closed.<br />
<br />
== Chandeliers ==<br />
<br />
Typically chandeliers are setup with multiple particle flames, but just one light entity (for better performance). Bind the candles to the chandelier, then if one is doused, all will extinguish. (See the prefab for an example.)<br />
<br />
<br />
== Lighting Textures ==<br />
<br />
[[Image:LT_Projectedlight.png|400px|thumb|Rich_is_Bored's Example]]<br />
<br />
The lighting textures are also accessed in the light inspector. <br />
<br />
<br />
Lights can be modified by two different texture types:<br />
<br />
* Projection Image - This is the texture that is projected on the surface<br />
* LightFalloffImage - This texture varies the intensity of the light through the volume along the Z Axis <br />
* (Notes: While the Falloff Image is a 2D texture it is rendered as 1D (one dimensional). You will notice that almost all Falloff Images are thin strips with perpendicular stripes. Traditionally, Falloff will be used to diminish the light with distance to the source but you can violate the physics of real lights and have the intensity increase with distance or vary intensity from bright to dim to bright... etc. )<br />
<br />
These textures allow the mapper to change the intensity and falloff of a light. <br />
<br />
Light textures with the addition of material keywords like [https://modwiki.dhewm3.org/Scroll_(Material_stage_keyword) scroll],[https://modwiki.dhewm3.org/Rotate_(Material_stage_keyword) rotate], etc. will grant lights the ability to animate and produce special effects such as; <br />
<br />
* A moving light for a fireplace <br />
* A candle or torch<br />
* A light flickering along with sound volume. <br />
<br />
One can also apply a fog texture to the light (the only way built into Doom 3 to create fog). Color is of a similar concern when [[A_-_Z_Beginner_Full_Guide_Page_3#Fog|creating fog]], as noted in [[Light Properties#Color|Color]]<br />
<br />
* A typical "Light Shader" [https://iddevnet.dhewm3.org/doom3/materials.html material] definition<br />
<br />
<pre><br />
<br />
lights/My_Custom_Light1<br />
{<br />
<br />
lightFalloffImage makeIntensity( textures/My_Custom_Light1_Z ) // Falloff Image<br />
<br />
{ <br />
forceHighQuality<br />
map textures/My_Custom_Light1_XY // Z-Projection Image<br />
zeroClamp<br />
}<br />
<br />
}<br />
<br />
</pre> <br />
<br />
(For advanced detail and techniques see [[Light Textures and Falloff Images]] )<br />
<br />
== Further reading == <br />
<br />
* [[Performance:_Essential_Must-Knows#Lighting_Performance_Options|Lighting Performance Options]]<br />
* [[Relighting Lights]]<br />
* A great tutorial on outdoor lighting can be found here: [https://www.katsbits.com/tutorials/idtech/dynamic-outdoor-lighting-techniques.php Dynamic outdoor lighting techniques]<br />
* Modwiki's summarized Doom 3 lighting article: [https://modwiki.dhewm3.org/Light Light]<br />
<br />
<br />
{{tutorial-editing}}<br />
[[Category:Lighting]]<br />
[[Category:Ambient Light]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=File:Parallelsky_light_example.jpg&diff=31009File:Parallelsky light example.jpg2024-02-08T18:19:49Z<p>Bikerdude: </p>
<hr />
<div>standard parallel light with the new spawn arg.</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Realistic_canal_water&diff=30698Realistic canal water2023-03-23T21:20:24Z<p>Bikerdude: /* Custom water texture */</p>
<hr />
<div>''written by bikerdude''<br />
<br />
== Summary ==<br />
<br />
I created this water for Seeking Lady Leicester because up until then, The Darkmod didn’t have water that looked like it should at night. So what we have is as close as I could get to faking moving water reflections that reacted to nearby light sources.<br />
<br />
[[File:Pretty canal water.jpg|thumb|Pretty Canal Water]]<br />
<br />
== Coloured, Murky, Reflective Canal Water ==<br />
<br />
In a nutshell all the water is comprised of is a standard guis\underwater\underwater_blue_thinmurk.gui for underwater and a custom shader for the surface. I choose the custom shader, because every other method of using patches on the surface of the water never got close enough to the result I was after. <br />
<br />
== Custom water texture == <br />
<br />
What we have is 3 stages - <br />
<br />
* Bumpmap - this provides sudo micro-waves to the surface of the water.<br />
* Specularmap - this provides the reflections on the waves from nearby sources of light.<br />
* Deform/heathaze - this was copied from the stock water texture (water_coloured) to provide the darkness to the surface of the water at night time.<br />
<br />
<pre><br />
textures/water_source/water_dark_murk<br />
{<br />
qer_editorimage textures/water_source/water_dark_ed<br />
discrete<br />
nonsolid<br />
water<br />
twosided<br />
translucent<br />
description "dark, semi-transparent clear water with normalmap"<br />
<br />
{<br />
blend bumpmap<br />
map textures/water_source/water_green_local<br />
translate 0.025 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2)], 0.01 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2.2)]<br />
scale 1,1<br />
}<br />
{<br />
blend specularmap<br />
map _white<br />
translate 0.025 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2)], 0.01 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2.2)]<br />
scale 1,1<br />
rgb 1.0<br />
}<br />
<br />
deform turbulent sinTable 0.0175 (time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)) 10<br />
{<br />
vertexProgram HeatHazeWithMaskAndDepth.vfp<br />
vertexParm 0 time * (( parm5 + 0.1) - (( parm5 || 0) * 0.1)) , time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 5)<br />
vertexParm 1 (( parm6 + 1.5) - (( parm6 || 0) * 1.5))<br />
fragmentProgram HeatHazeWithMaskAndDepth.vfp<br />
fragmentMap 0 _currentRender<br />
fragmentMap 1 textures/sfx/vp1<br />
fragmentMap 2 textures/water_source/vp_water<br />
fragmentMap 3 _currentDepth<br />
}<br />
{<br />
blend blend<br />
map textures/water_source/water_clear<br />
alpha 0.7<br />
rgb 0.05<br />
}<br />
}<br />
</pre><br />
<br />
==See Also==<br />
[[Objects_Floating_in_Water]]<br />
[[Ragdoll Corpses in Water]]<br />
{{tutorial-water}}<br />
[[Category:Mapping Tutorials]]<br />
{{GUI}}</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Realistic_canal_water&diff=30697Realistic canal water2023-03-23T21:19:52Z<p>Bikerdude: /* Summary */</p>
<hr />
<div>''written by bikerdude''<br />
<br />
== Summary ==<br />
<br />
I created this water for Seeking Lady Leicester because up until then, The Darkmod didn’t have water that looked like it should at night. So what we have is as close as I could get to faking moving water reflections that reacted to nearby light sources.<br />
<br />
[[File:Pretty canal water.jpg|thumb|Pretty Canal Water]]<br />
<br />
== Coloured, Murky, Reflective Canal Water ==<br />
<br />
In a nutshell all the water is comprised of is a standard guis\underwater\underwater_blue_thinmurk.gui for underwater and a custom shader for the surface. I choose the custom shader, because every other method of using patches on the surface of the water never got close enough to the result I was after. <br />
<br />
== Custom water texture == <br />
<br />
What we have is 3 stages - <br />
<br />
* Bumpmap - this provides sudo micro-waves to the surface of the water.<br />
* Specularmap - this provides the reflections on the waves from nearby sources of light.<br />
* Deform/heathaze - this copied from the stock water texture(water_coloured) to provide the darkness to the surface of the water at night time.<br />
<br />
<pre><br />
textures/water_source/water_dark_murk<br />
{<br />
qer_editorimage textures/water_source/water_dark_ed<br />
discrete<br />
nonsolid<br />
water<br />
twosided<br />
translucent<br />
description "dark, semi-transparent clear water with normalmap"<br />
<br />
{<br />
blend bumpmap<br />
map textures/water_source/water_green_local<br />
translate 0.025 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2)], 0.01 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2.2)]<br />
scale 1,1<br />
}<br />
{<br />
blend specularmap<br />
map _white<br />
translate 0.025 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2)], 0.01 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2.2)]<br />
scale 1,1<br />
rgb 1.0<br />
}<br />
<br />
deform turbulent sinTable 0.0175 (time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)) 10<br />
{<br />
vertexProgram HeatHazeWithMaskAndDepth.vfp<br />
vertexParm 0 time * (( parm5 + 0.1) - (( parm5 || 0) * 0.1)) , time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 5)<br />
vertexParm 1 (( parm6 + 1.5) - (( parm6 || 0) * 1.5))<br />
fragmentProgram HeatHazeWithMaskAndDepth.vfp<br />
fragmentMap 0 _currentRender<br />
fragmentMap 1 textures/sfx/vp1<br />
fragmentMap 2 textures/water_source/vp_water<br />
fragmentMap 3 _currentDepth<br />
}<br />
{<br />
blend blend<br />
map textures/water_source/water_clear<br />
alpha 0.7<br />
rgb 0.05<br />
}<br />
}<br />
</pre><br />
<br />
==See Also==<br />
[[Objects_Floating_in_Water]]<br />
[[Ragdoll Corpses in Water]]<br />
{{tutorial-water}}<br />
[[Category:Mapping Tutorials]]<br />
{{GUI}}</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Realistic_canal_water&diff=30696Realistic canal water2023-03-23T21:17:05Z<p>Bikerdude: Created page with "''written by bikerdude'' == Summary == I created this water for Seeking Lady Leicester because up until then, The Darkmod didn’t water that look like it should at night. So what have is as close as I could to faking moving water reflections that reacted to nearby light sources. Pretty Canal Water == Coloured, Murky, Reflective Canal Water == In a nutshell all the water is comprised of is a standard guis\underwater\underwater_b..."</p>
<hr />
<div>''written by bikerdude''<br />
<br />
== Summary ==<br />
<br />
I created this water for Seeking Lady Leicester because up until then, The Darkmod didn’t water that look like it should at night. So what have is as close as I could to faking moving water reflections that reacted to nearby light sources.<br />
<br />
[[File:Pretty canal water.jpg|thumb|Pretty Canal Water]]<br />
<br />
== Coloured, Murky, Reflective Canal Water ==<br />
<br />
In a nutshell all the water is comprised of is a standard guis\underwater\underwater_blue_thinmurk.gui for underwater and a custom shader for the surface. I choose the custom shader, because every other method of using patches on the surface of the water never got close enough to the result I was after. <br />
<br />
== Custom water texture == <br />
<br />
What we have is 3 stages - <br />
<br />
* Bumpmap - this provides sudo micro-waves to the surface of the water.<br />
* Specularmap - this provides the reflections on the waves from nearby sources of light.<br />
* Deform/heathaze - this copied from the stock water texture(water_coloured) to provide the darkness to the surface of the water at night time.<br />
<br />
<pre><br />
textures/water_source/water_dark_murk<br />
{<br />
qer_editorimage textures/water_source/water_dark_ed<br />
discrete<br />
nonsolid<br />
water<br />
twosided<br />
translucent<br />
description "dark, semi-transparent clear water with normalmap"<br />
<br />
{<br />
blend bumpmap<br />
map textures/water_source/water_green_local<br />
translate 0.025 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2)], 0.01 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2.2)]<br />
scale 1,1<br />
}<br />
{<br />
blend specularmap<br />
map _white<br />
translate 0.025 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2)], 0.01 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2.2)]<br />
scale 1,1<br />
rgb 1.0<br />
}<br />
<br />
deform turbulent sinTable 0.0175 (time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)) 10<br />
{<br />
vertexProgram HeatHazeWithMaskAndDepth.vfp<br />
vertexParm 0 time * (( parm5 + 0.1) - (( parm5 || 0) * 0.1)) , time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 5)<br />
vertexParm 1 (( parm6 + 1.5) - (( parm6 || 0) * 1.5))<br />
fragmentProgram HeatHazeWithMaskAndDepth.vfp<br />
fragmentMap 0 _currentRender<br />
fragmentMap 1 textures/sfx/vp1<br />
fragmentMap 2 textures/water_source/vp_water<br />
fragmentMap 3 _currentDepth<br />
}<br />
{<br />
blend blend<br />
map textures/water_source/water_clear<br />
alpha 0.7<br />
rgb 0.05<br />
}<br />
}<br />
</pre><br />
<br />
==See Also==<br />
[[Objects_Floating_in_Water]]<br />
[[Ragdoll Corpses in Water]]<br />
{{tutorial-water}}<br />
[[Category:Mapping Tutorials]]<br />
{{GUI}}</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=File:Pretty_canal_water.jpg&diff=30695File:Pretty canal water.jpg2023-03-23T21:12:08Z<p>Bikerdude: </p>
<hr />
<div>A shot of the new water in "Seeking Lady Leicester"</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Abandoned_Works&diff=30313Abandoned Works2022-11-22T21:17:55Z<p>Bikerdude: /* The Tavern */</p>
<hr />
<div><p style="font-size: x-large">{{red|This article is WIP}}</p><br />
<br />
List of current Abandoned works free for adaption. With screenshots of the map(s) ingame and in DarkRadiant.<br />
<br />
See forum topic: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/ Abandoned Works]<br />
<br />
== Bank ==<br />
{{abandoned-works|Arcturus|-|{{green|Free for adoption}}|Band / Mansion|undefined|basic Geometry|-}}<br />
Archive name: bank<br />
<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/page/3/#comment-290345 Inspiration]<br />
<gallery mode=nolines><br />
Bank map scs2.jpg|<br />
Bank map scs3.jpg|<br />
Bank map scs4.jpg|<br />
Bank dr 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Canals ==<br />
{{abandoned-works|Baddcog|-|{{green|Free for adoption}}|City|undefined|much of the Geometry|-}}<br />
Archive name: canals<br />
<gallery mode=nolines><br />
Canals1.jpg|<br />
Canals2.jpg|<br />
Canals3.jpg|<br />
Canals4.jpg|<br />
CanalsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle 1 ==<br />
{{abandoned-works|Shadowhide|-|{{green|Free for adoption}}|Castle|undefined|very basic Geometry|-}}<br />
Archive name: castle1<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle & Caves ==<br />
{{abandoned-works|JohannesBurock|JackFarmer|{{red|Adopted}}|Castle|undefined|very basic Geometry|-}}<br />
Archive name: castles_caves<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== High Society ==<br />
{{abandoned-works|Radiatoryang|-|{{green|Free for adoption}}|Mansion / Chateau|undefined|Geometry, custom Texturing|-}}<br />
Archive name: highsociety<br />
<br />
Info: Started with the idea for a giant mansion-fest like Bafford or Running Interference ...<br />
<gallery mode=nolines><br />
Highsociety1.jpg<br />
Highsociety2.jpg<br />
Highsociety3.jpg<br />
Highsociety4.jpg<br />
Highsociety5.jpg<br />
HsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Life in Luxury ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|undefined|Lot of Geometry done|-}}<br />
Archive name: lifeinluxury<br />
<br />
Info: Requires update, heavy sealing and portaling.<br />
<gallery mode=nolines><br />
lifeinluxury1.jpg<br />
lifeinluxury2.jpg<br />
lifeinluxury3.jpg<br />
lifeinluxury4.jpg<br />
LilDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Lost City ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|Lost City|A few leafs|-}}<br />
Archive name: lostcity<br />
<br />
Info: Made it again runable under 2.07 by Geep (2020)<br />
<gallery mode=nolines><br />
Lostcity1.jpg<br />
Lostcity2.jpg<br />
Lostcity3.jpg<br />
LostcityDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Neighbours ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|Medium sized interior, may be turned into an exteriors.|undefined|Basic Geometry and a few Interiors|-}}<br />
Archive name: neighbours<br />
<br />
Info: Runs in TDM 2.0 but probably need lots of fixing.<br />
<gallery mode=nolines><br />
Neighbours1.jpg|<br />
Neighbours2.jpg|<br />
NeighboursDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== The White Rose Hotel ==<br />
{{abandoned-works|Roman 'Skacky' Barrilliot, Springheel. Bikerdude|Baal|{{red|Adopted}}|Mansion / Hotel|Wealthy posh Victorian Establishment. Think Cosas: Mission X and The Grand Hotel (T2X) in TDM|(02-2012) Geometry: 100%, Most loot arleady placed, some lighting and AI, and a story expose by Springheel.|-}}<br />
Archive name: whiterose<br />
<br />
Info: This map is rather large. The Geometry has been much finished by skacky to continue to flesh out the misson. Springheel reworked the lighting, did add some additional assets and came up with an story expose.<br />
<gallery mode=nolines><br />
Whiterose1.jpg|<br />
Whiterose2.jpg|<br />
Whiterose3.jpg|<br />
Whiterose4.jpg|<br />
WhiteRoseDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Elixir (earlier version) ==<br />
{{abandoned-works|Bikerdude|-|{{green|Free for adoption}}|City|Heist|Brushwork 80%, needs just about everything else|-}}<br />
Archive name: elixir<br />
<br />
Info: This was the initial draft for the FM The Elixir, however, it was abandoned and never published. The released version of The Elixir was rebuilt using Springheel's modules.<br />
<gallery mode=nolines><br />
Elixiralpha1 1.jpg<br />
Elixiralpha1DR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Hmart tests ==<br />
{{abandoned-works|Hmart|-|{{green|Free for adoption}}|-|-|-|-}}<br />
Archive name: ?<br />
<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/&do=findComment&comment=401020 Link to forum post with info]<br />
<gallery mode=nolines><br />
hmart1.jpg<br />
hmart2.jpg<br />
hmart3.jpg<br />
hmartDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Wreckers Reach ==<br />
{{abandoned-works|Crucible of Omens team, Bikerdude|-|{{green|Free for adoption}}|undefined|undefined|undefined|Crucible of Omens}}<br />
Archive name: crucibleofomens/maps/wreckers<br />
<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 4045 and 4046 from wreckers.map (in texteditor). The western harbour was extracted and turned into an FM "Perilous Refuge" by Dragofer. Dragofer's (extensive) changes haven't been merged back to the complete map.<br />
<gallery mode=nolines><br />
Wreckers1.jpg<br />
Wreckers2.jpg<br />
Wreckers3.jpg<br />
Wreckers4.jpg<br />
WreckersReach DR 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Manor Royale ==<br />
{{abandoned-works|Fidcal, Squill|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Archive name: crucibleofomens/maps/manor_royale<br />
<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 3915 and 3917 from manor_royale.map (in texteditor)<br />
<br />
== The Buried Cloister ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Archive name: crucibleofomens/maps/cloister<br />
<br />
== Iceclaw ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Archive name: crucibleofomens/maps/iceclaw<br />
<br />
== Letterford Manor ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Archive name: crucibleofomens/maps/letterford<br />
<br />
== Nexus ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Archive name: crucibleofomens/maps/nexus<br />
<br />
== The Tavern ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Behind Closed Doors}}<br />
Archive name: crucibleofomens/maps/tavern<br />
<br />
<gallery mode=nolines><br />
Untitled1.jpg<br />
Untitled2.jpg<br />
Untitled3.jpg<br />
Untitled4.jpg<br />
Untitled.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== The Dead Gathers ==<br />
{{abandoned-works|Crucible Campaign Team|Greebo and Angua|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
Archive name: crucibleofomens/maps/gathers<br />
<br />
== Restless Plunder ==<br />
{{abandoned-works|Crucible Campaign Team|Melan|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
Archive name: crucibleofomens/maps/restless<br />
<br />
== Blackheart Manor ==<br />
{{abandoned-works|Dram, Bikerdude|Bikerdude|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
Archive name: crucibleofomens/maps/blackheart_manor<br />
<br />
{{editing}}</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=File:Untitled4.jpg&diff=30312File:Untitled4.jpg2022-11-22T21:14:37Z<p>Bikerdude: </p>
<hr />
<div>ss5</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=File:Untitled3.jpg&diff=30311File:Untitled3.jpg2022-11-22T21:14:16Z<p>Bikerdude: </p>
<hr />
<div>ss4</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=File:Untitled2.jpg&diff=30310File:Untitled2.jpg2022-11-22T21:13:58Z<p>Bikerdude: </p>
<hr />
<div>ss3</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=File:Untitled1.jpg&diff=30309File:Untitled1.jpg2022-11-22T21:13:43Z<p>Bikerdude: </p>
<hr />
<div>ss2</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=File:Untitled.jpg&diff=30308File:Untitled.jpg2022-11-22T21:13:16Z<p>Bikerdude: </p>
<hr />
<div>ss1</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Abandoned_Works&diff=30306Abandoned Works2022-11-22T20:35:11Z<p>Bikerdude: /* Restless Plunder */</p>
<hr />
<div><p style="font-size: x-large">{{red|This article is WIP}}</p><br />
<br />
List of current Abandoned works free for adaption. With screenshots of the map(s) ingame and in DarkRadiant.<br />
<br />
See forum topic: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/ Abandoned Works]<br />
<br />
== Bank ==<br />
{{abandoned-works|Arcturus|-|{{green|Free for adoption}}|Band / Mansion|undevined|basic Geometry|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/page/3/#comment-290345 Inspiration]<br />
<gallery mode=nolines><br />
Bank map scs2.jpg|<br />
Bank map scs3.jpg|<br />
Bank map scs4.jpg|<br />
Bank dr 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Canals ==<br />
{{abandoned-works|Baddcog|-|{{green|Free for adoption}}|City|undevined|much of the Geometry|-}}<br />
<gallery mode=nolines><br />
Canals1.jpg|<br />
Canals2.jpg|<br />
Canals3.jpg|<br />
Canals4.jpg|<br />
CanalsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle 1 ==<br />
{{abandoned-works|Shadowhide|-|{{green|Free for adoption}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle & Caves ==<br />
{{abandoned-works|JohannesBurock|JackFarmer|{{red|Adopted}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== High Society ==<br />
{{abandoned-works|Radiatoryang|-|{{green|Free for adoption}}|Mansion / Chateau|undefined|Geometry, custom Texturing|-}}<br />
Info: Started with the idea for a giant mansion-fest like Bafford or Running Interference ...<br />
<gallery mode=nolines><br />
Highsociety1.jpg<br />
Highsociety2.jpg<br />
Highsociety3.jpg<br />
Highsociety4.jpg<br />
Highsociety5.jpg<br />
HsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Life in Luxury ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|undefined|Lot of Geometry done|-}}<br />
Info: Requires update, heavy sealing and portaling.<br />
<gallery mode=nolines><br />
lifeinluxury1.jpg<br />
lifeinluxury2.jpg<br />
lifeinluxury3.jpg<br />
lifeinluxury4.jpg<br />
LilDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Lost City ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|Lost City|A few leafs|-}}<br />
Info: Made it again runable under 2.07 by Geep (2020)<br />
<gallery mode=nolines><br />
Lostcity1.jpg<br />
Lostcity2.jpg<br />
Lostcity3.jpg<br />
LostcityDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Neighbours ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|Medium sized interior, may be turned into an exteriors.|undefined|Basic Geometry and a few Interiors|-}}<br />
Info: Runs in TDM 2.0 but probably need lots of fixing.<br />
<gallery mode=nolines><br />
Neighbours1.jpg|<br />
Neighbours2.jpg|<br />
NeighboursDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== The White Rose Hotel ==<br />
{{abandoned-works|Roman 'Skacky' Barrilliot, Springheel. Bikerdude|Baal|{{red|Adopted}}|Mansion / Hotel|Wealthy posh Victorian Establishment. Think Cosas: Mission X and The Grand Hotel (T2X) in TDM|(02-2012) Geometry: 100%, Most loot arleady placed, some lighting and AI, and a story expose by Springheel.|-}}<br />
Info: This map is rather large. The Geometry has been much finished by skacky to continue to flesh out the misson. Springheel reworked the lighting, did add some additional assets and came up with an story expose.<br />
<gallery mode=nolines><br />
Whiterose1.jpg|<br />
Whiterose2.jpg|<br />
Whiterose3.jpg|<br />
Whiterose4.jpg|<br />
WhiteRoseDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Elixir (earlier version) ==<br />
{{abandoned-works|Bikerdude|-|{{green|Free for adoption}}|City|Heist|Brushwork 80%, needs just about everything else|-}}<br />
Info: This was the initial draft for the FM The Elixir, however, it was abandoned and never published. The released version of The Elixir was rebuilt using Springheel's modules.<br />
<gallery mode=nolines><br />
Elixiralpha1 1.jpg<br />
Elixiralpha1DR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Hmart tests ==<br />
{{abandoned-works|Hmart|-|{{green|Free for adoption}}|-|-|-|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/&do=findComment&comment=401020 Link to forum post with info]<br />
<gallery mode=nolines><br />
hmart1.jpg<br />
hmart2.jpg<br />
hmart3.jpg<br />
hmartDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Wreckers Reach ==<br />
{{abandoned-works|Crucible of Omens team, Bikerdude|-|{{green|Free for adoption}}|undefined|undefined|undefined|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 4045 and 4046 from wreckers.map (in texteditor). The western harbour was extracted and turned into an FM "Perilous Refuge" by Dragofer. Dragofer's (extensive) changes haven't been merged back to the complete map.<br />
<gallery mode=nolines><br />
Wreckers1.jpg<br />
Wreckers2.jpg<br />
Wreckers3.jpg<br />
Wreckers4.jpg<br />
WreckersReach DR 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Manor Royale ==<br />
{{abandoned-works|Fidcal, Squill|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 3915 and 3917 from manor_royale.map (in texteditor)<br />
<br />
== The Buried Cloister ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Iceclaw ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Letterford Manor ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Nexus ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Hotel ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== The Tavern ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Behind Closed Doors}}<br />
<br />
== The Dead Gathers ==<br />
{{abandoned-works|Crucible Campaign Team|Greebo and Angua|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
<br />
== Restless Plunder ==<br />
{{abandoned-works|Crucible Campaign Team|Melan|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
<br />
== Blackheart Manor ==<br />
{{abandoned-works|Dram, Bikerdude|Bikerdude|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
<br />
{{editing}}</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Abandoned_Works&diff=30305Abandoned Works2022-11-22T20:33:35Z<p>Bikerdude: /* Blackheart Manor */</p>
<hr />
<div><p style="font-size: x-large">{{red|This article is WIP}}</p><br />
<br />
List of current Abandoned works free for adaption. With screenshots of the map(s) ingame and in DarkRadiant.<br />
<br />
See forum topic: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/ Abandoned Works]<br />
<br />
== Bank ==<br />
{{abandoned-works|Arcturus|-|{{green|Free for adoption}}|Band / Mansion|undevined|basic Geometry|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/page/3/#comment-290345 Inspiration]<br />
<gallery mode=nolines><br />
Bank map scs2.jpg|<br />
Bank map scs3.jpg|<br />
Bank map scs4.jpg|<br />
Bank dr 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Canals ==<br />
{{abandoned-works|Baddcog|-|{{green|Free for adoption}}|City|undevined|much of the Geometry|-}}<br />
<gallery mode=nolines><br />
Canals1.jpg|<br />
Canals2.jpg|<br />
Canals3.jpg|<br />
Canals4.jpg|<br />
CanalsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle 1 ==<br />
{{abandoned-works|Shadowhide|-|{{green|Free for adoption}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle & Caves ==<br />
{{abandoned-works|JohannesBurock|JackFarmer|{{red|Adopted}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== High Society ==<br />
{{abandoned-works|Radiatoryang|-|{{green|Free for adoption}}|Mansion / Chateau|undefined|Geometry, custom Texturing|-}}<br />
Info: Started with the idea for a giant mansion-fest like Bafford or Running Interference ...<br />
<gallery mode=nolines><br />
Highsociety1.jpg<br />
Highsociety2.jpg<br />
Highsociety3.jpg<br />
Highsociety4.jpg<br />
Highsociety5.jpg<br />
HsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Life in Luxury ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|undefined|Lot of Geometry done|-}}<br />
Info: Requires update, heavy sealing and portaling.<br />
<gallery mode=nolines><br />
lifeinluxury1.jpg<br />
lifeinluxury2.jpg<br />
lifeinluxury3.jpg<br />
lifeinluxury4.jpg<br />
LilDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Lost City ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|Lost City|A few leafs|-}}<br />
Info: Made it again runable under 2.07 by Geep (2020)<br />
<gallery mode=nolines><br />
Lostcity1.jpg<br />
Lostcity2.jpg<br />
Lostcity3.jpg<br />
LostcityDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Neighbours ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|Medium sized interior, may be turned into an exteriors.|undefined|Basic Geometry and a few Interiors|-}}<br />
Info: Runs in TDM 2.0 but probably need lots of fixing.<br />
<gallery mode=nolines><br />
Neighbours1.jpg|<br />
Neighbours2.jpg|<br />
NeighboursDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== The White Rose Hotel ==<br />
{{abandoned-works|Roman 'Skacky' Barrilliot, Springheel. Bikerdude|Baal|{{red|Adopted}}|Mansion / Hotel|Wealthy posh Victorian Establishment. Think Cosas: Mission X and The Grand Hotel (T2X) in TDM|(02-2012) Geometry: 100%, Most loot arleady placed, some lighting and AI, and a story expose by Springheel.|-}}<br />
Info: This map is rather large. The Geometry has been much finished by skacky to continue to flesh out the misson. Springheel reworked the lighting, did add some additional assets and came up with an story expose.<br />
<gallery mode=nolines><br />
Whiterose1.jpg|<br />
Whiterose2.jpg|<br />
Whiterose3.jpg|<br />
Whiterose4.jpg|<br />
WhiteRoseDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Elixir (earlier version) ==<br />
{{abandoned-works|Bikerdude|-|{{green|Free for adoption}}|City|Heist|Brushwork 80%, needs just about everything else|-}}<br />
Info: This was the initial draft for the FM The Elixir, however, it was abandoned and never published. The released version of The Elixir was rebuilt using Springheel's modules.<br />
<gallery mode=nolines><br />
Elixiralpha1 1.jpg<br />
Elixiralpha1DR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Hmart tests ==<br />
{{abandoned-works|Hmart|-|{{green|Free for adoption}}|-|-|-|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/&do=findComment&comment=401020 Link to forum post with info]<br />
<gallery mode=nolines><br />
hmart1.jpg<br />
hmart2.jpg<br />
hmart3.jpg<br />
hmartDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Wreckers Reach ==<br />
{{abandoned-works|Crucible of Omens team, Bikerdude|-|{{green|Free for adoption}}|undefined|undefined|undefined|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 4045 and 4046 from wreckers.map (in texteditor). The western harbour was extracted and turned into an FM "Perilous Refuge" by Dragofer. Dragofer's (extensive) changes haven't been merged back to the complete map.<br />
<gallery mode=nolines><br />
Wreckers1.jpg<br />
Wreckers2.jpg<br />
Wreckers3.jpg<br />
Wreckers4.jpg<br />
WreckersReach DR 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Manor Royale ==<br />
{{abandoned-works|Fidcal, Squill|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 3915 and 3917 from manor_royale.map (in texteditor)<br />
<br />
== The Buried Cloister ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Iceclaw ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Letterford Manor ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Nexus ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Hotel ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== The Tavern ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Behind Closed Doors}}<br />
<br />
== The Dead Gathers ==<br />
{{abandoned-works|Crucible Campaign Team|Greebo and Angua|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
<br />
== Restless Plunder ==<br />
{{abandoned-works|Crucible Campaign Team|Melan|-|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
<br />
== Blackheart Manor ==<br />
{{abandoned-works|Dram, Bikerdude|Bikerdude|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
<br />
{{editing}}</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Abandoned_Works&diff=30304Abandoned Works2022-11-22T20:33:09Z<p>Bikerdude: /* Restless Plunder */</p>
<hr />
<div><p style="font-size: x-large">{{red|This article is WIP}}</p><br />
<br />
List of current Abandoned works free for adaption. With screenshots of the map(s) ingame and in DarkRadiant.<br />
<br />
See forum topic: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/ Abandoned Works]<br />
<br />
== Bank ==<br />
{{abandoned-works|Arcturus|-|{{green|Free for adoption}}|Band / Mansion|undevined|basic Geometry|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/page/3/#comment-290345 Inspiration]<br />
<gallery mode=nolines><br />
Bank map scs2.jpg|<br />
Bank map scs3.jpg|<br />
Bank map scs4.jpg|<br />
Bank dr 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Canals ==<br />
{{abandoned-works|Baddcog|-|{{green|Free for adoption}}|City|undevined|much of the Geometry|-}}<br />
<gallery mode=nolines><br />
Canals1.jpg|<br />
Canals2.jpg|<br />
Canals3.jpg|<br />
Canals4.jpg|<br />
CanalsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle 1 ==<br />
{{abandoned-works|Shadowhide|-|{{green|Free for adoption}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle & Caves ==<br />
{{abandoned-works|JohannesBurock|JackFarmer|{{red|Adopted}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== High Society ==<br />
{{abandoned-works|Radiatoryang|-|{{green|Free for adoption}}|Mansion / Chateau|undefined|Geometry, custom Texturing|-}}<br />
Info: Started with the idea for a giant mansion-fest like Bafford or Running Interference ...<br />
<gallery mode=nolines><br />
Highsociety1.jpg<br />
Highsociety2.jpg<br />
Highsociety3.jpg<br />
Highsociety4.jpg<br />
Highsociety5.jpg<br />
HsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Life in Luxury ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|undefined|Lot of Geometry done|-}}<br />
Info: Requires update, heavy sealing and portaling.<br />
<gallery mode=nolines><br />
lifeinluxury1.jpg<br />
lifeinluxury2.jpg<br />
lifeinluxury3.jpg<br />
lifeinluxury4.jpg<br />
LilDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Lost City ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|Lost City|A few leafs|-}}<br />
Info: Made it again runable under 2.07 by Geep (2020)<br />
<gallery mode=nolines><br />
Lostcity1.jpg<br />
Lostcity2.jpg<br />
Lostcity3.jpg<br />
LostcityDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Neighbours ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|Medium sized interior, may be turned into an exteriors.|undefined|Basic Geometry and a few Interiors|-}}<br />
Info: Runs in TDM 2.0 but probably need lots of fixing.<br />
<gallery mode=nolines><br />
Neighbours1.jpg|<br />
Neighbours2.jpg|<br />
NeighboursDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== The White Rose Hotel ==<br />
{{abandoned-works|Roman 'Skacky' Barrilliot, Springheel. Bikerdude|Baal|{{red|Adopted}}|Mansion / Hotel|Wealthy posh Victorian Establishment. Think Cosas: Mission X and The Grand Hotel (T2X) in TDM|(02-2012) Geometry: 100%, Most loot arleady placed, some lighting and AI, and a story expose by Springheel.|-}}<br />
Info: This map is rather large. The Geometry has been much finished by skacky to continue to flesh out the misson. Springheel reworked the lighting, did add some additional assets and came up with an story expose.<br />
<gallery mode=nolines><br />
Whiterose1.jpg|<br />
Whiterose2.jpg|<br />
Whiterose3.jpg|<br />
Whiterose4.jpg|<br />
WhiteRoseDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Elixir (earlier version) ==<br />
{{abandoned-works|Bikerdude|-|{{green|Free for adoption}}|City|Heist|Brushwork 80%, needs just about everything else|-}}<br />
Info: This was the initial draft for the FM The Elixir, however, it was abandoned and never published. The released version of The Elixir was rebuilt using Springheel's modules.<br />
<gallery mode=nolines><br />
Elixiralpha1 1.jpg<br />
Elixiralpha1DR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Hmart tests ==<br />
{{abandoned-works|Hmart|-|{{green|Free for adoption}}|-|-|-|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/&do=findComment&comment=401020 Link to forum post with info]<br />
<gallery mode=nolines><br />
hmart1.jpg<br />
hmart2.jpg<br />
hmart3.jpg<br />
hmartDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Wreckers Reach ==<br />
{{abandoned-works|Crucible of Omens team, Bikerdude|-|{{green|Free for adoption}}|undefined|undefined|undefined|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 4045 and 4046 from wreckers.map (in texteditor). The western harbour was extracted and turned into an FM "Perilous Refuge" by Dragofer. Dragofer's (extensive) changes haven't been merged back to the complete map.<br />
<gallery mode=nolines><br />
Wreckers1.jpg<br />
Wreckers2.jpg<br />
Wreckers3.jpg<br />
Wreckers4.jpg<br />
WreckersReach DR 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Manor Royale ==<br />
{{abandoned-works|Fidcal, Squill|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 3915 and 3917 from manor_royale.map (in texteditor)<br />
<br />
== The Buried Cloister ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Iceclaw ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Letterford Manor ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Nexus ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Hotel ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== The Tavern ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Behind Closed Doors}}<br />
<br />
== The Dead Gathers ==<br />
{{abandoned-works|Crucible Campaign Team|Greebo and Angua|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
<br />
== Restless Plunder ==<br />
{{abandoned-works|Crucible Campaign Team|Melan|-|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
<br />
== Blackheart Manor ==<br />
{{abandoned-works|Dram, Bikerdude|-|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
<br />
{{editing}}</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Abandoned_Works&diff=30303Abandoned Works2022-11-22T20:32:46Z<p>Bikerdude: </p>
<hr />
<div><p style="font-size: x-large">{{red|This article is WIP}}</p><br />
<br />
List of current Abandoned works free for adaption. With screenshots of the map(s) ingame and in DarkRadiant.<br />
<br />
See forum topic: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/ Abandoned Works]<br />
<br />
== Bank ==<br />
{{abandoned-works|Arcturus|-|{{green|Free for adoption}}|Band / Mansion|undevined|basic Geometry|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/page/3/#comment-290345 Inspiration]<br />
<gallery mode=nolines><br />
Bank map scs2.jpg|<br />
Bank map scs3.jpg|<br />
Bank map scs4.jpg|<br />
Bank dr 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Canals ==<br />
{{abandoned-works|Baddcog|-|{{green|Free for adoption}}|City|undevined|much of the Geometry|-}}<br />
<gallery mode=nolines><br />
Canals1.jpg|<br />
Canals2.jpg|<br />
Canals3.jpg|<br />
Canals4.jpg|<br />
CanalsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle 1 ==<br />
{{abandoned-works|Shadowhide|-|{{green|Free for adoption}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle & Caves ==<br />
{{abandoned-works|JohannesBurock|JackFarmer|{{red|Adopted}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== High Society ==<br />
{{abandoned-works|Radiatoryang|-|{{green|Free for adoption}}|Mansion / Chateau|undefined|Geometry, custom Texturing|-}}<br />
Info: Started with the idea for a giant mansion-fest like Bafford or Running Interference ...<br />
<gallery mode=nolines><br />
Highsociety1.jpg<br />
Highsociety2.jpg<br />
Highsociety3.jpg<br />
Highsociety4.jpg<br />
Highsociety5.jpg<br />
HsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Life in Luxury ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|undefined|Lot of Geometry done|-}}<br />
Info: Requires update, heavy sealing and portaling.<br />
<gallery mode=nolines><br />
lifeinluxury1.jpg<br />
lifeinluxury2.jpg<br />
lifeinluxury3.jpg<br />
lifeinluxury4.jpg<br />
LilDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Lost City ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|Lost City|A few leafs|-}}<br />
Info: Made it again runable under 2.07 by Geep (2020)<br />
<gallery mode=nolines><br />
Lostcity1.jpg<br />
Lostcity2.jpg<br />
Lostcity3.jpg<br />
LostcityDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Neighbours ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|Medium sized interior, may be turned into an exteriors.|undefined|Basic Geometry and a few Interiors|-}}<br />
Info: Runs in TDM 2.0 but probably need lots of fixing.<br />
<gallery mode=nolines><br />
Neighbours1.jpg|<br />
Neighbours2.jpg|<br />
NeighboursDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== The White Rose Hotel ==<br />
{{abandoned-works|Roman 'Skacky' Barrilliot, Springheel. Bikerdude|Baal|{{red|Adopted}}|Mansion / Hotel|Wealthy posh Victorian Establishment. Think Cosas: Mission X and The Grand Hotel (T2X) in TDM|(02-2012) Geometry: 100%, Most loot arleady placed, some lighting and AI, and a story expose by Springheel.|-}}<br />
Info: This map is rather large. The Geometry has been much finished by skacky to continue to flesh out the misson. Springheel reworked the lighting, did add some additional assets and came up with an story expose.<br />
<gallery mode=nolines><br />
Whiterose1.jpg|<br />
Whiterose2.jpg|<br />
Whiterose3.jpg|<br />
Whiterose4.jpg|<br />
WhiteRoseDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Elixir (earlier version) ==<br />
{{abandoned-works|Bikerdude|-|{{green|Free for adoption}}|City|Heist|Brushwork 80%, needs just about everything else|-}}<br />
Info: This was the initial draft for the FM The Elixir, however, it was abandoned and never published. The released version of The Elixir was rebuilt using Springheel's modules.<br />
<gallery mode=nolines><br />
Elixiralpha1 1.jpg<br />
Elixiralpha1DR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Hmart tests ==<br />
{{abandoned-works|Hmart|-|{{green|Free for adoption}}|-|-|-|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/&do=findComment&comment=401020 Link to forum post with info]<br />
<gallery mode=nolines><br />
hmart1.jpg<br />
hmart2.jpg<br />
hmart3.jpg<br />
hmartDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Wreckers Reach ==<br />
{{abandoned-works|Crucible of Omens team, Bikerdude|-|{{green|Free for adoption}}|undefined|undefined|undefined|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 4045 and 4046 from wreckers.map (in texteditor). The western harbour was extracted and turned into an FM "Perilous Refuge" by Dragofer. Dragofer's (extensive) changes haven't been merged back to the complete map.<br />
<gallery mode=nolines><br />
Wreckers1.jpg<br />
Wreckers2.jpg<br />
Wreckers3.jpg<br />
Wreckers4.jpg<br />
WreckersReach DR 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Manor Royale ==<br />
{{abandoned-works|Fidcal, Squill|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 3915 and 3917 from manor_royale.map (in texteditor)<br />
<br />
== The Buried Cloister ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Iceclaw ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Letterford Manor ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Nexus ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Hotel ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== The Tavern ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Behind Closed Doors}}<br />
<br />
== The Dead Gathers ==<br />
{{abandoned-works|Crucible Campaign Team|Greebo and Angua|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
<br />
== Restless Plunder ==<br />
{{abandoned-works|Crucible Campaign Team|Melan|-|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
<br />
== Restless Plunder ==<br />
{{abandoned-works|Dram, Bikerdude|-|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
<br />
{{editing}}</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Abandoned_Works&diff=30302Abandoned Works2022-11-22T20:31:05Z<p>Bikerdude: /* The Dead Gather */</p>
<hr />
<div><p style="font-size: x-large">{{red|This article is WIP}}</p><br />
<br />
List of current Abandoned works free for adaption. With screenshots of the map(s) ingame and in DarkRadiant.<br />
<br />
See forum topic: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/ Abandoned Works]<br />
<br />
== Bank ==<br />
{{abandoned-works|Arcturus|-|{{green|Free for adoption}}|Band / Mansion|undevined|basic Geometry|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/page/3/#comment-290345 Inspiration]<br />
<gallery mode=nolines><br />
Bank map scs2.jpg|<br />
Bank map scs3.jpg|<br />
Bank map scs4.jpg|<br />
Bank dr 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Canals ==<br />
{{abandoned-works|Baddcog|-|{{green|Free for adoption}}|City|undevined|much of the Geometry|-}}<br />
<gallery mode=nolines><br />
Canals1.jpg|<br />
Canals2.jpg|<br />
Canals3.jpg|<br />
Canals4.jpg|<br />
CanalsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle 1 ==<br />
{{abandoned-works|Shadowhide|-|{{green|Free for adoption}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle & Caves ==<br />
{{abandoned-works|JohannesBurock|JackFarmer|{{red|Adopted}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== High Society ==<br />
{{abandoned-works|Radiatoryang|-|{{green|Free for adoption}}|Mansion / Chateau|undefined|Geometry, custom Texturing|-}}<br />
Info: Started with the idea for a giant mansion-fest like Bafford or Running Interference ...<br />
<gallery mode=nolines><br />
Highsociety1.jpg<br />
Highsociety2.jpg<br />
Highsociety3.jpg<br />
Highsociety4.jpg<br />
Highsociety5.jpg<br />
HsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Life in Luxury ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|undefined|Lot of Geometry done|-}}<br />
Info: Requires update, heavy sealing and portaling.<br />
<gallery mode=nolines><br />
lifeinluxury1.jpg<br />
lifeinluxury2.jpg<br />
lifeinluxury3.jpg<br />
lifeinluxury4.jpg<br />
LilDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Lost City ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|Lost City|A few leafs|-}}<br />
Info: Made it again runable under 2.07 by Geep (2020)<br />
<gallery mode=nolines><br />
Lostcity1.jpg<br />
Lostcity2.jpg<br />
Lostcity3.jpg<br />
LostcityDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Neighbours ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|Medium sized interior, may be turned into an exteriors.|undefined|Basic Geometry and a few Interiors|-}}<br />
Info: Runs in TDM 2.0 but probably need lots of fixing.<br />
<gallery mode=nolines><br />
Neighbours1.jpg|<br />
Neighbours2.jpg|<br />
NeighboursDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== The White Rose Hotel ==<br />
{{abandoned-works|Roman 'Skacky' Barrilliot, Springheel. Bikerdude|Baal|{{red|Adopted}}|Mansion / Hotel|Wealthy posh Victorian Establishment. Think Cosas: Mission X and The Grand Hotel (T2X) in TDM|(02-2012) Geometry: 100%, Most loot arleady placed, some lighting and AI, and a story expose by Springheel.|-}}<br />
Info: This map is rather large. The Geometry has been much finished by skacky to continue to flesh out the misson. Springheel reworked the lighting, did add some additional assets and came up with an story expose.<br />
<gallery mode=nolines><br />
Whiterose1.jpg|<br />
Whiterose2.jpg|<br />
Whiterose3.jpg|<br />
Whiterose4.jpg|<br />
WhiteRoseDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Elixir (earlier version) ==<br />
{{abandoned-works|Bikerdude|-|{{green|Free for adoption}}|City|Heist|Brushwork 80%, needs just about everything else|-}}<br />
Info: This was the initial draft for the FM The Elixir, however, it was abandoned and never published. The released version of The Elixir was rebuilt using Springheel's modules.<br />
<gallery mode=nolines><br />
Elixiralpha1 1.jpg<br />
Elixiralpha1DR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Hmart tests ==<br />
{{abandoned-works|Hmart|-|{{green|Free for adoption}}|-|-|-|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/&do=findComment&comment=401020 Link to forum post with info]<br />
<gallery mode=nolines><br />
hmart1.jpg<br />
hmart2.jpg<br />
hmart3.jpg<br />
hmartDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Wreckers Reach ==<br />
{{abandoned-works|Crucible of Omens team, Bikerdude|-|{{green|Free for adoption}}|undefined|undefined|undefined|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 4045 and 4046 from wreckers.map (in texteditor). The western harbour was extracted and turned into an FM "Perilous Refuge" by Dragofer. Dragofer's (extensive) changes haven't been merged back to the complete map.<br />
<gallery mode=nolines><br />
Wreckers1.jpg<br />
Wreckers2.jpg<br />
Wreckers3.jpg<br />
Wreckers4.jpg<br />
WreckersReach DR 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Manor Royale ==<br />
{{abandoned-works|Fidcal, Squill|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 3915 and 3917 from manor_royale.map (in texteditor)<br />
<br />
== The Buried Cloister ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Iceclaw ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Letterford Manor ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Nexus ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Hotel ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== The Tavern ==<br />
{{abandoned-works|Crucible Campaign Team|-|{{green|Free for adoption}}|?|?|?|Behind Closed Doors}}<br />
<br />
== The Dead Gathers ==<br />
{{abandoned-works|Crucible Campaign Team|Greebo and Angua|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
<br />
== Restless Plunder ==<br />
{{abandoned-works|Crucible Campaign Team|Melan|{{red|Adopted}}|?|?|?|Crucible of Omens}}<br />
<br />
{{editing}}</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Abandoned_Works&diff=30298Abandoned Works2022-11-22T20:08:35Z<p>Bikerdude: /* The Tavern */</p>
<hr />
<div><p style="font-size: x-large">{{red|This article is WIP}}</p><br />
<br />
List of current Abandoned works free for adaption. With screenshots of the map(s) ingame and in DarkRadiant.<br />
<br />
See forum topic: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/ Abandoned Works]<br />
<br />
== Bank ==<br />
{{abandoned-works|Arcturus|-|{{green|Free for adoption}}|Band / Mansion|undevined|basic Geometry|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/page/3/#comment-290345 Inspiration]<br />
<gallery mode=nolines><br />
Bank map scs2.jpg|<br />
Bank map scs3.jpg|<br />
Bank map scs4.jpg|<br />
Bank dr 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Canals ==<br />
{{abandoned-works|Baddcog|-|{{green|Free for adoption}}|City|undevined|much of the Geometry|-}}<br />
<gallery mode=nolines><br />
Canals1.jpg|<br />
Canals2.jpg|<br />
Canals3.jpg|<br />
Canals4.jpg|<br />
CanalsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle ==<br />
{{abandoned-works|Shadowhide|-|{{green|Free for adoption}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== High Society ==<br />
{{abandoned-works|Radiatoryang|-|{{green|Free for adoption}}|Mansion / Chateau|undefined|Geometry, custom Texturing|-}}<br />
Info: Started with the idea for a giant mansion-fest like Bafford or Running Interference ...<br />
<gallery mode=nolines><br />
Highsociety1.jpg<br />
Highsociety2.jpg<br />
Highsociety3.jpg<br />
Highsociety4.jpg<br />
Highsociety5.jpg<br />
HsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Life in Luxery ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|undefined|Lot of Geometry done|-}}<br />
Info: Requires update, heavy sealing and portaling.<br />
<gallery mode=nolines><br />
lifeinluxury1.jpg<br />
lifeinluxury2.jpg<br />
lifeinluxury3.jpg<br />
lifeinluxury4.jpg<br />
LilDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Lost City ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|Lost City|A few leafs|-}}<br />
Info: Made it again runable under 2.07 by Geep (2020)<br />
<gallery mode=nolines><br />
Lostcity1.jpg<br />
Lostcity2.jpg<br />
Lostcity3.jpg<br />
LostcityDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Neighbours ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|Medium sized interior, may be turned into an exteriors.|undefined|Basic Geometry and a few Interiors|-}}<br />
Info: Runs in TDM 2.0 but probably need lots of fixing.<br />
<gallery mode=nolines><br />
Neighbours1.jpg|<br />
Neighbours2.jpg|<br />
NeighboursDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== The White Rose Hotel ==<br />
{{abandoned-works|Roman 'Skacky' Barrilliot, Springheel. Bikerdude|Baal|{{red|Adopted}}|Mansion / Hotel|Wealthy posh Victorian Establishment. Think Cosas: Mission X and The Grand Hotel (T2X) in TDM|(02-2012) Geometry: 100%, Most loot arleady placed, some lighting and AI, and a story expose by Springheel.|-}}<br />
Info: This map is rather large. The Geometry has been much finished by skacky to continue to flesh out the misson. Springheel reworked the lighting, did add some additional assets and came up with an story expose.<br />
<gallery mode=nolines><br />
Whiterose1.jpg|<br />
Whiterose2.jpg|<br />
Whiterose3.jpg|<br />
Whiterose4.jpg|<br />
WhiteRoseDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Elixir (earlier map) ==<br />
{{abandoned-works|Bikerdude|-|{{green|Free for adoption}}|City|Heist|Brushwork 80%, needs just about everything else|-}}<br />
Info: This was the initial draft for the FM The Elixir, however, it was abandoned and never published.<br />
<gallery mode=nolines><br />
Elixiralpha1 1.jpg<br />
Elixiralpha1DR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Hmart tests ==<br />
{{abandoned-works|Hmart|-|{{green|Free for adoption}}|-|-|-|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/&do=findComment&comment=401020 Link to forum post with info]<br />
<gallery mode=nolines><br />
hmart1.jpg<br />
hmart2.jpg<br />
hmart3.jpg<br />
hmartDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Setting the scene ==<br />
{{abandoned-works|Atti, Bikerdude|Geep|{{red|Released}} (new name: '''Away 0''')|undefined|undefined|-|-}}<br />
<br />
== Wreckers Reach ==<br />
{{abandoned-works|Crucible of Omens team, Bikerdude, Dragofer|-|{{green|Free for adoption}}|undefined|undefined|undefined|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 4045 and 4046 from wreckers.map (in texteditor)<br />
<gallery mode=nolines><br />
Wreckers1.jpg<br />
Wreckers2.jpg<br />
Wreckers3.jpg<br />
Wreckers4.jpg<br />
WreckersReach DR 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Manor Royale ==<br />
{{abandoned-works|Fidcal, Squill|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 3915 and 3917 from manor_royale.map (in texteditor)<br />
== The Buried Cloister ==<br />
{{abandoned-works|Jdude, Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Iceclaw ==<br />
{{abandoned-works|Jdude, Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== LetterFord manor ==<br />
{{abandoned-works|Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Nexus ==<br />
{{abandoned-works|Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Hotel ==<br />
{{abandoned-works|, Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== The Tavern ==<br />
{{abandoned-works| Bikerdude|-|{{green|Free for adoption}}|?|?|?|Behind Closed Doors}}<br />
<br />
{{editing}}</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Abandoned_Works&diff=30297Abandoned Works2022-11-22T20:08:27Z<p>Bikerdude: /* Hotel */</p>
<hr />
<div><p style="font-size: x-large">{{red|This article is WIP}}</p><br />
<br />
List of current Abandoned works free for adaption. With screenshots of the map(s) ingame and in DarkRadiant.<br />
<br />
See forum topic: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/ Abandoned Works]<br />
<br />
== Bank ==<br />
{{abandoned-works|Arcturus|-|{{green|Free for adoption}}|Band / Mansion|undevined|basic Geometry|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/page/3/#comment-290345 Inspiration]<br />
<gallery mode=nolines><br />
Bank map scs2.jpg|<br />
Bank map scs3.jpg|<br />
Bank map scs4.jpg|<br />
Bank dr 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Canals ==<br />
{{abandoned-works|Baddcog|-|{{green|Free for adoption}}|City|undevined|much of the Geometry|-}}<br />
<gallery mode=nolines><br />
Canals1.jpg|<br />
Canals2.jpg|<br />
Canals3.jpg|<br />
Canals4.jpg|<br />
CanalsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle ==<br />
{{abandoned-works|Shadowhide|-|{{green|Free for adoption}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== High Society ==<br />
{{abandoned-works|Radiatoryang|-|{{green|Free for adoption}}|Mansion / Chateau|undefined|Geometry, custom Texturing|-}}<br />
Info: Started with the idea for a giant mansion-fest like Bafford or Running Interference ...<br />
<gallery mode=nolines><br />
Highsociety1.jpg<br />
Highsociety2.jpg<br />
Highsociety3.jpg<br />
Highsociety4.jpg<br />
Highsociety5.jpg<br />
HsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Life in Luxery ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|undefined|Lot of Geometry done|-}}<br />
Info: Requires update, heavy sealing and portaling.<br />
<gallery mode=nolines><br />
lifeinluxury1.jpg<br />
lifeinluxury2.jpg<br />
lifeinluxury3.jpg<br />
lifeinluxury4.jpg<br />
LilDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Lost City ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|Lost City|A few leafs|-}}<br />
Info: Made it again runable under 2.07 by Geep (2020)<br />
<gallery mode=nolines><br />
Lostcity1.jpg<br />
Lostcity2.jpg<br />
Lostcity3.jpg<br />
LostcityDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Neighbours ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|Medium sized interior, may be turned into an exteriors.|undefined|Basic Geometry and a few Interiors|-}}<br />
Info: Runs in TDM 2.0 but probably need lots of fixing.<br />
<gallery mode=nolines><br />
Neighbours1.jpg|<br />
Neighbours2.jpg|<br />
NeighboursDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== The White Rose Hotel ==<br />
{{abandoned-works|Roman 'Skacky' Barrilliot, Springheel. Bikerdude|Baal|{{red|Adopted}}|Mansion / Hotel|Wealthy posh Victorian Establishment. Think Cosas: Mission X and The Grand Hotel (T2X) in TDM|(02-2012) Geometry: 100%, Most loot arleady placed, some lighting and AI, and a story expose by Springheel.|-}}<br />
Info: This map is rather large. The Geometry has been much finished by skacky to continue to flesh out the misson. Springheel reworked the lighting, did add some additional assets and came up with an story expose.<br />
<gallery mode=nolines><br />
Whiterose1.jpg|<br />
Whiterose2.jpg|<br />
Whiterose3.jpg|<br />
Whiterose4.jpg|<br />
WhiteRoseDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Elixir (earlier map) ==<br />
{{abandoned-works|Bikerdude|-|{{green|Free for adoption}}|City|Heist|Brushwork 80%, needs just about everything else|-}}<br />
Info: This was the initial draft for the FM The Elixir, however, it was abandoned and never published.<br />
<gallery mode=nolines><br />
Elixiralpha1 1.jpg<br />
Elixiralpha1DR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Hmart tests ==<br />
{{abandoned-works|Hmart|-|{{green|Free for adoption}}|-|-|-|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/&do=findComment&comment=401020 Link to forum post with info]<br />
<gallery mode=nolines><br />
hmart1.jpg<br />
hmart2.jpg<br />
hmart3.jpg<br />
hmartDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Setting the scene ==<br />
{{abandoned-works|Atti, Bikerdude|Geep|{{red|Released}} (new name: '''Away 0''')|undefined|undefined|-|-}}<br />
<br />
== Wreckers Reach ==<br />
{{abandoned-works|Crucible of Omens team, Bikerdude, Dragofer|-|{{green|Free for adoption}}|undefined|undefined|undefined|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 4045 and 4046 from wreckers.map (in texteditor)<br />
<gallery mode=nolines><br />
Wreckers1.jpg<br />
Wreckers2.jpg<br />
Wreckers3.jpg<br />
Wreckers4.jpg<br />
WreckersReach DR 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Manor Royale ==<br />
{{abandoned-works|Fidcal, Squill|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 3915 and 3917 from manor_royale.map (in texteditor)<br />
== The Buried Cloister ==<br />
{{abandoned-works|Jdude, Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Iceclaw ==<br />
{{abandoned-works|Jdude, Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== LetterFord manor ==<br />
{{abandoned-works|Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Nexus ==<br />
{{abandoned-works|Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Hotel ==<br />
{{abandoned-works|, Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== The Tavern ==<br />
{{abandoned-works| Bikerdude|{green|Free for adoption}}|?|?|?|Behind Closed Doors}}<br />
<br />
{{editing}}</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Abandoned_Works&diff=30296Abandoned Works2022-11-22T20:08:23Z<p>Bikerdude: /* Nexus */</p>
<hr />
<div><p style="font-size: x-large">{{red|This article is WIP}}</p><br />
<br />
List of current Abandoned works free for adaption. With screenshots of the map(s) ingame and in DarkRadiant.<br />
<br />
See forum topic: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/ Abandoned Works]<br />
<br />
== Bank ==<br />
{{abandoned-works|Arcturus|-|{{green|Free for adoption}}|Band / Mansion|undevined|basic Geometry|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/page/3/#comment-290345 Inspiration]<br />
<gallery mode=nolines><br />
Bank map scs2.jpg|<br />
Bank map scs3.jpg|<br />
Bank map scs4.jpg|<br />
Bank dr 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Canals ==<br />
{{abandoned-works|Baddcog|-|{{green|Free for adoption}}|City|undevined|much of the Geometry|-}}<br />
<gallery mode=nolines><br />
Canals1.jpg|<br />
Canals2.jpg|<br />
Canals3.jpg|<br />
Canals4.jpg|<br />
CanalsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle ==<br />
{{abandoned-works|Shadowhide|-|{{green|Free for adoption}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== High Society ==<br />
{{abandoned-works|Radiatoryang|-|{{green|Free for adoption}}|Mansion / Chateau|undefined|Geometry, custom Texturing|-}}<br />
Info: Started with the idea for a giant mansion-fest like Bafford or Running Interference ...<br />
<gallery mode=nolines><br />
Highsociety1.jpg<br />
Highsociety2.jpg<br />
Highsociety3.jpg<br />
Highsociety4.jpg<br />
Highsociety5.jpg<br />
HsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Life in Luxery ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|undefined|Lot of Geometry done|-}}<br />
Info: Requires update, heavy sealing and portaling.<br />
<gallery mode=nolines><br />
lifeinluxury1.jpg<br />
lifeinluxury2.jpg<br />
lifeinluxury3.jpg<br />
lifeinluxury4.jpg<br />
LilDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Lost City ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|Lost City|A few leafs|-}}<br />
Info: Made it again runable under 2.07 by Geep (2020)<br />
<gallery mode=nolines><br />
Lostcity1.jpg<br />
Lostcity2.jpg<br />
Lostcity3.jpg<br />
LostcityDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Neighbours ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|Medium sized interior, may be turned into an exteriors.|undefined|Basic Geometry and a few Interiors|-}}<br />
Info: Runs in TDM 2.0 but probably need lots of fixing.<br />
<gallery mode=nolines><br />
Neighbours1.jpg|<br />
Neighbours2.jpg|<br />
NeighboursDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== The White Rose Hotel ==<br />
{{abandoned-works|Roman 'Skacky' Barrilliot, Springheel. Bikerdude|Baal|{{red|Adopted}}|Mansion / Hotel|Wealthy posh Victorian Establishment. Think Cosas: Mission X and The Grand Hotel (T2X) in TDM|(02-2012) Geometry: 100%, Most loot arleady placed, some lighting and AI, and a story expose by Springheel.|-}}<br />
Info: This map is rather large. The Geometry has been much finished by skacky to continue to flesh out the misson. Springheel reworked the lighting, did add some additional assets and came up with an story expose.<br />
<gallery mode=nolines><br />
Whiterose1.jpg|<br />
Whiterose2.jpg|<br />
Whiterose3.jpg|<br />
Whiterose4.jpg|<br />
WhiteRoseDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Elixir (earlier map) ==<br />
{{abandoned-works|Bikerdude|-|{{green|Free for adoption}}|City|Heist|Brushwork 80%, needs just about everything else|-}}<br />
Info: This was the initial draft for the FM The Elixir, however, it was abandoned and never published.<br />
<gallery mode=nolines><br />
Elixiralpha1 1.jpg<br />
Elixiralpha1DR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Hmart tests ==<br />
{{abandoned-works|Hmart|-|{{green|Free for adoption}}|-|-|-|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/&do=findComment&comment=401020 Link to forum post with info]<br />
<gallery mode=nolines><br />
hmart1.jpg<br />
hmart2.jpg<br />
hmart3.jpg<br />
hmartDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Setting the scene ==<br />
{{abandoned-works|Atti, Bikerdude|Geep|{{red|Released}} (new name: '''Away 0''')|undefined|undefined|-|-}}<br />
<br />
== Wreckers Reach ==<br />
{{abandoned-works|Crucible of Omens team, Bikerdude, Dragofer|-|{{green|Free for adoption}}|undefined|undefined|undefined|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 4045 and 4046 from wreckers.map (in texteditor)<br />
<gallery mode=nolines><br />
Wreckers1.jpg<br />
Wreckers2.jpg<br />
Wreckers3.jpg<br />
Wreckers4.jpg<br />
WreckersReach DR 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Manor Royale ==<br />
{{abandoned-works|Fidcal, Squill|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 3915 and 3917 from manor_royale.map (in texteditor)<br />
== The Buried Cloister ==<br />
{{abandoned-works|Jdude, Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Iceclaw ==<br />
{{abandoned-works|Jdude, Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== LetterFord manor ==<br />
{{abandoned-works|Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Nexus ==<br />
{{abandoned-works|Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Hotel ==<br />
{{abandoned-works|, Bikerdude, Omens team|{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== The Tavern ==<br />
{{abandoned-works| Bikerdude|{green|Free for adoption}}|?|?|?|Behind Closed Doors}}<br />
<br />
{{editing}}</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Abandoned_Works&diff=30295Abandoned Works2022-11-22T20:08:16Z<p>Bikerdude: /* LetterFord manor */</p>
<hr />
<div><p style="font-size: x-large">{{red|This article is WIP}}</p><br />
<br />
List of current Abandoned works free for adaption. With screenshots of the map(s) ingame and in DarkRadiant.<br />
<br />
See forum topic: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/ Abandoned Works]<br />
<br />
== Bank ==<br />
{{abandoned-works|Arcturus|-|{{green|Free for adoption}}|Band / Mansion|undevined|basic Geometry|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/page/3/#comment-290345 Inspiration]<br />
<gallery mode=nolines><br />
Bank map scs2.jpg|<br />
Bank map scs3.jpg|<br />
Bank map scs4.jpg|<br />
Bank dr 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Canals ==<br />
{{abandoned-works|Baddcog|-|{{green|Free for adoption}}|City|undevined|much of the Geometry|-}}<br />
<gallery mode=nolines><br />
Canals1.jpg|<br />
Canals2.jpg|<br />
Canals3.jpg|<br />
Canals4.jpg|<br />
CanalsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle ==<br />
{{abandoned-works|Shadowhide|-|{{green|Free for adoption}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== High Society ==<br />
{{abandoned-works|Radiatoryang|-|{{green|Free for adoption}}|Mansion / Chateau|undefined|Geometry, custom Texturing|-}}<br />
Info: Started with the idea for a giant mansion-fest like Bafford or Running Interference ...<br />
<gallery mode=nolines><br />
Highsociety1.jpg<br />
Highsociety2.jpg<br />
Highsociety3.jpg<br />
Highsociety4.jpg<br />
Highsociety5.jpg<br />
HsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Life in Luxery ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|undefined|Lot of Geometry done|-}}<br />
Info: Requires update, heavy sealing and portaling.<br />
<gallery mode=nolines><br />
lifeinluxury1.jpg<br />
lifeinluxury2.jpg<br />
lifeinluxury3.jpg<br />
lifeinluxury4.jpg<br />
LilDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Lost City ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|Lost City|A few leafs|-}}<br />
Info: Made it again runable under 2.07 by Geep (2020)<br />
<gallery mode=nolines><br />
Lostcity1.jpg<br />
Lostcity2.jpg<br />
Lostcity3.jpg<br />
LostcityDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Neighbours ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|Medium sized interior, may be turned into an exteriors.|undefined|Basic Geometry and a few Interiors|-}}<br />
Info: Runs in TDM 2.0 but probably need lots of fixing.<br />
<gallery mode=nolines><br />
Neighbours1.jpg|<br />
Neighbours2.jpg|<br />
NeighboursDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== The White Rose Hotel ==<br />
{{abandoned-works|Roman 'Skacky' Barrilliot, Springheel. Bikerdude|Baal|{{red|Adopted}}|Mansion / Hotel|Wealthy posh Victorian Establishment. Think Cosas: Mission X and The Grand Hotel (T2X) in TDM|(02-2012) Geometry: 100%, Most loot arleady placed, some lighting and AI, and a story expose by Springheel.|-}}<br />
Info: This map is rather large. The Geometry has been much finished by skacky to continue to flesh out the misson. Springheel reworked the lighting, did add some additional assets and came up with an story expose.<br />
<gallery mode=nolines><br />
Whiterose1.jpg|<br />
Whiterose2.jpg|<br />
Whiterose3.jpg|<br />
Whiterose4.jpg|<br />
WhiteRoseDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Elixir (earlier map) ==<br />
{{abandoned-works|Bikerdude|-|{{green|Free for adoption}}|City|Heist|Brushwork 80%, needs just about everything else|-}}<br />
Info: This was the initial draft for the FM The Elixir, however, it was abandoned and never published.<br />
<gallery mode=nolines><br />
Elixiralpha1 1.jpg<br />
Elixiralpha1DR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Hmart tests ==<br />
{{abandoned-works|Hmart|-|{{green|Free for adoption}}|-|-|-|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/&do=findComment&comment=401020 Link to forum post with info]<br />
<gallery mode=nolines><br />
hmart1.jpg<br />
hmart2.jpg<br />
hmart3.jpg<br />
hmartDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Setting the scene ==<br />
{{abandoned-works|Atti, Bikerdude|Geep|{{red|Released}} (new name: '''Away 0''')|undefined|undefined|-|-}}<br />
<br />
== Wreckers Reach ==<br />
{{abandoned-works|Crucible of Omens team, Bikerdude, Dragofer|-|{{green|Free for adoption}}|undefined|undefined|undefined|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 4045 and 4046 from wreckers.map (in texteditor)<br />
<gallery mode=nolines><br />
Wreckers1.jpg<br />
Wreckers2.jpg<br />
Wreckers3.jpg<br />
Wreckers4.jpg<br />
WreckersReach DR 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Manor Royale ==<br />
{{abandoned-works|Fidcal, Squill|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 3915 and 3917 from manor_royale.map (in texteditor)<br />
== The Buried Cloister ==<br />
{{abandoned-works|Jdude, Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Iceclaw ==<br />
{{abandoned-works|Jdude, Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== LetterFord manor ==<br />
{{abandoned-works|Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Nexus ==<br />
{{abandoned-works|Bikerdude, Omens team|{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Hotel ==<br />
{{abandoned-works|, Bikerdude, Omens team|{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== The Tavern ==<br />
{{abandoned-works| Bikerdude|{green|Free for adoption}}|?|?|?|Behind Closed Doors}}<br />
<br />
{{editing}}</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Abandoned_Works&diff=30294Abandoned Works2022-11-22T20:08:10Z<p>Bikerdude: /* Iceclaw */</p>
<hr />
<div><p style="font-size: x-large">{{red|This article is WIP}}</p><br />
<br />
List of current Abandoned works free for adaption. With screenshots of the map(s) ingame and in DarkRadiant.<br />
<br />
See forum topic: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/ Abandoned Works]<br />
<br />
== Bank ==<br />
{{abandoned-works|Arcturus|-|{{green|Free for adoption}}|Band / Mansion|undevined|basic Geometry|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/page/3/#comment-290345 Inspiration]<br />
<gallery mode=nolines><br />
Bank map scs2.jpg|<br />
Bank map scs3.jpg|<br />
Bank map scs4.jpg|<br />
Bank dr 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Canals ==<br />
{{abandoned-works|Baddcog|-|{{green|Free for adoption}}|City|undevined|much of the Geometry|-}}<br />
<gallery mode=nolines><br />
Canals1.jpg|<br />
Canals2.jpg|<br />
Canals3.jpg|<br />
Canals4.jpg|<br />
CanalsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle ==<br />
{{abandoned-works|Shadowhide|-|{{green|Free for adoption}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== High Society ==<br />
{{abandoned-works|Radiatoryang|-|{{green|Free for adoption}}|Mansion / Chateau|undefined|Geometry, custom Texturing|-}}<br />
Info: Started with the idea for a giant mansion-fest like Bafford or Running Interference ...<br />
<gallery mode=nolines><br />
Highsociety1.jpg<br />
Highsociety2.jpg<br />
Highsociety3.jpg<br />
Highsociety4.jpg<br />
Highsociety5.jpg<br />
HsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Life in Luxery ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|undefined|Lot of Geometry done|-}}<br />
Info: Requires update, heavy sealing and portaling.<br />
<gallery mode=nolines><br />
lifeinluxury1.jpg<br />
lifeinluxury2.jpg<br />
lifeinluxury3.jpg<br />
lifeinluxury4.jpg<br />
LilDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Lost City ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|Lost City|A few leafs|-}}<br />
Info: Made it again runable under 2.07 by Geep (2020)<br />
<gallery mode=nolines><br />
Lostcity1.jpg<br />
Lostcity2.jpg<br />
Lostcity3.jpg<br />
LostcityDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Neighbours ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|Medium sized interior, may be turned into an exteriors.|undefined|Basic Geometry and a few Interiors|-}}<br />
Info: Runs in TDM 2.0 but probably need lots of fixing.<br />
<gallery mode=nolines><br />
Neighbours1.jpg|<br />
Neighbours2.jpg|<br />
NeighboursDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== The White Rose Hotel ==<br />
{{abandoned-works|Roman 'Skacky' Barrilliot, Springheel. Bikerdude|Baal|{{red|Adopted}}|Mansion / Hotel|Wealthy posh Victorian Establishment. Think Cosas: Mission X and The Grand Hotel (T2X) in TDM|(02-2012) Geometry: 100%, Most loot arleady placed, some lighting and AI, and a story expose by Springheel.|-}}<br />
Info: This map is rather large. The Geometry has been much finished by skacky to continue to flesh out the misson. Springheel reworked the lighting, did add some additional assets and came up with an story expose.<br />
<gallery mode=nolines><br />
Whiterose1.jpg|<br />
Whiterose2.jpg|<br />
Whiterose3.jpg|<br />
Whiterose4.jpg|<br />
WhiteRoseDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Elixir (earlier map) ==<br />
{{abandoned-works|Bikerdude|-|{{green|Free for adoption}}|City|Heist|Brushwork 80%, needs just about everything else|-}}<br />
Info: This was the initial draft for the FM The Elixir, however, it was abandoned and never published.<br />
<gallery mode=nolines><br />
Elixiralpha1 1.jpg<br />
Elixiralpha1DR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Hmart tests ==<br />
{{abandoned-works|Hmart|-|{{green|Free for adoption}}|-|-|-|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/&do=findComment&comment=401020 Link to forum post with info]<br />
<gallery mode=nolines><br />
hmart1.jpg<br />
hmart2.jpg<br />
hmart3.jpg<br />
hmartDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Setting the scene ==<br />
{{abandoned-works|Atti, Bikerdude|Geep|{{red|Released}} (new name: '''Away 0''')|undefined|undefined|-|-}}<br />
<br />
== Wreckers Reach ==<br />
{{abandoned-works|Crucible of Omens team, Bikerdude, Dragofer|-|{{green|Free for adoption}}|undefined|undefined|undefined|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 4045 and 4046 from wreckers.map (in texteditor)<br />
<gallery mode=nolines><br />
Wreckers1.jpg<br />
Wreckers2.jpg<br />
Wreckers3.jpg<br />
Wreckers4.jpg<br />
WreckersReach DR 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Manor Royale ==<br />
{{abandoned-works|Fidcal, Squill|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 3915 and 3917 from manor_royale.map (in texteditor)<br />
== The Buried Cloister ==<br />
{{abandoned-works|Jdude, Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Iceclaw ==<br />
{{abandoned-works|Jdude, Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== LetterFord manor ==<br />
{{abandoned-works|Bikerdude, Omens team|{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Nexus ==<br />
{{abandoned-works|Bikerdude, Omens team|{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Hotel ==<br />
{{abandoned-works|, Bikerdude, Omens team|{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== The Tavern ==<br />
{{abandoned-works| Bikerdude|{green|Free for adoption}}|?|?|?|Behind Closed Doors}}<br />
<br />
{{editing}}</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Abandoned_Works&diff=30293Abandoned Works2022-11-22T20:07:48Z<p>Bikerdude: /* The Buried Cloister */</p>
<hr />
<div><p style="font-size: x-large">{{red|This article is WIP}}</p><br />
<br />
List of current Abandoned works free for adaption. With screenshots of the map(s) ingame and in DarkRadiant.<br />
<br />
See forum topic: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/ Abandoned Works]<br />
<br />
== Bank ==<br />
{{abandoned-works|Arcturus|-|{{green|Free for adoption}}|Band / Mansion|undevined|basic Geometry|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/page/3/#comment-290345 Inspiration]<br />
<gallery mode=nolines><br />
Bank map scs2.jpg|<br />
Bank map scs3.jpg|<br />
Bank map scs4.jpg|<br />
Bank dr 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Canals ==<br />
{{abandoned-works|Baddcog|-|{{green|Free for adoption}}|City|undevined|much of the Geometry|-}}<br />
<gallery mode=nolines><br />
Canals1.jpg|<br />
Canals2.jpg|<br />
Canals3.jpg|<br />
Canals4.jpg|<br />
CanalsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle ==<br />
{{abandoned-works|Shadowhide|-|{{green|Free for adoption}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== High Society ==<br />
{{abandoned-works|Radiatoryang|-|{{green|Free for adoption}}|Mansion / Chateau|undefined|Geometry, custom Texturing|-}}<br />
Info: Started with the idea for a giant mansion-fest like Bafford or Running Interference ...<br />
<gallery mode=nolines><br />
Highsociety1.jpg<br />
Highsociety2.jpg<br />
Highsociety3.jpg<br />
Highsociety4.jpg<br />
Highsociety5.jpg<br />
HsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Life in Luxery ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|undefined|Lot of Geometry done|-}}<br />
Info: Requires update, heavy sealing and portaling.<br />
<gallery mode=nolines><br />
lifeinluxury1.jpg<br />
lifeinluxury2.jpg<br />
lifeinluxury3.jpg<br />
lifeinluxury4.jpg<br />
LilDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Lost City ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|Lost City|A few leafs|-}}<br />
Info: Made it again runable under 2.07 by Geep (2020)<br />
<gallery mode=nolines><br />
Lostcity1.jpg<br />
Lostcity2.jpg<br />
Lostcity3.jpg<br />
LostcityDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Neighbours ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|Medium sized interior, may be turned into an exteriors.|undefined|Basic Geometry and a few Interiors|-}}<br />
Info: Runs in TDM 2.0 but probably need lots of fixing.<br />
<gallery mode=nolines><br />
Neighbours1.jpg|<br />
Neighbours2.jpg|<br />
NeighboursDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== The White Rose Hotel ==<br />
{{abandoned-works|Roman 'Skacky' Barrilliot, Springheel. Bikerdude|Baal|{{red|Adopted}}|Mansion / Hotel|Wealthy posh Victorian Establishment. Think Cosas: Mission X and The Grand Hotel (T2X) in TDM|(02-2012) Geometry: 100%, Most loot arleady placed, some lighting and AI, and a story expose by Springheel.|-}}<br />
Info: This map is rather large. The Geometry has been much finished by skacky to continue to flesh out the misson. Springheel reworked the lighting, did add some additional assets and came up with an story expose.<br />
<gallery mode=nolines><br />
Whiterose1.jpg|<br />
Whiterose2.jpg|<br />
Whiterose3.jpg|<br />
Whiterose4.jpg|<br />
WhiteRoseDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Elixir (earlier map) ==<br />
{{abandoned-works|Bikerdude|-|{{green|Free for adoption}}|City|Heist|Brushwork 80%, needs just about everything else|-}}<br />
Info: This was the initial draft for the FM The Elixir, however, it was abandoned and never published.<br />
<gallery mode=nolines><br />
Elixiralpha1 1.jpg<br />
Elixiralpha1DR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Hmart tests ==<br />
{{abandoned-works|Hmart|-|{{green|Free for adoption}}|-|-|-|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/&do=findComment&comment=401020 Link to forum post with info]<br />
<gallery mode=nolines><br />
hmart1.jpg<br />
hmart2.jpg<br />
hmart3.jpg<br />
hmartDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Setting the scene ==<br />
{{abandoned-works|Atti, Bikerdude|Geep|{{red|Released}} (new name: '''Away 0''')|undefined|undefined|-|-}}<br />
<br />
== Wreckers Reach ==<br />
{{abandoned-works|Crucible of Omens team, Bikerdude, Dragofer|-|{{green|Free for adoption}}|undefined|undefined|undefined|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 4045 and 4046 from wreckers.map (in texteditor)<br />
<gallery mode=nolines><br />
Wreckers1.jpg<br />
Wreckers2.jpg<br />
Wreckers3.jpg<br />
Wreckers4.jpg<br />
WreckersReach DR 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Manor Royale ==<br />
{{abandoned-works|Fidcal, Squill|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 3915 and 3917 from manor_royale.map (in texteditor)<br />
== The Buried Cloister ==<br />
{{abandoned-works|Jdude, Bikerdude, Omens team|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Iceclaw ==<br />
{{abandoned-works|Jdude, Bikerdude, Omens team|{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== LetterFord manor ==<br />
{{abandoned-works|Bikerdude, Omens team|{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Nexus ==<br />
{{abandoned-works|Bikerdude, Omens team|{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Hotel ==<br />
{{abandoned-works|, Bikerdude, Omens team|{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== The Tavern ==<br />
{{abandoned-works| Bikerdude|{green|Free for adoption}}|?|?|?|Behind Closed Doors}}<br />
<br />
{{editing}}</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Abandoned_Works&diff=30292Abandoned Works2022-11-22T20:05:33Z<p>Bikerdude: </p>
<hr />
<div><p style="font-size: x-large">{{red|This article is WIP}}</p><br />
<br />
List of current Abandoned works free for adaption. With screenshots of the map(s) ingame and in DarkRadiant.<br />
<br />
See forum topic: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/ Abandoned Works]<br />
<br />
== Bank ==<br />
{{abandoned-works|Arcturus|-|{{green|Free for adoption}}|Band / Mansion|undevined|basic Geometry|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/page/3/#comment-290345 Inspiration]<br />
<gallery mode=nolines><br />
Bank map scs2.jpg|<br />
Bank map scs3.jpg|<br />
Bank map scs4.jpg|<br />
Bank dr 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Canals ==<br />
{{abandoned-works|Baddcog|-|{{green|Free for adoption}}|City|undevined|much of the Geometry|-}}<br />
<gallery mode=nolines><br />
Canals1.jpg|<br />
Canals2.jpg|<br />
Canals3.jpg|<br />
Canals4.jpg|<br />
CanalsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Castle ==<br />
{{abandoned-works|Shadowhide|-|{{green|Free for adoption}}|Castle|undefined|very basic Geometry|-}}<br />
<gallery mode=nolines><br />
Castle1.jpg<br />
Castle2.jpg<br />
CastleDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== High Society ==<br />
{{abandoned-works|Radiatoryang|-|{{green|Free for adoption}}|Mansion / Chateau|undefined|Geometry, custom Texturing|-}}<br />
Info: Started with the idea for a giant mansion-fest like Bafford or Running Interference ...<br />
<gallery mode=nolines><br />
Highsociety1.jpg<br />
Highsociety2.jpg<br />
Highsociety3.jpg<br />
Highsociety4.jpg<br />
Highsociety5.jpg<br />
HsDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Life in Luxery ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|undefined|Lot of Geometry done|-}}<br />
Info: Requires update, heavy sealing and portaling.<br />
<gallery mode=nolines><br />
lifeinluxury1.jpg<br />
lifeinluxury2.jpg<br />
lifeinluxury3.jpg<br />
lifeinluxury4.jpg<br />
LilDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Lost City ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|City|Lost City|A few leafs|-}}<br />
Info: Made it again runable under 2.07 by Geep (2020)<br />
<gallery mode=nolines><br />
Lostcity1.jpg<br />
Lostcity2.jpg<br />
Lostcity3.jpg<br />
LostcityDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Neighbours ==<br />
{{abandoned-works|Theothesnopp|-|{{green|Free for adoption}}|Medium sized interior, may be turned into an exteriors.|undefined|Basic Geometry and a few Interiors|-}}<br />
Info: Runs in TDM 2.0 but probably need lots of fixing.<br />
<gallery mode=nolines><br />
Neighbours1.jpg|<br />
Neighbours2.jpg|<br />
NeighboursDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== The White Rose Hotel ==<br />
{{abandoned-works|Roman 'Skacky' Barrilliot, Springheel. Bikerdude|Baal|{{red|Adopted}}|Mansion / Hotel|Wealthy posh Victorian Establishment. Think Cosas: Mission X and The Grand Hotel (T2X) in TDM|(02-2012) Geometry: 100%, Most loot arleady placed, some lighting and AI, and a story expose by Springheel.|-}}<br />
Info: This map is rather large. The Geometry has been much finished by skacky to continue to flesh out the misson. Springheel reworked the lighting, did add some additional assets and came up with an story expose.<br />
<gallery mode=nolines><br />
Whiterose1.jpg|<br />
Whiterose2.jpg|<br />
Whiterose3.jpg|<br />
Whiterose4.jpg|<br />
WhiteRoseDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Elixir (earlier map) ==<br />
{{abandoned-works|Bikerdude|-|{{green|Free for adoption}}|City|Heist|Brushwork 80%, needs just about everything else|-}}<br />
Info: This was the initial draft for the FM The Elixir, however, it was abandoned and never published.<br />
<gallery mode=nolines><br />
Elixiralpha1 1.jpg<br />
Elixiralpha1DR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Hmart tests ==<br />
{{abandoned-works|Hmart|-|{{green|Free for adoption}}|-|-|-|-}}<br />
Info: [https://forums.thedarkmod.com/index.php?/topic/12713-abandoned-works/&do=findComment&comment=401020 Link to forum post with info]<br />
<gallery mode=nolines><br />
hmart1.jpg<br />
hmart2.jpg<br />
hmart3.jpg<br />
hmartDR.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Setting the scene ==<br />
{{abandoned-works|Atti, Bikerdude|Geep|{{red|Released}} (new name: '''Away 0''')|undefined|undefined|-|-}}<br />
<br />
== Wreckers Reach ==<br />
{{abandoned-works|Crucible of Omens team, Bikerdude, Dragofer|-|{{green|Free for adoption}}|undefined|undefined|undefined|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 4045 and 4046 from wreckers.map (in texteditor)<br />
<gallery mode=nolines><br />
Wreckers1.jpg<br />
Wreckers2.jpg<br />
Wreckers3.jpg<br />
Wreckers4.jpg<br />
WreckersReach DR 1.jpg|DR screenshot<br />
</gallery><br />
<br /><br />
<br />
== Manor Royale ==<br />
{{abandoned-works|Fidcal, Squill|-|{{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
Info: Broken in TDM 2.10+. Map can be made loadable again by commenting out entity 3915 and 3917 from manor_royale.map (in texteditor)<br />
== The Buried Cloister ==<br />
{{abandoned-works|Jdude, Bikerdude, Omens team|{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Iceclaw ==<br />
{{abandoned-works|Jdude, Bikerdude, Omens team|{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== LetterFord manor ==<br />
{{abandoned-works|Bikerdude, Omens team|{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Nexus ==<br />
{{abandoned-works|Bikerdude, Omens team|{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== Hotel ==<br />
{{abandoned-works|, Bikerdude, Omens team|{green|Free for adoption}}|?|?|?|Crucible of Omens}}<br />
<br />
== The Tavern ==<br />
{{abandoned-works| Bikerdude|{green|Free for adoption}}|?|?|?|Behind Closed Doors}}<br />
<br />
{{editing}}</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions&diff=30272Upcoming Fan Missions2022-11-21T20:10:57Z<p>Bikerdude: </p>
<hr />
<div>Here is a community editable list of upcoming Fan Missions. <br />
<br />
As with the main Fan Missions wiki, please do not directly link to any copyright infringing material.<br />
<br />
{|class="wikitable sortable" border=1 cellspacing=0 cellpadding=2 width=100%<br />
<br />
|-<br />
!bgcolor=#d0d0e0 width="40%"|Fan Mission Title<br />
!bgcolor=#d0d0e0 width="20%"|Author(s)<br />
!bgcolor=#d0d0e0 width="10%" class="unsortable"|Links<br />
!bgcolor=#d0d0e0 width="10%"|Estimated Release Date<br />
!bgcolor=#d0d0e0 width="10%"|Last Update<br />
!bgcolor=#d0d0e0 width="5%" class="unsortable"|Mission Size<br />
!bgcolor=#d0d0e0 width="15%"|Series<br />
<br />
<!--INSERT UPCOMING MISSIONS BELOW THIS LINE--><br />
<br />
|-<br />
!align=left|The Ring of Despair<br />
|thebigh<br />
|{{forumlink|https://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page/348/#comment-471924}}<br />
|Dec 31 2022<br />
|2022-03-18<br />
|medium/large<br />
|Duncan Lynch<br />
<br />
|-<br />
!align=left|Shadows of Northdale Act III<br />
|Goldwell<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__448920}}<br />
|2020<br />
|2020-07-12<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Seeking Lady Leicester<br />
|grayman & bikerdude<br />
|None<br />
|TBC<br />
|2022-12-31<br />
|Large<br />
|<br />
<br />
|-<br />
!align=left|Seed of the Lodestar <br />
|ERH+<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry417992}}<br />
|In Beta<br />
|2018-02-06<br />
|XXL <br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Spooks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-302#entry415161}}<br />
|TBC<br />
|2018-03-25<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Judith<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-307#entry419303}}<br />
|TBC<br />
|2018-03-17<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP<br />
|the_deep<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry416919}}<br />
|TBC<br />
|2017-12-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP Venice style mission<br />
|NeonStyle<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-303#entry416616}}<br />
|TBC<br />
|2017-12-21<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Nohcelf<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-299#entry411874}}<br />
|TBC<br />
|2017-09-15<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fieldmedic<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-298#entry411014}}<br />
|TBC<br />
|2017-08-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fingernail (Mod Founder!)<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-296#entry407248}}<br />
|TBC<br />
|2017-07-04<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Aosys<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401570}}<br />
|TBC<br />
|2017-02-14<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Stumpy<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401454}}<br />
|TBC<br />
|2017-02-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Dunedain19<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry400031}}<br />
|TBC<br />
|2017-01-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Johannes Burock<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry401007}} {{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-294#entry404753}}<br />
|TBC<br />
|2017-04-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Solitude<br />
|Dragofer<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-326#entry441807}}<br />
|2020<br />
|2019-12-10<br />
|M<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Demagogue<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-283#entry391040}}<br />
|TBC<br />
|2016-06-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|The Unexpected Guest<br />
|refl3ks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-288#entry396176}}<br />
|TBC<br />
|2016-10-25<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Capela<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-274#entry385818}}<br />
|TBC<br />
|2016-01-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Obsttorte<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-268#entry383869}}<br />
|TBC<br />
|2015-12-19<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Ascension <br />
|Kvorning<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-233#entry353437}}<br />
|TBC<br />
|2014-08-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Chedap<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-230#entry350680}}<br />
|TBC<br />
|2014-07-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Railgun<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-218#entry343613}}<br />
|TBC<br />
|2014-04-16<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Krypt<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-201#entry326281}}<br />
|TBC<br />
|2013-11-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com The Nexus]<br />
|Melan, (Jdude, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com Restless Plunder]<br />
|Melan, (Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 6 - Baleford Museum]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 7 - The Builders' Forge]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 8 - At Wood's End]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com The Dead Gathers]<br />
|Greebo, Angua<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__207519}}<br />
|2010-07-08<br />
|2015?<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351 Blackheart manor]<br />
|Dram, Bikerdude<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351}}<br />
|WIP<br />
|2020-06-11<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102 Manor Royale]<br />
|Fidcal, Squill.<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102}}<br />
|2015?<br />
|2010-08<br />
|L<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974 Unknown]<br />
|Goldchocobo<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974}}<br />
|Unknown<br />
|2013-11-21<br />
|M?<br />
|<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/ Closemouthed Shadows 2 Dark Vendetta]<br />
|LordSavage<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/}}<br />
|Unknown<br />
|2012-03-27<br />
|M?<br />
|Closemouthed Shadows<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__282318 A Favored Treatment]<br />
|fllood<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__344056}}{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__368824}}<br />
|Unknown<br />
|2015-03-28<br />
|Unknown<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070 Pagan Tree Village?]<br />
|PranQster<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070}}<br />
|2021<br />
|2020-07-10<br />
|L?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971 Moving Train Mission?]<br />
|Chuzhoi<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971}}<br />
|Unknown<br />
|2012-02-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199 Unknown Title?]<br />
|Baddcog<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199}}<br />
|After TDM 1.08?<br />
|2012-02-11<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478 Unknown Title?]<br />
|Jesps<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478}}<br />
|Unknown<br />
|2012-01-20<br />
|M?<br />
|Selis Woderose?<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172 Girl with a Rabbit]<br />
|ithel<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172}}<br />
|Unknown<br />
|2011-09-26<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/ Old Friends]<br />
|Johannes Burock<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/}}<br />
|Unknown<br />
|2011-01-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513 HSC 11, Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513}}<br />
|Unknown<br />
|2011-11-08<br />
|M?<br />
|Unknown HSC related<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325 Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325}}<br />
|Unknown<br />
|2011-06-17<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923 Unknown?]<br />
|ungoliant<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__212354}}<br />
|Unknown<br />
|2010-03<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676 Winter Map?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676}}<br />
|Unknown<br />
|2010-12-01<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932 Noble Cave?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/7911-doom-3-does-not-have-any-problems-pushing-polys/page__view__findpost__p__156144}}<br />
|Unknown<br />
|2010-02<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912 Cathedral?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912}}<br />
|Unknown<br />
|2009-11<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10985-the-sly-project/ The Sly Project?]<br />
|Oszkár Winkler, With help from RailGun, Mr Mike, Goldchocobo<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10985-the-sly-project/}}<br />
|Unknown<br />
|2010-08<br />
|L<br />
|5 missions long campaign<br />
|}<br />
<br />
For the official release mission list, please visit:<br />
<br />
[[Fan Missions for The Dark Mod]]<br />
<br />
{{general|sort=Fan Missions}}<br />
[[Category:Fan Missions]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions&diff=30271Upcoming Fan Missions2022-11-21T20:09:03Z<p>Bikerdude: </p>
<hr />
<div>Here is a community editable list of upcoming Fan Missions. <br />
<br />
As with the main Fan Missions wiki, please do not directly link to any copyright infringing material.<br />
<br />
{|class="wikitable sortable" border=1 cellspacing=0 cellpadding=2 width=100%<br />
<br />
|-<br />
!bgcolor=#d0d0e0 width="40%"|Fan Mission Title<br />
!bgcolor=#d0d0e0 width="20%"|Author(s)<br />
!bgcolor=#d0d0e0 width="10%" class="unsortable"|Links<br />
!bgcolor=#d0d0e0 width="10%"|Estimated Release Date<br />
!bgcolor=#d0d0e0 width="10%"|Last Update<br />
!bgcolor=#d0d0e0 width="5%" class="unsortable"|Mission Size<br />
!bgcolor=#d0d0e0 width="15%"|Series<br />
<br />
<!--INSERT UPCOMING MISSIONS BELOW THIS LINE--><br />
<br />
|-<br />
!align=left|The Ring of Despair<br />
|thebigh<br />
|{{forumlink|https://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page/348/#comment-471924}}<br />
|Dec 31 2022<br />
|2022-03-18<br />
|medium/large<br />
|Duncan Lynch<br />
<br />
|-<br />
!align=left|Shadows of Northdale Act III<br />
|Goldwell<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__448920}}<br />
|2020<br />
|2020-07-12<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Seeking Lady Leicester<br />
|grayman<br />
|None<br />
|Unknown. Adopted by Bikerdude<br />
|2022-12-31<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|Seed of the Lodestar <br />
|ERH+<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry417992}}<br />
|In Beta<br />
|2018-02-06<br />
|XXL <br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Spooks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-302#entry415161}}<br />
|TBC<br />
|2018-03-25<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Judith<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-307#entry419303}}<br />
|TBC<br />
|2018-03-17<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP<br />
|the_deep<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry416919}}<br />
|TBC<br />
|2017-12-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP Venice style mission<br />
|NeonStyle<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-303#entry416616}}<br />
|TBC<br />
|2017-12-21<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Nohcelf<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-299#entry411874}}<br />
|TBC<br />
|2017-09-15<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fieldmedic<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-298#entry411014}}<br />
|TBC<br />
|2017-08-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fingernail (Mod Founder!)<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-296#entry407248}}<br />
|TBC<br />
|2017-07-04<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Aosys<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401570}}<br />
|TBC<br />
|2017-02-14<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Stumpy<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401454}}<br />
|TBC<br />
|2017-02-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Dunedain19<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry400031}}<br />
|TBC<br />
|2017-01-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Johannes Burock<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry401007}} {{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-294#entry404753}}<br />
|TBC<br />
|2017-04-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Solitude<br />
|Dragofer<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-326#entry441807}}<br />
|2020<br />
|2019-12-10<br />
|M<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Demagogue<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-283#entry391040}}<br />
|TBC<br />
|2016-06-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|The Unexpected Guest<br />
|refl3ks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-288#entry396176}}<br />
|TBC<br />
|2016-10-25<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Capela<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-274#entry385818}}<br />
|TBC<br />
|2016-01-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Obsttorte<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-268#entry383869}}<br />
|TBC<br />
|2015-12-19<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Ascension <br />
|Kvorning<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-233#entry353437}}<br />
|TBC<br />
|2014-08-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Chedap<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-230#entry350680}}<br />
|TBC<br />
|2014-07-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Railgun<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-218#entry343613}}<br />
|TBC<br />
|2014-04-16<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Krypt<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-201#entry326281}}<br />
|TBC<br />
|2013-11-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com The Nexus]<br />
|Melan, (Jdude, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com Restless Plunder]<br />
|Melan, (Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 6 - Baleford Museum]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 7 - The Builders' Forge]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 8 - At Wood's End]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com The Dead Gathers]<br />
|Greebo, Angua<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__207519}}<br />
|2010-07-08<br />
|2015?<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351 Blackheart manor]<br />
|Dram, Bikerdude<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351}}<br />
|WIP<br />
|2020-06-11<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102 Manor Royale]<br />
|Fidcal, Squill.<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102}}<br />
|2015?<br />
|2010-08<br />
|L<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974 Unknown]<br />
|Goldchocobo<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974}}<br />
|Unknown<br />
|2013-11-21<br />
|M?<br />
|<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/ Closemouthed Shadows 2 Dark Vendetta]<br />
|LordSavage<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/}}<br />
|Unknown<br />
|2012-03-27<br />
|M?<br />
|Closemouthed Shadows<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__282318 A Favored Treatment]<br />
|fllood<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__344056}}{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__368824}}<br />
|Unknown<br />
|2015-03-28<br />
|Unknown<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070 Pagan Tree Village?]<br />
|PranQster<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070}}<br />
|2021<br />
|2020-07-10<br />
|L?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971 Moving Train Mission?]<br />
|Chuzhoi<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971}}<br />
|Unknown<br />
|2012-02-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199 Unknown Title?]<br />
|Baddcog<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199}}<br />
|After TDM 1.08?<br />
|2012-02-11<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478 Unknown Title?]<br />
|Jesps<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478}}<br />
|Unknown<br />
|2012-01-20<br />
|M?<br />
|Selis Woderose?<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172 Girl with a Rabbit]<br />
|ithel<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172}}<br />
|Unknown<br />
|2011-09-26<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/ Old Friends]<br />
|Johannes Burock<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/}}<br />
|Unknown<br />
|2011-01-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513 HSC 11, Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513}}<br />
|Unknown<br />
|2011-11-08<br />
|M?<br />
|Unknown HSC related<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325 Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325}}<br />
|Unknown<br />
|2011-06-17<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923 Unknown?]<br />
|ungoliant<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__212354}}<br />
|Unknown<br />
|2010-03<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676 Winter Map?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676}}<br />
|Unknown<br />
|2010-12-01<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932 Noble Cave?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/7911-doom-3-does-not-have-any-problems-pushing-polys/page__view__findpost__p__156144}}<br />
|Unknown<br />
|2010-02<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912 Cathedral?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912}}<br />
|Unknown<br />
|2009-11<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10985-the-sly-project/ The Sly Project?]<br />
|Oszkár Winkler, With help from RailGun, Mr Mike, Goldchocobo<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10985-the-sly-project/}}<br />
|Unknown<br />
|2010-08<br />
|L<br />
|5 missions long campaign<br />
|}<br />
<br />
For the official release mission list, please visit:<br />
<br />
[[Fan Missions for The Dark Mod]]<br />
<br />
{{general|sort=Fan Missions}}<br />
[[Category:Fan Missions]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Entity_Database&diff=30238Entity Database2022-11-11T12:14:52Z<p>Bikerdude: /* "Func" subfolder */</p>
<hr />
<div><pre style="color: red">THIS PAGE IS A WORK IN PROGRESS</pre><br />
<br />
This article serves as an overview of all the Entities (animated/in-motion models and content) available for mission building in ''The Dark Mod'', via the [[DarkRadiant]] editor. Note that the editor itself doesn't house these crucial assets, it relies on the assets available in the base game.<br />
<br />
Only the Entities that are currently a part of core TDM (the base game) are listed in this database. Custom additions to Fan Missions, made by individual authors for individual missions, will not be listed here, unless they become accepted and integrated into the core game.<br />
<br />
All of the entities listed in this database are current for TDM 2.05. Feel free to udpate the full overview to version 2.06 and higher whenever you'll have the time to do so.<br />
<br />
Due to the length of the table overviews in this article, they are hidden by default, to make browsing easier. Click on the "Show" and "Hide" buttons of each table to either show or hide a particular table. You can show or hide as many tables at once as you like, depending on your needs.<br />
<br />
For static/stationary models and content, please see [[Models]] and the [[Model Database]].<br />
<br />
== Entities overview ==<br />
<br />
An overview of entities available for level building a.k.a. mapping.<br />
<br />
=== ''"darkmod" folder'' ===<br />
<br />
The main folder for most of the entities commonly used in ''The Dark Mod''. The overviews listed below are arranged according to the folder's main subfolders, each representing a different broad type of entities. The order is alphabetical, as in DarkRadiant's entity browser.<br />
<br />
"N/A" denotes that an image or description of an entity is not available in the DarkRadiant editor.<br />
<br />
"TBA" denotes that some item or items have not yet been added to this database, but their documentation is in development.<br />
<br />
"Not for mapper use." denotes entities that mappers shouldn't use for mapping itself, as these entities perform a different, specialised function.<br />
<br />
==== "AI" subfolder ====<br />
<br />
''If you're new to DarkRadiant, please note that the basic character AIs are depicted as headless bodies in DarkRadiant, because their default heads can be swapped for alternative heads if the mapper wishes to add variety. All available AI heads are listed under one of the subfolders in the table below, but separately from the subfolders of the AI character bodies.''<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|'''AAS_flood'''<br />
|N/A<br />
|aas100_flood<br />
|''This will generate AAS for AI with AAS100''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|aas32_flood<br />
|''This will generate AAS for AI with AAS32''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|aas48_flood<br />
|''This will generate AAS for AI with AAS48''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|aas96_flood<br />
|''This will generate AAS for AI with AAS96''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|aas_elemental_flood<br />
|''This will generate AAS for flying elementals.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|aas_flood_base<br />
|''Don't use. Base class for all AAS flood entities.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|aas_rat_flood<br />
|''This will generate AAS for rats.''<br />
|<br />
|-<br />
<br />
|-<br />
|'''AI Combat Nodes'''<br />
|N/A<br />
|ai_attackcone<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|ai_attackcone_once<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|ai_attackcone_turret<br />
|''Attack cone where monster stands in place and uses normal range attack (if it has one).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|ai_lost_combat<br />
|''Lost combat node. Monster will retreat to this position when he can no longer reach the player.''<br />
|<br />
|-<br />
<br />
|-<br />
|'''Animals'''<br />
|<gallery>File:Ai rat small.png</gallery><br />
|atdm:ai_rat_small<br />
|N/A<br />
|An ordinary rat.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai_spider_tiny.png</gallery><br />
|atdm:ai_spider_tiny<br />
|''A regular old, tiny spider. Does not attack; for ambiance only.''<br />
|<br />
|-<br />
|-<br />
|'''Animals/Horses'''<br />
|<gallery>File:Ai animal horse tame1.png</gallery><br />
|atdm:ai_animal_horse_tame1<br />
|N/A<br />
|Stationary horse with idle animations.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai animal horse tame2.png</gallery><br />
|atdm:ai_animal_horse_tame2<br />
|N/A<br />
|Stationary horse with idle animations.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai animal horse tame3.png</gallery><br />
|atdm:ai_animal_horse_tame3<br />
|N/A<br />
|Stationary horse with idle animations.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai animal horse tame4.png</gallery><br />
|atdm:ai_animal_horse_tame4<br />
|N/A<br />
|Stationary horse with idle animations.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai animal horse tame5.png</gallery><br />
|atdm:ai_animal_horse_tame5<br />
|N/A<br />
|Stationary horse with idle animations.<br />
|-<br />
<br />
|-<br />
|'''Builders/Armed'''<br />
|<gallery>File:Ai builder guard.png</gallery><br />
|atdm:ai_builder_guard<br />
|''Builder Guards defend Church territory and sometimes enforce Church law.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai builder guard lesser.png</gallery><br />
|atdm:ai_builder_guard_lesser<br />
|''Newer guards are given the more menial jobs while they earn their ceremonial armour.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai builder guard rusted.png</gallery><br />
|atdm:ai_builder_guard_rusted<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai builder guard rusted02.png</gallery><br />
|atdm:ai_builder_guard_rusted02<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai builder priest combatant.png</gallery><br />
|atdm:ai_builder_priest_combatant<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|'''Builders/Unarmed'''<br />
|<gallery>File:Ai builder acolyte.png</gallery><br />
|atdm:ai_builder_acolyte<br />
|''Builder Acolytes are the lowest rank of the clergy.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai builder forger.png</gallery><br />
|atdm:ai_builder_forger<br />
|''A valued member of the church who works in the Builder Forges.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai builder guard rusted unarmed.png</gallery><br />
|atdm:ai_builder_guard_rusted_unarmed<br />
|''A Builder Guard in rusted, rotten armour. Only prisoners, the lost, or the mad would be seen in such a state.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai builder priest.png</gallery><br />
|atdm:ai_builder_priest<br />
|''Builder Priests have authority over church territory.''<br />
|<br />
|-<br />
<br />
|-<br />
|'''Commoners/Armed'''<br />
|<gallery>File:Ai guard female rogue.png</gallery><br />
|atdm:ai_guard_female_rogue<br />
|''Flaunting social conventions, this woman carries a sword and knows how to use it.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai beggar armed.png</gallery><br />
|atdm:ai_beggar_armed<br />
|''A desperate beggar, pauper, or urban pagan, armed. Note: By default, the beggar team is not hostile to the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai townsfolk commoner archer.png</gallery><br />
|atdm:ai_townsfolk_commoner_archer<br />
|''This is an untrained peasant who happens to have a bow.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai townsfolk commoner armed.png</gallery><br />
|atdm:ai_townsfolk_commoner_armed<br />
|''This is an untrained peasant who happens to be armed.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai townsfolk wench armed.png</gallery><br />
|atdm:ai_townsfolk_wench_armed<br />
|''A generic woman, armed.''<br />
|<br />
|-<br />
|-<br />
|'''Commoners/Armed/Citywatch'''<br />
|<gallery>File:Ai citywatch.png</gallery><br />
|atdm:ai_citywatch<br />
|''A regular member of the City Watch, charged with keeping the rule of law in the streets of Bridgeport.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai citywatch archer.png</gallery><br />
|atdm:ai_citywatch_archer<br />
|''An archer member of the City Watch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai citywatch elite.png</gallery><br />
|atdm:ai_citywatch_elite<br />
|''An elite member of the City Watch, assigned to guard the wealthiest areas of the city, or as captains over other wards.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai citywatch lesser.png</gallery><br />
|atdm:ai_citywatch_lesser<br />
|''A less trained, poorly equiped member of the City Watch, generally working in poorer areas of the city.''<br />
|<br />
|-<br />
|-<br />
|'''Commoners/Armed/Foreigners'''<br />
|<gallery>File:Ai moor.png</gallery><br />
|atdm:ai_moor<br />
|''A foreigner from the southern continent across the sea.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai moor02.png</gallery><br />
|atdm:ai_moor02<br />
|''A foreigner from the southern continent across the sea.''<br />
|<br />
|-<br />
|-<br />
|'''Commoners/Armed/Guards'''<br />
|<gallery>File:Ai guard archer 01.png</gallery><br />
|atdm:ai_guard_archer_01<br />
|''A generic archer for hire.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai guard elite.png</gallery><br />
|atdm:ai_guard_elite<br />
|''An elite guard with expensive equipment; works only for the wealthiest employers.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai guard elite 02.png</gallery><br />
|atdm:ai_guard_elite_02<br />
|''Often former soldiers, these guards are highly trained and well equipped.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai guard generic 01.png</gallery><br />
|atdm:ai_guard_generic_01<br />
|''A generic sword for hire.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai guard generic 01 pauldrons.png</gallery><br />
|atdm:ai_guard_generic_01_pauldrons<br />
|''A generic sword for hire, slightly more armoured.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai guard generic 01b.png</gallery><br />
|atdm:ai_guard_generic_01b<br />
|''A generic sword for hire.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai guard generic 02.png</gallery><br />
|atdm:ai_guard_generic_02<br />
|''Another generic sword for hire.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai guard thug.png</gallery><br />
|atdm:ai_guard_thug<br />
|''A crude hoodlum who enjoys having a reason to push people around.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai proguard.png</gallery><br />
|atdm:ai_proguard<br />
|''A highly trained, professional guard for hire.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai proguard archer.png</gallery><br />
|atdm:ai_proguard_archer<br />
|''A highly trained, professional archer for hire.''<br />
|<br />
|-<br />
|-<br />
|'''Commoners/Armed/Pagans'''<br />
|<gallery>File:Ai pagan common archer.png</gallery><br />
|atdm:ai_pagan_common_archer<br />
|''A humble pagan, with a bow.''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Ai pagan common armed.png</gallery><br />
|atdm:ai_pagan_common_armed<br />
|''A humble pagan, armed.''<br />
|<br />
|-<br />
|-<br />
|'''Commoners/Armed/Thieves'''<br />
|<gallery>File:Ai_burglar.png</gallery><br />
|atdm:ai_burglar<br />
|''A stealthy thief, used to breaking into places he isn't supposed to be. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai_burglar_professional.png</gallery><br />
|atdm:ai_burglar_professional<br />
|''Rarest of all, this professional thief is well trained and very well equiped. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Ai_burglar_professional_archer.png</gallery><br />
|atdm:ai_burglar_professional_archer<br />
|''Rarest of all, this professional thief is well trained and very well equiped. Uses bow in combat. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai_female_rogue.png</gallery><br />
|atdm:ai_female_rogue<br />
|''Carries a weapon and knows how to defend herself. On the criminal team. Model subject to change.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai_female_thief.png</gallery><br />
|atdm:ai_female_thief<br />
|''A professional criminal, this woman can hold her own against most men.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai_thief01.png</gallery><br />
|atdm:ai_thief01<br />
|''Good at what he does, this thief is a few steps up from a common pickpocket.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai_thief02.png</gallery><br />
|atdm:ai_thief02<br />
|''A run of the mill pickpocket. Thieves like this are a dime a dozen.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai_thief02_archer.png</gallery><br />
|atdm:ai_thief02_archer<br />
|''A generic thief with bow.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai_thief_thug.png</gallery><br />
|atdm:ai_thief_thug<br />
|''A crude ruffian who uses his muscle to get what he wants. On the 'Criminal' Team.''<br />
|<br />
|-<br />
<br />
|-<br />
|'''Commoners/Unarmed'''<br />
|<gallery>File:Ai gentleman scientist.png</gallery><br />
|atdm:ai_gentleman_scientist<br />
|''Not every inventor is a member of the Inventor's Guild. It is common for wealthy gentlemen with a little bit of curiosity to examine the mysteries of anatomy, astrology and alchemy in their spare time.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai labourer wealthy01.png</gallery><br />
|atdm:ai_labourer_wealthy01<br />
|''A well-off labourer, perhaps a master craftsmen. Carries a 50gp purse by default.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai merchant01.png</gallery><br />
|atdm:ai_merchant01<br />
|''A generic, middle-class merchant. Carries a 50gp purse by default.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai thug unarmed.png</gallery><br />
|atdm:ai_thug_unarmed<br />
|''A crude scoundrel who is a coward at heart.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai townsfolk beggar.png</gallery><br />
|atdm:ai_townsfolk_beggar<br />
|''A ragged beggar, pauper, or urban pagan. Note: By default, the beggar team is not hostile to the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai townsfolk commoner.png</gallery><br />
|atdm:ai_townsfolk_commoner<br />
|''A generic engineer/blacksmith/miner character.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai townsfolk commoner 02.png</gallery><br />
|atdm:ai_townsfolk_commoner_02<br />
|''This is a generic civilian, suitable for servants, merchants, or tradespeople.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai townsfolk engineer.png</gallery><br />
|atdm:ai_townsfolk_engineer<br />
|''A generic engineer/blacksmith/miner character.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai townsfolk female.png</gallery><br />
|atdm:ai_townsfolk_female<br />
|''A maidservant or common woman.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai townsfolk wench.png</gallery><br />
|atdm:ai_townsfolk_wench<br />
|''A generic woman.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai whore.png</gallery><br />
|atdm:ai_whore<br />
|''A woman of loose morals. On the 'Street People' team, and thus neutral to the player.''<br />
|<br />
|-<br />
|-<br />
|'''Commoners/Unarmed/Inventors'''<br />
|<gallery>File:Ai inventor scientist.png</gallery><br />
|atdm:ai_inventor_scientist<br />
|''A high-ranking member of the Inventor's Guild.''<br />
|<br />
|-<br />
|-<br />
|'''Commoners/Unarmed/Pagans'''<br />
|<gallery>File:Ai pagan common.png</gallery><br />
|atdm:ai_pagan_common<br />
|''A humble pagan.''<br />
|<br />
|-<br />
<br />
|-<br />
|'''Internal'''<br />
|N/A<br />
|atdm:ai_melee_set_base<br />
|''Base class for melee difficulty sets (Do not use).''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_knife_novice_expert<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_knife_novice_hard<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_knife_novice_normal<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_knife_skilled_expert<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_knife_skilled_hard<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_knife_skilled_normal<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_knife_trained_expert<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_knife_trained_hard<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_knife_trained_normal<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_novice_expert<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_novice_hard<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_novice_normal<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_skilled_expert<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_skilled_hard<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_skilled_normal<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_trained_expert<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_trained_hard<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_melee_set_trained_normal<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|'''Internal/Base Class'''<br />
|N/A<br />
|atdm:ai_archer_base<br />
|''Don't use. Base class for all TDM AI with projectile weapons.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_base<br />
|''Don't use. Base class for all TDM AI entities.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_humanoid<br />
|''Don't use. Base class for all TDM humanoid AI entities.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_humanoid_newskel<br />
|''Don't use. Base class for all TDM humanoid AI entities using new skeleton.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_humanoid_undead<br />
|''Don't use; base class for all undead.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_humanoid_undead_newskel<br />
|''Don't use; base class for all undead using new skeleton.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_monster_base<br />
|''Don't use. Base class for all TDM Monster AI entities.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_undead_zombie_base<br />
|''Don't use; base class for all zombies.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_steambot_base<br />
|N/A<br />
|'''Not''' for mapper use. (Probably.)<br />
|-<br />
|-<br />
|'''Internal/Trainer'''<br />
|<gallery>File:Ai trainer melee.png</gallery><br />
|atdm:ai_trainer_melee_attack<br />
|''AI melee trainer, trains player to make attacks.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee dummy base.png</gallery><br />
|atdm:ai_trainer_melee_dummy_base<br />
|''Base class for melee training dummy (do not use).''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee dummy builder guard.png</gallery><br />
|atdm:ai_trainer_melee_dummy_builder_guard<br />
|''Builder guard melee training dummy.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee dummy builder guard lesser.png</gallery><br />
|atdm:ai_trainer_melee_dummy_builder_guard_lesser<br />
|''Lesser Builder guard melee training dummy.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee dummy citywatch.png</gallery><br />
|atdm:ai_trainer_melee_dummy_citywatch<br />
|''Citywatch melee training dummy.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee dummy commoner.png</gallery><br />
|atdm:ai_trainer_melee_dummy_commoner<br />
|''Unarmored melee training dummy (uses commoner model).''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee dummy elite.png</gallery><br />
|atdm:ai_trainer_melee_dummy_elite<br />
|''Elite guard melee training dummy.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee dummy proguard.png</gallery><br />
|atdm:ai_trainer_melee_dummy_proguard<br />
|''Proguard melee training dummy.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee.png</gallery><br />
|atdm:ai_trainer_melee_fast_base<br />
|''Base class for fast AI melee trainer (do not use).''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee.png</gallery><br />
|atdm:ai_trainer_melee_feint<br />
|''AI melee trainer, trains player to make feint attacks.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee.png</gallery><br />
|atdm:ai_trainer_melee_feint_fast<br />
|''AI melee trainer, trains player to make feint attacks.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee.png</gallery><br />
|atdm:ai_trainer_melee_parry<br />
|''AI melee trainer, trains player to make parries.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee.png</gallery><br />
|atdm:ai_trainer_melee_parry_fast<br />
|''AI melee trainer, trains player to make parries.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee.png</gallery><br />
|atdm:ai_trainer_melee_parry_feint<br />
|''AI melee trainer, trains player to parry, then feint.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee.png</gallery><br />
|atdm:ai_trainer_melee_parry_feint_fast<br />
|''AI melee trainer, trains player to parry, then feint.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee.png</gallery><br />
|atdm:ai_trainer_melee_parry_riposte<br />
|''AI melee trainer, trains player to parry-riposte.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee.png</gallery><br />
|atdm:ai_trainer_melee_parry_riposte_fast<br />
|''AI melee trainer, trains player to parry-riposte.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee.png</gallery><br />
|atdm:ai_trainer_melee_slow_base<br />
|''Base class for slow AI melee trainer (do not use).''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee.png</gallery><br />
|atdm:ai_trainer_melee_stophit_evade<br />
|''AI melee trainer, trains player stophit and evade.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee.png</gallery><br />
|atdm:ai_trainer_melee_stophit_evade_fast<br />
|''AI melee trainer, trains player stophit and evade.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee.png</gallery><br />
|atdm:ai_trainer_melee_stophit_parry_feint<br />
|''AI melee trainer, trains player stophit, then parry and riposte with a feint attack.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai trainer melee.png</gallery><br />
|atdm:ai_trainer_melee_stophit_parry_riposte<br />
|''AI melee trainer, trains player stophit, then parry-riposte.''<br />
|<br />
|-<br />
<br />
|-<br />
|'''Internal/Vocal Sets'''<br />
|N/A<br />
|atdm:ai_vocal_kitchen<br />
|<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_base<br />
|''The default vocal set for AI, defines which sounds are played in the different situations.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_builder_01<br />
|''Incomplete set: contains only a builder conversation, is the same as atdm:ai_vocal_set_builder_02.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_builder_02<br />
|''Experienced; zealous; occasionaly uses archaic language; strong voice (suits builder guards).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_builder_02_priest_armed<br />
|''Experienced; zealous; occasionaly uses archaic language; strong voice (some specific lines tailored for priests).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_builder_02_priest_civilian<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_builder_03_civilian<br />
|''Strong voice, experienced, determined; archaic language; patient and somewhat monitone, talks about servitude, orthodoxy (suits builder guards, forgers, inquisitors, priests).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_builder_03_guard<br />
|''Strong voice, experienced, determined; archaic language; patient and somewhat monitone, talks about servitude, orthodoxy (suits builder guards, forgers, inquisitors, priests).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_builder_04_civilian<br />
|''Young; overzealous; slips out of archaic language sometimes; cliche scriptures, full of faith and burning with confidence, talks about doing great things. (suits builder guards, acolytes).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_builder_04_guard<br />
|''Young; overzealous; slips out of archaic language sometimes; cliche scriptures, full of faith and burning with confidence, talks about doing great things. (suits builder guards, acolytes).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_commander_armed_01<br />
|''Slight northern accent. This character is used to leading other people. He is strong, confident and used to being listened to. He talks a lot about plans and organization. Suitable for guard leaders or noblemen.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_commander_mage_01<br />
|''A strong, commandeering character, tailored to mages. Slight northern accent.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_commander_unarmed_01<br />
|''This civilian is used to leading other people. Slight northern accent. He is strong, confident and used to being listened to. He talks a lot about plans and organization. Suitable for guard leaders or noblemen.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_critic_armed_01<br />
|''A know-it all, well-spoken character, who always thinks he knows best. (Suits nobles, mages, or snooty guards.)''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_critic_inventor_armed_01<br />
|''A know-it all, well-spoken character. (suits commoners, generic guards).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_critic_inventor_unarmed_01<br />
|''A know-it all, well-spoken character. (tailored to inventors).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_critic_mage_01<br />
|''A know-it all, well-spoken character. (tailored to mages).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_critic_unarmed_01<br />
|''A know-it all, well-spoken character, who always thinks he knows best. (Suits nobles, snooty servants.)''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_cynic_armed_01<br />
|''This is a cynical, hot-tempered character who complains a lot about his job. Suits guards.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_cynic_citywatch<br />
|''This citywatch is a cynical, hot-tempered character. Complains a lot about his job.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_cynic_unarmed_01<br />
|''This civilian is a cynical, hot-tempered character who complains a lot about his job.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_drunk_citywatch_01<br />
|''A gravelly-voiced, inebriated city watch of limited intelligence.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_drunk_civilian_01<br />
|''A gravelly-voiced, inebriated character of limited intelligence.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_drunk_guard_01<br />
|''A gravelly-voiced, inebriated guard of limited intelligence.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_elemental<br />
|''Default voices/noises for elementals.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_grumbler_civilian_01<br />
|''A bored, seen-it-all character with a gravelly voice; complains a lot; uneducated; gruff, talks about his aches, pains, hunger, boredom, losing at gambling, etc (suits guards, forger, servants, commoners).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_grumbler_drunk_01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_grumbler_guard_01<br />
|''A bored, seen-it-all character with a gravelly voice; complains a lot; uneducated; gruff, talks about his aches, pains, hunger, boredom, losing at gambling, etc (suits guards, forger, servants, commoners).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_jack_beggar_01<br />
|''A generic beggar character, tends to complain.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_jack_civilian_01<br />
|''A generic character, tends to complain. (Suits generic commoners.)''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_jack_cook_01<br />
|''A generic cook character, tends to complain.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_jack_guard_01<br />
|''A generic character, tends to complain. (Suits commoners, generic guards.)''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_jack_labourer_01<br />
|''A generic labourer character, tends to complain.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_jack_merchant_01<br />
|''A generic merchant character, tends to complain.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_lady_01<br />
|''An aristocratic woman.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_lady_02<br />
|''An aristocratic woman.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_lady_armed_02<br />
|''An aristocratic woman, ready to fight.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_lady_guard_01<br />
|''An aristocratic woman, ready to fight.''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_lord_civilian_01<br />
|''Strong voice; educated; arrogant and cold; dismissive, talks about himself and his own power/money. The Lord is used to being obeyed. (suits noblemen, elite guards, mages, inventor scientists).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_lord_guard_01<br />
|''Strong voice; educated; arrogant and cold; dismissive, talks about himself and his own power/money. The Lord is used to being obeyed. (suits noblemen, elite guards, mages, inventor scientists).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_maiden_armed_01<br />
|''This is a This is a young female from the common class. She is a probably a servant or tradeswoman. She is earnest and somewhat timid and used to being ordered around by her betters.''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_maiden_mage<br />
|''This is a young female mage. She is earnest and somewhat timid.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_maiden_unarmed_01<br />
|''This is a young female from the common class. She is a probably a servant or tradeswoman. She is earnest and somewhat timid and used to being ordered around by her betters.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_moor_armed_01<br />
|''A foreign moor from the southern desert lands across the sea.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_moor_mage<br />
|''A foreign sorcerer from the southern desert lands across the sea.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_moor_unarmed_01<br />
|''This civilian is a foreign moor from the southern desert lands across the sea.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_mute<br />
|''Empty vocal set for mute character, for testing, or as basis for new set with just a few utterances.''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_pro_civilian_01<br />
|''Professional, cool; uneducated but experienced; man of few words, very aware of his surroundings, often predicts the player's behaviour; talks about doing his job well (suits guards, elite guards, mages, thieves, inventors, nobles).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_pro_guard_01<br />
|''Professional, cool; uneducated but experienced; man of few words, very aware of his surroundings, often predicts the player's behaviour; talks about doing his job well (suits guards, elite guards, mages, thieves, inventors, nobles).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_pro_trainer<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_pro_trainer_feint<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_revenant_01<br />
|''Default voices/noises for revenants.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_simpleton_civilian_01<br />
|''A simple, unintelligent character, who speaks in a slow, measured voice. He goes about his life dealing with the here and now, and doesn't think much about anything beyond what he's doing. Tends to state the obvious.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_simpleton_guard_01<br />
|''A simple, unintelligent character, who speaks in a slow, measured voice. He goes about his life dealing with the here and now, and doesn't think much about anything beyond what he's doing. Tends to state the obvious. (Suits commoners, generic guards.)''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_spider01<br />
|''Default voices/noises for spiders.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_thug_civilian_01<br />
|''Crude and crass; uneducated; violent; threatening voice, talks about gambling, bullying, whoring, and bodily functions; swears a lot (suits guards, commoners, thieves).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_thug_guard_01<br />
|''Crude and crass; uneducated; violent; threatening voice, talks about gambling, bullying, whoring, and bodily functions; swears a lot (suits guards, commoners, thieves).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_wench_barmaid_01<br />
|''A saucy barmaid.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_wench_civilian_01<br />
|''A saucy woman, unarmed.''<br />
|<br />
|- <br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_wench_guard_01<br />
|''A saucy woman, ready to fight.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_wench_soft_civilian_01<br />
|''A softer spoken woman, unarmed.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_wench_soft_guard_01<br />
|''A softer spoken woman, ready to fight.''<br />
|<br />
|- <br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_wench_whore_01<br />
|''A lady of the night, unarmed.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_werebeast_01<br />
|''Default voices/noises for werebeasts.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_vocal_set_zombie_01<br />
|''Default voices/noises for zombies.''<br />
|<br />
|-<br />
|-<br />
|'''Machines'''<br />
|<gallery>File:Ai lantern bot.png</gallery><br />
|atdm:ai_lantern_bot<br />
|N/A<br />
|Currently the only working in-game automaton.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_steambot_guard<br />
|N/A<br />
|Currently not operational in TDM.<br />
|-<br />
<br />
|-<br />
|'''Mages'''<br />
|<gallery>File:Ai archmage01.png</gallery><br />
|atdm:ai_archmage01<br />
|''A rare and powerful member of the Hermetic Order with a powerful fireball attack. Note: behaviour subject to change in a future update.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai archmage01_female.png</gallery><br />
|atdm:ai_archmage01_female<br />
|N/A<br />
|Female counterpart to the male archmage.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai mage01.png</gallery><br />
|atdm:ai_mage01<br />
|''A typical member of the Hermetic Order; relies primarily on melee attack. Note: behaviour subject to change in a future update.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai mage01_female.png</gallery><br />
|atdm:ai_mage01_female<br />
|N/A<br />
|Female counterpart to the male mage.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai sorcerer moor.png</gallery><br />
|atdm:ai_sorcerer_moor<br />
|''A foreign sorcerer from the southern lands across the sea.''<br />
|<br />
|-<br />
<br />
|-<br />
|'''Monsters/Elementals'''<br />
|<gallery>File:Ai elemental.png</gallery><br />
|atdm:ai_elemental<br />
|<br />
|[[Fire Elementals|Fire Elemental]]. Added to TDM in version 2.05.<br />
|-<br />
|-<br />
|'''Monsters/Giant Spiders'''<br />
|<gallery>File:Ai_spider.png</gallery><br />
|atdm:ai_spider<br />
|''A giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai_spider_child.png</gallery><br />
|atdm:ai_spider_child<br />
|''A very large spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai_spider_huge.png</gallery><br />
|atdm:ai_spider_huge<br />
|''A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai_spider_huge02.png</gallery><br />
|atdm:ai_spider_huge02<br />
|''A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai_spider_thin.png</gallery><br />
|atdm:ai_spider_thin<br />
|''A thinner giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.''<br />
|<br />
|-<br />
|-<br />
|'''Monsters/Shapeshifters'''<br />
|N/A<br />
|atdm:ai_monster_werebeast<br />
|''A powerful shapeshifer, able to take the form of a beast.''<br />
|Currently not operational in TDM. <br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_monster_werebeast_crawler<br />
|''A powerful shapeshifer, able to take the form of a beast, moves on all fours.''<br />
|Currently not operational in TDM. <br />
|-<br />
|-<br />
|'''Monsters/Undead'''<br />
|<gallery>File:Ai undead revenant.png</gallery><br />
|atdm:ai_undead_revenant<br />
|''The animated corpse of a Builder who was executed for the most grevious of heresies.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai undead skeleton.png</gallery><br />
|atdm:ai_undead_skeleton<br />
|''An unarmed skeleton who uses zombie animations.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai undead skeleton armed.png</gallery><br />
|atdm:ai_undead_skeleton_armed<br />
|''An old, bleached white skeleton, who carries a rusty sword.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai undead skeleton bloody.png</gallery><br />
|atdm:ai_undead_skeleton_bloody<br />
|''A fresh, bloody skeleton; uses unarmed attack.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai undead skeleton bloody armed.png</gallery><br />
|atdm:ai_undead_skeleton_bloody_armed<br />
|''A fresh, bloody skeleton, who carries a rusty sword.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai undead skeleton dirty.png</gallery><br />
|atdm:ai_undead_skeleton_dirty<br />
|''Old, dirty skeleton; uses unarmed attack.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai undead skeleton dirty armed.png</gallery><br />
|atdm:ai_undead_skeleton_dirty_armed<br />
|''Old, dirty skeleton, who carries a rusty sword.''<br />
|<br />
|-<br />
|-<br />
|'''Monsters/Undead/Spirits'''<br />
|<gallery>File:Ai builder guard ghost.png</gallery><br />
|atdm:ai_builder_guard_ghost<br />
|''Invisble shadow monster.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai revenant spirit.png</gallery><br />
|atdm:ai_revenant_spirit<br />
|''A skeletal spirit; uses default AI behaviour right now which isn't really appropriate for a ghost. Probably best used in scripted scenes.''<br />
|<br />
|-<br />
|-<br />
|'''Monsters/Undead/Zombies'''<br />
|<gallery>File:Ai undead zombie.png</gallery><br />
|atdm:ai_undead_zombie<br />
|''A walking corpse with gaping mouth.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai undead zombie alt01.png</gallery><br />
|atdm:ai_undead_zombie_alt01<br />
|''A bloodier version of the default zombie.''<br />
|<br />
|-<br />
<br />
|-<br />
|'''Nobles/Armed'''<br />
|<gallery>File:Ai nobleman02 armed.png</gallery><br />
|atdm:ai_nobleman02_armed<br />
|''An armed aristocrat.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai nobleman armed.png</gallery><br />
|atdm:ai_nobleman_armed<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|'''Nobles/Unarmed'''<br />
|<gallery>File:Ai nobleman.png</gallery><br />
|atdm:ai_nobleman<br />
|''A wealthy aristocrat.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai nobleman02 unarmed.png</gallery><br />
|atdm:ai_nobleman02_unarmed<br />
|''An unarmed aristocrat.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai noblewoman01.png</gallery><br />
|atdm:ai_noblewoman01<br />
|''A wealthy aristocratic lady.''<br />
|<br />
|-<br />
<br />
|-<br />
|'''Relations'''<br />
|TBA<br />
|atdm:team_relations<br />
|''This entity sets up the team relationships for this map, extending and/or overriding the values read from the 'atdm:team_relations_default' entityDef. This entity will remove itself right after spawn.''<br />
|<br />
|-<br />
|}<br />
<br />
''Forum member Destined was kind enough to compile [http://forums.thedarkmod.com/topic/17676-ai-stats-wiki-page/#entry388418 a numerical list of AI characters] in early 2016. It should be up to date even now.''<br />
<br />
==== "Animated Props" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|<gallery>File:Attachment point swinging.png</gallery><br />
|atdm:attachment_point_swinging<br />
|''This is a small swinging hooked ring that chains can be bound to in order to create swinging lamps, ropes, etc. use 'bindtojoint' 'lamp'.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Attachment point swinging lod.png</gallery><br />
|atdm:attachment_point_swinging_lod<br />
|''This is a small swinging hooked ring that chains can be bound to in order to create swinging lamps, ropes, etc. use 'bindtojoint' 'lamp'. This one uses LOD and will stop swinging at 500 units away by default.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Flag waving pirate.png</gallery><br />
|atdm:flag_waving_pirate<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Hanging laundry anim01.png</gallery><br />
|atdm:hanging_laundry_anim01<br />
|''Hanging laundry that moves slowly in the wind.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Hanging sheets01 anim01.png</gallery><br />
|atdm:hanging_sheets01_anim01<br />
|''Hanging ragged cloth on a rope that moves slowly in the wind.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Longbanner_anim01.png</gallery><br />
|atdm:longbanner_anim01<br />
|N/A<br />
|<br />
|-<br />
|}<br />
<br />
==== "Conversation" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|atdm:conversation_info<br />
|''Used to handle the map's conversations.''<br />
|<br />
|-<br />
|}<br />
<br />
==== "Deprecated" subfolder ====<br />
<br />
Given the name of this subfolder, the entities present in it shouldn't be used in mapping, ''at all''. We list them here only for completeness' sake.<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|TBA<br />
|atdm:a_noblewoman<br />
|''Deprecated. Do not use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:ai_thief<br />
|''Don't use. Outdated entity; retained to avoid breaking earlier maps.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''Candles/DoNotUse'''<br />
|N/A<br />
|atdm:moveable_candle2_base_sp<br />
|''Don't use, base class for all Springheel's unlit moveable candles.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle3_base_sp<br />
|''Don't use, base class for all Springheel's unlit moveable candles.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_base_sp<br />
|''Don't use, base class for all Springheel's unlit moveable candles.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_lit_candle2_base_sp<br />
|''Don't use, base class for all Springheel's lit moveable candles.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_lit_candle3_base_sp<br />
|''Don't use, base class for all Springheel's lit moveable candles.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_lit_candle_base_sp<br />
|''Don't use, base class for all Springheel's lit moveable candles.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''Candles/DoNotUse/Deprecated'''<br />
|N/A<br />
|atdm:moveable_candle_default2_unlit<br />
|''An average, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_default3_unlit<br />
|''An average, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_default_unlit<br />
|''An average, unlit candle. Can be lit by fire stims. Use lit candle set to extinguished=1 instead.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_short2_unlit<br />
|''A short, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_short3_unlit<br />
|''A short, unlit candle. Can be lit by fire stims. The '3' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_short_unlit<br />
|''A short, unlit candle. Can be lit by fire stims.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_tall2_unlit<br />
|''A tall, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_tall3_unlit<br />
|''A tall, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_tall_unlit<br />
|''A tall, unlit candle. Can be lit by fire stims.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_wide2_short_unlit<br />
|''A short, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_wide2_tall_unlit<br />
|''A tall, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_wide2_unlit<br />
|''An average, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_wide3_short_unlit<br />
|''A short, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_wide3_tall_unlit<br />
|''A tall, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_wide3_unlit<br />
|''An average, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_wide_short_unlit<br />
|''A short, wide unlit candle. Can be lit by fire stims.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_wide_tall_unlit<br />
|''A tall, wide unlit candle. Can be lit by fire stims.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_candle_wide_unlit<br />
|''An average, wide unlit candle. Can be lit by fire stims.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|}<br />
<br />
==== "Func" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|atdm:func_shooter<br />
|''An entity shooting projectiles in (regular) time intervals.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:vanishing_platform<br />
|''Create a brush, select it, then click 'Create entity' and select Info/atdm:start_platform. The platform will vanish after X seconds (default 5, adjustable with the spawnarg 'remove_delay' after the map start. If you place any item on it, link that item to the platform so it will get activated when the platform vanishes.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_aas_obstacle<br />
|''Used to dynamically block off areas from monsters. Toggles on/off when triggered.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_aas_portal<br />
|''Used to dynamically block off areas from monsters. Toggles on/off when triggered.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_activator<br />
|''Non-displayed entity used to activate triggers when it touches them. Bind to a mover to<br />
have the mover activate a triggers as it moves. When target by triggers, activating the<br />
trigger will toggle the activator on and off. Activator will disable itself when it activates a trigger.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_animate<br />
|''Object that changes animation when triggered.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_beam<br />
|''Creates a beam from origin to origin of targeted func_beam. Turns on and off when triggered. Can only target one func_beam at a time and be targeted by one func_beam.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_camera_anim<br />
|''Camera controlled by animation.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_cameraview<br />
|''Simple Camera view, apply a rotation matrix, angle or target it at a target_null.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_clipmodel<br />
|''Holder for a clip model which can be used by another entity.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_damagable<br />
|''Breakable object. Fires targets and changes shader parms and model when damaged. When damaged, shader parm 3 is set to the current time, and shader parm 7 is set to either a random number from 1 to 'numstates', or to the value in 'forcestate' if it is non-zero. If you want an invisible texture, use common/collision. Make sure you func_remove it after it is shot if it's blocking an entrance.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_damage<br />
|''Damages targeted entities when triggered.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_earthquake<br />
|''Use to trigger earthquakes. The sound shader MUST have shakes set, this allows the sound system to provide a more realistic shake based on sound.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_emitter<br />
|''Inherits from a func_static but is fixed size and shows a rotation arrow. Use it to orient particle models. Use the 'model' spawnarg to specify the particles. Trigger it to fade it in and/or out.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_explosion<br />
|''Hidden object that explodes when activated.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_forcefield<br />
|''Force field.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_fracture<br />
|''b-rep brittle fracture (Breakable glass or other material''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_fx<br />
|''Spawns a special effect when triggered.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_liquid<br />
|''Do not use directly, use atdm:water under Liquids instead! Applies liquid physics to entities.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_portal<br />
|''Use to make triggerable portals or close/open portals with distance or depending on LOD bias.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_remove<br />
|''Removes targeted entities from the game when triggered.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_securitycamera<br />
|''Security camera. Orient the camera pointing at the start location, then it will sweep from that + sweepAngle and back. Uses the following sound shadersRemoves targeted entities from the game when triggered.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_smoke<br />
|''Emits smoke via the smoke system. Set 'smoke' to the particle you want to appear. Bind it to a bone of an animation to emit smoke similar to actors. Trigger it to turn it on and off. This is not as efficient as 'func_emitter'.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_splat<br />
|''Splats a decal based on the rotation angle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_splinemover<br />
|''Entity which stores a spline path.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_spring<br />
|''Spring connecting two entities.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_static<br />
|''A brush model that just sits there, doing nothing. Can be used for conditional walls and models.<br />
When triggered, toggles between visible and hidden (see hide). Entity is non-solid when hidden.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_teleporter<br />
|''Teleports the player to its own origin and angle, when DoAction() is called on it. Use 'atdm:teleport' instead.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_waitforbutton<br />
|''When activated, waits for the player to press the fire button and then activates its targets. Targeting entity toggles it on and off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|urine_s<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|'''Movers'''<br />
|<gallery>File:Numberwheel.png</gallery><br />
|atdm:numberwheel<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Numberwheel small.png</gallery><br />
|atdm:numberwheel_small<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_bobbing<br />
|''Generic bobbing entity. It will bob on the Z axis by default.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_cameratarget<br />
|''Used to control camera view motion and camera view position motion.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_mover<br />
|''Movers are objects meant to be controlled through scripts.''<br />
|''you can't make a func_mover rotate if you give it an accel_time''<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_mover_amodel<br />
|''Mover with a model. Movers are objects meant to be controlled through scripts.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_pendulum<br />
|''Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. Pendulum frequency is a physical constant based on the length of the beam and gravity.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_plat<br />
|''Standard Quake-style platform.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_riser<br />
|''Simply rises or falls when triggered.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_rotating<br />
|''Generic rotating entity. It will rotate around the Z axis by default. Targeting entity will cause it to start or stop rotating, and, depending on 'invert_on_trigger' will cause it to reverse its direction.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_shaking<br />
|''Shaking object. Starts shaking at map start by default. Triggering entity turns it on and off.''<br />
|<br />
|-<br />
|}<br />
<br />
==== "Info" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|atdm:campaign_info<br />
|''Use this to define item limits to keep at the end of a mission.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:location_settings<br />
|''An object that changes the ambient sound and ambient light level according to what location the player is in. Can also call script functions upon entry/exit of locations. Intended to be global, for non-directional ambient sounds in an area and the global ambient_world in the map. You can set a few spawnargs as defaults on this entity, as well as others, on the 'info_location' entities.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:no_seed<br />
|''An entity that will inhibit spawning of other entities inside its own space. Place in map and link to one ore more 'atdm::seed' entity.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:savegame_admin<br />
|''Base entity to alter savegame behaviour. Only use on at a time.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:seed<br />
|''An entity that will spawn/cull other entities according to the distance to the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|info_location<br />
|''Place one of these in each door-separated area for naming the gameplay sections.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|info_locationseparator<br />
|''Touch a visportal with this to break location name flood filling without using a door.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|info_portal_base<br />
|''Base class - do not use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|info_portalsettings<br />
|''Touch a visportal with this to provide sound or other settings.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|info_portalsky<br />
|''Specifies location for portal sky. Multiple portalsky locations are supported, with one 'currently active' info_portalSky providing the view for all portal sky brushes. Triggering an info_portalSky will make it 'current', even if it didn't have a 'triggered' flag to start with.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|info_tdm_areadata<br />
|''Place this entity within a given area to set special variables in the room. Includes soundprop variables and will include AI variables in the future. This overrides data on the info_location entity. Place only one per area.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|info_tdm_objective_location<br />
|''Place this and make note of its name for use with the objectives system and location-based objectives. Each clock tick, this checks items within its bounds, and if 'objective_ent' has been set on the entity, it updates the objective system when it enters or leaves the bounds of the objective location. Set 'interval' to define the clock cycle in seconds.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|text<br />
|''Used to display debug text in a level. Set 'text' to the string you want to be visible.''<br />
|<br />
|-<br />
|}<br />
<br />
==== "Internal" subfolder ====<br />
<br />
''None of these entities are for mapper use, as they're tied to other entities in different folders.''<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|ammo_broadhead_large<br />
|''Broadhead Arrow Quiver, do not use, for debugging only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|ammo_ropearrow_large<br />
|''Rope Arrow Quiver, do not use, for debugging only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|ammo_vinearrow_large<br />
|''Vine Arrow Quiver, du not use, for debugging only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|ammo_waterarrow_large<br />
|''Water Arrow Quiver, do not use, for debugging only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:absence_marker<br />
|''Marks a spot of a missing item for the AI.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ammo_base<br />
|''Don't use. Base class for all TDM ammunition.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:blood_marker<br />
|''Marks a suspicious blood splat for the AI.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:frobable_base<br />
|''Base class for all TDM frobable items. May be used for a simple non-moving frobable which triggers its targets.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:item_key<br />
|''Don't use - base class for all TDM keys.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:mover_handle_base<br />
|''Don't use - base class for lock handles and door handles''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:player_base<br />
|''This entity defines global variables for sound propagation.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:player_thief<br />
|N/A<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:soundprop_globals<br />
|''This entity defines global variables for sound propagation.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:team_relations_default<br />
|''This entity sets up the default team relationships for this map. Don't use, instead add a 'atdm:team_relations' entity to your map.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|difficultymenu<br />
|''Default strings for the difficulty levels. Can be overridden by spawnargs in the worldspawn of the map.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|func_group<br />
|''Used to group brushes and patches together just for editor convenience. They are turned into worldspawn by DMAP. func_group entities will not spawn so don't try to set any other spawnargs.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|worldspawn<br />
|''Every map should have exactly one worldspawn.''<br />
|'''Not''' for mapper use.<br />
|-<br />
<br />
<br />
<br />
<br />
<br />
|-<br />
|'''AAS'''<br />
|N/A<br />
|aas100<br />
|''Basic properties of an 100x100x82 units big AI. Examples of this are monsters like belchers etc.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|aas32<br />
|''Basic properties of an 32x32x68 units big AI. Examples of this are humans like guards etc.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|aas48<br />
|''Basic properties of an 48x48x82 units big AI.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|aas96<br />
|''Basic properties of an 96x96x96 units big AI.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|aas_elemental<br />
|''Basic properties of a 24x24x24 flying unit, e.g. the fire elemental.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|aas_rat<br />
|''Basic properties of a 12x12x12 units big AI. An example of this is the rat.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|aas_types<br />
|''AAS define basic properties of AI, like how big they are, how high they can climb, etc.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''AI'''<br />
|<gallery>File: Ai_head01_commoner.png</gallery><br />
|atdm:ai_head01_commoner<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head01_commoner_old.png</gallery><br />
|atdm:ai_head01_commoner_old<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head01_commoner_old_strawhat.png</gallery><br />
|atdm:ai_head01_commoner_old_strawhat<br />
|''Wears a wide-brim straw hat (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head01_commoner_shaven.png</gallery><br />
|atdm:ai_head01_commoner_shaven<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head01_commoner_strawhat.png</gallery><br />
|atdm:ai_head01_commoner_strawhat<br />
|''Wears a wide-brim straw hat (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head01_commoner_woolhat.png</gallery><br />
|atdm:ai_head01_commoner_woolhat<br />
|''Wears a small red hat (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head01_commoner_woolhat_shaven.png</gallery><br />
|atdm:ai_head01_commoner_woolhat_shaven<br />
|''Wears a small red hat (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head01_old_goggles.png</gallery><br />
|atdm:ai_head01_old_goggles<br />
|'' Has a pair of inventor goggles on head.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head02_hood_brown.png</gallery><br />
|atdm:ai_head02_hood_brown<br />
|''Hood significantly reduces this character's peripheral vision.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head02_hood_dark.png</gallery><br />
|atdm:ai_head02_hood_dark<br />
|''Hood significantly reduces this character's peripheral vision.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head02_hood_green.png</gallery><br />
|atdm:ai_head02_hood_green<br />
|''Hood significantly reduces this character's peripheral vision.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai head03 citywatch.png</gallery><br />
|atdm:ai_head03_citywatch<br />
|''Beefy citywatch.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai head03 citywatch clothcoif.png</gallery><br />
|atdm:ai_head03_citywatch_clothcoif<br />
|''Wears cloth instead of chainmail.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head03 citywatch eyepatch01.png</gallery><br />
|atdm:ai_head03_citywatch_eyepatch01<br />
|''Eyepatch reduces his field of vision.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head03 citywatch poor.png</gallery><br />
|atdm:ai_head03_citywatch_poor<br />
|''Wears cloth instead of chainmail.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai head03 commoner.png</gallery><br />
|atdm:ai_head03_commoner<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head03_commoner_eyepatch.png</gallery><br />
|atdm:ai_head03_commoner_eyepatch<br />
|''Eyepatch reduces his field of vision.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai head03 guard chaincoif.png</gallery><br />
|atdm:ai_head03_guard_chaincoif<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai head03 guard clothcoif.png</gallery><br />
|atdm:ai_head03_guard_clothcoif<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai head03 guard prohelmet.png</gallery><br />
|atdm:ai_head03_guard_prohelmet<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head04 builder.png</gallery><br />
|atdm:ai_head04_builder<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head04 builder pale.png</gallery><br />
|atdm:ai_head04_builder_pale<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head04 commoner.png</gallery><br />
|atdm:ai_head04_commoner<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head04 commoner clothcoif green.png</gallery><br />
|atdm:ai_head04_commoner_clothcoif_green<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head04 guard chaincoif.png</gallery><br />
|atdm:ai_head04_guard_chaincoif<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head04 guard clothcoif.png</gallery><br />
|atdm:ai_head04_guard_clothcoif<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head04 guard prohelmet.png</gallery><br />
|atdm:ai_head04_guard_prohelmet<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head05 commoner.png</gallery><br />
|atdm:ai_head05_commoner<br />
|''Default has dark hair (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head05 commoner lighthair.png</gallery><br />
|atdm:ai_head05_commoner_lighthair<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai head05 nobleman blonde.png</gallery><br />
|atdm:ai_head05_nobleman_blonde<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head05 nobleman blonde greenhat.png</gallery><br />
|atdm:ai_head05_nobleman_blonde_greenhat<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head05 nobleman young.png</gallery><br />
|atdm:ai_head05_nobleman_young<br />
|''Has dark hair and goatee (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head05 nobleman young redhat.png</gallery><br />
|atdm:ai_head05_nobleman_young_redhat<br />
|''Has dark hair and goatee (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head06 builder.png</gallery><br />
|atdm:ai_head06_builder<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head06 commoner.png</gallery><br />
|atdm:ai_head06_commoner<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head06 commoner dark.png</gallery><br />
|atdm:ai_head06_commoner_dark<br />
|''Hair is dark coloured (skin not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head06 nobleman.png</gallery><br />
|atdm:ai_head06_nobleman<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head06 nobleman blonde.png</gallery><br />
|atdm:ai_head06_nobleman_blonde<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head06 nobleman blonde greenhat.png</gallery><br />
|atdm:ai_head06_nobleman_blonde_greenhat<br />
|''Wears a fancy cap with feather (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head06 nobleman redhat.png</gallery><br />
|atdm:ai_head06_nobleman_redhat<br />
|''Wears a fancy cap with feather (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head06 shaggy.png</gallery><br />
|atdm:ai_head06_shaggy<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head07 builder bishop young.png</gallery><br />
|atdm:ai_head07_builder_bishop_young<br />
|''Wears a tall bishop's hat (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head07 builder priest young.png</gallery><br />
|atdm:ai_head07_builder_priest_young<br />
|''Wears a priest's hat (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head07 builder priest young02 plain.png</gallery><br />
|atdm:ai_head07_builder_priest_young02_plain<br />
|''Wears a priest's hat (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head07 builder priest young plain.png</gallery><br />
|atdm:ai_head07_builder_priest_young_plain<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head08 bluehat.png</gallery><br />
|atdm:ai_head08_bluehat<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head08 commoner.png</gallery><br />
|atdm:ai_head08_commoner<br />
|''Has dark hair(skin not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head08 commoner bare.png</gallery><br />
|atdm:ai_head08_commoner_bare<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head08 commoner blonde.png</gallery><br />
|atdm:ai_head08_commoner_blonde<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head08 commoner cap.png</gallery><br />
|atdm:ai_head08_commoner_cap<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head08 greenhat.png</gallery><br />
|atdm:ai_head08_greenhat<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head08 guard.png</gallery><br />
|atdm:ai_head08_guard<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head08 helmet.png</gallery><br />
|atdm:ai_head08_helmet<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head08 pagan.png</gallery><br />
|atdm:ai_head08_pagan<br />
|''Face covered with tattoos (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head08 pagan hair.png</gallery><br />
|atdm:ai_head08_pagan_hair<br />
|''Face covered with tattoos (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head acolyte01.png</gallery><br />
|atdm:ai_head_acolyte01<br />
|''Hood reduces his peripheral vision.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head acolyte02.png</gallery><br />
|atdm:ai_head_acolyte02<br />
|''Hood reduces his peripheral vision.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_head_base<br />
|''Don't use. Is used by the code to spawn heads.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_head_base_cityhelm<br />
|''Don't use. Is used by the code to spawn heads with citywatch helmets.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_head_base_eyepatch<br />
|''Don't use. Is used by the code to spawn heads with eyepatches.''<br />
|'''Not''' for mapper use.<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File: Ai_head_baseguard_chaincoif.png</gallery><br />
|atdm:ai_head_baseguard_chaincoif<br />
|''Default guard head. Use only with AI wearing chainmail.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head_baseguard_chaincoif beard.png</gallery><br />
|atdm:ai_head_baseguard_chaincoif_beard<br />
|''Default guard head. Use only with AI wearing chainmail.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head_baseguard_chaincoif eyepatch01.png</gallery><br />
|atdm:ai_head_baseguard_chaincoif_eyepatch01<br />
|''Eyepatch reduces his field of vision.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai_head_baseguard_chaincoif goatee.png</gallery><br />
|atdm:ai_head_baseguard_chaincoif_goatee<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai head baseguard clothcoif.png</gallery><br />
|atdm:ai_head_baseguard_clothcoif<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai head baseguard clothcoif beard.png</gallery><br />
|atdm:ai_head_baseguard_clothcoif_beard<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai head baseguard clothcoif pale.png</gallery><br />
|atdm:ai_head_baseguard_clothcoif_pale<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|- <br />
|-<br />
|<br />
|<gallery>File: Ai head baseguard prohelmet.png</gallery><br />
|atdm:ai_head_baseguard_prohelmet<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai head baseguard prohelmet goatee.png</gallery><br />
|atdm:ai_head_baseguard_prohelmet_goatee<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai head baseguard prohelmet trainer.png</gallery><br />
|atdm:ai_head_baseguard_prohelmet_trainer<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai head baseguard saxonhelmet.png</gallery><br />
|atdm:ai_head_baseguard_saxonhelmet<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File: Ai head baseguard saxonhelmet goatee.png</gallery><br />
|atdm:ai_head_baseguard_saxonhelmet_goatee<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head builder bishop.png</gallery><br />
|atdm:ai_head_builder_bishop<br />
|''Has a taller hat than typical priests (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head builder priest.png</gallery><br />
|atdm:ai_head_builder_priest<br />
|''Has a hat (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head builder priest plain.png</gallery><br />
|atdm:ai_head_builder_priest_plain<br />
|''Wears a simple red cap.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head builderguard.png</gallery><br />
|atdm:ai_head_builderguard<br />
|''Default head for builder guards.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head builderguard02.png</gallery><br />
|atdm:ai_head_builderguard02<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head builderguard02_eyepatch.png</gallery><br />
|atdm:ai_head_builderguard02_eyepatch<br />
|''Eyepatch reduces his field of vision.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head builderguard_ghost.png</gallery><br />
|atdm:ai_head_builderguard_ghost<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head citywatch.png</gallery><br />
|atdm:ai_head_citywatch<br />
|''Default citywatch head, with distinctive kettle helmet.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head citywatch clothcoif.png</gallery><br />
|atdm:ai_head_citywatch_clothcoif<br />
|''Has rough helmet (not visible in editor) and wears cloth instead of chainmail.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head citywatch default goatee.png</gallery><br />
|atdm:ai_head_citywatch_default_goatee<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head citywatch default pale.png</gallery><br />
|atdm:ai_head_citywatch_default_pale<br />
|''Version with pale skin.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head citywatch eyepatch01.png</gallery><br />
|atdm:ai_head_citywatch_eyepatch01<br />
|''Eyepatch reduces his field of vision.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head citywatch poor.png</gallery><br />
|atdm:ai_head_citywatch_poor<br />
|''Helmet is made of rougher, scratched metal (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head citywatch poor eyepatch01.png</gallery><br />
|atdm:ai_head_citywatch_poor_eyepatch01<br />
|''Helmet is made of rough, dented metal (not visible in editor). Eyepatch reduces his field of vision.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head elite guard.png</gallery><br />
|atdm:ai_head_elite_guard<br />
|''His expensive helmet makes this AI immune to the blackjack.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head elite guard eyepatch.png</gallery><br />
|atdm:ai_head_elite_guard_eyepatch<br />
|''His expensive helmet makes this AI immune to the blackjack. Eyepatch reduces his field of vision.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head elite guard goatee.png</gallery><br />
|atdm:ai_head_elite_guard_goatee<br />
|''His expensive helmet makes this AI immune to the blackjack.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head elitecitywatch.png</gallery><br />
|atdm:ai_head_elitecitywatch<br />
|''His expensive helmet makes this AI immune to the blackjack.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head elitecitywatch eyepatch.png</gallery><br />
|atdm:ai_head_elitecitywatch_eyepatch<br />
|''His expensive helmet makes this AI immune to the blackjack. His eyepatch reduces his field of vision.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head eric.png</gallery><br />
|atdm:ai_head_eric<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head eric hooded.png</gallery><br />
|atdm:ai_head_eric_hooded<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head female01 hood.png</gallery><br />
|atdm:ai_head_female01_hood<br />
|''Suited for thieves or mages. Hood restricts vision.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head female01 shaggy.png</gallery><br />
|atdm:ai_head_female01_shaggy<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head female01 shaggy noblewoman.png</gallery><br />
|atdm:ai_head_female01_shaggy_noblewoman<br />
|''Neckline makes this fit noblewoman model only.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head female02 base blonde.png</gallery><br />
|atdm:ai_head_female02_base_blonde<br />
|''Fits townsfolk_female.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head female02 base brunette.png</gallery><br />
|atdm:ai_head_female02_base_brunette<br />
|''Hair uses brown skin (not visible in editor). Fits townsfolk_female.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head female02 base red.png</gallery><br />
|atdm:ai_head_female02_base_red<br />
|''Hair uses reddish skin (not visible in editor). Fits townsfolk_female.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head female02 blonde.png</gallery><br />
|atdm:ai_head_female02_blonde<br />
|'' Fits wench mesh only.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head female02 brunette.png</gallery><br />
|atdm:ai_head_female02_brunette<br />
|''Hair uses brown skin (not visible in editor). Fits wench mesh only.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head female02 ponytail red.png</gallery><br />
|atdm:ai_head_female02_ponytail_red<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head female02 red.png</gallery><br />
|atdm:ai_head_female02_red<br />
|''Hair uses reddish skin (not visible in editor). Fits wench mesh only.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head female03 shaggy.png</gallery><br />
|atdm:ai_head_female03_shaggy<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head female03 shaggy red.png</gallery><br />
|atdm:ai_head_female03_shaggy_red<br />
|''Hair uses reddish skin (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head female04.png</gallery><br />
|atdm:ai_head_female04<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head female04 noblewoman.png</gallery><br />
|atdm:ai_head_female04_noblewoman<br />
|''Neckline makes this fit noblewoman model only.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head female04 noblewoman bare.png</gallery><br />
|atdm:ai_head_female04_noblewoman_bare<br />
|''Neckline makes this fit noblewoman model only.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head forger.png</gallery><br />
|atdm:ai_head_forger<br />
|''His metal face-shield acts like a regular helmet, blocking front attacks with the blackjack.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head guard chaincoif eyepatch.png</gallery><br />
|atdm:ai_head_guard_chaincoif_eyepatch<br />
|''Eyepatch reduces his field of vision.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_head_inquisitor<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head inventor goggles.png</gallery><br />
|atdm:ai_head_inventor_goggles<br />
|''Wears inventor goggles on his nose (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head inventor goggles up.png</gallery><br />
|atdm:ai_head_inventor_goggles_up<br />
|''Wears inventor goggles on top of head (not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head moor01.png</gallery><br />
|atdm:ai_head_moor01<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head moor01 helmet.png</gallery><br />
|atdm:ai_head_moor01_helmet<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head moor01 helmet02.png</gallery><br />
|atdm:ai_head_moor01_helmet02<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head nobleman1 greenhat.png</gallery><br />
|atdm:ai_head_nobleman_greenhat<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head nobleman1 greyhair.png</gallery><br />
|atdm:ai_head_nobleman_greyhair<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head nobleman1 redhat.png</gallery><br />
|atdm:ai_head_nobleman_redhat<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head noblewoman.png</gallery><br />
|atdm:ai_head_noblewoman<br />
|''Neckline makes this fit noblewoman model only.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head noblewoman old.png</gallery><br />
|atdm:ai_head_noblewoman_old<br />
|''Neckline makes this fit noblewoman model only.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head old inventor goggles.png</gallery><br />
|atdm:ai_head_old_inventor_goggles<br />
|''Has a pair of inventor goggles on head.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head rev spirit.png</gallery><br />
|atdm:ai_head_rev_spirit<br />
|''This is a semi-transparent skull head.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head revenant.png</gallery><br />
|atdm:ai_head_revenant<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head skeleton flaming skull.png</gallery><br />
|atdm:ai_head_skeleton_flaming_skull<br />
|''This skull is surrounded by flames. Casts light and can be extinguished with water arrows.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head skeleton skull.png</gallery><br />
|atdm:ai_head_skeleton_skull<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head skeleton skull bloody.png</gallery><br />
|atdm:ai_head_skeleton_skull_bloody<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head skeleton skull dirty.png</gallery><br />
|atdm:ai_head_skeleton_skull_dirty<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head sykes.png</gallery><br />
|atdm:ai_head_sykes<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head sykes hair.png</gallery><br />
|atdm:ai_head_sykes_hair<br />
|''Hair is dark coloured (skin not visible in editor).''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head thief.png</gallery><br />
|atdm:ai_head_thief<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head thief hooded.png</gallery><br />
|atdm:ai_head_thief_hooded<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head thief player.png</gallery><br />
|atdm:ai_head_thief_player<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head wench.png</gallery><br />
|atdm:ai_head_wench<br />
|''Duplicate of atdm:ai_head_female02_blonde. Legacy to avoid breaking maps.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head wench brunette.png</gallery><br />
|atdm:ai_head_wench_brunette<br />
|''Duplicate of atdm:ai_head_female02_brunette. Legacy to avoid breaking maps.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai head wench ponytail.png</gallery><br />
|atdm:ai_head_wench_ponytail<br />
|''Duplicate of atdm:ai_head_female02_ponytail_red. Legacy to avoid breaking maps.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai headbox zombie.png</gallery><br />
|atdm:ai_headbox_zombie<br />
|''Creates a collision mesh for the head, but no visible head. Legacy only.''<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ai skull hooded.png</gallery><br />
|atdm:ai_skull_hooded<br />
|N/A<br />
|'''Not''' for direct mapper use. Select in the menu of an AI body.<br />
|-<br />
|-<br />
|'''Conversations'''<br />
|N/A<br />
|atdm:conversation_command_activatetarget<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_attackactor<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_attackentity<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_interactwithentity<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_interactwithentity<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_lookatactor<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_lookatentity<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_lookatposition<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_playanimcycle<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
<br />
<br />
<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_playanimonce<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_run_script<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_stopmove<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_talk<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_turntoactor<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_turntoentity<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_turntoposition<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_waitforactor<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_waitforallactors<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_waitseconds<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_walktoactor<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_walktoentity<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:conversation_command_walktoposition<br />
|''Don't use, editor-internal usage only.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''Difficulty'''<br />
|N/A<br />
|atdm:difficulty_settings<br />
|''Contains difficulty settings, don't create manually, let the difficulty editor handle this entity.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:difficulty_settings_default<br />
|N/A<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''Inventory'''<br />
|N/A<br />
|atdm:inv_loot_info_item<br />
|''Don't use - player inventory item.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''LOD'''<br />
|TBA<br />
|atdm:nature_cattails_base<br />
|''Basis for cattail LOD entities. Do not use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:nature_cattails_blades<br />
|''A cattail plant with only the blades. Extremely efficient and can be used to fill entire areas. Found in very wet areas, like swamps or in the water near shore lines.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''SEED'''<br />
|TBA<br />
|atdm:seed_dummy_static<br />
|N/A<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''Potion Effects'''<br />
|N/A<br />
|atdm:breath_potion<br />
|''An air potion effect, giving the player a fixed amount of air over time.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:heal_food<br />
|''A 1-point heal for food. The mapper can increase the healing by changing the heal_amount spawnarg on the food itself, which will be used to scale this effect.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:heal_generic<br />
|''A generic heal effect, healing 10 points.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:heal_potion<br />
|''A healing potion effect, healing the player a fixed amount of points over time.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|}<br />
<br />
==== "Items" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|atdm:item_base<br />
|''Don't use. The base class for items the player can pick up.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:item_book_red1<br />
|''A red Book''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:item_book_t1<br />
|''Book''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:item_paper1<br />
|''Paper''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:item_scroll1<br />
|''Scroll''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:map_base<br />
|''Don't use - base class for all map items.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''Custom'''<br />
|N/A<br />
|atdm:grabable_custom_item<br />
|''A customisable, grabable and/or pushable object. Almost any model can be selected and other displayed properties easily modified. The model must have a collision model or the map will not run. If you want it to go in the inventory use atdm:moveable_custom_item.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_custom_item<br />
|''A customisable, moveable object that can go in the inventory and optionally dropped. It can also optionally trigger a target from the inventory. Almost any model can be selected and other displayed properties easily modified. The model must have a collision model or the map will not run. Alternatively, use the 'atdm:static_custom_item' which can still be picked up but is non-droppable and does not need a collision model. For a non-inventory grabable use 'atdm:grabable_custom_item'.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:static_custom_item<br />
|''A customisable, static object that can be picked up but not dropped. Almost any model can be selected and other displayed properties easily modified. It can optionally trigger a target from the inventory. Alternatively, use the 'atdm:moveable_custom_item', which can optionally be dropped but the model must have a collision model or the map won't run.''<br />
|<br />
|-<br />
|}<br />
<br />
==== "Keys" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|atdm:froblock<br />
|''A simple pickable lock box. Unlocks and locks targetted frobmovers (doors, levers, etc.) when unlocked/locked. Bind lock handles to it to let them move during lockpicking. Use lock_pins and lock_picktype to specify the complexity of this lock.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key fancy01.png</gallery><br />
|atdm:key_fancy01<br />
|''This is a fancy key, with different skins available.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key fancy02.png</gallery><br />
|atdm:key_fancy02<br />
|''Another fancy key, with different skins available.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key mysterious.png</gallery><br />
|atdm:key_mysterious<br />
|''A mysterious, three-ringed key.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key mysterious 2.png</gallery><br />
|atdm:key_mysterious_2<br />
|''A mysterious, three-ringed key, with different teeth.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key mysterious copper.png</gallery><br />
|atdm:key_mysterious_copper<br />
|''A mysterious, three-ringed key made of copper, still new.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key mysterious copper 2.png</gallery><br />
|atdm:key_mysterious_copper_2<br />
|''A mysterious, three-ringed key made of copper, still new.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key mysterious steel.png</gallery><br />
|atdm:key_mysterious_steel<br />
|''A mysterious, three-ringed key made of gray steel.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key mysterious steel 2.png</gallery><br />
|atdm:key_mysterious_steel_2<br />
|''A mysterious, three-ringed key made of gray steel.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key mysterious tarnished.png</gallery><br />
|atdm:key_mysterious_tarnished<br />
|''A mysterious, three-ringed key made of copper, tarnished with age.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key mysterious tarnished 2.png</gallery><br />
|atdm:key_mysterious_tarnished_2<br />
|''A mysterious, three-ringed key made of copper, tarnished with age.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key ornate.png</gallery><br />
|atdm:key_ornate<br />
|''An ornate, golden key. Remember to change the name if you change the skin.<br />
''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key ornate silver.png</gallery><br />
|atdm:key_ornate_silver<br />
|''An ornate silver key. Remember to change the name if you change the skin.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key ornate skinnable.png</gallery><br />
|atdm:key_ornate_skinnable<br />
|''An ornate key with different skins.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key padlock.png</gallery><br />
|atdm:key_padlock<br />
|''A simple padlock key.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key silver jewelry box.png</gallery><br />
|atdm:key_silver_jewelry_box<br />
|''Silver jewellery box key.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key simple.png</gallery><br />
|atdm:key_simple<br />
|''A simple key, with different skins available.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key simple alabaster.png</gallery><br />
|atdm:key_simple_alabaster<br />
|''A simple alabaster key, named accordingly.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key simple brass.png</gallery><br />
|atdm:key_simple_brass<br />
|''A simple brass key, named accordingly.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key simple copper.png</gallery><br />
|atdm:key_simple_copper<br />
|''A simple copper key, named accordingly.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key simple glass.png</gallery><br />
|atdm:key_simple_glass<br />
|''A simple glass key, named accordingly.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key simple greenish.png</gallery><br />
|atdm:key_simple_greenish<br />
|''An old, greenish brass key, named accordingly.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key simple iron dark.png</gallery><br />
|atdm:key_simple_iron_dark<br />
|''A dark, rough iron key, named accordingly.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key simple old.png</gallery><br />
|atdm:key_simple_old<br />
|''An old, rusted key, named accordingly.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key simple rusty.png</gallery><br />
|atdm:key_simple_rusty<br />
|''A rusted key, named accordingly.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key simple steel.png</gallery><br />
|atdm:key_simple_steel<br />
|''An gray steel key, named accordingly.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key simple tarnished.png</gallery><br />
|atdm:key_simple_tarnished<br />
|''A simple tarnished (green copper patina) key, named accordingly.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Key strange.png</gallery><br />
|atdm:key_strange<br />
|''A strange looking key with ornamental engravings.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:keys_base<br />
|''Don't use - base class for all lootable TDM keys.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|}<br />
<br />
==== "Lights" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|atdm:ambient_world<br />
|''The main ambient light for your map, add one and drag its size to cover your entire map. Note: the name for the entity must be 'ambient_world' to make it work!''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env_hanging_lantern_round01.png</gallery><br />
|atdm:env_hanging_lantern_round01<br />
|''A swinging round light.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:relight_position<br />
|''Used for relighting lights. Place where you want the AI to stand while relighting, and link it from the light or light holder entity.''<br />
|<br />
|-<br />
<br />
|-<br />
|'''Base Entities, DoNotUse'''<br />
|N/A<br />
|atdm:fireplace_base<br />
|''Base class for campfires, bonfires and fireplaces, lit. Don't use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:fireplace_place_base<br />
|''Base class for fireplaces with grate, wood and fire. Do not use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:fireplace_unlit_base<br />
|''Base class for campfires, bonfires and fireplaces, lit. Don't use, use lit fire and set extinguished = 1.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:static_light_lit_base<br />
|''Base class for static lit light fixtures. Don't use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:static_light_unlit_base<br />
|''Base class for static unlit light fixtures. Don't use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_wall_base<br />
|''Base class for lit wall-mounted static torches. Do not use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_colorme_model<br />
|''A light that takes a colorme model (or skin) as the physical light. If targetted the light toggles on/off and the model shows lit/unlit. Move light_center to centre of physical light. No shadows by default. For shadows, set this to radius 1 1 1 and add a second normal light then toggle both.''<br />
|'''Not''' for mapper use.<br />
|-<br />
<br />
|-<br />
|<br />
|N/A<br />
|light_extinguishable<br />
|''Extinguishable light flame that is not randomly moving. Note this is to be attached to the top of a separate torch entity, because its bounds are used to determine the bounds of the torch flame, not the whole torch.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_extinguishable_moving<br />
|''Extinguishable light flame that is randomly moving. Note this is to be attached to the top of a separate torch entity, because its bounds are used to determine the bounds of the torch flame, not the whole torch.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_extinguishable_moving_unlit<br />
|''Extinguishable light flame that is randomly moving, unlit and can be relit by fire Light Sources.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_fireflames_huge<br />
|''Extinguishable flickering, very huge fire flames for use in a bonfire etc.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_fireflames_large<br />
|''Extinguishable flickering, very large fire flames for use in a bonfire etc.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_moving<br />
|''Moving light source that oscillates randomly about the origin.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_shadow<br />
|N/A<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_torchflame_new01<br />
|''Static extinguishable torch flame using more realistic flame. (Light is steady for performance reasons).''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_torchflame_new01_large<br />
|''Static extinguishable torch flame using more realistic flame. (Light is steady for performance reasons).''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_torchflame_new_unlit<br />
|''This is a torch flame that starts out extinguished, so it can be relit by the player.''<br />
|'''Not''' for mapper use.<br />
|-<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
|-<br />
|'''Cast Shadows'''<br />
|N/A<br />
|light_brazier_shadow<br />
|''A cast shadow, round with spokes radiating from the center. For placement beneath braziers or cagelights.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_candle_circle01<br />
|''A cast shadow, round. For small shadow for underneath lit candleholders.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_candle_square01<br />
|''A cast shadow. For small shadow for underneath lit candleholders.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_circle02<br />
|''A cast shadow, round. For shadow for underneath lit lamps.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_cross_shadow<br />
|''A cast shadow, cross-shaped. For placement beneath post brazier.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_cross_shadow02<br />
|''A cast shadow, cross-shaped. For placement beneath standing chandelier.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_cross_shadow03<br />
|''A cast shadow, cross-shaped. For placement beneath standing oil lamp.''<br />
|<br />
|-<br />
<br />
|-<br />
|'''Light Sources'''<br />
|N/A<br />
|atdm:light_base<br />
|''Base class for all TDM lights, extinguishable or not.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:light_flashbomb<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:light_flashmine<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_fire_arrow<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|N/A<br />
|light_gas_arrow<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_lamp_desk<br />
|''Light entity for atdm:lamp_desk.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_lamp_desk_02<br />
|''Light entity for atdm:lamp_desk.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_lamp_desk_03<br />
|''Light entity for atdm:lamp_desk.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:light_lamp_desk_cubic<br />
|''Light entity for atdm:lamp_desk.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:light_lamp_desk_unlit<br />
|''Light entity for atdm:lamp_desk.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_lantern_moving<br />
|''Moving lantern light for player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_lantern_oil_omni<br />
|''Light entity for atdm:moveable_lantern_oil_hand_lit.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_lantern_oil_omni_unlit<br />
|''Light entity for atdm:moveable_lantern_oil_hand.''<br />
|<br />
|-<br />
|-<br />
|'''Light Sources/Campfire Flames'''<br />
|N/A<br />
|light_bonfire<br />
|''Extinguishable, round fire flames for use bonfire, etc.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_brazier_large<br />
|''Extinguishable, tall fire flames with sparks for large brazier.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_brazier_large_static<br />
|''Extinguishable, tall fire flames with sparks for large brazier.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_bucketflame_small<br />
|''A small, dimmer torch flame. Light pulses but is static. For moving light, add 'inherit' 'light_extinguishable_moving' to entity.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_fireflames_black_smoking<br />
|''Extinguishable, small fire fire with blackish smoke, more smoke than flames. For use in a fireplace or campfire.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_fireflames_black_smoking_small<br />
|''Extinguishable, small fire with blackish smoke, nearly gone out, more smoke than flames. For use in a bucket fire.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_fireflames_small<br />
|''Small, round fire, suitable for small campfires or fireplaces.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_fireflames_smoking<br />
|''Extinguishable, smouldering fire (nearly gone out, more smoke than flames). For use in a fireplace or campfire.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_fireflames_smouldering<br />
|''Extinguishable, smouldering fire, almost out, just smoking. For use in a burnt-out campfire.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_fireflames_typical<br />
|''Extinguishable, round fire flames for use campfires, etc.''<br />
|<br />
|-<br />
|-<br />
|'''Light Sources/Candle Flames'''<br />
|N/A<br />
|light_candleflame<br />
|''Static extinguishable candle flame with attached glow. (Light origin does not move to simulate flickering).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_candleflame_chandelier<br />
|''Static extinguishable candle flame. (Light origin does not move to simulate flickering). For chandeleiers to reach the floor.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_candleflame_chandelier_unlit<br />
|''This is a candle flame that starts out extinguished, so it can be relit by the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_candleflame_moving<br />
|''Moving extinguishable candle flame.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_candleflame_moving_unlit<br />
|''This is a moving candle flame that starts out extinguished, so it can be relit by the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_candleflame_noglow<br />
|''Older flame, does not have glow. (Light origin does not move to simulate flickering).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_candleflame_sp<br />
|''Static extinguishable candle flame. (Light origin does not move).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_candleflame_unlit<br />
|''This is a candle flame that starts out extinguished, so it can be relit by the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_candleflame_unlit_up<br />
|''This is a candle flame that starts out extinguished, so it can be relit by the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_gasflame<br />
|''Static extinguishable gas flame with attached glow. (Light origin does not move to simulate flickering)''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_gasflame_unlit<br />
|''This is a gas flame that starts out extinguished, so it can be relit by the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_oilflame<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_oilflame_moving<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_oilflame_moving_unlit<br />
|''This is a moving oil lamp flame that starts out extinguished, so it can be relit by the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_oilflame_unlit<br />
|''This is a oil lamp flame that starts out extinguished, so it can be relit by the player.''<br />
|<br />
|-<br />
|-<br />
|'''Light Sources/Crystal Glows'''<br />
|N/A<br />
|light_crystal_glow<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_crystal_glow_orange_fast<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_crystal_glow_orange_medium<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_crystal_glow_orange_small<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_crystal_glow_red_fast<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_crystal_glow_red_medium<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_crystal_glow_red_small<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_crystal_glow_white_medium<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|N/A<br />
|light_crystal_glow_yellow_fast<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_crystal_glow_yellow_medium<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_crystal_glow_yellow_small<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|'''Light Sources/Fireplace Flames'''<br />
|N/A<br />
|light_fireflames<br />
|''Extinguishable fire flames for use in a large fireplace. Rectangular shape to fit fireplace logs.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_fireflames_nonmoving<br />
|''Extinguishable fire flames for use in a large fireplace. Rectangular shape to fit fireplace logs.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_fireflames_wide<br />
|''Extinguishable flickering wider fire flames for use in a large fireplace or big campfire, etc.''<br />
|<br />
|-<br />
|-<br />
|'''Light Sources/Mushroom Glows'''<br />
|N/A<br />
|light_mushroom_glow_blue<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_mushroom_glow_blue_dull<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_mushroom_glow_green<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_mushroom_glow_green_dull<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_mushroom_glow_red<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_mushroom_glow_red_dull<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_mushroom_glow_white<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_mushroom_glow_yellow<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_mushroom_glow_yellow_dull<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_mushrooms_glow_blue<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_mushrooms_glow_blue_dull<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|N/A<br />
|light_mushrooms_glow_green<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_mushrooms_glow_green_dull<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_mushrooms_glow_red<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_mushrooms_glow_red_dull<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_mushrooms_glow_white<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_mushrooms_glow_yellow<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_mushrooms_glow_yellow_dull<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|'''Light Sources/Torch Flames'''<br />
|N/A<br />
|light_cageflame_small<br />
|''Torch-sized flame for cage-lights, casts faint bar shadows. Light pulses but is static. For moving light, add 'inherit' 'light_extinguishable_moving' to entity.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_elemental_moving<br />
|''Flame for the elemental. Creates moving shadows.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_torchflame<br />
|''A torch flame. Light pulses but is static. For moving light, add 'inherit' 'light_extinguishable_moving' to entity. ''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_torchflame_blue<br />
|''A magical, extinguishable torch flame, moving shadows. Blue tint and bluish smoke.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_torchflame_green<br />
|''A magical, extinguishable torch flame, with moving shadows. Green tint and greenish smoke.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_torchflame_mobile<br />
|''Extinguishable torch flame. Creates moving shadows and looks good sideways.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_torchflame_moving<br />
|''Extinguishable torch flame. Creates moving shadows.''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|N/A<br />
|light_torchflame_moving_unlit<br />
|''This is a flickering torch flame that starts out extinguished, so it can be relit by the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_torchflame_orange<br />
|''A magical, extinguishable torch flame, moving shadows. Orange tint and blackish smoke.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_torchflame_small<br />
|''A small, dimmer torch flame. Light pulses but is static. For moving light, add 'inherit' 'light_extinguishable_moving' to entity.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_torchflame_small_unlit<br />
|''Base unlit light for small torch. Do not use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_torchflame_unlit<br />
|''This is a torch flame that starts out extinguished, so it can be relit by the player.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Movable/Candles'''<br />
|TBA<br />
|atdm:moveable_candle_default<br />
|''An average, lit candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_default2<br />
|''An average, lit candle. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_default3<br />
|''An average, lit candle. The '3' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_set02<br />
|''Set 'extinguished' '1' to start the candle unlit.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_short<br />
|''A short, lit candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_short2<br />
|''A short, lit candle. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_short3<br />
|''A short, lit candle. The '3' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_tall<br />
|''A tall, lit candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_tall2<br />
|''A tall, lit candle. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_tall3<br />
|''A tall, lit candle. The '3' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_wide<br />
|''An average, wide lit candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_wide2<br />
|''An average, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_wide2_short<br />
|''A short, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_wide2_tall<br />
|''A tall, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_wide3<br />
|''An average, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_wide3_short<br />
|''A short, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_wide3_tall<br />
|''A tall, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_wide_short<br />
|''A short, wide lit candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_wide_tall<br />
|''A tall, wide lit candle.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Movable/Candles/In_Holder'''<br />
|TBA<br />
|atdm:moveable_holder_round_plus_candle<br />
|''A candle holder with a lit default candle. Use skin chooser for alternate textures.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_round_plus_candle2<br />
|''A candle holder with a lit default candle. Use skin chooser for alternate textures.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_round_plus_candle3<br />
|''A candle holder with a lit default candle. Use skin chooser for alternate textures.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_round_plus_candle_short<br />
|''A candle holder with a lit short candle. Use skin chooser for alternate textures.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_round_plus_candle_short2<br />
|''A candle holder with a lit short candle. Use skin chooser for alternate textures.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_round_plus_candle_short3<br />
|''A candle holder with a lit short candle. Use skin chooser for alternate textures.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_small_plus_candle<br />
|''A candle holder with a lit default candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_small_plus_candle2<br />
|''A candle holder with a lit default candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_small_plus_candle3<br />
|''A candle holder with a lit default candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_small_plus_candle_short<br />
|''A candle holder with a lit short candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_small_plus_candle_short2<br />
|''A candle holder with a lit short candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_small_plus_candle_short3<br />
|''A candle holder with a lit short candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_tall_plus_candle<br />
|''A candle holder with a lit default candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_tall_plus_candle2<br />
|''A candle holder with a lit default candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_tall_plus_candle3<br />
|''A candle holder with a lit default candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_tall_plus_candle_short<br />
|''A candle holder with a lit short candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_tall_plus_candle_short2<br />
|''A candle holder with a lit short candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_tall_plus_candle_short3<br />
|''A candle holder with a lit short candle.''<br />
|<br />
|-<br />
<br />
<br />
|-<br />
|'''Model Lights, Movable/Candles/In_Holder/DoNotUse/Deprecated'''<br />
|TBA<br />
|atdm:moveable_holder_round_plus_candle2_unlit<br />
|''Use a regular candle and add extinguished 1 instead.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_round_plus_candle3_unlit<br />
|''Use a regular candle and add extinguished 1 instead.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_round_plus_candle_short2_unlit<br />
|''Use a regular candle and add extinguished 1 instead.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_round_plus_candle_short3_unlit<br />
|''Use a regular candle and add extinguished 1 instead.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_round_plus_candle_short_unlit<br />
|''Use a regular candle and add extinguished 1 instead.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_round_plus_candle_unlit<br />
|''Use a regular candle and add the spawnarg extinguished 1.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_small_plus_candle2_unlit<br />
|''A candle holder with an unlit default candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_small_plus_candle3_unlit<br />
|''A candle holder with an unlit default candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_small_plus_candle_short2_unlit<br />
|''A candle holder with an unlit short candle.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_small_plus_candle_short3_unlit<br />
|''A candle holder with an unlit short candle.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_small_plus_candle_short_unlit<br />
|''A candle holder with an unlit short candle.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_small_plus_candle_unlit<br />
|''A candle holder with an unlit default candle.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_tall_plus_candle2_unlit<br />
|''A candle holder with an unlit default candle.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_tall_plus_candle3_unlit<br />
|''A candle holder with an unlit default candle.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_tall_plus_candle_short2_unlit<br />
|''A candle holder with an unlit short candle.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_tall_plus_candle_short3_unlit<br />
|''A candle holder with an unlit short candle.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_tall_plus_candle_short_unlit<br />
|''A candle holder with an unlit short candle.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_holder_tall_plus_candle_unlit<br />
|''A candle holder with an unlit default candle.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''Model Lights, Movable/Candles/In_Holder/Originals'''<br />
|TBA<br />
|atdm:moveable_candle_holder_base<br />
|''Do not use, base class for combined holder+candle objects.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_base_lit<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_plus_normal_candle<br />
|''A big candle holder with an unlit normal candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_plus_normal_candle_lit<br />
|''A big candle holder with a lit normal candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_plus_skinny_medium_candle<br />
|''A candle holder with an unlit medium & skinny candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_plus_skinny_medium_candle_lit<br />
|''A candle holder with a lit short & skinny candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_plus_skinny_short_candle<br />
|''A candle holder with an unlit short & skinny candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_plus_skinny_short_candle_lit<br />
|''A candle holder with a lit short & skinny candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_plus_skinny_stub_candle<br />
|''A candle holder with an unlit skinny stub candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_plus_skinny_stub_candle_lit<br />
|''A candle holder with a lit skinny stub candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_plus_skinny_tall_candle<br />
|''A candle holder with an unlit tall & skinny candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_plus_skinny_tall_candle_lit<br />
|''A candle holder with a lit tall & skinny candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_round_base<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_round_base_lit<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_small_base<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_small_base_lit<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_small_plus_normal_candle<br />
|''A candle holder with a unlit normal candle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_holder_small_plus_normal_candle_lit<br />
|''A candle holder with a lit normal candle.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Movable/Candles/Originals'''<br />
|TBA<br />
|atdm:moveable_candle_01<br />
|''A yellowish candle stump, unlit.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_01_lit<br />
|''A lit yellowish candle stump.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_base<br />
|''Don't use, base class for all unlit moveable candles.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_original_wide<br />
|''An unlit wide candle stub. Use '_color' to color it.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_skinny_short<br />
|''An unlit short skinny candle. Use '_color' to color it.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_skinny_short_lit<br />
|''A lit tall skinny candle. Use '_color' to color it.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_skinny_stub<br />
|''An unlit skinny candle stub. Use '_color' to color it.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_skinny_stub_lit<br />
|''A lit skinny candle stub. Use '_color' to color it.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_skinny_tall<br />
|''An unlit tall skinny candle. Use '_color' to color it.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_skinny_tall_lit<br />
|''A lit tall skinny candle. Use '_color' to color it.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_wide_lit<br />
|''A lit wide candle stub. Use '_color' to color it.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_wide_stub<br />
|''An unlit wide candle. Use '_color' to color it.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_candle_wide_stub_lit<br />
|''A lit wide candle. Use '_color' to color it.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_lit_candle_base<br />
|''Don't use, base class for all lit moveable candles.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''Model Lights, Movable/Candles/Special'''<br />
|TBA<br />
|atdm:moveable_kitchen_bottle01_plus_stub_candle<br />
|''A slender, smaller bottle with a short, lit candle on top.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_kitchen_bottle02_plus_stub_candle<br />
|''A stout bottle with a short, lit candle on top.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_kitchen_bottle_plus_candle_base<br />
|''Base class for bottle+candle entities, do not use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_kitchen_wbottle01_plus_skinny_candle<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_kitchen_wbottle01_plus_stub_candle<br />
|''An high, slender wine bottle with a short, lit candle on top.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_skull2_plus_stub_candle<br />
|''Another skull with candle on top.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_skull_plus_stub_candle<br />
|''A skull with candle on top.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Movable/Candles/Special/DoNotUse/Deprecated'''<br />
|TBA<br />
|atdm:moveable_kitchen_bottle01_plus_stub_candle_unlit<br />
|''A slender, smaller bottle with a short, unlit candle on top. Can be relit by fire sources.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_kitchen_bottle02_plus_stub_candle_unlit<br />
|''A stout bottle with a short, unlit candle on top. Can be relit by fire sources.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_kitchen_wbottle01_plus_skinny_candle_unlit<br />
|''An high, slender wine bottle with a skinny, unlit candle on top. Can be lit by fire sources.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_kitchen_wbottle01_plus_stub_candle_unlit<br />
|''An high, slender wine bottle with a short, unlit candle on top. Can be lit by fire sources.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_skull2_plus_stub_candle_unlit<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_skull_plus_stub_candle_unlit<br />
|N/A<br />
|<br />
|-<br />
<br />
<br />
<br />
<br />
<br />
|-<br />
|'''Model Lights, Movable/Laboratory'''<br />
|<gallery>File:Bunsen burner.png</gallery><br />
|atdm:bunsen_burner<br />
|''Bunsen burner, extinguishable''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Movable/Lanterns'''<br />
|TBA<br />
|atdm:moveable_lantern_oil_hand02_lit<br />
|''A lit oil lantern that can be carried around and extinguished/relit by the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_lantern_oil_hand_colorme_lit<br />
|''A lit oil lantern that can be carried around and extinguished/relit by the player. Use 'set _color on light' 'R G B' to change the color of the light, and '_color' 'R G B' to change the color of the glass.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_lantern_oil_hand_lit<br />
|''A lit oil lantern that can be carried around and extinguished/relit by the player.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Movable/Natural'''<br />
|TBA<br />
|atdm:geode_moveable_lit_orange<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:geode_moveable_lit_red<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:geode_moveable_lit_yellow<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:moveable_light_crystal<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Movable/Torches'''<br />
|TBA<br />
|atdm:moveable_torch1<br />
|''A torch that can be carried around and extinguished/relit by the player.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Candles'''<br />
|TBA<br />
|atdm:sconce_2candles_rigid<br />
|''Wall sonce with 2 unlit candles and 2 independend flames. Candles can not be removed. Can be relit.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<br />
|atdm:standing_chandelier_3_candles<br />
|''Standing chandelier with 3 unlit candles and 3 independend flames. Can be relit.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Fireplaces'''<br />
|TBA<br />
|atdm:fireplace_arch<br />
|''A fireplace as a rough arch, has no backwall.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:fireplace_brick<br />
|''A fireplace build from grey bricks.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:fireplace_brick<br />
|''A fireplace build from grey bricks.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:fireplace_stone<br />
|''A fireplace build from stone.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:fireplace_wooden<br />
|''A wooden+brick fireplace.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lit_fireplace01<br />
|''Burning wood to be used inside a fireplace. Comes with attached light.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lit_fireplace01_staticflames<br />
|''Burning wood to be used inside a fireplace. Comes with attached light that pulses but does not move for better performance.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:stove_small_square<br />
|''Small square metal stove. Has door, handle, and fire attachments, is extinguishable.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Fires'''<br />
|TBA<br />
|atdm:bonfire<br />
|''Bonfire, larger than a campfire, with small flame and some white smoke.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:brazier_large01<br />
|''Large, floor mounted, lit brazier.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:brazier_post01<br />
|''Tall, floor mounted, lit brazier on a post.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:bucketfire<br />
|''A small fire inside a burnt-out bucket.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:cagelamp02<br />
|''Small, unattached cagelamp with flame, can be bound by mapper to chains or stands.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:campfire_small<br />
|''Campfire, with small flame and some white smoke.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:campfire_smoking_black<br />
|''A small campfire, nearly out with lots of with blackish smoke.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:campfire_smoking_white<br />
|''A small campfire, nearly out, with lots of whitish smoke.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:campfire_smouldering<br />
|''A small campfire that has still some heat and smoke, but no open flame and little light.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:campfire_typical<br />
|''Campfire with normal-sized flame.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:flame_stand_smouldering<br />
|''A brazier campfire that has still some heat and smoke, but no open flame.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:flamestand<br />
|''Brazier, with small flame and some white smoke.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:flamestand_smoking_black<br />
|''A brazier, small flame with lots of with blackish smoke.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_brazier<br />
|''Floor mounted, lit brazier.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Gas'''<br />
|<gallery>File:Lamp_wall_gasflame03_lit.png</gallery><br />
|atdm:lamp_wall_gasflame03_lit<br />
|''A lit wall-mounted gas lamp with an open top. Can be put out with water arrows.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Hanging'''<br />
|<gallery>File:Cagelamp02_hanging.png</gallery><br />
|atdm:cagelamp02_hanging<br />
|''Small, hanging cagelamp with flame.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Chandelier_3_candles.png</gallery><br />
|atdm:chandelier_3_candles<br />
|''Hanging chandelier with 3 candles and 3 independend flames.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Lamp_hanging02.png</gallery><br />
|atdm:lamp_hanging02<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Torch_cagelamp_hanging.png</gallery><br />
|atdm:torch_cagelamp_hanging<br />
|''A hanging cage-light.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Natural/Crystals'''<br />
|<br />
|atdm:<br />
|''''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Natural/Mushrooms'''<br />
|<br />
|atdm:<br />
|''''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Nautical'''<br />
|<gallery>File:Ship lamp lit.png</gallery><br />
|atdm:ship_lamp_lit<br />
|''Lamp for a ship, use swtich to toggle on off, or start_off=1.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Oil_Lamps'''<br />
|TBA<br />
|atdm:lamp_oil_standing_copper_lit<br />
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_oil_standing_dirtymetal_lit<br />
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_oil_standing_lit<br />
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_oil_standing_rusty_lit<br />
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_oil_wall_copper_lit<br />
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_oil_wall_dirtymetal_lit<br />
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_oil_wall_hanging_copper_lit<br />
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_oil_wall_hanging_dirtymetal_lit<br />
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_oil_wall_hanging_lit<br />
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_oil_wall_hanging_rusty_lit<br />
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_oil_wall_lit<br />
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_oil_wall_rusty_lit<br />
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Switchable'''<br />
|<gallery>File:Oil glass lamp01.png</gallery><br />
|atdm:oil_glass_lamp01<br />
|''An oil lamp that the player can toggle on/off with frob.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Switchable/Electric'''<br />
|<gallery>File:Wall sphere lit.png</gallery><br />
|atdm:wall_sphere_lit<br />
|''A wall lamp with a spherical lamp head. Can be switched on and off.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Switchable/Electric/Indoor'''<br />
|TBA<br />
|atdm:antique_chandelier_4_globes<br />
|''A lit wall-mounted electric lamp with a fancy design. Can be switched on/off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:antique_wall_light_1_globe<br />
|''A lit wall-mounted electric lamp with a fancy design. Can be switched on/off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:electric_ornate_chandelier_01<br />
|''Ornate_chandelier01 that can be switched on and off. Entity does not include actual lights; just switches skins. Lights must be added separately.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_desk<br />
|''A small desk lamp that the player can toggle on/off with frob.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_desk_03_with_switch<br />
|''A small desk lamp with a switch that the player can toggle to turn the lamp on/off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_desk_cubic<br />
|''A small desk lamp that the player can toggle on/off with frob.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_desk_steel_redshade<br />
|''A small desk lamp that the player can toggle on/off with frob.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_desk_steel_redshade<br />
|''A lit wall-mounted electric lamp with a fancy design. Can be switched on/off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_desk_steel_redshade<br />
|''A lit wall-mounted electric lamp with a fancy design, open part up. Can be switched on/off.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Switchable/Electric/Indoor/DoNotUse'''<br />
|TBA<br />
|atdm:static_electric_light_lit_quiet_base<br />
|''Base class for static lit electric light fixtures with no noise. Do not use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:static_electric_light_unlit_quiet_base<br />
|''Base class for static unlit light fixtures. Do not use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''Model Lights, Static/Switchable/Electric/Indoor/DoNotUse/Deprecated'''<br />
|TBA<br />
|atdm:lamp_desk_unlit<br />
|''A small, unlit desk lamp that the player can toggle on/off with frob.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_fancy<br />
|''An unlit wall-mounted electric lamp with a fancy design. Can be toggled on/off when linked from a switch.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_fancy_up<br />
|''An unlit wall-mounted electric lamp with a fancy design, open part up. Can be toggled on/off when linked from a switch.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''Model Lights, Static/Switchable/Electric/Outdoor'''<br />
|TBA<br />
|atdm:arc_light_lit<br />
|''Tall arc light tower. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:cagelight<br />
|''A lit wall-mounted, grill light. Replacement for Doom3 cagelight. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:cagelight_greenmetal<br />
|''A lit wall-mounted, grill light. Replacement for Doom3 cagelight. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_grill__short_lit<br />
|''A lit wall-mounted, round electric lamp with a metal grill. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_grill_lit<br />
|''A lit wall-mounted, round electric lamp with a metal grill. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_outdoor_down_lit<br />
|''An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_outdoor_down_rusty_lit<br />
|''An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_outdoor_hanging_rusty_lit<br />
|''An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_outdoor_unattached_lit<br />
|''An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_outdoor_unattached_rusty_lit<br />
|''An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_outdoor_up_lit<br />
|''An unlit wall-mounted, square electric lamp, upright, for more rich areas. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_outdoor_up_rusty_lit<br />
|''Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_shaded02_lit<br />
|''A lit wall-mounted electric lamp with a shade behind it. Can be switched on/off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_shaded_lit<br />
|''A lit wall-mounted electric lamp with a shade on top. Can be switched on/off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_shaded_lit_heavyflicker<br />
|''A lit wall-mounted electric lamp with a shade on top, that flickers strongly. Can be switched off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_square_1_lit<br />
|''An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_square_2_lit<br />
|''A lit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_square_2_lit_blue<br />
|''A lit wall-mounted, square electric lamp with spiky antenna on top, white-blue in colour. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_square_3_lit<br />
|''An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_square_3_lit_unattached<br />
|''An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_square_unattached<br />
|''An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_round_sitting_lit<br />
|''A lit standing street lamp with a round top. Can be switched on and off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_round_sitting_rusty_lit<br />
|''A lit standing street lamp with a round top. Can be switched on and off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_round_unattached_lit<br />
|''A lit standing street lamp with a round top. Can be switched on and off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_round_unattached_rusty_lit<br />
|''A lit standing street lamp with a round top. Can be switched on and off.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Switchable/Electric/Outdoor/DoNotUse'''<br />
|N/A<br />
|atdm:static_electric_light_lit_base<br />
|''Base class for static lit electric light fixtures. Do not use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:static_electric_light_nomodel_lit<br />
|''Base class for static lit electric light fixtures. Do not use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:static_electric_light_nomodel_unlit<br />
|''Base class for static lit electric light fixtures. Do not use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:static_electric_light_unlit_base<br />
|''Base class for static unlit light fixtures. Do not use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|light_arclight_sp<br />
|''particle''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|tdm_glare_lamp_sp<br />
|''particle''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''Model Lights, Static/Switchable/Electric/Outdoor/DoNotUse/Deprecated'''<br />
|TBA<br />
|atdm:lamp_electric_grill<br />
|''An unlit wall-mounted, round electric lamp with a metal grill. Can be toggled on/off when linked from a switch.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_grill_short<br />
|''An unlit wall-mounted, round electric lamp with a metal grill. Can be toggled on/off when linked from a switch.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_outdoor_down<br />
|''An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_outdoor_up<br />
|''An unlit wall-mounted, square electric lamp, upright, for more rich areas. Can be toggled on/off when linked from a switch.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_shaded<br />
|''An unlit wall-mounted electric lamp with a shade on top. Can be toggled on/off when linked from a switch.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_square_1<br />
|''An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_square_2<br />
|''An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_electric_square_3<br />
|''An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.''<br />
|'''Not''' for mapper use.<br />
|-<br />
<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_double<br />
|''An unlit standing street lamp with two lamp heads. Can be switched on and off.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_round<br />
|''An unlit standing street lamp with a round top. Can be switched on and off.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_sphere<br />
|''An unlit standing street lamp with a spherical lamp head. Can be switched on and off.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_spot<br />
|''An unlit standing street lamp with a shade on top, creating a square light spot. Can be switched on and off.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_square<br />
|''An unlit standing street lamp with a square top. Can be switched on and off.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_square_01<br />
|''An unlit standing street lamp with a square top. Can be switched on and off.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''Model Lights, Static/Switchable/Gas'''<br />
|TBA<br />
|atdm:lamp_gaslight_lit<br />
|''A lit wall-mounted gas lamp with an open top. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_wall_gaslight_02_lit<br />
|''A lit wall-mounted gas lamp with an open top. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_wall_gaslight_03_lit<br />
|''A lit wall-mounted gas lamp with an open top. Can be toggled on/off when linked from a switch.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Switchable/Gas''' '''''unnamed folder'''''<br />
|TBA<br />
|atdm:lamp_wall_gasflame03_lit<br />
|''An unlit wall-mounted gas lamp with an open top.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Switchable/Gas/DoNotUse/Deprecated'''<br />
|TBA<br />
|atdm:lamp_wall_gaslight02<br />
|''An unlit wall-mounted gas lamp with an open top. Can be toggled on/off when linked from a switch.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:lamp_wall_gaslight03<br />
|''An unlit wall-mounted gas lamp with an open top. Can be toggled on/off when linked from a switch.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''Model Lights, Static/Torches'''<br />
|TBA<br />
|atdm:flamestand_standing_lit<br />
|''A lit torch that is to be stuck in the ground.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_cagelamp<br />
|''An unmounted lit gothic torch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_gothic02_wall<br />
|''A wall-mounted, large gothic torch with a large flame.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_gothic02_wall_unlit<br />
|''A wall-mounted gothic, unlit torch. A can be re-lit by fire-stims.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_gothic_static<br />
|''An unlit gtorch that can be attached to wall brackets, statues, etc.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_gothic_static_lit<br />
|''A lit torch that can be attached to wall brackets, statues, etc.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_gothic_wall<br />
|''A wall-mounted lit gothic torch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_gothic_wall_lit<br />
|''A wall-mounted gothic, unlit torch. A can be re-lit by fire-stims.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_metal_static<br />
|''A wall-mounted lit gothic torch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_metal_static_lit<br />
|''A wall-mounted gothic, unlit torch. A can be re-lit by fire-stims.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_metal_wall<br />
|''A wall-mounted lit metal torch''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_metal_wall_unlit<br />
|''A wall-mounted metal, unlit torch. A can be re-lit by fire-stims.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_standing_lit<br />
|''A lit torch that is to be stuck in the ground.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_static<br />
|''An unlit torch that can be attached to wall brackets, statues, etc.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_static_lit<br />
|''A lit torch that can be attached to wall brackets, statues, etc.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_wall<br />
|''A wall-mounted lit torch''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:torch_wall_unlit<br />
|''A wall-mounted unlit torch. A can be re-lit by fire-stims.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Switchable/Streetlamps'''<br />
|TBA<br />
|atdm:streetlamp_round_02_lit<br />
|''A lit standing street lamp with a round top. Can be switched on and off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_round_02_rusty_lit<br />
|''A lit standing street lamp with a round top. Can be switched on and off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_round_lit<br />
|''A lit standing street lamp with a round top. Can be switched on and off.''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_round_rusty_lit<br />
|''A lit standing street lamp with a round top. Can be switched on and off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_square_lit<br />
|''A lit standing street lamp with a square top. Can be switched on and off.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Switchable/Streetlamps/Electric'''<br />
|TBA<br />
|atdm:streetlamp_double_lit<br />
|''A lit standing street lamp with two lamp heads. Can be switched on and off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_sphere_lit<br />
|''A lit standing street lamp with a spherical lamp head. Can be switched on and off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_spot_lit<br />
|''A lit standing street lamp with a shade on top, creating a square light spot. Can be switched on and off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:streetlamp_square_01_lit<br />
|''A lit standing street lamp with a square top. Can be switched on and off.''<br />
|<br />
|-<br />
|-<br />
|'''Model Lights, Static/Torches/Statue'''<br />
|TBA<br />
|atdm:statue_with_gothic_torch_left<br />
|''A skinnable stone statue, with a static, lit gothic torch in the left hand.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:statue_with_gothic_torch_right<br />
|''A skinnable stone statue, with a static, lit gothic torch in the right hand.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:statue_with_metal_torch_left<br />
|''A skinnable stone statue, with a static, lit metal torch in the left hand.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:statue_with_metal_torch_right<br />
|''A skinnable stone statue, with a static, lit metal torch in the right hand.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:statue_with_torch_left<br />
|''A skinnable stone statue, with a static, lit torch in the left hand.''<br />
|<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:statue_with_torch_right<br />
|''A skinnable stone statue, with a static, lit torch in the right hand.''<br />
|<br />
|-<br />
|-<br />
|'''Sources'''<br />
|N/A<br />
|light<br />
|''Generic light source. If health is set, light becomes breakable and turns off when shot.''<br />
|<br />
|-<br />
|}<br />
<br />
==== "Liquids" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|atdm:liquid<br />
|''Base class for water bodies, do not use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:liquid_water<br />
|''Normal clear water, extinguishes fire.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:liquid_water_murky<br />
|''Normal murky water, extinguishes fire.''<br />
|<br />
|-<br />
|}<br />
<br />
==== "LOD" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
<br />
|-<br />
|'''kitchen'''<br />
|<gallery>File:Jug01.png</gallery><br />
|atdm:jug01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Wine bottle02 standing01.png</gallery><br />
|atdm:wine_bottle02_standing01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Wine bottle02 standing02.png</gallery><br />
|atdm:wine_bottle02_standing02<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Wine bottles stack01.png</gallery><br />
|atdm:wine_bottles_stack01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Wine crate02 full.png</gallery><br />
|atdm:wine_crate02_full<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|'''mechanical'''<br />
|<gallery>File:Arc transformer 001 cage.png</gallery><br />
|atdm:arc_transformer_001_cage<br />
|''Arc_transformer_001_cage model with LOD stages.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Boiler01.png</gallery><br />
|atdm:boiler01<br />
|''Boiler01 model with LOD stages.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Boiler02.png</gallery><br />
|atdm:boiler02<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Electrical transmitter tower01.png</gallery><br />
|atdm:electrical_transmitter_tower01<br />
|''Electrical_transmitter_tower01 model with LOD stages.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Pull chain01 long.png</gallery><br />
|atdm:pull_chain01_long<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|'''misc'''<br />
|<gallery>File:Market stall fancy01.png</gallery><br />
|atdm:market_stall_fancy01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|'''wearables'''<br />
|<gallery>File:Folded cloth01.png</gallery><br />
|atdm:folded_cloth01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Folded cloth02.png</gallery><br />
|atdm:folded_cloth02<br />
|N/A<br />
|<br />
|-<br />
|}<br />
<br />
==== "Loot" subfolder ====<br />
<br />
''Some images of the loot entities are depicted covered to a large extent with a green collision mesh. This is typical while viewing them in DarkRadiant. Due to this, some of the entity images also show their wireframes, for easier identification.''<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|'''Moveable'''<br />
|<gallery>File:Moveable_loot_amethyst.png</gallery><br />
|atdm:moveable_loot_amethyst<br />
|''amethyst''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_loot_base<br />
|''Don't use. Base class for loot that is moveable.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_bottle.png</gallery><br />
|atdm:moveable_loot_bottle<br />
|''expensive antique bottle''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_bowl_small.png</gallery><br />
|atdm:moveable_loot_bowl_small<br />
|''small silver bowl''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_candlestick.png</gallery><br />
|atdm:moveable_loot_candlestick<br />
|''ornate candlestick''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_chalice.png</gallery><br />
|atdm:moveable_loot_chalice<br />
|''ornate chalice''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_coin.png</gallery><br />
|atdm:moveable_loot_coin<br />
|''gold coin''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_dagger_gold.png</gallery><br />
|atdm:moveable_loot_dagger_gold<br />
|''Ornate dagger''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_diamond.png</gallery><br />
|atdm:moveable_loot_diamond<br />
|''diamond''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_diamond_small.png</gallery><br />
|atdm:moveable_loot_diamond_small<br />
|''small diamond''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_emerald.png</gallery><br />
|atdm:moveable_loot_emerald<br />
|''emerald''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_exotic_crown01.png</gallery><br />
|atdm:moveable_loot_exotic_crown01<br />
|''crown''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_goblet.png</gallery><br />
|atdm:moveable_loot_goblet<br />
|''fancy goblet''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_goblet_old.png</gallery><br />
|atdm:moveable_loot_goblet_old<br />
|''fancy old goblet''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_gold_creamer.png</gallery><br />
|atdm:moveable_loot_gold_creamer<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_gold_decanter.png</gallery><br />
|atdm:moveable_loot_gold_decanter<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_gold_sugarcup.png</gallery><br />
|atdm:moveable_loot_gold_sugarcup<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_gold_teapot.png</gallery><br />
|atdm:moveable_loot_gold_teapot<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_hairbrush_gold.png</gallery><br />
|atdm:moveable_loot_hairbrush_gold<br />
|''A golden hairbrush.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_ingot_large.png</gallery><br />
|atdm:moveable_loot_ingot_large<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_ingot_medium.png</gallery><br />
|atdm:moveable_loot_ingot_medium<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_ingot_small.png</gallery><br />
|atdm:moveable_loot_ingot_small<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_ingot_tiny.png</gallery><br />
|atdm:moveable_loot_ingot_tiny<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Moveable loot jewellery bracelet 01.png</gallery><br />
|atdm:moveable_loot_jewellery_bracelet_01<br />
|''a jewelled bracelet''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_opal.png</gallery><br />
|atdm:moveable_loot_opal<br />
|''opal''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_opal_teardrop.png</gallery><br />
|atdm:moveable_loot_opal_teardrop<br />
|''teardop shaped opal''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_plate.png</gallery><br />
|atdm:moveable_loot_plate<br />
|''gold plate''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_plate_old.png</gallery><br />
|atdm:moveable_loot_plate_old<br />
|''gold plate''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_purse.png</gallery><br />
|atdm:moveable_loot_purse<br />
|''purse''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_loot_purse_base<br />
|''Don't use. Base class for moveable purses.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_purse_belt.png</gallery><br />
|atdm:moveable_loot_purse_belt<br />
|''belt purse''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_purse_layingdown.png</gallery><br />
|atdm:moveable_loot_purse_layingdown<br />
|''purse laying down''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_religious_symbol.png</gallery><br />
|atdm:moveable_loot_religious_symbol<br />
|''religious symbol''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_religious_symbol_small.png</gallery><br />
|atdm:moveable_loot_religious_symbol_small<br />
|''small religious symbol''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_ring_copper_skull.png</gallery><br />
|atdm:moveable_loot_ring_copper_skull<br />
|''amethyst and copper skull ring''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_ring_diamond.png</gallery><br />
|atdm:moveable_loot_ring_diamond<br />
|''diamond ring''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable loot ring gem.png</gallery><br />
|atdm:moveable_loot_ring_gem<br />
|''gem ring''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_ring_gold_amethyst.png</gallery><br />
|atdm:moveable_loot_ring_gold_amethyst<br />
|''fancy gold amethyst ring''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_ring_gold_emerald.png</gallery><br />
|atdm:moveable_loot_ring_gold_emerald<br />
|''fancy gold emerald ring''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_ring_gold_skull.png</gallery><br />
|atdm:moveable_loot_ring_gold_skull<br />
|''ruby and gold skull ring''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_ring_gold_topaz.png</gallery><br />
|atdm:moveable_loot_ring_gold_topaz<br />
|''fancy gold violet topaz ring''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_ring_ruby.png</gallery><br />
|atdm:moveable_loot_ring_ruby<br />
|''ruby ring''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_ring_silver skull.png</gallery><br />
|atdm:moveable_loot_ring_silver_skull<br />
|''emerald and silver skull ring''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_ruby.png</gallery><br />
|atdm:moveable_loot_ruby<br />
|''ruby''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_scepter.png</gallery><br />
|atdm:moveable_loot_scepter<br />
|''jeweled scepter''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_skull_gold.png</gallery><br />
|atdm:moveable_loot_skull_gold<br />
|''gold skull''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_spyglass_fancy.png</gallery><br />
|atdm:moveable_loot_spyglass_fancy<br />
|''fancy spyglass''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_statue.png</gallery><br />
|atdm:moveable_loot_statue<br />
|''gold statue''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_statue_lion.png</gallery><br />
|atdm:moveable_loot_statue_lion<br />
|''gold lion''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_topaz.png</gallery><br />
|atdm:moveable_loot_topaz<br />
|''violet topaz''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_tourmaline.png</gallery><br />
|atdm:moveable_loot_tourmaline<br />
|''large tourmaline''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_trophy.png</gallery><br />
|atdm:moveable_loot_trophy<br />
|''gold trophy''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_trophy_old.png</gallery><br />
|atdm:moveable_loot_trophy_old<br />
|''old gold trophy''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_vase.png</gallery><br />
|atdm:moveable_loot_vase<br />
|''gold vase''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_vase_old.png</gallery><br />
|atdm:moveable_loot_vase_old<br />
|''old gold vase''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable_loot_wine_glass.png</gallery><br />
|atdm:moveable_loot_wine_glass<br />
|''fancy wine glass''<br />
|<br />
|-<br />
<br />
|-<br />
|'''Static'''<br />
|<gallery>File:Loot lionhead amulet.png</gallery><br />
|atdm:lionhead_amulet<br />
|''amulet''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot amulet.png</gallery><br />
|atdm:loot_amulet<br />
|''amulet''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot amulet02.png</gallery><br />
|atdm:loot_amulet02<br />
|''amulet''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot amulet wearable.png</gallery><br />
|atdm:loot_amulet_wearable<br />
|''wearable amulet''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:loot_base<br />
|''Don't use. Base class for loot that is static, e.g. it just sits there until it is frobbed.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot broach.png</gallery><br />
|atdm:loot_broach<br />
|''wearable broach''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot coin single.png</gallery><br />
|atdm:loot_coin_single<br />
|''a gold coin''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot coins pile01.png</gallery><br />
|atdm:loot_coins_pile01<br />
|''large gold coin pile''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot coinstack medium.png</gallery><br />
|atdm:loot_coinstack_medium<br />
|''medium sized gold coin stack''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot coinstack medium silver.png</gallery><br />
|atdm:loot_coinstack_medium_silver<br />
|''medium sized silver coin stack''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot coinstack small.png</gallery><br />
|atdm:loot_coinstack_small<br />
|''small gold coin stack''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot coinstack small silver.png</gallery><br />
|atdm:loot_coinstack_small_silver<br />
|''small silver coin stack''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot coinstack tall.png</gallery><br />
|atdm:loot_coinstack_tall<br />
|''large gold coin stack''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot coinstack tall silver.png</gallery><br />
|atdm:loot_coinstack_tall_silver<br />
|''large silver coin stack''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot dagger gold.png</gallery><br />
|atdm:loot_dagger_gold<br />
|''Ornate dagger; static.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot diamond oval.png</gallery><br />
|atdm:loot_diamond_oval<br />
|''small oval diamond''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot diamond round.png</gallery><br />
|atdm:loot_diamond_round<br />
|''small round diamond''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot diamond teardrop.png</gallery><br />
|atdm:loot_diamond_teardrop<br />
|''small teardrop shapped diamond''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot necklace emeralds.png</gallery><br />
|atdm:loot_necklace_emeralds<br />
|''golden necklace with emeralds''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot necklace golden diamonds.png</gallery><br />
|atdm:loot_necklace_golden_diamonds<br />
|''golden necklace with diamonds''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot nugget gold.png</gallery><br />
|atdm:loot_nugget_gold<br />
|''small gold nugget''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot painting.png</gallery><br />
|atdm:loot_painting<br />
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot painting large.png</gallery><br />
|atdm:loot_painting_large<br />
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot painting medium.png</gallery><br />
|atdm:loot_painting_medium<br />
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot painting miniature desktop horizontal.png</gallery><br />
|atdm:loot_painting_miniature_desktop_horizontal<br />
|''Minature painting.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot painting miniature desktop vertical.png</gallery><br />
|atdm:loot_painting_miniature_desktop_vertical<br />
|''Minature painting.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot painting miniature wall.png</gallery><br />
|atdm:loot_painting_miniature_wall<br />
|''Minature painting.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot painting round.png</gallery><br />
|atdm:loot_painting_round<br />
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot painting round small.png</gallery><br />
|atdm:loot_painting_round_small<br />
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot painting small.png</gallery><br />
|atdm:loot_painting_small<br />
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot purse amethyst.png</gallery><br />
|atdm:loot_purse_amethyst<br />
|''spilled purse with amethyst''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:loot_purse_base<br />
|''Don't use. Base class for purses.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot purse diamonds.png</gallery><br />
|atdm:loot_purse_diamonds<br />
|''spilled purse with diamonds''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot purse emeralds.png</gallery><br />
|atdm:loot_purse_emeralds<br />
|''spilled purse with emeralds''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot purse gems.png</gallery><br />
|atdm:loot_purse_gems<br />
|''spilled purse with multicolor gems''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot purse opals.png</gallery><br />
|atdm:loot_purse_opals<br />
|''spilled purse with opals''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot purse topaz.png</gallery><br />
|atdm:loot_purse_topaz<br />
|''spilled purse with violet topaz''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot spilt purse.png</gallery><br />
|atdm:loot_spilt_purse<br />
|''Loot item: Purse, spilled''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Loot spilt purse silver.png</gallery><br />
|atdm:loot_spilt_purse_silver<br />
|''Loot item: Purse, spilled silver''<br />
|<br />
|-<br />
|}<br />
<br />
==== "Moveables" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|<gallery>File:Mossblob patch.png</gallery><br />
|atdm:mossblob_patch<br />
|''Patch of moss.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mossblob patch wet.png</gallery><br />
|atdm:mossblob_patch_wet<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|'''Barrels'''<br />
|<gallery>File:Moveable barrel 01.png</gallery><br />
|atdm:moveable_barrel_01<br />
|''Barrel can be pushed but not lifted.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_barrel_base<br />
|''Don't use. Base class for all TDM barrel-like moveables.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable barrell med.png</gallery><br />
|atdm:moveable_barrell_med<br />
|''Open barrel; can be pushed (barely) but not lifted.''<br />
|<br />
|-<br />
|-<br />
|'''Containers'''<br />
|<gallery>File:Moveable basket straw.png</gallery><br />
|atdm:moveable_basket_straw<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable basket straw small.png</gallery><br />
|atdm:moveable_basket_straw_small<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable bucket metal.png</gallery><br />
|atdm:moveable_bucket_metal<br />
|''So you can kick the bucket.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable bucket wood.png</gallery><br />
|atdm:moveable_bucket_wood<br />
|''So you can kick the bucket.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable crate01.png</gallery><br />
|atdm:moveable_crate01<br />
|''A medium-sized moveable crate.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable crate02.png</gallery><br />
|atdm:moveable_crate02<br />
|''A huge moveable crate.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable crate03.png</gallery><br />
|atdm:moveable_crate03<br />
|''A small-sized moveable crate.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable package cube.png</gallery><br />
|atdm:moveable_package_cube<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable package medium.png</gallery><br />
|atdm:moveable_package_medium<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable package small.png</gallery><br />
|atdm:moveable_package_small<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|'''Dungeon'''<br />
|<gallery>File:Moveable ball spiked.png</gallery><br />
|atdm:moveable_ball_spiked<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable ball spiked large.png</gallery><br />
|atdm:moveable_ball_spiked_large<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|'''Food'''<br />
|<gallery>File:Moveable carrott stub.png</gallery><br />
|atdm:moveable_carrott_stub<br />
|N/A<br />
|<br />
|-<br />
|<br />
|<gallery>File:Moveable food apple.png</gallery><br />
|atdm:moveable_food_apple<br />
|''An apple a day keeps a doctor away. Two apples a day keep two doctors away. See under Moveables/Junk for apple core. This food heals 1 HP when eaten.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_food_base<br />
|''Don't use. Base class for all TDM moveable food.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable food bread.png</gallery><br />
|atdm:moveable_food_bread<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable food carrot.png</gallery><br />
|atdm:moveable_food_carrot<br />
|''Carrot for a corny joke? This food heals 1 HP when eaten.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable food cheese wedge.png</gallery><br />
|atdm:moveable_food_cheese_wedge<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable food cheese wheel.png</gallery><br />
|atdm:moveable_food_cheese_wheel<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable food fish bluefish.png</gallery><br />
|atdm:moveable_food_fish_bluefish<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Moveable food fish mackerel.png</gallery><br />
|atdm:moveable_food_fish_mackerel<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_food_healthy_base<br />
|N/A<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable food muffin.png</gallery><br />
|atdm:moveable_food_muffin<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable food pear.png</gallery><br />
|atdm:moveable_food_pear<br />
|''This food heals 1 HP when eaten.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable food pumpkin01.png</gallery><br />
|atdm:moveable_food_pumpkin01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable food pumpkin02.png</gallery><br />
|atdm:moveable_food_pumpkin02<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable food turnip.png</gallery><br />
|atdm:moveable_food_pumpkin02<br />
|''Tels wanted edible carrots and a turnip. This food heals 1 HP when eaten.''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Moveable junk apple core.png</gallery><br />
|atdm:moveable_junk_apple_core<br />
|''Eaten apple.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable junk boomshroom flinder.png</gallery><br />
|atdm:moveable_junk_boomshroom_flinder<br />
|''Flinder for exploding mushroom.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable junk turnip stub.png</gallery><br />
|atdm:moveable_junk_turnip_stub<br />
|''Eaten turnip.''<br />
|<br />
|-<br />
|-<br />
|'''Food/Random'''<br />
|<gallery>File:Moveable food apple random skin.png</gallery><br />
|atdm:moveable_food_apple_random_skin<br />
|''An apple with random skin (red/green/brown/yellow).''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable food pear random skin.png</gallery><br />
|atdm:moveable_food_pear_random_skin<br />
|''A pear with random skin (red/green/brown/yellow).''<br />
|<br />
|-<br />
<br />
|-<br />
|'''Furniture'''<br />
|<gallery>File:Moveable chair arm 1 beige.png</gallery><br />
|atdm:moveable_chair_arm_1_beige<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable chair arm 1 green.png</gallery><br />
|atdm:moveable_chair_arm_1_green<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable chair arm 1 red.png</gallery><br />
|atdm:moveable_chair_arm_1_red<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable chair dining 1 red.png</gallery><br />
|atdm:moveable_chair_dining_1_red<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable chair dining 2 red.png</gallery><br />
|atdm:moveable_chair_dining_2_red<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable chair rustic.png</gallery><br />
|atdm:moveable_chair_rustic<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable chair simple01.png</gallery><br />
|atdm:moveable_chair_simple01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable chair triangular.png</gallery><br />
|atdm:moveable_chair_triangular<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable chair wood 1.png</gallery><br />
|atdm:moveable_chair_wood_1<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable coffeetable.png</gallery><br />
|atdm:moveable_coffeetable<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable endtable square.png</gallery><br />
|atdm:moveable_endtable_square<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_furniture_base<br />
|''Don't use. Base class for all TDM furniture moveables.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_furniture_heavy_base<br />
|N/A<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable stool padded.png</gallery><br />
|atdm:moveable_stool_padded<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Moveable stool piano.png</gallery><br />
|atdm:moveable_stool_piano<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable stool rough.png</gallery><br />
|atdm:moveable_stool_rough<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable stool round.png</gallery><br />
|atdm:moveable_stool_round<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable stool square.png</gallery><br />
|atdm:moveable_stool_square<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|'''Games'''<br />
|<gallery>File:Moveable carrott stub.png</gallery><br />
|atdm:moveable_carrott_stub<br />
|N/A<br />
|<br />
|-<br />
|<br />
|<gallery>File:Moveable food apple.png</gallery><br />
|atdm:moveable_food_apple<br />
|''An apple a day keeps a doctor away. Two apples a day keep two doctors away. See under Moveables/Junk for apple core. This food heals 1 HP when eaten.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_food_base<br />
|''Don't use. Base class for all TDM moveable food.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable food bread.png</gallery><br />
|atdm:moveable_food_bread<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable food carrot.png</gallery><br />
|atdm:moveable_food_carrot<br />
|''Carrot for a corny joke? This food heals 1 HP when eaten.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable food cheese wedge.png</gallery><br />
|atdm:moveable_food_cheese_wedge<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|'''Hangers'''<br />
|<gallery>File:Moveable coatrack.png</gallery><br />
|atdm:moveable_coatrack<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_hanger_base<br />
|''Don't use. Base class for all TDM hanger moveables.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable ironsignmount.png</gallery><br />
|atdm:moveable_ironsignmount<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|'''Heavy Objects'''<br />
|N/A<br />
|atdm:moveable_heavy_base<br />
|'''Don't use. Base class for all heavy (non-frob, push only) TDM moveables.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable junk stoup broken.png</gallery><br />
|atdm:moveable_junk_stoup_broken<br />
|''A broken stoup.''<br />
|<br />
|-<br />
<br />
|-<br />
|'''Household'''<br />
|<gallery>File:Moveable bellows.png</gallery><br />
|atdm:moveable_bellows<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable broom 01.png</gallery><br />
|atdm:moveable_broom_01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable broomstick.png</gallery><br />
|atdm:moveable_broomstick<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable washboard.png</gallery><br />
|atdm:moveable_washboard<br />
|N/A<br />
|<br />
|-<br />
<br />
<br />
|-<br />
|'''Household'''<br />
|<gallery>File:Moveable flask 1.png</gallery><br />
|atdm:moveable_flask_1<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable flask 2.png</gallery><br />
|atdm:moveable_flask_2<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|'''Musical'''<br />
|<gallery>File:Moveable lute01.png</gallery><br />
|atdm:moveable_lute01<br />
|''A lute.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:moveable_musical_base<br />
|''Don't use. Base class for all TDM musical moveables.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable pan pipes01.png</gallery><br />
|atdm:moveable_pan_pipes01<br />
|''Just pan pipes.''<br />
|<br />
|-<br />
<br />
|-<br />
|'''Nautical'''<br />
|<gallery>File:Moveable boat2.png</gallery><br />
|atdm:moveable_boat2<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable cannonball.png</gallery><br />
|atdm:moveable_cannonball<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable oar.png</gallery><br />
|atdm:moveable_oar<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|'''Player_tools'''<br />
|<gallery>File:Moveable flashbomb.png</gallery><br />
|atdm:moveable_flashbomb<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Moveable gasmine.png</gallery><br />
|atdm:moveable_gasmine<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable mine.png</gallery><br />
|atdm:moveable_mine<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Moveable spyglass.png</gallery><br />
|atdm:moveable_spyglass<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable spyglass closed.png</gallery><br />
|atdm:moveable_spyglass_closed<br />
|''A small red book.''<br />
|<br />
|-<br />
<br />
|-<br />
|'''Readables'''<br />
|<gallery>File:Moveable book red1.png</gallery><br />
|atdm:moveable_book_red1<br />
|''A smaller red book.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable book red1 small.png</gallery><br />
|atdm:moveable_book_red1_small<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable book sp1.png</gallery><br />
|atdm:moveable_book_sp1<br />
|''tdm_book_large''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable book tome.png</gallery><br />
|atdm:moveable_book_tome<br />
|''A heavy, huge tome.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable book t1.png</gallery><br />
|atdm:moveable_book_t1<br />
|''tdm_book_large''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable paper2.png</gallery><br />
|atdm:moveable_paper2<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable paper3.png</gallery><br />
|atdm:moveable_paper3<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable scroll rolled up.png</gallery><br />
|atdm:moveable_scroll rolled up<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable scroll rolled up large.png</gallery><br />
|atdm:moveable_scroll_rolled_up_large<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable scroll tied up.png</gallery><br />
|atdm:moveable_scroll_tied_up<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Moveable scroll tied up large.png</gallery><br />
|atdm:moveable_scroll_tied_up_large<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|'''Tools'''<br />
|<gallery>File:Moveable spade square.png</gallery><br />
|atdm:moveable_spade_square<br />
|N/A<br />
|<br />
|-<br />
|}<br />
<br />
==== "Movers" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|<gallery>File:Combination lock.png</gallery><br />
|atdm:combination_lock<br />
|''A combination lock entity that the player can manipulate with the mousewheel. Target it at the entity (generally a door) that you want it to unlock. Set the combination with the 'combination' spawnarg.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Combination lock small.png</gallery><br />
|atdm:combination_lock_small<br />
|''A combination lock entity that the player can manipulate with the mousewheel. Target it at the entity (generally a door) that you want it to unlock. Set the combination with the 'combination' spawnarg.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:door_handling_position<br />
|''Used for custom AI door handling. Place where you want the AI to stand while operating the door. You can also set whether the door should be opened/closed/unlocked/locked from this side of the door.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Handle curved rotate double right.png</gallery><br />
|atdm:handle_curved_rotate_double_right<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Handle curved rotate left.png</gallery><br />
|atdm:handle_curved_rotate_left<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Handle curved rotate right.png</gallery><br />
|atdm:handle_curved_rotate_right<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Handle ornate01 double.png</gallery><br />
|atdm:handle_ornate01_double<br />
|''Attach to a door by binding it or via the door_handle property on the door.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Handle ornate01 double brass.png</gallery><br />
|atdm:handle_ornate01_double_brass<br />
|''Attach to a door by binding it or via the door_handle property on the door.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Handle ornate02 double.png</gallery><br />
|atdm:handle_ornate02_double<br />
|''Attach to a door by binding it or via the door_handle property on the door.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Handle short01 double.png</gallery><br />
|atdm:handle_short01_double<br />
|''Attach to a door by binding it or via the door_handle property on the door.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Handle simple01 double.png</gallery><br />
|atdm:handle_simple01_double<br />
|''Attach to a door by binding it or via the door_handle property on the door.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Handle simple01 double brass.png</gallery><br />
|atdm:handle_simple01_double_brass<br />
|''Attach to a door by binding it or via the door_handle property on the door.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Lamp desk switch.png</gallery><br />
|atdm:lamp_desk_switch<br />
|''A switch that can be attached to lamps.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Lockbox lever 01.png</gallery><br />
|atdm:lockbox_lever_01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Lockbox lever 02.png</gallery><br />
|atdm:lockbox_lever_02<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:mover_base<br />
|''Default mover.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:mover_binarymover_base<br />
|''Don't use. Base class for all binary (two-state) movers like buttons, doors, levers, etc.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:mover_button<br />
|''Default button.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:mover_door_elevator<br />
|''Attach to a door by binding it or via the door_handle property on the door.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:mover_elevator<br />
|''An elevator. Can target two or more atdm:multistate_mover_position entities. Must be activated by an entity which carries a 'position' spawnarg which specifies the location the multistate mover should move to.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:mover_elevator_button<br />
|''Specialised button used to control elevators. Note: Needs to have either 'ride' or 'fetch' spawnarg set to 1 (or both).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:mover_lever<br />
|''Default lever.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:mover_lever_brass_copper<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:mover_lock_handle<br />
|''Attach to a lock by binding it.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:mover_multistate<br />
|''A multi-state mover. Can target two or more atdm:multistate_mover_position entities. Must be activated by an entity which carries a 'position' spawnarg which specifies the location the multistate mover should move to.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:mover_multistate_position<br />
|''Defines a position for a multistate mover entity. Must be targetted by the multistate mover.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover print press arm.png</gallery><br />
|atdm:mover_print_press_arm<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Numberwheel lever.png</gallery><br />
|atdm:numberwheel_lever<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Stove small square handle.png</gallery><br />
|atdm:stove_small_square_handle<br />
|''Used for small_square_stove entity, is attached at spawn.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Switch flip.png</gallery><br />
|atdm:switch_flip<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Switch rotate lever.png</gallery><br />
|atdm:switch_rotate_lever<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Switch translate lever.png</gallery><br />
|atdm:switch_translate_lever<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Valve1 large.png</gallery><br />
|atdm:valve1_large<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Valve1 small.png</gallery><br />
|atdm:valve1_small<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Valve1 xl.png</gallery><br />
|atdm:valve1_xl<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Valve2 large.png</gallery><br />
|atdm:valve2_large<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Valve2 small.png</gallery><br />
|atdm:valve2_small<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Valve2 xl.png</gallery><br />
|atdm:valve2_xl<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|'''Doors'''<br />
|<gallery>File:3panel 104x56.png</gallery><br />
|atdm:3panel_104x56<br />
|''Swinging left-hand door with hinges. Built to go with mansion01 module set. ''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:6panel 104x56.png</gallery><br />
|atdm:6panel_104x56<br />
|''Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:arched01 111x40 left.png</gallery><br />
|atdm:arched01_111x40_left<br />
|''Swinging left-hand door with hinges. Built to go with doorframe_arched01. Includes LOD stages.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:arched01 111x40 right.png</gallery><br />
|atdm:arched01_111x40_right<br />
|''Swinging right-hand door with hinges. Built to go with doorframe_arched01. Includes LOD stages''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Door 104x56 2hinge.png</gallery><br />
|atdm:door_104x56_2hinge<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Door 104x56 3hinge.png</gallery><br />
|atdm:door_104x56_3hinge<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Door 128x56 2hinge.png</gallery><br />
|atdm:door_128x56_2hinge<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Door 128x56 3hinge.png</gallery><br />
|atdm:door_128x56_3hinge<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Door 96x48 2hinge.png</gallery><br />
|atdm:door_96x48_2hinge<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Door 96x48 2hinge02.png</gallery><br />
|atdm:door_96x48_2hinge02<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Door 96x48 3hinge.png</gallery><br />
|atdm:door_96x48_3hinge<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Dresser 04 drawer.png</gallery><br />
|atdm:dresser_04_drawer<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:mover_door<br />
|''Default swinging door. You must specify the rotation.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover door industrial01 grate.png</gallery><br />
|atdm:mover_door_industrial01_grate<br />
|''Designed to go with the stone_industrial01 module set.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:mover_door_sliding<br />
|''Default sliding door. You must specify the translation.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover metal cabinetdoor l.png</gallery><br />
|atdm:mover_metal_cabinetdoor_l<br />
|''Designed to go with the metal_wall_cabinet.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover metal cabinetdoor r.png</gallery><br />
|atdm:mover_metal_cabinetdoor_r<br />
|''Designed to go with the metal_wall_cabinet.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Small stove square door.png</gallery><br />
|atdm:small_stove_square_door<br />
|''Used for small_square_stove entity, is attached at spawn.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Stained glass01 104x56.png</gallery><br />
|atdm:stained_glass01_104x56<br />
|''Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Stained glass01 118x52.png</gallery><br />
|atdm:stained_glass01_118x52<br />
|''Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Window wood 40x36.png</gallery><br />
|atdm:window_wood_40x36<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Window wood 80x36.png</gallery><br />
|atdm:window_wood_80x36<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|'''Mechanical'''<br />
|<gallery>File:Mover gear 16t.png</gallery><br />
|atdm:mover_gear_16t<br />
|''Gear metal 16 tooth.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover gear 32tooth.png</gallery><br />
|atdm:mover_gear_32tooth<br />
|''Gear metal 32 tooth - moves half speed of 16 tooth.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:mover_gear_base<br />
|''Don't use - base class for moveable gears - large gears should rotate 1/2 speed of smaller gear (ie: 32 t x 16 t) or rotate 1/2 as far.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover gear large 10t.png</gallery><br />
|atdm:mover_gear_large_10t<br />
|''Gear large_10 tooth.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover gear large hollow 2 spoke 10t.png</gallery><br />
|atdm:mover_gear_large_hollow_2_spoke_10t<br />
|''Gear large_10 tooth.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover gear large hollow 3 spoke 10t.png</gallery><br />
|atdm:mover_gear_large_hollow_3_spoke_10t<br />
|''Gear large_10 tooth.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover gear large hollow 4 spoke 10t.png</gallery><br />
|atdm:mover_gear_large_hollow_4_spoke_10t<br />
|''Gear large_10 tooth.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover gear large hollow 5 spoke 10t.png</gallery><br />
|atdm:mover_gear_large_hollow_5_spoke_10t<br />
|''Gear large_10 tooth.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover gear x large hollow 5 spoke 10t.png</gallery><br />
|atdm:mover_gear_x_large_hollow_5_spoke_10t<br />
|''Gear large_10 tooth.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover gear small 10t.png</gallery><br />
|atdm:mover_gear_small_10t<br />
|''Gear large_10 tooth.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover gear small hollow 2 spoke 10t.png</gallery><br />
|atdm:mover_gear_small_hollow_2_spoke_10t<br />
|''Gear large_10 tooth.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover gear small hollow 3 spoke 10t.png</gallery><br />
|atdm:mover_gear_small_hollow_3_spoke_10t<br />
|''Gear large_10 tooth.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover gear small hollow 4 spoke 10t.png</gallery><br />
|atdm:mover_gear_small_hollow_4_spoke_10t<br />
|''Gear large_10 tooth.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover gear small hollow 5 spoke 10t.png</gallery><br />
|atdm:mover_gear_small_hollow_5_spoke_10t<br />
|''Gear large_10 tooth.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover watermill cogwheel small.png</gallery><br />
|atdm:mover_watermill_cogwheel_big <br />
|''Gear large_10 tooth.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Mover watermill cogwheel small.png</gallery><br />
|atdm:mover_watermill_cogwheel_small<br />
|''Gear small_10 tooth.''<br />
|<br />
|-<br />
|}<br />
<br />
==== "Nature" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|<gallery>File:Hedge01_arch.png</gallery><br />
|atdm:hedge01_arch<br />
|''A hedge that switches to lower poly models based on distance, but never vanishes.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Hedge01_round.png</gallery><br />
|atdm:hedge01_round<br />
|''A hedge that switches to lower poly models based on distance, but never vanishes.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Hedge01_round_large.png</gallery><br />
|atdm:hedge01_round_large<br />
|''A hedge that switches to lower poly models based on distance, but never vanishes.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Hedge01_round_small.png</gallery><br />
|atdm:hedge01_round_small<br />
|''A hedge that switches to lower poly models based on distance, but never vanishes.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Hedge01_square.png</gallery><br />
|atdm:hedge01_square<br />
|''A hedge that switches to lower poly models based on distance, but never vanishes.''<br />
|<br />
|- <br />
|-<br />
|<br />
|<gallery>File:Hedge01_square_long.png</gallery><br />
|atdm:hedge01_square_long<br />
|''A hedge that switches to lower poly models based on distance, but never vanishes.''<br />
|<br />
|- <br />
|-<br />
|<br />
|<gallery>File:Hedge01_square_small.png</gallery><br />
|atdm:hedge01_square_small<br />
|''A hedge that switches to lower poly models based on distance, but never vanishes.''<br />
|<br />
|- <br />
|-<br />
|<br />
|N/A<br />
|atdm:lod_base<br />
|''Don't use. The base class for TDM nature items, that vanish a certain distance from the player. Good for huge forests.''<br />
|'''Not''' for mapper use.<br />
|- <br />
|-<br />
|<br />
|N/A<br />
|atdm:nature_base<br />
|N/A<br />
|<br />
|- <br />
|-<br />
|<br />
|<gallery>File:Nature plant large bigleaf 01.png</gallery><br />
|atdm:nature_plant_large_bigleaf_01<br />
|''A large leafy plant lower poly models based on distance, and vanishes if too far away.''<br />
|<br />
|- <br />
|-<br />
|<br />
|<gallery>File:Nature plant large bigleaf 01 nohide.png</gallery><br />
|atdm:nature_plant_large_bigleaf_01_nohide<br />
|''A Big leafy Plant that switches to lower poly models based on distance, but never vanishes. Also turns off its shadows when far away.''<br />
|<br />
|- <br />
|-<br />
|'''Bushes'''<br />
|N/A<br />
|atdm:nature_bush_base<br />
|''Don't use, base class for all TDM LOD bushes.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature bush double.png</gallery><br />
|atdm:nature_bush_double<br />
|''A medium and a small bush.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature bush large.png</gallery><br />
|atdm:nature_bush_large<br />
|''Large bush.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature bush large2.png</gallery><br />
|atdm:nature_bush_large_2<br />
|''Another large bush.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:nature_bush_large_3<br />
|''Another large bush.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature bush medium.png</gallery><br />
|atdm:nature_bush_medium<br />
|''A medium bush.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature bush tiny.png</gallery><br />
|atdm:nature_bush_tiny<br />
|''A tiny bush.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature bush wide.png</gallery><br />
|atdm:nature_bush_wide<br />
|''A medium, but wider bush.''<br />
|<br />
|-<br />
|-<br />
|'''Flowers'''<br />
|N/A<br />
|atdm:nature_flower_base<br />
|''Do not use, base for all LOD flowers.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature_flower_lily_small.png</gallery><br />
|atdm:nature_flower_lily_small<br />
|''A small lily plant.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature_flower_lily_tall.png</gallery><br />
|atdm:nature_flower_lily_tall<br />
|''A tall lily plant.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature_flower_patch.png</gallery><br />
|atdm:nature_flower_patch<br />
|''A patch of flowers.''<br />
|<br />
|-<br />
|-<br />
|'''Grass'''<br />
|N/A<br />
|atdm:nature_grass_base<br />
|''Don't use, base for all TDM LOD grass patches.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature grass double.png</gallery><br />
|atdm:nature_grass_double<br />
|''A medium and a small patch of grass.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature grass fuzz.png</gallery><br />
|atdm:nature_grass_fuzz<br />
|''A small patch of grass fuzz.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature grass large.png</gallery><br />
|atdm:nature_grass_large<br />
|''Larger bunch of grass with long blades.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature grass large2.png</gallery><br />
|atdm:nature_grass_large_2<br />
|''Another large long-bladed bunch of grass.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature grass large3.png</gallery><br />
|atdm:nature_grass_large_3<br />
|''Another large long-bladed bunch of grass.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature grass medium.png</gallery><br />
|atdm:nature_grass_medium<br />
|''A medium bunch of grass.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature grass panicle.png</gallery><br />
|atdm:nature_grass_panicle<br />
|''A single panicle of grass.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature grass panicle small.png</gallery><br />
|atdm:nature_grass_panicle_small<br />
|''A single, smaller panicle of grass.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature grass tiny.png</gallery><br />
|atdm:nature_grass_tiny<br />
|''A tiny bunch of grass.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature grass wide.png</gallery><br />
|atdm:nature_grass_wide<br />
|''A medium, but wider grass patch.''<br />
|<br />
|-<br />
|-<br />
|'''Mushrooms'''<br />
|N/A<br />
|atdm:nature_mushroom_base<br />
|N/A<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature mushroom boletus big.png</gallery><br />
|atdm:nature_mushroom_boletus_big<br />
|''A big brown boletus mushroom that hides when far away.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature mushroom boletus small.png</gallery><br />
|atdm:nature_mushroom_boletus_small<br />
|''A small brown boletus mushroom that hides when far away.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature mushroom boletus tall.png</gallery><br />
|atdm:nature_mushroom_boletus_tall<br />
|''A tall brown boletus mushroom that hides when far away.''<br />
|<br />
|-<br />
<br />
|-<br />
|'''Plants/Cattails'''<br />
|<gallery>File:Nature cattails 1.png</gallery><br />
|atdm:nature_cattails_1<br />
|''A single cattail plant. Found in very wet areas, like swamps or in the water near shorelines.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature cattails 2.png</gallery><br />
|atdm:nature_cattails_2<br />
|''A cattail plant with 2 cattails. Found in very wet areas, like swamps or in the water near shorelines.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature cattails 4.png</gallery><br />
|atdm:nature_cattails_4<br />
|''A cattail plant with 4 cattails. Found in very wet areas, like swamps or in the water near shorelines.''<br />
|<br />
|-<br />
|-<br />
|'''Plants/Heath'''<br />
|<gallery>File:Nature_heath_calluna.png</gallery><br />
|atdm:nature_heath_calluna<br />
|''A small calluna plant, found primarily in heaths and other dry areas.''<br />
|<br />
|-<br />
|-<br />
|'''Rocks'''<br />
|<gallery>File:Nature rock medium 1.png</gallery><br />
|atdm:nature_rock_medium_1<br />
|''A medium rock. Turns off its shadows when far away and hides itself when even further out.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature rock medium 2.png</gallery><br />
|atdm:nature_rock_medium_2<br />
|''A medium rock. Turns off its shadows when far away and hides itself when even further out.''<br />
|<br />
|-<br />
|-<br />
|'''Rocks/Rocktops'''<br />
|<gallery>File:Rock_top_12x6.png</gallery><br />
|atdm:rock_top_12x6<br />
|''A medium 12x6 units rock.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Rock_top_20x12.png</gallery><br />
|atdm:rock_top_20x12<br />
|''A big 20x12 units rock.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Rock_top_30x25.png</gallery><br />
|atdm:rock_top_30x25<br />
|''A big 30x25 units rock.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Rock_top_3x3.png</gallery><br />
|atdm:rock_top_3x3<br />
|''A very small 3x3 units rock.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Rock_top_6x5.png</gallery><br />
|atdm:rock_top_6x5<br />
|''A very small 6x5 units rock.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Rock_top_9x9.png</gallery><br />
|atdm:rock_top_9x9<br />
|''A small 9x9 units rock.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Rock_top_base.png</gallery><br />
|atdm:rock_top_base<br />
|''Don't use. The base class for TDM rocks (that consist only of the top part).''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''Trees'''<br />
|<gallery>File:Nature tree 01.png</gallery><br />
|atdm:animated_tree_01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature pine.png</gallery><br />
|atdm:nature_pine<br />
|''A pine tree with particle leaves. Switches to lower poly models based on distance, and vanishes if too far away. Also turns off its shadows when far away.''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Nature pine 12.png</gallery><br />
|atdm:nature_pine_12<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature pine 20.png</gallery><br />
|atdm:nature_pine_20<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature pine 30.png</gallery><br />
|atdm:nature_pine_30<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature pine leaves.png</gallery><br />
|atdm:nature_pine_leaves<br />
|''A pine tree leaves particle that can be attached to a pine skeleton tree trunk.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature pine leaves nohide.png</gallery><br />
|atdm:nature_pine_leaves_nohide<br />
|''A pine tree leaves particle that can be attached to a pine skeleton tree trunk. This version never hides itself even when far away.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature pine nohide.png</gallery><br />
|atdm:nature_pine_nohide<br />
|''A pine tree with particle leaves. Switches to lower poly models based on distance, but never vanishes. Also turns off its shadows when far away.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature pine skeleton.png</gallery><br />
|atdm:nature_pine_skeleton<br />
|''A pine tree skeleton that switches to lower poly models based on distance, and vanishes if too far away. Also turns off its shadows in LOD 2.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature pine skeleton nohide.png</gallery><br />
|atdm:nature_pine_skeleton_nohide<br />
|''A pine tree skeleton that switches to lower poly models based on distance, but never vanishes. Also turns off its shadows when far away.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature tree 01.png</gallery><br />
|atdm:nature_tree_01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature tree 01 smaller.png</gallery><br />
|atdm:nature_tree_01_smaller<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature tree 01 smallest.png</gallery><br />
|atdm:nature_tree_01_smallest<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature tree dm01.png</gallery><br />
|atdm:nature_tree_dm01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature tree dm02.png</gallery><br />
|atdm:nature_tree_dm02<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature tree dm small01.png</gallery><br />
|atdm:nature_tree_dm_small01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature tree dm small02.png</gallery><br />
|atdm:nature_tree_dm_small02<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Nature tree stump.png</gallery><br />
|atdm:nature_tree_stump<br />
|N/A<br />
|<br />
|-<br />
|}<br />
<br />
==== "Paths" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|path_anim<br />
|''Character will play the specified animation. Set angles to direction to face.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_attack<br />
|''Character will attack the character specified by 'enemy' key. Character will go to next path when enemy dies or when activated.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_corner<br />
|''Character will walk to this entity.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_cycleanim<br />
|''Character will loop the specified animation and wait until triggered, or until time specified by 'wait' / 'wait_max' has elapsed. Set angles to direction to face.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_default<br />
|''Default path entry.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_flee_point<br />
|''A point the characters are running to when fleeing.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_flee_point_rats<br />
|''A point the rats can run to when fleeing.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_follow_actor<br />
|''A path entity instructing the AI targetting this path to follow the actor (=player or other AI) targetted by this path.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_guard_point<br />
|''A point the characters go to when guarding a search area. Place it where you want an AI to stand (i.e. in front of a treasure item or vault) and set the 'angle' spawnarg to the direction you want the AI to face when he's standing there.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_headanim<br />
|''Starts playing an animation on the head, but immediately goes on to next path. Used for playing talk anims while walking.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_hide<br />
|''Makes the character invisible and non-solid.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_interact<br />
|''Character interacts with the target entity (this is similar to frobbing).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_jump<br />
|''Character will jump to the next path entity (regardless of type). Will cause error if character doesn't have jumping ability. If jump is failing, you can manually specify velocity of the jump using 'up' and 'forward'.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_lookat<br />
|''Causes character to look at an entity for a certain length of time (but in the mean time continue with patrolling) or until triggered.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_set_movetype<br />
|''Change the character's movetype (e.g. ANIM for normal walking AI, and FLY to let the AI fly.)''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_show<br />
|''Makes the character visible and solid.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_sit<br />
|''Character will sit down. Set angles to direction to face. Set wait / wait_max to make the AI get up after a specified amount of time.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_sleep<br />
|''Character will go to sleep.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_talk<br />
|''Forces character to talk to the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_talk_primary<br />
|''Forces character to say his primary talk anim to the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_talk_secondary<br />
|''Forces character to say his secondary talk anim to the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_talk_triggered<br />
|''Forces character to say his triggered talk anim to the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_turn<br />
|''Character will turn to the direction specified in entity.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_wait<br />
|''Character will wait specified amount of time before continuing on path. Set angles to direction to face.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_waitfortheanim<br />
|''Waits for animation on the head from path_headanim to finish.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|path_waitfortrigger<br />
|''Character will wait until they're triggered again before continuing on path.''<br />
|<br />
|-<br />
|}<br />
<br />
==== "Playertools" subfolder ====<br />
<br />
''Some images of the playertools entities are depicted covered to a large extent with a green collision mesh. This is typical while viewing them in DarkRadiant. Due to this, some of the entity images also show their wireframes, for easier identification.''<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|atdm:playertool<br />
|''Don't use. This is the common base class for all playertools where all the default values are set. This defines a non-stackable playertool like lockpicks and the compass, that can't be dropped.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:playertool_lockpick_base<br />
|''Base Lockpick (do not use)''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:playertool_stackable<br />
|''Don't use. This extends the baseclass 'playertool' by defining it to be stackable (player can have multiple objects of this type) and droppable.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Playertools breath potion.png</gallery><br />
|atdm:playertools_breath_potion<br />
|''Breath Potion''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Playertools compass.png</gallery><br />
|atdm:playertools_compass<br />
|''Compass.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Playertools flashbomb.png</gallery><br />
|atdm:playertools_flashbomb<br />
|''Flashbomb.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Playertools flashmine.png</gallery><br />
|atdm:playertools_flashmine<br />
|''Flashmine.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:playertools_heal_item<br />
|''Don't use. This is the base class for inventory items that have the 'heal' ability. All other inventory items that can heal as well will derive from this.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Playertools health potion.png</gallery><br />
|atdm:playertools_health_potion<br />
|''Health Potion''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Playertools holywater.png</gallery><br />
|atdm:playertools_holywater<br />
|''Holy Water''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Playertools lantern.png</gallery><br />
|atdm:playertools_lantern<br />
|''Lantern''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Playertools snake lockpick.png</gallery><br />
|atdm:playertools_lockpick_snake<br />
|''Snake Lockpick''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Playertools triangle lockpick.png</gallery><br />
|atdm:playertools_lockpick_triangle<br />
|''Triangle Lockpick''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Playertools mine.png</gallery><br />
|atdm:playertools_mine<br />
|''An explosive mine.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:playertools_savegame<br />
|''Prototype class for an inventory object that saves the game when used. Set additional keys (model, inventory icon etc..) on it to get it to work.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Playertools slow fall potion.png</gallery><br />
|atdm:playertools_slow_fall_potion<br />
|''Slow-fall potion. Reduces falling damage but slows movement.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Playertools slow match.png</gallery><br />
|atdm:playertools_slow_match<br />
|''A slow match for lighting all ignitables such as torches and candles.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Playertools speed potion.png</gallery><br />
|atdm:playertools_speed_potion<br />
|''Speed potion: temporarily boosts walking/running speed and jump distance.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Playertools spyglass.png</gallery><br />
|atdm:playertools_spyglass<br />
|''Spyglass''<br />
|<br />
|-<br />
|}<br />
<br />
==== "Props" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|atdm:animation_replace_lean<br />
|''Used to make AI lean back against a surface while idle. Put AI 25 units away from wall/surface. AI will stop leaning if alerted.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:prop_base<br />
|''Don't use. Base class for all TDM prop items (aka items that can be carried by AI).''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop belt pouch.png</gallery><br />
|atdm:prop_belt_pouch<br />
|''A decorative belt pouch. Use prop_lootbag for loot.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop bullseye lantern.png</gallery><br />
|atdm:prop_bullseye_lantern<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:prop_candleflame_moving<br />
|''A moving candle flame''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop cards.png</gallery><br />
|atdm:prop_cards<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:prop_empty<br />
|''Don't use. An empty prop base class for attaching flames and lights.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:prop_hack<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop lantern02 on.png</gallery><br />
|atdm:prop_lantern02_on<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop lantern on.png</gallery><br />
|atdm:prop_lantern_on<br />
|''A lit lantern to be carried in the left hand.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop lootbag.png</gallery><br />
|atdm:prop_lootbag<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop playable lute.png</gallery><br />
|atdm:prop_playable_lute<br />
|''Attaching this lute will activate playing behaviour.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop potion healing.png</gallery><br />
|atdm:prop_potion_healing<br />
|''A healing potion.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop quiver arrow.png</gallery><br />
|atdm:prop_quiver_arrow<br />
|''A frobbable arrow for a quiver.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop quiver empty.png</gallery><br />
|atdm:prop_quiver_empty<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop quiver full.png</gallery><br />
|atdm:prop_quiver_full<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop quiver full withbow.png</gallery><br />
|atdm:prop_quiver_full_withbow<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop quiver waterarrow.png</gallery><br />
|atdm:prop_quiver_waterarrow<br />
|''A frobbable waterarrow for a quiver.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop single card.png</gallery><br />
|atdm:prop_single_card<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop smithyhammer.png</gallery><br />
|atdm:prop_smithyhammer<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:prop_spider_ceiling<br />
|''Don't use. attachment for activating ceiling behaviour.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop steel.png</gallery><br />
|atdm:prop_steel<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop torch gothic on.png</gallery><br />
|atdm:prop_cards_gothic_on<br />
|''A lit gothic torch to be carried in the left hand.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop torch on.png</gallery><br />
|atdm:prop_cards_on<br />
|''A lit torch to be carried in the left hand.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:prop_torchflame_moving<br />
|''A moving torch flame.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop winebottle.png</gallery><br />
|atdm:prop_winebottle<br />
|''Attaching this bottle to an AI will activate drinking behaviour.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop winebottle sit and drink.png</gallery><br />
|atdm:prop_winebottle_sit_and_drink<br />
|''Placing this bottle before a sitting AI will make the AI pick the bottle up, that will activate drinking behaviour plus a random put-down of the bottle. The cycle repeats then.''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Prop wooden spoon.png</gallery><br />
|atdm:prop_wooden_spoon<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:sit_talk<br />
|''An empty prop base class to switch to sitting talk animations.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|prop_attachment_point<br />
|''Don't use. Used to help set attachment points.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop broadbrim hat 01.png</gallery><br />
|prop_broadbrim_hat_01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop broadbrim hat nofeather 01.png</gallery><br />
|prop_broadbrim_hat_nofeather_01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop hood01.png</gallery><br />
|prop_hood01 <br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop woolen cap01 nofeather.png</gallery><br />
|prop_woolen_cap01_nofeather<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|'''Droppable'''<br />
|<gallery>File:Drop apple core.png</gallery><br />
|atdm:prop_apple_core<br />
|''An apple core that can be spawned and dropped by the AI, will be removed after 'remove_delay' seconds from the game.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Drop dice01.png</gallery><br />
|atdm:drop_dice01<br />
|''A dice that vanishes 12 seconds after spawning (during an animation) from the game, can be dropped by AI.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:droppable_base<br />
|''Don't use, base class for all droppable items.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''Keys'''<br />
|<gallery>File:Prop goldkey.png</gallery><br />
|atdm:prop_goldkey<br />
|''A gold key.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:prop_key_base<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop key fancy01.png</gallery><br />
|atdm:prop_key_fancy01<br />
|''A fancy key.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop key fancy02.png</gallery><br />
|atdm:prop_key_fancy02<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop key mysterious.png</gallery><br />
|atdm:prop_key_mysterious<br />
|''A mysterious key.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop key mysterious 2.png</gallery><br />
|atdm:prop_key_mysterious_2<br />
|''A mysterious key.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop key padlock.png</gallery><br />
|atdm:prop_key_padlock<br />
|''A simple padlock key.''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Prop key simple.png</gallery><br />
|atdm:prop_key_simple<br />
|''A simple iron key.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:prop_key_simple_base<br />
|''Base class for attaching simple keys, do not use.''<br />
|'''Not''' for mapper use. <br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop key simple brass.png</gallery><br />
|atdm:prop_key_simple_brass<br />
|''A simple brass key.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop key simple copper.png</gallery><br />
|atdm:prop_key_simple_copper<br />
|''A simple copper key.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop key simple greenish.png</gallery><br />
|atdm:prop_key_simple_greenish<br />
|''A greenish simple key.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop key simple old.png</gallery><br />
|atdm:prop_key_simple_old<br />
|''An old simple key.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop key simple rusty.png</gallery><br />
|atdm:prop_key_simple_rusty<br />
|''A rusty simple key.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop key simple steel.png</gallery><br />
|atdm:prop_key_simple_steel<br />
|''A simple steel key.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop key simple tarnished.png</gallery><br />
|atdm:prop_key_simple_tarnished<br />
|''A tarnished simple key.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop silverkey.png</gallery><br />
|atdm:prop_silverkey<br />
|''A silver key.''<br />
|<br />
|-<br />
|-<br />
|'''Weapons'''<br />
|<gallery>File:Prop halberd.png</gallery><br />
|atdm:prop_halberd<br />
|''Decorative only; not for fighting.''<br />
|<br />
|-<br />
|-<br />
|'''Wearables'''<br />
|<gallery>File:Prop pauldron01 left.png</gallery><br />
|atdm:prop_pauldron01_left<br />
|''A pauldron.''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Prop pauldron01 right.png</gallery><br />
|atdm:prop_pauldron01_right<br />
|''A pauldron.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Pauldron builder left.png</gallery><br />
|pauldron_builder_left<br />
|''A Builder pauldron.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Pauldron builder right.png</gallery><br />
|pauldron_builder_right<br />
|''A Builder pauldron.''<br />
|<br />
|-<br />
<br />
<br />
|-<br />
|<br />
|<gallery>File:Prop broadbrim hat straw.png</gallery><br />
|prop_broadbrim_hat straw<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop citywatch helmet.png</gallery><br />
|prop_citywatch_helmet<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop hat bishop.png</gallery><br />
|prop_hat_bishop <br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop hat priest.png</gallery><br />
|prop_hat_priest<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Prop inventor goggles.png</gallery><br />
|prop_inventor_goggles<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop inventor goggles up.png</gallery><br />
|prop_inventor_goggles_up<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|prop_moor_helmet01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop nobleman cap l.png</gallery><br />
|prop_nobleman_cap_l<br />
|''A nobleman's cap.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop nobleman cap r.png</gallery><br />
|prop_nobleman_cap_r<br />
|''A nobleman's cap.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop proguard helmet.png</gallery><br />
|prop_proguard_helmet<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop proguard helmet nonsolid.png</gallery><br />
|prop_proguard_helmet_nonsolid<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop round helmet.png</gallery><br />
|prop_round_helmet<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Prop saxon helmet.png</gallery><br />
|prop_saxon_helmet<br />
|N/A<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Prop woolen cap01.png</gallery><br />
|prop_woolen_cap01<br />
|N/A<br />
|<br />
|-<br />
|}<br />
<br />
==== "Ragdolls" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|atdm:af_entity_base<br />
|''Do not use, base class for all TDM animated entities, mainly there to set common spawnargs and document them.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:env_hanging_sign_shield01<br />
|''Ragdoll for signs.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:env_ragdoll_base<br />
|''Don't use. Base corpse class (dummy entity to store inherited information).''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll builder acolyte.png</gallery><br />
|atdm:env_ragdoll_builder_acolyte<br />
|''Ragdoll for builder_acolyte.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:env_ragdoll_humanoid_base<br />
|''Don't use, base class for all TDM humanoid ragdolls.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env saddle.png</gallery><br />
|atdm:env_saddle<br />
|''Ragdoll for saddle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env rope.png</gallery><br />
|env_rope<br />
|''A basic animated rope.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|env_swinglight_round<br />
|''A swinging round light.''<br />
|<br />
|-<br />
|-<br />
|'''Bodies'''<br />
|<gallery>File:Ai mage01 ragdoll.png</gallery><br />
|atdm:ai_mage01_ragdoll<br />
|''Ragdoll for mage.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll beggar.png</gallery><br />
|atdm:env_ragdoll_beggar<br />
|''Ragdoll for beggar.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll builder forger.png</gallery><br />
|atdm:env_ragdoll_builder_forger<br />
|''Ragdoll for builder_forger.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll builder guard.png</gallery><br />
|atdm:env_ragdoll_builder_guard<br />
|''Ragdoll for builder_guard.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll builder priest.png</gallery><br />
|atdm:env_ragdoll_builder_priest<br />
|''Ragdoll for builder_priest.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll citywatch elite.png</gallery><br />
|atdm:env_ragdoll_citywatch_elite<br />
|''Ragdoll for citywatch_elite.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll citywatch new.png</gallery><br />
|atdm:env_ragdoll_citywatch_new<br />
|''Ragdoll for City Watch.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll commoner.png</gallery><br />
|atdm:env_ragdoll_commoner<br />
|''Ragdoll for commoner.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll commoner female.png</gallery><br />
|atdm:env_ragdoll_commoner_female<br />
|''Ragdoll for female commoner.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll guard thug.png</gallery><br />
|atdm:env_ragdoll_guard_thug<br />
|''Ragdoll for thug.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:env_ragdoll_humanoid_base_newskel<br />
|N/A<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll merc elite.png</gallery><br />
|atdm:env_ragdoll_merc_elite<br />
|''Ragdoll for elite guard.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:env_ragdoll_moor<br />
|''Ragdoll for Moor.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll noble man.png</gallery><br />
|atdm:env_ragdoll_noble_man<br />
|''Ragdoll for nobleman.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll noblewoman.png</gallery><br />
|atdm:env_ragdoll_noblewoman<br />
|''Ragdoll for noble_woman.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll pagan common.png</gallery><br />
|atdm:env_ragdoll_pagan_common<br />
|''Ragdoll for humble pagan.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll proguard.png</gallery><br />
|atdm:env_ragdoll_proguard<br />
|''Ragdoll for professional guard.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll rat.png</gallery><br />
|atdm:env_ragdoll_rat<br />
|''Ragdoll for rat.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll rogue.png</gallery><br />
|atdm:env_ragdoll_rogue<br />
|''Ragdoll for rogue.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll rusted builder.png</gallery><br />
|atdm:env_ragdoll_rusted_builder<br />
|''Ragdoll for rusted builder_guard.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll skeleton.png</gallery><br />
|atdm:env_ragdoll_skeleton<br />
|''Old, rotten skeleton.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll skeleton bloody.png</gallery><br />
|atdm:env_ragdoll_skeleton_bloody<br />
|''Fresh, bloody bones.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll skeleton white.png</gallery><br />
|atdm:env_ragdoll_skeleton_white<br />
|''Old, skeleton with white, bleached bones.''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll tdm spider.png</gallery><br />
|atdm:env_ragdoll_tdm_spider<br />
|''Ragdoll for spider.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll thief.png</gallery><br />
|atdm:env_ragdoll_thief<br />
|''Forces character to say his triggered talk anim to the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll townsfolk engineer.png</gallery><br />
|atdm:env_ragdoll_townsfolk_engineer<br />
|''Ragdoll for townsfolk_engineer.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env ragdoll wench.png</gallery><br />
|atdm:env_ragdoll_wench<br />
|''Ragdoll for wench.''<br />
|<br />
|-<br />
|}<br />
<br />
==== "Randoms" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|'''Food'''<br />
|N/A<br />
|atdm:seed_random_base<br />
|''A SEED entity that spawns random food items inside its area. Set 'max_entities' to the wanted amount.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:seed_random_fruit<br />
|''A SEED entity that spawns random fruits inside its area. Set 'max_entities' to the wanted amount.''<br />
|<br />
|-<br />
|-<br />
|'''Pub'''<br />
|N/A<br />
|atdm:seed_random_bottles<br />
|''A SEED entity that spawns random bottles inside its area. Set 'max_entities' to the wanted amount.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:seed_random_game_cards<br />
|''A SEED entity that spawns random cards and card stacks inside its area. Set 'max_entities' to the wanted amount.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:seed_random_game_pieces<br />
|''A SEED entity that spawns random game pieces, dice or cards inside its area. Set 'max_entities' to the wanted amount.''<br />
|<br />
|-<br />
|-<br />
|'''Vegetation'''<br />
|N/A<br />
|atdm:seed_random_grass<br />
|''A SEED entity that spawns a random patch of grass in its area. Drag to desired size, and adjust density. This requires a grass texture on the brushes/patches beneath it to work.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:seed_random_grass_dense<br />
|''A SEED entity that spawns a random, dense patch of grass in its area. Drag to desired size, and adjust density. This requires a grass texture on the brushes/patches beneath it to work.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:seed_random_grass_sparse<br />
|''A SEED entity that spawns a random sparse patch of grass in its area. Drag to desired size, and adjust density. This requires a grass texture on the brushes/patches beneath it to work.''<br />
|<br />
|-<br />
|}<br />
<br />
==== "Readables" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|atdm:readable_base<br />
|''Don't use. The base class for all readables.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|TBA<br />
|atdm:readable_immobile<br />
|''Behaves like a func static which can be read upon being frobbed.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Readable immobile book01.png</gallery><br />
|atdm:readable_immobile_book01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Readable immobile book open01.png</gallery><br />
|atdm:readable_immobile_book_open01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Readable immobile paper01.png</gallery><br />
|atdm:readable_immobile_paper01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Readable immobile scroll01.png</gallery><br />
|atdm:readable_immobile_scroll01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Readable immobile sign small01.png</gallery><br />
|atdm:readable_immobile_sign_small01<br />
|''A small sign that cannot be frobbed; player reads sign in world.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:readable_mobile<br />
|''Don't use. The base class for all readables.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Readable mobile book01.png</gallery><br />
|atdm:readable_mobile_book01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Readable mobile book open01.png</gallery><br />
|atdm:readable_mobile_book_open01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Readable mobile paper01.png</gallery><br />
|atdm:readable_mobile_paper01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Readable mobile scroll01.png</gallery><br />
|atdm:readable_mobile_scroll01<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Readable mobile scroll01_rolledup.png</gallery><br />
|atdm:readable_mobile_scroll01_rolledup<br />
|N/A<br />
|<br />
|-<br />
|}<br />
<br />
==== "Ropes" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|<gallery>File:Env chain01.png</gallery><br />
|atdm:env_chain01<br />
|''A large chain, approx 150 units, that swings and can be climbed.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env rope 150.png</gallery><br />
|atdm:env_rope_150<br />
|''A 150 unit long rope, automatically deployed by the rope arrow.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env rope 200.png</gallery><br />
|atdm:env_rope_200<br />
|''A 200 unit long rope, automatically deployed by the rope arrow.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env rope 250.png</gallery><br />
|atdm:env_rope_250<br />
|''A 250 unit long rope, automatically deployed by the rope arrow.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env rope 300.png</gallery><br />
|atdm:env_rope_300<br />
|''A 300 unit long rope, automatically deployed by the rope arrow.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env rope 350.png</gallery><br />
|atdm:env_rope_350<br />
|''A 350 unit long rope, automatically deployed by the rope arrow.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env rope 400.png</gallery><br />
|atdm:env_rope_400<br />
|''A 400 unit long rope, automatically deployed by the rope arrow.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Env rope tdm.png</gallery><br />
|atdm:env_rope_tdm<br />
|N/A<br />
|<br />
|-<br />
|}<br />
<br />
==== "Shop" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|atdm:shop<br />
|''Use this entity to define the shop items available in the purchase menu.''<br />
|<br />
|-<br />
|}<br />
<br />
==== "Static" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|'''Decorative'''<br />
|<gallery>File:Door arched01 arch.png</gallery><br />
|atdm:door_arched01_arch<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Statue aphrodite.png</gallery><br />
|atdm:statue_aphrodite<br />
|''A statue of Aphrodite, that drops detail the further away you get, and vanishes a certain distance from the player. Good for huge maps.''<br />
|<br />
|-<br />
|-<br />
|'''Decorative/Paintings'''<br />
|<gallery>File:Empty painting.png</gallery><br />
|atdm:empty_painting<br />
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Empty painting_large.png</gallery><br />
|atdm:empty_painting_large<br />
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Empty painting_medium.png</gallery><br />
|atdm:empty_painting_medium<br />
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Empty painting_round.png</gallery><br />
|atdm:empty_painting_round<br />
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|<gallery>File:Empty painting_round_s.png</gallery><br />
|atdm:empty_painting_round_s<br />
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Empty painting_small.png</gallery><br />
|atdm:empty_painting_small<br />
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Removed painting.png</gallery><br />
|atdm:removed_painting<br />
|''Empty painting framew ith see-through inner part, useful in 'replace' spawnarg for loot paintings.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Removed painting_large.png</gallery><br />
|atdm:removed_painting_large<br />
|''Empty painting framew ith see-through inner part, useful in 'replace' spawnarg for loot paintings.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Removed painting_medium.png</gallery><br />
|atdm:removed_painting_medium<br />
|''Empty painting framew ith see-through inner part, useful in 'replace' spawnarg for loot paintings.''<br />
|<br />
|-<br />
|-<br />
|'''Decorative/Paintings/Random'''<br />
|<gallery>File:Painting hor large random image.png</gallery><br />
|atdm:painting_hor_large_random_image<br />
|''A large painting with a random, horizontal image.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Painting hor medium random image.png</gallery><br />
|atdm:painting_hor_medium_random_image<br />
|''A medium-sized painting with a random, horizontal image.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Painting hor random image.png</gallery><br />
|atdm:painting_hor_random_image<br />
|''A medium-sized painting with a random, horizontal image.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Painting ver large random image.png</gallery><br />
|atdm:painting_ver_large_random_image<br />
|''A large painting with a random, vertical image.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Painting ver medium random image.png</gallery><br />
|atdm:painting_ver_medium_random_image<br />
|''A medium-sized painting with a random, vertical image.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Painting ver random image.png</gallery><br />
|atdm:painting_ver_random_image<br />
|''A small painting with a random, vertical image.''<br />
|<br />
|-<br />
|-<br />
|'''Fireplace Pieces'''<br />
|<gallery>File:Fireplace ash heap big.png</gallery><br />
|atdm:fireplace_ash_heap_big<br />
|''An ash heap used inside a fireplace.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Fireplace ash heap long.png</gallery><br />
|atdm:fireplace_ash_heap_long<br />
|''An ash heap used inside a fireplace.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Fireplace ash heap round.png</gallery><br />
|atdm:fireplace_ash_heap_round<br />
|''An ash heap used inside a fireplace.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Fireplace ash heap small.png</gallery><br />
|atdm:fireplace_ash_heap_small<br />
|''An ash heap used inside a fireplace.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Fireplace grate.png</gallery><br />
|atdm:fireplace_grate<br />
|''A grate to be used inside a fireplace.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Fireplace piece base.png</gallery><br />
|atdm:fireplace_piece_base<br />
|''Base class for all add-on parts for fireplaces, do not use.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Fireplace wood piece.png</gallery><br />
|atdm:fireplace_wood_piece<br />
|''Wood to be used inside a fireplace.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Fireplace wood piece long.png</gallery><br />
|atdm:fireplace_wood_piece_long<br />
|''Wood to be used inside a fireplace.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Fireplace wood piece small.png</gallery><br />
|atdm:fireplace_wood_piece_small<br />
|''Wood to be used inside a fireplace. Should not be used.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|'''Hangers'''<br />
|<gallery>File:Sign mount wrought iron 01.png</gallery><br />
|atdm:sign_mount_wrought_iron_01<br />
|''A fancy wrought iron sign hanger, has LOD stages.''<br />
|<br />
|-<br />
|}<br />
<br />
==== "Targets" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|atdm:gui_message<br />
|''When triggered, this entity will show the popup message defined on it. Can also be targeted by 'atdm:target_disable_message' or 'atdm:target_enable_message' entities.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:start_alarm<br />
|''Starts an alarm sound, e.g. a sound heard both by the player and propagated to the AI. Link it to an 'atdm:alarm_sound' entity and trigger this by any trigger.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:stop_alarm<br />
|''Stops an alarm sound, link it to an 'atdm:alarm_sound' entity to stop it alarming the AI.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_addobjectives<br />
|''When triggered, adds all objectives defined in its spawnargs into the objectives system. When triggered, it sets the spawnargs 'obj_num_offset' on itself for the numerical offset of the first objective it added, used for later addressing that objective.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_base<br />
|''Don't use, base class for all TDM target entities.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_callobjectfunction<br />
|''Calls a object function (aka method) on each target when triggered.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_callscriptfunction<br />
|''Calls a global script function when triggered.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_changeentityrelation<br />
|''When triggered, changes the current relation of entity1 to entity2 by the amout specified in 'relationchange'.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_changelockstate<br />
|''When triggered, this entity changes the lock state of its targets. Use the 'unlock' and 'toggle' spawnargs to alter the behaviour.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_changetarget<br />
|''When triggered, this entity changes (removes and/or adds) a target from the targetted entity. Removals always happen before additions. spawnargs: 'remove', 'add', and 'target'.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_intermissiontrigger<br />
|''When triggered, this entity saves the trigger event to fire it again in a later mission. By default, the trigger is fired in next mission but it can be configured to fire at a defined mission number.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_itemremove<br />
|''Removes items from the player's inventory. Each target_itemremove can remove up to 1 unique entity, one stack of stackables, and one type of ammo. Melee weapons cannot be removed.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_message_disable<br />
|''When triggered, this entity disables the targeted 'atdm:gui_message' entity. Further triggers to show the message will then be ignored.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_message_enable<br />
|''When triggered, this entity enables the targeted 'atdm:gui_message' entity again. Further triggers to show the message will then work again.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_postscriptevent<br />
|''Posts a script event on each target when triggered.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_savegame<br />
|''This entity saves the game under the set name when triggered.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_set_frobable<br />
|''When triggered, sets everything inside this target brush to either frobable or not frobable. It's possible to exclude specific entities from this operation by setting the 'immune_to_target_setfrobable' spawnarg on the entity to be excluded.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_setentityrelation<br />
|''When triggered, sets the relation of entity1 to entity2 to the value of 'relation'.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_setobjective_component_state<br />
|''Sets the given objective components to a certain state. The objectives components are addressed by ID. Toggling multiple components at once is possible. (e.g. the spawnarg setup 'comp_id1' = '2,1', 'comp_id2' = '3,2' and 'comp_state' = '1' will set to true component 1 of objective 2 and component 2 of objective 3.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_setobjective_state<br />
|''Sets the given objectives to a certain state. The objectives are addressed by ID. Multiple obj_idN spawnargs are possible. (e.g. the spawnarg setup 'obj_id1' = '2', 'obj_id2' = '4' and 'obj_state' = '1' will set the objectives with the id numbers 2 and 4 to the state 1.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_setobjective_visibility<br />
|''Makes the given objectives to either hidden or visible to the player. The objectives are addressed by ID. Multiple obj_idN spawnargs are possible. (e.g. the spawnarg setup 'obj_id1' = '2', 'obj_id2' = '4' and 'obj_visibility' = '1' will make visible the objectives with the id numbers 2 and 4.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_setrelations<br />
|''When triggered, sets the AI relations according to the spawnargs set on this entity (e.g. 'rel 1,2' '1').''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_setteam<br />
|''When triggered, this entity changes the team of all its target to the value of the 'team' spawnarg.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:target_startconversation<br />
|''Starts the conversation specified in the 'conversation' spawnarg.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:teleport<br />
|''When triggered, this entity teleports all targeted entities to itself and orients them to its own orientation. You can also set 'teleport_offset' and 'teleport_random_offset' on the teleported entitiesi to modify their target position.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:teleport_group<br />
|''Computes the teleport_offset spawnargs for each targeted entity, so they can be teleported together.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:trigger_voice<br />
|''Speak the sound given in 'snd_say' as either player or the speaker from off, depending on 'as_player'. Target from any trigger and link this to your 'atdm:voice' entity.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|target_null<br />
|''A generic target to point camera views at.''<br />
|<br />
|-<br />
|}<br />
<br />
==== "Triggers" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|trigger_count<br />
|''Countable trigger.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|trigger_entityname<br />
|''Variable sized repeatable trigger that only responds to a specific entity. The entity to be triggered must be named, targeted entities are ignored. Only works on entities that can enter trigger under their own power...if player drops them, there is no effect.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|trigger_facing<br />
|''Behaves exactly like a trigger_multiple but the player must be facing within 30 degress of the angle.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|trigger_fade<br />
|''Fades the screen to fadeColor over fadeTime (in seconds).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|trigger_hurt<br />
|''Damages the activator. Can be turned on or off by other triggers.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|trigger_multiple<br />
|''Variable sized repeatable trigger. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|trigger_once<br />
|''Variable sized single-use trigger. Must be targeted at one or more entities.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|trigger_once_entityname<br />
|''Variable sized single-use trigger that only responds to a specific entity. Must be targeted at one or more entities. Only works on entities that can enter trigger under their own power... if player drops them, there is no effect. The basic time between firing is a random time between (wait - random) and (wait + random).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|trigger_presize<br />
|''Variable sized repeatable trigger. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|trigger_random<br />
|''When triggered, triggers one of its targets randomly with evenly weighted probability. (For weighted probability use S/R instead.)''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|trigger_relay<br />
|''Non-touchable repeatable trigger. Used as a proxy for triggering multiple targets in script, or <br />
from other entities. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|trigger_sequencer<br />
|''Needs to be activated by another trigger. Triggers target 0 when first activated, target 1 when next activated, etc.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|trigger_timer<br />
|''Repeatedly fires its targets. Can be turned on or off by using. The basic time between firing is a random time between (wait - random) and (wait + random).''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|trigger_touch<br />
|''Continuously tests whether other entities are touching and calls a script function for any such entities. When active, this trigger is fairly expensive, so use carefully.''<br />
|<br />
|-<br />
|}<br />
<br />
==== "Weapons" subfolder ====<br />
<br />
''Some images of the weapon entities are depicted covered to a large extent with a green collision mesh. This is typical while viewing them in DarkRadiant. Due to this, some of the entity images also show their wireframes, for easier identification.''<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|'''Arrows'''<br />
|TBA<br />
|atdm:ammo_arrow<br />
|''Arrow ammunition, can be picked up by the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ammo broadhead.png</gallery><br />
|atdm:ammo_broadhead<br />
|''Broadhead Ammunition''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ammo firearrow.png</gallery><br />
|atdm:ammo_firearrow<br />
|''[[Arrows#Fire Arrow|Fire Arrow]] Ammunition''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ammo gasarrow.png</gallery><br />
|atdm:ammo_gasarrow<br />
|''[[Arrows#Gas Arrow|Gas Arrow]] Ammunition''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ammo mossarrow.png</gallery><br />
|atdm:ammo_mossarrow<br />
|''[[Arrows#Moss Arrow|Moss Arrow]] Ammunition''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ammo noisemaker.png</gallery><br />
|atdm:ammo_noisemaker<br />
|''[[Arrows#Noisemaker Arrow|Noisemaker Arrow]] Ammunition''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ammo ropearrow.png</gallery><br />
|atdm:ammo_ropearrow<br />
|''[[Arrows#Rope Arrow|Rope Arrow]] Ammunition''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ammo vinearrow.png</gallery><br />
|atdm:ammo_vinearrow<br />
|''[[Arrows#Vine Arrow|Vine Arrow]] Ammunition''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ammo waterarrow.png</gallery><br />
|atdm:ammo_waterarrow<br />
|''[[Arrows#Water Arrow|Water Arrow]] Ammunition''<br />
|<br />
|-<br />
|-<br />
|'''Arrows/Stuck'''<br />
|<gallery>File:Ammo broadhead stuck.png</gallery><br />
|atdm:ammo_broadhead_stuck<br />
|''A broadhead stuck into a surface, ready to be plucked out by the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Ammo ropearrow stuck.png</gallery><br />
|atdm:ammo_ropearrow_stuck<br />
|''A rope arrow stuck into a surface, ready to be plucked out by the player.''<br />
|<br />
|-<br />
|-<br />
|'''Melee'''<br />
|<gallery>File:Weapon_blackjack.png</gallery><br />
|atdm:weapon_blackjack<br />
|''The thief's best friend.''<br />
|<br />
|-<br />
|-<br />
|<br />
|<gallery>File:Weapon_shortsword.png</gallery><br />
|atdm:weapon_shortsword<br />
|''The shortsword.''<br />
|<br />
|-<br />
|}<br />
<br />
==== "x doom3 junk" subfolder ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|func_phantom_objects<br />
|''Causes moveable objects to fly at player when triggered. triggering toggles it on/off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|moveable_base<br />
|''Moveable object. Will drop to the floor and rest untill activated. The visual model set with the 'model' key can also be used for collision detection. However the model may not be too complex.'' ''max vertices = 32''<br />
''max edges = 32''<br />
''max polygons = 16''<br />
''max edges per polygon = 16'' <br><br />
''The collision model must be an enclosed hull. Dangling polygons or edges are not allowed. If the visual model is too complex or does not meet these requirements it can be contained in a less complex model for collision detection. Such a collision model is specified with the 'clipmodel' key.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|moveable_base_barrel<br />
|''Moveable barrel. Works just like a moveable_base. However the barrel has special handling to make it appear more round.''<br />
|<br />
|-<br />
|}<br />
<br />
==== Other ====<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)<br />
!bgcolor=#d0d0e0 width="11%"|Entity image<br />
!bgcolor=#d0d0e0 width="8%"|Entity file name<br />
!bgcolor=#d0d0e0 width="11%"|Entity description<br />
!bgcolor=#d0d0e0 width="11%"|Notes<br />
|-<br />
<br />
|-<br />
|''None''<br />
|N/A<br />
|func_phantom_objects<br />
|''Causes moveable objects to fly at player when triggered. triggering toggles it on/off.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|moveable_base<br />
|''Moveable object. Will drop to the floor and rest untill activated. The visual model set with the 'model' key can also be used for collision detection. However the model may not be too complex.'' ''max vertices = 32''<br />
''max edges = 32''<br />
''max polygons = 16''<br />
''max edges per polygon = 16'' <br><br />
''The collision model must be an enclosed hull. Dangling polygons or edges are not allowed. If the visual model is too complex or does not meet these requirements it can be contained in a less complex model for collision detection. Such a collision model is specified with the 'clipmodel' key.''<br />
|<br />
|-<br />
<br />
|-<br />
|<br />
|N/A<br />
|atdm:ai_bark_priority<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:entity_base<br />
|''Do not use, base class for all TDM entities, mainly there to set common spawnargs and document them.''<br />
|'''Not''' for mapper use.<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|atdm:vine_piece<br />
|''Climbable Vine Patch''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_crush<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_explodingbarrel<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_explosion<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_fatalfall<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_gib<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_hugeexplosion<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_lava<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_lightbreak<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_movercrush<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_noair<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_paintrigger<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_smallexplosion<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_suicide<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_triggerhurt_10<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_triggerhurt_100<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_triggerhurt_1000<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_triggerhurt_15<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_triggerhurt_25<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_triggerhurt_5<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_triggerhurt_50<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|damage_triggerhurt_75<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|info_player_start<br />
|''The spawning position for the player.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|info_player_teleport<br />
|''Spawning position player after cinematic. When triggered, player will be moved to this location.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|melee_zombie_left<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|melee_zombie_right<br />
|N/A<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|sprgs_decompress<br />
|''Propagated sound of the player submerging.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|sprgs_recompress<br />
|''Propagated sound of the player resurfacing.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|target_endlevel<br />
|''When triggered, displays end level gui and transfers the player to the next map. Orient the entity to specify the view during the stats display.''<br />
|<br />
|-<br />
|-<br />
|<br />
|N/A<br />
|target_setkeyval<br />
|''Target an entity to set key val pairs on. Use keyval, keyval1, keyval2, etc.. for multiples.''<br />
|<br />
|-<br />
|}<br />
<br />
== See also ==<br />
'''Other databases'''<br />
*'''[[Model Database]]''' - in development<br />
*'''[[Texture Database]]''' - in development<br />
*'''[[Prefab Database]]''' - started earlier, in development<br />
*'''[[Ambient Database]]''' - in development<br />
<br />
'''Mapping addons'''<br />
*'''[[Model addons repository]]''' - Repository of model assets provided by TDM contributors. Purely addons, i.e. only model assets other than those in the base game, listed in this Model Database. A useful repository for mappers looking for custom sound and ambient content for their missions.<br />
<br />
'''Related topics and tutorials'''<br />
*'''[[Entity|Entities]]'''<br />
*'''[[Entity Class]]'''<br />
<br />
[[Category:Models]]<br />
[[Category:AI]]<br />
[[Category:Entities|D]]<br />
[[Category:Databases|E]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Hot_Reload&diff=29857Hot Reload2022-09-21T13:08:42Z<p>Bikerdude: /* DarkRadiant */</p>
<hr />
<div>== Glossary ==<br />
<br />
There are several different terms used for various components of this feature.<br />
To avoid any further confusion, here they are:<br />
<br />
* '''Hot reload''' means applying map changes to an already running game without restarting it. The term came from programming world, where it is especially popular in javascript world (see e.g. [https://safe-stack.github.io/docs/recipes/developing-and-testing/using-hot-reload/ this]). The feature was added to TDM 2.09. Hot reload by itself does not need DarkRadiant or any special connection: in fact, the very first implementation was <tt>reloadMap</tt> console command.<br />
<br />
* '''Automation''' is the feature of TDM which allows external programs and scripts to communicate and send commands to the game. It was originally introduced in TDM 2.07 for automated testing of the game using Python scripts, but was later repurposed for other needs, including DR connection.<br />
<br />
* '''Game connection''' is the feature of DarkRadiant which allows it to communicate with TheDarkMod game, send commands, and fetch back information. On the game side, this communication works through the automation framework described just above, and hence is specific to TheDarkMod. While hot reload is the major functionality of the game connection feature, there are other completely unrelated ones, like camera synchronization for instance. The game connection exists as a TDM-only plugin and was first released in DR 2.9.0.<br />
<br />
<br />
<br />
== ReloadMap ==<br />
<br />
First let's consider the '''reloadMap''' command, which can be used manually in game console.<br />
<br />
Whenever the game loads the .map file from disk, it saves its contents in memory.<br />
This data is used for spawning entities when the game starts.<br />
While it is not necessary after that, it still remains in memory, which is very convenient for the hot reload feature.<br />
<br />
ReloadMap command loads the .map file from disk again, and compares its new contents against the old ones stored in memory.<br />
Then all the differences in the .map file are classified into three classes:<br />
<br />
# New entity has been '''added''': it was missing in the old data, but present in the new data.<br />
# Existing entity has been '''removed''': it was present in the old data, but missing in the new data.<br />
# Existing entity has been '''modified''': it is present both in old and new data, but the set of its spawnargs or their values have changed.<br />
<br />
Then reloadMap acts upon the detected changes.<br />
All the added entities are spawned using the new spawnargs, just the same way entities are spawned when a new game starts.<br />
All the removed entities are deleted as if script method <tt>remove</tt> was called for them.<br />
<br />
Modified entities is the most complicated case: some of them are respawned (i.e. deleted and spawned again), and some of them are modified directly.<br />
There is a hardcoded blacklist of spawnargs (like <tt>def_attach</tt> or <tt>classname</tt>), changing any of them immediately results in entity respawn.<br />
If none of them are touched by the difference, then the entity is updated directly.<br />
I guess not all possible updates are supported properly yet. Here is the list of supported spawnargs:<br />
<tt>model</tt>, <tt>skin</tt>, <tt>origin</tt>, <tt>rotation</tt>.<br />
<br />
When all changes are applied to the game, the new state loaded from .map file is saved in memory, while the old state is discarded.<br />
Subsequent execution of reloadMap will compute difference against this new state.<br />
<br />
<br />
Keep in mind that reloadMap matches entities in old data to the entities in new data by their name, i.e. by "name" spawnarg.<br />
If you rename an entity, the difference will consist of removal of the old entity + addition of the new entity.<br />
This case can be used to force respawn of an entity you are modifying, as well as the (delete + reloadMap + undo + reloadMap) combo.<br />
<br />
Please note that the difference is computed on .map files, reloadMap does not look at how the entities are doing in-game right now!<br />
It is very important because this was the changes are local: if you don't modify some entity in editor, the hot reload algorithm won't touch it in game.<br />
But this approach can also lead to some issues when .map file and actual game state get out of sync.<br />
For instance, it can easily happen that an entity which you have just modified in editor has already been removed from the game completely.<br />
<br />
Such problems are resolved in the following way.<br />
If modified entity does not exist in-game, then it is spawned afresh.<br />
If removed entity already does not exist in-game, then the removal is ignored.<br />
If added entity already exists in-game, then the addition is ignored with console warning, and the existing entity remains in-game (which can be really confusing).<br />
<br />
<br />
The hot reload only supports entities.<br />
Changes to brushes and patches are not supported and most likely won't be supported, since dmap depends really hard on them.<br />
There are some ideas of "dynamic" brushes which behave like some polyhedral models in-game, but it is not clear yet if it is worth the trouble.<br />
<br />
<br />
<br />
== DarkRadiant ==<br />
<br />
The "game connection" plugin offers some integration between DarkRadiant and TheDarkMod.<br />
As of now, it is fully contained in the "Connection" menu.<br />
There are plans to extract it to its own GUI window or toolbar in future.<br />
<br />
<br />
Here is '''what you have to do in order to use the plugin''':<br />
# Start TheDarkMod game.<br />
# Select the FM and start the map you want to work with.<br />
# Open game console and ensure that <tt>com_automation</tt> cvar is set to 1 (i.e. automation is enabled), so ''''com_automation 1''''<br />
# Start DarkRadiant.<br />
# Select the FM and open the map --- that same ones that you opened in TDM.<br />
# Now you are ready use any features from the "Connection" menu.<br />
<br />
When you first enable automation in TDM, Windows OS will most likely warn you that the game tries to listen to network.<br />
This is how automation works: it opens a socket (which is usually used for communicating over network) and listens for incoming connection.<br />
In our case no network is involved: the DR editor should connect directly to the TDM game from the same computer.<br />
So if Windows asks you about network permissions, you can safely deny all of them: same-computer connections won't be blocked anyway.<br />
<br />
<br />
One of the basic features is camera synchronization between 3D preview window in DR and player position in TDM.<br />
"Enable camera synchronization" and "Disable camera synchronization" menu items enable/disable automatic continuous synchronization from DM to TDM.<br />
That's probably the first thing you should try to check that connection has been established properly: move camera in DR preview window, and the player in TDM should follow.<br />
Note that enabling this mode automatically enables <tt>noclip</tt>, <tt>god</tt>, and <tt>notarget</tt> in game.<br />
<br />
The menu item "Sync camera back now" puts DR camera to the position where TDM player is located right now (once, not continuously).<br />
It can be useful if you decided to explore some stuff in TDM as player, and then want to put both cameras to the place you got into.<br />
<br />
<br />
Other features, which are not related to hot reload, include:<br />
<br />
* "Pause game": toggles <tt>g_stopTime</tt> cvar.<br />
* "Respawn selected entities": executes <tt>respawn</tt> command for all entities that you have selected in DR right now.<br />
<br />
<br />
=== Hot reload in DR ===<br />
<br />
The most useful feature of DR game connection is hot reload, of course =)<br />
There are plenty of ways how it can be used, and you are encouraged to try them all and find which are most useful in which cases.<br />
Fundamentally, there are two approaches called: "map reload" and "map update".<br />
<br />
<br />
The map reload is conceptually the simplest one.<br />
When you click on "Reload map from .map file" menu item, DR sends <tt>reloadMap</tt> console command to TDM, which works exactly as described above.<br />
Since TDM reloads data from the .map file, it makes sense to save your current state in DR before using this menu item.<br />
To avoid excessive click, you can enable/disable automatic reload with "Enable automatic .map reload on save" and "Disable automatic .map reload on save".<br />
When this mode is enabled, DR automatically sends <tt>reloadMap</tt> command to TDM every time you save the map in DR.<br />
<br />
The main problem with the "map reload" mode is that you have to wait before seeing the effect of your changes in TDM.<br />
DR has to save the whole map to disk, then TDM has to read the whole map from disk, and compute the difference between the old state and the new state.<br />
This is hardly a problem for small maps, but can take dozens of seconds for the big maps.<br />
<br />
<br />
The map update mode works much faster, because it avoids saving the whole map.<br />
Instead, DR looks which entities were modified since last update, writes down their definitions, and sends them over the socket to TDM, without writing them to disk.<br />
This results in almost instantaneous update in TDM on map of any size (TODO: was that performance issue in DR fixed?)<br />
Internally, the differences are packed into special "reloadmap-diff" automation command (as a mapper, you should not care about it).<br />
<br />
In order to use this mode, you have to enable it first.<br />
It is enabled/disabled using "Enable map update mode" / "Disable map update mode" menu items.<br />
When you enable this mode, it forces a save of your map to disk and issues <tt>reloadMap</tt> command to TDM.<br />
It is done in order to save your sanity, because otherwise it would be really hard to understand which differences get applied when.<br />
Thanks to the forced save, the state of entities in DR, in .map file on disk, and in TDM are all synchronized.<br />
<br />
Merely having the update mode enabled does not mean that any updates are done automatically.<br />
You can issue update at any time by clicking "Update map right now": it would apply the differences since previous update (or since enabling update mode) to TDM.<br />
If you are annoyed by clicking this menu after every time, then you can enable auto-update with menu item "Always update map immediately after change".<br />
Then DR would issue update after every change you do in DR.<br />
Obviously, this enables the fastest hot-reload possible: you simply move/change stuff in DR, and changes get applied to TDM quickly without any further actions.<br />
<br />
<br />
One really bad thing about current menu-centric GUI is that user cannot see which mode is enabled, and whether the connection is alive at all.<br />
Hopefully, it will be fixed in future with new GUI.<br />
<br />
<br />
[[Category:Editing]][[Category:Darkradiant]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide&diff=29034The Dark Mod - Compilation Guide2021-12-24T21:56:57Z<p>Bikerdude: /* Windows */</p>
<hr />
<div>'''Intended article audience:''' engine coders<br />
<br />
This guide should provide you with enough information to compile The Dark Mod's game code from source.<br />
It applies to version 2.09 or later version of TDM. If you want to compile older version, see the history of this wiki page.<br />
Brief compilation instructions are also included in <tt>COMPILING.txt</tt> file in the source code package.<br />
<br />
<br />
== Get the sources ==<br />
<br />
The sources are available through "snapshots", i.e. whenever the Dark Mod team is releasing a new update (e.g. TDM 2.09) the corresponding sources are released as well.<br />
* You can download a source code archive from the Downloads page: http://www.thedarkmod.com/downloads/<br />
The executables built from these sources are compatible with the latest official release of TDM.<br />
<br />
<br />
Also you can get the very latest source code directly from SVN:<br />
* Public read-only access: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/<br />
* Team members only: https://svn.thedarkmod.com/svn/darkmod_src/trunk <br />
<br />
Be warned though that these sources '''might be incompatible with your local darkmod installation'''.<br />
To minimize the problem, developer builds of the game are available in tdm_installer.<br />
Each developer build is named like <tt>devXXXXX-YYYY</tt>, where YYYY is the SVN revision number which this version was built from.<br />
If you checkout this exact revision from the source code SVN and build executable from it, it will surely be compatible with the corresponding dev. build of TDM.<br />
<br />
== Directory structure ==<br />
<br />
Put the source code directory next to your game directory, such that the directory structure looks like this:<br />
<br />
C:\Games\darkmod <-- your darkmod installation<br />
C:\Games\darkmod_src <-- your source folder (containing the solution)<br />
<br />
This directory structure is recommended for both Windows and Linux.<br />
<br />
For windows users (this may also apply to linux users) - Install tortoise SVN and then right click on the \darkmod_src folder and select checkout. Then in the url field put 'https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/' then click ok (see screenshot below)<br />
<br />
[[File:Darkmod src.jpg|thumb]]<br />
{{clear}}<br />
<br />
== Windows ==<br />
<br />
Since TDM 2.07 you'll need Visual Studio 2017 to compile the project.<br />
The free Community Edition works fine, it can be downloaded [https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=Community&rel=15 approximately here]. Additionally, you have to:<br />
* Make sure "Visual C++ MFC for x86 and x64" is being installed by MSVC installer, along with "Desktop development with C++" workflow (see screenshot below)<br />
* If compiling 2.07, make sure "Windows XP support for C++" is installed too (not needed for 2.08).<br />
<br />
[[File:Unknown.png|thumb]]{{clear}}<br />
<br />
You'll find a <tt>TheDarkMod.sln</tt> solution file (in MSVC 2017 format) in the source code folder, which you can double-click to open in Visual Studio. The solution is designed to put the compiled binaries into the ../darkmod folder nearby, that's why we recommend using the directory layout shown above. (You can change the output paths in the property sheets, in case you know how to do that).<br />
<br />
Once the solution is opened, select the Configuration in the topmost toolbar (either "release" or "debug", depending on what you want to do) and Platform (either Win32 or x64). Then hit "Build Solution" ({{Ctrl}}-{{Shift}}-{{key|B}} or {{F7}}). The compilation usually takes a minute or two, watch the output window at the bottom of Visual Studio. After completion you'll find the compiled binary in your darkmod/ folder. It would be either <tt>TheDarkMod.exe</tt> or <tt>TheDarkModx64.exe</tt>, depending on the configuration used.<br />
<br />
=== Debugging the Engine/Game ===<br />
To debug your custom built code, you need to attach Visual Studio's debugger to the TheDarkMod.exe process. There are two ways to accomplish that:<br />
<br />
The quick one:<br />
# Go to Visual Studio and open the TheDarkMod solution<br />
# Make sure the "DarkModTools" project is marked bold (as "Startup project") <br />
# Compile and hit run (F5), Studio will start your TheDarkMod.exe and attach automatically<br />
<br />
The manual way:<br />
# Start your custom TheDarkMod.exe through Windows Explorer or shortcuts<br />
# Once the game is up and running, Alt-Tab back to Visual Studio<br />
# Go to menu "Debug" > "Attach to Process..." and select the TheDarkMod.exe process from the list in that dialog popping up.<br />
# The debugger will now attach to TDM and you can now place breakpoints or intercept game crashes.<br />
<br />
=== Troubleshooting ===<br />
;My breakpoints don't work (they are hollow circles instead of full ones)<br />
:Make sure you're attached to the correct TheDarkMod.exe binary. If you're attaching to an older version (e.g. from an outdated compilation process) or one you haven't built in Studio yourself, VC++ won't be able to load the symbols from the .pdb files. Make sure that the configuration type (release or debug build) is matching as well.<br />
<br />
;I cannot inspect all the variables / The instruction pointer is skipping code<br />
:You are probably running a release build, which comes with some optimisations. When debugging a release build, you'll notice that your instruction pointer (the yellow arrow) is sometimes skipping statements, which have most likely been optimised out of the binary during compilation/linking. You'll also have troubles when trying to inspect temporary variables or inlined functions. Use a debug build if this prevents you from figuring out things during debugging.<br />
<br />
;Debugging works well, but the game plays too slowly<br />
:You are running debug build, which is much slower than release. There are several ways to make life easier. First, you can get to the place where problem happens in release build and save your game there, then run debug build and load the game to do debugging. Second, you can try the "Debug with inlines" configuration, which is faster than full debug build, but is still very convenient to debug. If this is not fast enough for you, you can also debug the release build directly, but be aware that breakpoints and watches do not always work due to optimizations. Note that even release build is slower with debugger than without it because of debug heap. You can disable it by setting environment variable [https://ofekshilon.com/2014/09/20/accelerating-debug-runs-part-1-_no_debug_heap-2/ _NO_DEBUG_HEAP=1]. If you do it properly, then your release build should run with full speed.<br />
<br />
== Linux ==<br />
<br />
You need GCC 5 or newer to build TDM on Linux.<br />
Anything older than GCC 4.7 surely won't work.<br />
CMake >= 3.12 is required starting from TDM 2.08.<br />
<br />
You first need to create a build directory. Easiest option is to create a subdirectory in the source code<br />
root directory ("darkmod_src"):<br />
mkdir build && cd build<br />
From your build directory, call CMake:<br />
cmake -DCMAKE_BUILD_TYPE="Release" ..<br />
The '..' indicate the path to the source directory. If you chose a different location for your build directory<br />
instead of the suggested subdirectory, you have to adjust this parameter accordingly. Finally, build TDM by calling<br />
make -j<br />
where the '-j' parameter instructs make to build the project in parallel for faster compile times.<br />
<br />
For newer Ubuntu and Linux Mint versions, it may be better to use:<br />
make -j$(nproc)<br />
to ensure that the number of processes is limited to available cores.<br />
<br />
<br />
If you wish to compile a debug executable, pass '-DCMAKE_BUILD_TYPE="Debug"' to the CMake call.<br />
<br />
=== Ubuntu 16.04: native ===<br />
<br />
The simplest approach is to do a native build, i.e. produce 64-bit binaries on 64-bit OS, or 32-bit binaries on 32-bit OS.<br />
Starting from a clean Ubuntu installation, here is the list of packages you need to install:<br />
<br />
sudo apt-get install subversion //svnversion: not found<br />
sudo apt-get install mesa-common-dev //no such file: "Gl/gl.h", <=2.07<br />
sudo apt-get install libxxf86vm-dev //no such file: "X11/extensions/xf86vmode.h"<br />
sudo apt-get install libopenal-dev //no such file: "AL/al.h"<br />
sudo apt-get install libxext-dev //no such file: "X11/extensions/Xext.h"<br />
sudo snap install cmake //we need a recent version of CMake, so install from snap instead of apt<br />
<br />
Now run CMake as instructed above.<br />
<br />
=== Ubuntu 16.04: 32-bit version on 64-bit OS ===<br />
<br />
If you have 64-bit Linux, you can also build and run 32-bit TDM.<br />
Note that this approach is slightly more complicated.<br />
<br />
You have to install the following packages in addition to the ones listed above:<br />
<br />
sudo apt-get install g++-multilib //no such file: 'sys/cdefs.h'<br />
sudo apt-get install libx11-dev:i386 //cannot find "-lX11"<br />
sudo apt-get install libxxf86vm-dev:i386 //cannot find "-lXxf86vm"<br />
sudo apt-get install libopenal-dev:i386 //cannot find "-lopenal"<br />
sudo apt-get install libxext-dev:i386 //cannot find "-lXext"<br />
<br />
Then you need to call CMake with a toolchain file to target 32-bit:<br />
<br />
cmake -DCMAKE_BUILD_TYPE="Release" -DCMAKE_TOOLCHAIN_FILE="../sys/cmake/gcc_32bit.cmake" ..<br />
<br />
The 64-bit and 32-bit versions can be built independently on a single 64-bit Linux, but you need to use different<br />
build directories for each version.<br />
<br />
=== Other distros ===<br />
<br />
Even if you have a Linux distro different from Ubuntu, the instructions above will most likely help you.<br />
If you still have problems with your build, please report to the forums.<br />
<br />
E.g. for Kali Linux<br />
<br />
sudo apt-get update<br />
sudo apt-get install build-essential manpages-dev <br />
sudo apt-get install cmake<br />
sudo apt install libx11-dev <br />
sudo apt-get install libxxf86vm-dev <br />
sudo apt-get install libxext-dev<br />
<br />
== I have a bugfix for the team ==<br />
<br />
In case you figured out a problem in the TDM game code and you maybe even have a fix available, please drop by at our forums to tell the coding staff. Your fix might be incorporated in the main development branch.<br />
<br />
See also [[Reporting Problem]] article.<br />
<br />
== Working in SVN ==<br />
<br />
If you work directly with [https://svn.thedarkmod.com/svn/darkmod_src/trunk SVN], make sure that [http://svnbook.red-bean.com/en/1.7/svn.ref.svnversion.re.html svnversion] command works properly in OS console:<br />
* ''Windows'': install TortoiseSVN '''with "command line client tools" included'''.<br />
* ''Linux'': install "subversion" package.<br />
To check that it works, build TDM yourself, run it, and then open TDM console. You should see the correct SVN revision number in the lower-right corner.<br />
<br />
<br />
[[Category:Tutorial]]<br />
[[Category:Coding]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=File:Unknown.png&diff=29033File:Unknown.png2021-12-24T21:56:46Z<p>Bikerdude: </p>
<hr />
<div>MFC options</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide&diff=29032The Dark Mod - Compilation Guide2021-12-24T21:55:17Z<p>Bikerdude: /* Directory structure */</p>
<hr />
<div>'''Intended article audience:''' engine coders<br />
<br />
This guide should provide you with enough information to compile The Dark Mod's game code from source.<br />
It applies to version 2.09 or later version of TDM. If you want to compile older version, see the history of this wiki page.<br />
Brief compilation instructions are also included in <tt>COMPILING.txt</tt> file in the source code package.<br />
<br />
<br />
== Get the sources ==<br />
<br />
The sources are available through "snapshots", i.e. whenever the Dark Mod team is releasing a new update (e.g. TDM 2.09) the corresponding sources are released as well.<br />
* You can download a source code archive from the Downloads page: http://www.thedarkmod.com/downloads/<br />
The executables built from these sources are compatible with the latest official release of TDM.<br />
<br />
<br />
Also you can get the very latest source code directly from SVN:<br />
* Public read-only access: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/<br />
* Team members only: https://svn.thedarkmod.com/svn/darkmod_src/trunk <br />
<br />
Be warned though that these sources '''might be incompatible with your local darkmod installation'''.<br />
To minimize the problem, developer builds of the game are available in tdm_installer.<br />
Each developer build is named like <tt>devXXXXX-YYYY</tt>, where YYYY is the SVN revision number which this version was built from.<br />
If you checkout this exact revision from the source code SVN and build executable from it, it will surely be compatible with the corresponding dev. build of TDM.<br />
<br />
== Directory structure ==<br />
<br />
Put the source code directory next to your game directory, such that the directory structure looks like this:<br />
<br />
C:\Games\darkmod <-- your darkmod installation<br />
C:\Games\darkmod_src <-- your source folder (containing the solution)<br />
<br />
This directory structure is recommended for both Windows and Linux.<br />
<br />
For windows users (this may also apply to linux users) - Install tortoise SVN and then right click on the \darkmod_src folder and select checkout. Then in the url field put 'https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/' then click ok (see screenshot below)<br />
<br />
[[File:Darkmod src.jpg|thumb]]<br />
{{clear}}<br />
<br />
== Windows ==<br />
<br />
Since TDM 2.07 you'll need Visual Studio 2017 to compile the project.<br />
The free Community Edition works fine, it can be downloaded [https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=Community&rel=15 approximately here]. Additionally, you have to:<br />
* Make sure "Visual C++ MFC for x86 and x64" is being installed by MSVC installer, along with "Desktop development with C++" workflow (see screenshot below)<br />
* If compiling 2.07, make sure "Windows XP support for C++" is installed too (not needed for 2.08).<br />
<br />
[[File:Bloody VS2017 options.jpg|thumb]]<br />
{{clear}}<br />
<br />
You'll find a <tt>TheDarkMod.sln</tt> solution file (in MSVC 2017 format) in the source code folder, which you can double-click to open in Visual Studio. The solution is designed to put the compiled binaries into the ../darkmod folder nearby, that's why we recommend using the directory layout shown above. (You can change the output paths in the property sheets, in case you know how to do that).<br />
<br />
Once the solution is opened, select the Configuration in the topmost toolbar (either "release" or "debug", depending on what you want to do) and Platform (either Win32 or x64). Then hit "Build Solution" ({{Ctrl}}-{{Shift}}-{{key|B}} or {{F7}}). The compilation usually takes a minute or two, watch the output window at the bottom of Visual Studio. After completion you'll find the compiled binary in your darkmod/ folder. It would be either <tt>TheDarkMod.exe</tt> or <tt>TheDarkModx64.exe</tt>, depending on the configuration used.<br />
<br />
=== Debugging the Engine/Game ===<br />
To debug your custom built code, you need to attach Visual Studio's debugger to the TheDarkMod.exe process. There are two ways to accomplish that:<br />
<br />
The quick one:<br />
# Go to Visual Studio and open the TheDarkMod solution<br />
# Make sure the "DarkModTools" project is marked bold (as "Startup project") <br />
# Compile and hit run (F5), Studio will start your TheDarkMod.exe and attach automatically<br />
<br />
The manual way:<br />
# Start your custom TheDarkMod.exe through Windows Explorer or shortcuts<br />
# Once the game is up and running, Alt-Tab back to Visual Studio<br />
# Go to menu "Debug" > "Attach to Process..." and select the TheDarkMod.exe process from the list in that dialog popping up.<br />
# The debugger will now attach to TDM and you can now place breakpoints or intercept game crashes.<br />
<br />
=== Troubleshooting ===<br />
;My breakpoints don't work (they are hollow circles instead of full ones)<br />
:Make sure you're attached to the correct TheDarkMod.exe binary. If you're attaching to an older version (e.g. from an outdated compilation process) or one you haven't built in Studio yourself, VC++ won't be able to load the symbols from the .pdb files. Make sure that the configuration type (release or debug build) is matching as well.<br />
<br />
;I cannot inspect all the variables / The instruction pointer is skipping code<br />
:You are probably running a release build, which comes with some optimisations. When debugging a release build, you'll notice that your instruction pointer (the yellow arrow) is sometimes skipping statements, which have most likely been optimised out of the binary during compilation/linking. You'll also have troubles when trying to inspect temporary variables or inlined functions. Use a debug build if this prevents you from figuring out things during debugging.<br />
<br />
;Debugging works well, but the game plays too slowly<br />
:You are running debug build, which is much slower than release. There are several ways to make life easier. First, you can get to the place where problem happens in release build and save your game there, then run debug build and load the game to do debugging. Second, you can try the "Debug with inlines" configuration, which is faster than full debug build, but is still very convenient to debug. If this is not fast enough for you, you can also debug the release build directly, but be aware that breakpoints and watches do not always work due to optimizations. Note that even release build is slower with debugger than without it because of debug heap. You can disable it by setting environment variable [https://ofekshilon.com/2014/09/20/accelerating-debug-runs-part-1-_no_debug_heap-2/ _NO_DEBUG_HEAP=1]. If you do it properly, then your release build should run with full speed.<br />
<br />
== Linux ==<br />
<br />
You need GCC 5 or newer to build TDM on Linux.<br />
Anything older than GCC 4.7 surely won't work.<br />
CMake >= 3.12 is required starting from TDM 2.08.<br />
<br />
You first need to create a build directory. Easiest option is to create a subdirectory in the source code<br />
root directory ("darkmod_src"):<br />
mkdir build && cd build<br />
From your build directory, call CMake:<br />
cmake -DCMAKE_BUILD_TYPE="Release" ..<br />
The '..' indicate the path to the source directory. If you chose a different location for your build directory<br />
instead of the suggested subdirectory, you have to adjust this parameter accordingly. Finally, build TDM by calling<br />
make -j<br />
where the '-j' parameter instructs make to build the project in parallel for faster compile times.<br />
<br />
For newer Ubuntu and Linux Mint versions, it may be better to use:<br />
make -j$(nproc)<br />
to ensure that the number of processes is limited to available cores.<br />
<br />
<br />
If you wish to compile a debug executable, pass '-DCMAKE_BUILD_TYPE="Debug"' to the CMake call.<br />
<br />
=== Ubuntu 16.04: native ===<br />
<br />
The simplest approach is to do a native build, i.e. produce 64-bit binaries on 64-bit OS, or 32-bit binaries on 32-bit OS.<br />
Starting from a clean Ubuntu installation, here is the list of packages you need to install:<br />
<br />
sudo apt-get install subversion //svnversion: not found<br />
sudo apt-get install mesa-common-dev //no such file: "Gl/gl.h", <=2.07<br />
sudo apt-get install libxxf86vm-dev //no such file: "X11/extensions/xf86vmode.h"<br />
sudo apt-get install libopenal-dev //no such file: "AL/al.h"<br />
sudo apt-get install libxext-dev //no such file: "X11/extensions/Xext.h"<br />
sudo snap install cmake //we need a recent version of CMake, so install from snap instead of apt<br />
<br />
Now run CMake as instructed above.<br />
<br />
=== Ubuntu 16.04: 32-bit version on 64-bit OS ===<br />
<br />
If you have 64-bit Linux, you can also build and run 32-bit TDM.<br />
Note that this approach is slightly more complicated.<br />
<br />
You have to install the following packages in addition to the ones listed above:<br />
<br />
sudo apt-get install g++-multilib //no such file: 'sys/cdefs.h'<br />
sudo apt-get install libx11-dev:i386 //cannot find "-lX11"<br />
sudo apt-get install libxxf86vm-dev:i386 //cannot find "-lXxf86vm"<br />
sudo apt-get install libopenal-dev:i386 //cannot find "-lopenal"<br />
sudo apt-get install libxext-dev:i386 //cannot find "-lXext"<br />
<br />
Then you need to call CMake with a toolchain file to target 32-bit:<br />
<br />
cmake -DCMAKE_BUILD_TYPE="Release" -DCMAKE_TOOLCHAIN_FILE="../sys/cmake/gcc_32bit.cmake" ..<br />
<br />
The 64-bit and 32-bit versions can be built independently on a single 64-bit Linux, but you need to use different<br />
build directories for each version.<br />
<br />
=== Other distros ===<br />
<br />
Even if you have a Linux distro different from Ubuntu, the instructions above will most likely help you.<br />
If you still have problems with your build, please report to the forums.<br />
<br />
E.g. for Kali Linux<br />
<br />
sudo apt-get update<br />
sudo apt-get install build-essential manpages-dev <br />
sudo apt-get install cmake<br />
sudo apt install libx11-dev <br />
sudo apt-get install libxxf86vm-dev <br />
sudo apt-get install libxext-dev<br />
<br />
== I have a bugfix for the team ==<br />
<br />
In case you figured out a problem in the TDM game code and you maybe even have a fix available, please drop by at our forums to tell the coding staff. Your fix might be incorporated in the main development branch.<br />
<br />
See also [[Reporting Problem]] article.<br />
<br />
== Working in SVN ==<br />
<br />
If you work directly with [https://svn.thedarkmod.com/svn/darkmod_src/trunk SVN], make sure that [http://svnbook.red-bean.com/en/1.7/svn.ref.svnversion.re.html svnversion] command works properly in OS console:<br />
* ''Windows'': install TortoiseSVN '''with "command line client tools" included'''.<br />
* ''Linux'': install "subversion" package.<br />
To check that it works, build TDM yourself, run it, and then open TDM console. You should see the correct SVN revision number in the lower-right corner.<br />
<br />
<br />
[[Category:Tutorial]]<br />
[[Category:Coding]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide&diff=29031The Dark Mod - Compilation Guide2021-12-24T21:55:04Z<p>Bikerdude: /* Windows */</p>
<hr />
<div>'''Intended article audience:''' engine coders<br />
<br />
This guide should provide you with enough information to compile The Dark Mod's game code from source.<br />
It applies to version 2.09 or later version of TDM. If you want to compile older version, see the history of this wiki page.<br />
Brief compilation instructions are also included in <tt>COMPILING.txt</tt> file in the source code package.<br />
<br />
<br />
== Get the sources ==<br />
<br />
The sources are available through "snapshots", i.e. whenever the Dark Mod team is releasing a new update (e.g. TDM 2.09) the corresponding sources are released as well.<br />
* You can download a source code archive from the Downloads page: http://www.thedarkmod.com/downloads/<br />
The executables built from these sources are compatible with the latest official release of TDM.<br />
<br />
<br />
Also you can get the very latest source code directly from SVN:<br />
* Public read-only access: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/<br />
* Team members only: https://svn.thedarkmod.com/svn/darkmod_src/trunk <br />
<br />
Be warned though that these sources '''might be incompatible with your local darkmod installation'''.<br />
To minimize the problem, developer builds of the game are available in tdm_installer.<br />
Each developer build is named like <tt>devXXXXX-YYYY</tt>, where YYYY is the SVN revision number which this version was built from.<br />
If you checkout this exact revision from the source code SVN and build executable from it, it will surely be compatible with the corresponding dev. build of TDM.<br />
<br />
== Directory structure ==<br />
<br />
Put the source code directory next to your game directory, such that the directory structure looks like this:<br />
<br />
C:\Games\darkmod <-- your darkmod installation<br />
C:\Games\darkmod_src <-- your source folder (containing the solution)<br />
<br />
This directory structure is recommended for both Windows and Linux.<br />
<br />
For windows users (this may also apply to linux users) - Install tortoise SVN and then right click on the \darkmod_src folder and select checkout. Then in the url field put 'https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/' then click ok (see screenshot below)<br />
<br />
[[File:Darkmod src.jpg|thumb]]<br />
<br />
== Windows ==<br />
<br />
Since TDM 2.07 you'll need Visual Studio 2017 to compile the project.<br />
The free Community Edition works fine, it can be downloaded [https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=Community&rel=15 approximately here]. Additionally, you have to:<br />
* Make sure "Visual C++ MFC for x86 and x64" is being installed by MSVC installer, along with "Desktop development with C++" workflow (see screenshot below)<br />
* If compiling 2.07, make sure "Windows XP support for C++" is installed too (not needed for 2.08).<br />
<br />
[[File:Bloody VS2017 options.jpg|thumb]]<br />
{{clear}}<br />
<br />
You'll find a <tt>TheDarkMod.sln</tt> solution file (in MSVC 2017 format) in the source code folder, which you can double-click to open in Visual Studio. The solution is designed to put the compiled binaries into the ../darkmod folder nearby, that's why we recommend using the directory layout shown above. (You can change the output paths in the property sheets, in case you know how to do that).<br />
<br />
Once the solution is opened, select the Configuration in the topmost toolbar (either "release" or "debug", depending on what you want to do) and Platform (either Win32 or x64). Then hit "Build Solution" ({{Ctrl}}-{{Shift}}-{{key|B}} or {{F7}}). The compilation usually takes a minute or two, watch the output window at the bottom of Visual Studio. After completion you'll find the compiled binary in your darkmod/ folder. It would be either <tt>TheDarkMod.exe</tt> or <tt>TheDarkModx64.exe</tt>, depending on the configuration used.<br />
<br />
=== Debugging the Engine/Game ===<br />
To debug your custom built code, you need to attach Visual Studio's debugger to the TheDarkMod.exe process. There are two ways to accomplish that:<br />
<br />
The quick one:<br />
# Go to Visual Studio and open the TheDarkMod solution<br />
# Make sure the "DarkModTools" project is marked bold (as "Startup project") <br />
# Compile and hit run (F5), Studio will start your TheDarkMod.exe and attach automatically<br />
<br />
The manual way:<br />
# Start your custom TheDarkMod.exe through Windows Explorer or shortcuts<br />
# Once the game is up and running, Alt-Tab back to Visual Studio<br />
# Go to menu "Debug" > "Attach to Process..." and select the TheDarkMod.exe process from the list in that dialog popping up.<br />
# The debugger will now attach to TDM and you can now place breakpoints or intercept game crashes.<br />
<br />
=== Troubleshooting ===<br />
;My breakpoints don't work (they are hollow circles instead of full ones)<br />
:Make sure you're attached to the correct TheDarkMod.exe binary. If you're attaching to an older version (e.g. from an outdated compilation process) or one you haven't built in Studio yourself, VC++ won't be able to load the symbols from the .pdb files. Make sure that the configuration type (release or debug build) is matching as well.<br />
<br />
;I cannot inspect all the variables / The instruction pointer is skipping code<br />
:You are probably running a release build, which comes with some optimisations. When debugging a release build, you'll notice that your instruction pointer (the yellow arrow) is sometimes skipping statements, which have most likely been optimised out of the binary during compilation/linking. You'll also have troubles when trying to inspect temporary variables or inlined functions. Use a debug build if this prevents you from figuring out things during debugging.<br />
<br />
;Debugging works well, but the game plays too slowly<br />
:You are running debug build, which is much slower than release. There are several ways to make life easier. First, you can get to the place where problem happens in release build and save your game there, then run debug build and load the game to do debugging. Second, you can try the "Debug with inlines" configuration, which is faster than full debug build, but is still very convenient to debug. If this is not fast enough for you, you can also debug the release build directly, but be aware that breakpoints and watches do not always work due to optimizations. Note that even release build is slower with debugger than without it because of debug heap. You can disable it by setting environment variable [https://ofekshilon.com/2014/09/20/accelerating-debug-runs-part-1-_no_debug_heap-2/ _NO_DEBUG_HEAP=1]. If you do it properly, then your release build should run with full speed.<br />
<br />
== Linux ==<br />
<br />
You need GCC 5 or newer to build TDM on Linux.<br />
Anything older than GCC 4.7 surely won't work.<br />
CMake >= 3.12 is required starting from TDM 2.08.<br />
<br />
You first need to create a build directory. Easiest option is to create a subdirectory in the source code<br />
root directory ("darkmod_src"):<br />
mkdir build && cd build<br />
From your build directory, call CMake:<br />
cmake -DCMAKE_BUILD_TYPE="Release" ..<br />
The '..' indicate the path to the source directory. If you chose a different location for your build directory<br />
instead of the suggested subdirectory, you have to adjust this parameter accordingly. Finally, build TDM by calling<br />
make -j<br />
where the '-j' parameter instructs make to build the project in parallel for faster compile times.<br />
<br />
For newer Ubuntu and Linux Mint versions, it may be better to use:<br />
make -j$(nproc)<br />
to ensure that the number of processes is limited to available cores.<br />
<br />
<br />
If you wish to compile a debug executable, pass '-DCMAKE_BUILD_TYPE="Debug"' to the CMake call.<br />
<br />
=== Ubuntu 16.04: native ===<br />
<br />
The simplest approach is to do a native build, i.e. produce 64-bit binaries on 64-bit OS, or 32-bit binaries on 32-bit OS.<br />
Starting from a clean Ubuntu installation, here is the list of packages you need to install:<br />
<br />
sudo apt-get install subversion //svnversion: not found<br />
sudo apt-get install mesa-common-dev //no such file: "Gl/gl.h", <=2.07<br />
sudo apt-get install libxxf86vm-dev //no such file: "X11/extensions/xf86vmode.h"<br />
sudo apt-get install libopenal-dev //no such file: "AL/al.h"<br />
sudo apt-get install libxext-dev //no such file: "X11/extensions/Xext.h"<br />
sudo snap install cmake //we need a recent version of CMake, so install from snap instead of apt<br />
<br />
Now run CMake as instructed above.<br />
<br />
=== Ubuntu 16.04: 32-bit version on 64-bit OS ===<br />
<br />
If you have 64-bit Linux, you can also build and run 32-bit TDM.<br />
Note that this approach is slightly more complicated.<br />
<br />
You have to install the following packages in addition to the ones listed above:<br />
<br />
sudo apt-get install g++-multilib //no such file: 'sys/cdefs.h'<br />
sudo apt-get install libx11-dev:i386 //cannot find "-lX11"<br />
sudo apt-get install libxxf86vm-dev:i386 //cannot find "-lXxf86vm"<br />
sudo apt-get install libopenal-dev:i386 //cannot find "-lopenal"<br />
sudo apt-get install libxext-dev:i386 //cannot find "-lXext"<br />
<br />
Then you need to call CMake with a toolchain file to target 32-bit:<br />
<br />
cmake -DCMAKE_BUILD_TYPE="Release" -DCMAKE_TOOLCHAIN_FILE="../sys/cmake/gcc_32bit.cmake" ..<br />
<br />
The 64-bit and 32-bit versions can be built independently on a single 64-bit Linux, but you need to use different<br />
build directories for each version.<br />
<br />
=== Other distros ===<br />
<br />
Even if you have a Linux distro different from Ubuntu, the instructions above will most likely help you.<br />
If you still have problems with your build, please report to the forums.<br />
<br />
E.g. for Kali Linux<br />
<br />
sudo apt-get update<br />
sudo apt-get install build-essential manpages-dev <br />
sudo apt-get install cmake<br />
sudo apt install libx11-dev <br />
sudo apt-get install libxxf86vm-dev <br />
sudo apt-get install libxext-dev<br />
<br />
== I have a bugfix for the team ==<br />
<br />
In case you figured out a problem in the TDM game code and you maybe even have a fix available, please drop by at our forums to tell the coding staff. Your fix might be incorporated in the main development branch.<br />
<br />
See also [[Reporting Problem]] article.<br />
<br />
== Working in SVN ==<br />
<br />
If you work directly with [https://svn.thedarkmod.com/svn/darkmod_src/trunk SVN], make sure that [http://svnbook.red-bean.com/en/1.7/svn.ref.svnversion.re.html svnversion] command works properly in OS console:<br />
* ''Windows'': install TortoiseSVN '''with "command line client tools" included'''.<br />
* ''Linux'': install "subversion" package.<br />
To check that it works, build TDM yourself, run it, and then open TDM console. You should see the correct SVN revision number in the lower-right corner.<br />
<br />
<br />
[[Category:Tutorial]]<br />
[[Category:Coding]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide&diff=29030The Dark Mod - Compilation Guide2021-12-24T21:52:25Z<p>Bikerdude: /* Directory structure */</p>
<hr />
<div>'''Intended article audience:''' engine coders<br />
<br />
This guide should provide you with enough information to compile The Dark Mod's game code from source.<br />
It applies to version 2.09 or later version of TDM. If you want to compile older version, see the history of this wiki page.<br />
Brief compilation instructions are also included in <tt>COMPILING.txt</tt> file in the source code package.<br />
<br />
<br />
== Get the sources ==<br />
<br />
The sources are available through "snapshots", i.e. whenever the Dark Mod team is releasing a new update (e.g. TDM 2.09) the corresponding sources are released as well.<br />
* You can download a source code archive from the Downloads page: http://www.thedarkmod.com/downloads/<br />
The executables built from these sources are compatible with the latest official release of TDM.<br />
<br />
<br />
Also you can get the very latest source code directly from SVN:<br />
* Public read-only access: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/<br />
* Team members only: https://svn.thedarkmod.com/svn/darkmod_src/trunk <br />
<br />
Be warned though that these sources '''might be incompatible with your local darkmod installation'''.<br />
To minimize the problem, developer builds of the game are available in tdm_installer.<br />
Each developer build is named like <tt>devXXXXX-YYYY</tt>, where YYYY is the SVN revision number which this version was built from.<br />
If you checkout this exact revision from the source code SVN and build executable from it, it will surely be compatible with the corresponding dev. build of TDM.<br />
<br />
== Directory structure ==<br />
<br />
Put the source code directory next to your game directory, such that the directory structure looks like this:<br />
<br />
C:\Games\darkmod <-- your darkmod installation<br />
C:\Games\darkmod_src <-- your source folder (containing the solution)<br />
<br />
This directory structure is recommended for both Windows and Linux.<br />
<br />
For windows users (this may also apply to linux users) - Install tortoise SVN and then right click on the \darkmod_src folder and select checkout. Then in the url field put 'https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/' then click ok (see screenshot below)<br />
<br />
[[File:Darkmod src.jpg|thumb]]<br />
<br />
== Windows ==<br />
<br />
Since TDM 2.07 you'll need Visual Studio 2017 to compile the project.<br />
The free Community Edition works fine, it can be downloaded [https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=Community&rel=15 approximately here]. Additionally, you have to:<br />
* Make sure "Visual C++ MFC for x86 and x64" is being installed by MSVC installer, along with "Desktop development with C++" workflow (see screenshot below)<br />
* If compiling 2.07, make sure "Windows XP support for C++" is installed too (not needed for 2.08).<br />
<br />
[[File:Bloody VS2017 options.jpg|thumb]]<br />
<br />
You'll find a <tt>TheDarkMod.sln</tt> solution file (in MSVC 2017 format) in the source code folder, which you can double-click to open in Visual Studio. The solution is designed to put the compiled binaries into the ../darkmod folder nearby, that's why we recommend using the directory layout shown above. (You can change the output paths in the property sheets, in case you know how to do that).<br />
<br />
Once the solution is opened, select the Configuration in the topmost toolbar (either "release" or "debug", depending on what you want to do) and Platform (either Win32 or x64). Then hit "Build Solution" ({{Ctrl}}-{{Shift}}-{{key|B}} or {{F7}}). The compilation usually takes a minute or two, watch the output window at the bottom of Visual Studio. After completion you'll find the compiled binary in your darkmod/ folder. It would be either <tt>TheDarkMod.exe</tt> or <tt>TheDarkModx64.exe</tt>, depending on the configuration used.<br />
<br />
=== Debugging the Engine/Game ===<br />
To debug your custom built code, you need to attach Visual Studio's debugger to the TheDarkMod.exe process. There are two ways to accomplish that:<br />
<br />
The quick one:<br />
# Go to Visual Studio and open the TheDarkMod solution<br />
# Make sure the "DarkModTools" project is marked bold (as "Startup project") <br />
# Compile and hit run (F5), Studio will start your TheDarkMod.exe and attach automatically<br />
<br />
The manual way:<br />
# Start your custom TheDarkMod.exe through Windows Explorer or shortcuts<br />
# Once the game is up and running, Alt-Tab back to Visual Studio<br />
# Go to menu "Debug" > "Attach to Process..." and select the TheDarkMod.exe process from the list in that dialog popping up.<br />
# The debugger will now attach to TDM and you can now place breakpoints or intercept game crashes.<br />
<br />
=== Troubleshooting ===<br />
;My breakpoints don't work (they are hollow circles instead of full ones)<br />
:Make sure you're attached to the correct TheDarkMod.exe binary. If you're attaching to an older version (e.g. from an outdated compilation process) or one you haven't built in Studio yourself, VC++ won't be able to load the symbols from the .pdb files. Make sure that the configuration type (release or debug build) is matching as well.<br />
<br />
;I cannot inspect all the variables / The instruction pointer is skipping code<br />
:You are probably running a release build, which comes with some optimisations. When debugging a release build, you'll notice that your instruction pointer (the yellow arrow) is sometimes skipping statements, which have most likely been optimised out of the binary during compilation/linking. You'll also have troubles when trying to inspect temporary variables or inlined functions. Use a debug build if this prevents you from figuring out things during debugging.<br />
<br />
;Debugging works well, but the game plays too slowly<br />
:You are running debug build, which is much slower than release. There are several ways to make life easier. First, you can get to the place where problem happens in release build and save your game there, then run debug build and load the game to do debugging. Second, you can try the "Debug with inlines" configuration, which is faster than full debug build, but is still very convenient to debug. If this is not fast enough for you, you can also debug the release build directly, but be aware that breakpoints and watches do not always work due to optimizations. Note that even release build is slower with debugger than without it because of debug heap. You can disable it by setting environment variable [https://ofekshilon.com/2014/09/20/accelerating-debug-runs-part-1-_no_debug_heap-2/ _NO_DEBUG_HEAP=1]. If you do it properly, then your release build should run with full speed.<br />
<br />
== Linux ==<br />
<br />
You need GCC 5 or newer to build TDM on Linux.<br />
Anything older than GCC 4.7 surely won't work.<br />
CMake >= 3.12 is required starting from TDM 2.08.<br />
<br />
You first need to create a build directory. Easiest option is to create a subdirectory in the source code<br />
root directory ("darkmod_src"):<br />
mkdir build && cd build<br />
From your build directory, call CMake:<br />
cmake -DCMAKE_BUILD_TYPE="Release" ..<br />
The '..' indicate the path to the source directory. If you chose a different location for your build directory<br />
instead of the suggested subdirectory, you have to adjust this parameter accordingly. Finally, build TDM by calling<br />
make -j<br />
where the '-j' parameter instructs make to build the project in parallel for faster compile times.<br />
<br />
For newer Ubuntu and Linux Mint versions, it may be better to use:<br />
make -j$(nproc)<br />
to ensure that the number of processes is limited to available cores.<br />
<br />
<br />
If you wish to compile a debug executable, pass '-DCMAKE_BUILD_TYPE="Debug"' to the CMake call.<br />
<br />
=== Ubuntu 16.04: native ===<br />
<br />
The simplest approach is to do a native build, i.e. produce 64-bit binaries on 64-bit OS, or 32-bit binaries on 32-bit OS.<br />
Starting from a clean Ubuntu installation, here is the list of packages you need to install:<br />
<br />
sudo apt-get install subversion //svnversion: not found<br />
sudo apt-get install mesa-common-dev //no such file: "Gl/gl.h", <=2.07<br />
sudo apt-get install libxxf86vm-dev //no such file: "X11/extensions/xf86vmode.h"<br />
sudo apt-get install libopenal-dev //no such file: "AL/al.h"<br />
sudo apt-get install libxext-dev //no such file: "X11/extensions/Xext.h"<br />
sudo snap install cmake //we need a recent version of CMake, so install from snap instead of apt<br />
<br />
Now run CMake as instructed above.<br />
<br />
=== Ubuntu 16.04: 32-bit version on 64-bit OS ===<br />
<br />
If you have 64-bit Linux, you can also build and run 32-bit TDM.<br />
Note that this approach is slightly more complicated.<br />
<br />
You have to install the following packages in addition to the ones listed above:<br />
<br />
sudo apt-get install g++-multilib //no such file: 'sys/cdefs.h'<br />
sudo apt-get install libx11-dev:i386 //cannot find "-lX11"<br />
sudo apt-get install libxxf86vm-dev:i386 //cannot find "-lXxf86vm"<br />
sudo apt-get install libopenal-dev:i386 //cannot find "-lopenal"<br />
sudo apt-get install libxext-dev:i386 //cannot find "-lXext"<br />
<br />
Then you need to call CMake with a toolchain file to target 32-bit:<br />
<br />
cmake -DCMAKE_BUILD_TYPE="Release" -DCMAKE_TOOLCHAIN_FILE="../sys/cmake/gcc_32bit.cmake" ..<br />
<br />
The 64-bit and 32-bit versions can be built independently on a single 64-bit Linux, but you need to use different<br />
build directories for each version.<br />
<br />
=== Other distros ===<br />
<br />
Even if you have a Linux distro different from Ubuntu, the instructions above will most likely help you.<br />
If you still have problems with your build, please report to the forums.<br />
<br />
E.g. for Kali Linux<br />
<br />
sudo apt-get update<br />
sudo apt-get install build-essential manpages-dev <br />
sudo apt-get install cmake<br />
sudo apt install libx11-dev <br />
sudo apt-get install libxxf86vm-dev <br />
sudo apt-get install libxext-dev<br />
<br />
== I have a bugfix for the team ==<br />
<br />
In case you figured out a problem in the TDM game code and you maybe even have a fix available, please drop by at our forums to tell the coding staff. Your fix might be incorporated in the main development branch.<br />
<br />
See also [[Reporting Problem]] article.<br />
<br />
== Working in SVN ==<br />
<br />
If you work directly with [https://svn.thedarkmod.com/svn/darkmod_src/trunk SVN], make sure that [http://svnbook.red-bean.com/en/1.7/svn.ref.svnversion.re.html svnversion] command works properly in OS console:<br />
* ''Windows'': install TortoiseSVN '''with "command line client tools" included'''.<br />
* ''Linux'': install "subversion" package.<br />
To check that it works, build TDM yourself, run it, and then open TDM console. You should see the correct SVN revision number in the lower-right corner.<br />
<br />
<br />
[[Category:Tutorial]]<br />
[[Category:Coding]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=File:Darkmod_src.jpg&diff=29029File:Darkmod src.jpg2021-12-24T21:51:54Z<p>Bikerdude: </p>
<hr />
<div>what the svn checkout window looks like.</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide&diff=29028The Dark Mod - Compilation Guide2021-12-24T21:25:26Z<p>Bikerdude: /* Windows */</p>
<hr />
<div>'''Intended article audience:''' engine coders<br />
<br />
This guide should provide you with enough information to compile The Dark Mod's game code from source.<br />
It applies to version 2.09 or later version of TDM. If you want to compile older version, see the history of this wiki page.<br />
Brief compilation instructions are also included in <tt>COMPILING.txt</tt> file in the source code package.<br />
<br />
<br />
== Get the sources ==<br />
<br />
The sources are available through "snapshots", i.e. whenever the Dark Mod team is releasing a new update (e.g. TDM 2.09) the corresponding sources are released as well.<br />
* You can download a source code archive from the Downloads page: http://www.thedarkmod.com/downloads/<br />
The executables built from these sources are compatible with the latest official release of TDM.<br />
<br />
<br />
Also you can get the very latest source code directly from SVN:<br />
* Public read-only access: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/<br />
* Team members only: https://svn.thedarkmod.com/svn/darkmod_src/trunk <br />
<br />
Be warned though that these sources '''might be incompatible with your local darkmod installation'''.<br />
To minimize the problem, developer builds of the game are available in tdm_installer.<br />
Each developer build is named like <tt>devXXXXX-YYYY</tt>, where YYYY is the SVN revision number which this version was built from.<br />
If you checkout this exact revision from the source code SVN and build executable from it, it will surely be compatible with the corresponding dev. build of TDM.<br />
<br />
== Directory structure ==<br />
<br />
Put the source code directory next to your game directory, such that the directory structure looks like this:<br />
<br />
C:\Games\Doom3\darkmod <-- your darkmod installation<br />
C:\Games\Doom3\darkmod_src <-- your source folder (containing the solution)<br />
<br />
This directory structure is recommended for both Windows and Linux.<br />
<br />
<br />
== Windows ==<br />
<br />
Since TDM 2.07 you'll need Visual Studio 2017 to compile the project.<br />
The free Community Edition works fine, it can be downloaded [https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=Community&rel=15 approximately here]. Additionally, you have to:<br />
* Make sure "Visual C++ MFC for x86 and x64" is being installed by MSVC installer, along with "Desktop development with C++" workflow (see screenshot below)<br />
* If compiling 2.07, make sure "Windows XP support for C++" is installed too (not needed for 2.08).<br />
<br />
[[File:Bloody VS2017 options.jpg|thumb]]<br />
<br />
You'll find a <tt>TheDarkMod.sln</tt> solution file (in MSVC 2017 format) in the source code folder, which you can double-click to open in Visual Studio. The solution is designed to put the compiled binaries into the ../darkmod folder nearby, that's why we recommend using the directory layout shown above. (You can change the output paths in the property sheets, in case you know how to do that).<br />
<br />
Once the solution is opened, select the Configuration in the topmost toolbar (either "release" or "debug", depending on what you want to do) and Platform (either Win32 or x64). Then hit "Build Solution" ({{Ctrl}}-{{Shift}}-{{key|B}} or {{F7}}). The compilation usually takes a minute or two, watch the output window at the bottom of Visual Studio. After completion you'll find the compiled binary in your darkmod/ folder. It would be either <tt>TheDarkMod.exe</tt> or <tt>TheDarkModx64.exe</tt>, depending on the configuration used.<br />
<br />
=== Debugging the Engine/Game ===<br />
To debug your custom built code, you need to attach Visual Studio's debugger to the TheDarkMod.exe process. There are two ways to accomplish that:<br />
<br />
The quick one:<br />
# Go to Visual Studio and open the TheDarkMod solution<br />
# Make sure the "DarkModTools" project is marked bold (as "Startup project") <br />
# Compile and hit run (F5), Studio will start your TheDarkMod.exe and attach automatically<br />
<br />
The manual way:<br />
# Start your custom TheDarkMod.exe through Windows Explorer or shortcuts<br />
# Once the game is up and running, Alt-Tab back to Visual Studio<br />
# Go to menu "Debug" > "Attach to Process..." and select the TheDarkMod.exe process from the list in that dialog popping up.<br />
# The debugger will now attach to TDM and you can now place breakpoints or intercept game crashes.<br />
<br />
=== Troubleshooting ===<br />
;My breakpoints don't work (they are hollow circles instead of full ones)<br />
:Make sure you're attached to the correct TheDarkMod.exe binary. If you're attaching to an older version (e.g. from an outdated compilation process) or one you haven't built in Studio yourself, VC++ won't be able to load the symbols from the .pdb files. Make sure that the configuration type (release or debug build) is matching as well.<br />
<br />
;I cannot inspect all the variables / The instruction pointer is skipping code<br />
:You are probably running a release build, which comes with some optimisations. When debugging a release build, you'll notice that your instruction pointer (the yellow arrow) is sometimes skipping statements, which have most likely been optimised out of the binary during compilation/linking. You'll also have troubles when trying to inspect temporary variables or inlined functions. Use a debug build if this prevents you from figuring out things during debugging.<br />
<br />
;Debugging works well, but the game plays too slowly<br />
:You are running debug build, which is much slower than release. There are several ways to make life easier. First, you can get to the place where problem happens in release build and save your game there, then run debug build and load the game to do debugging. Second, you can try the "Debug with inlines" configuration, which is faster than full debug build, but is still very convenient to debug. If this is not fast enough for you, you can also debug the release build directly, but be aware that breakpoints and watches do not always work due to optimizations. Note that even release build is slower with debugger than without it because of debug heap. You can disable it by setting environment variable [https://ofekshilon.com/2014/09/20/accelerating-debug-runs-part-1-_no_debug_heap-2/ _NO_DEBUG_HEAP=1]. If you do it properly, then your release build should run with full speed.<br />
<br />
== Linux ==<br />
<br />
You need GCC 5 or newer to build TDM on Linux.<br />
Anything older than GCC 4.7 surely won't work.<br />
CMake >= 3.12 is required starting from TDM 2.08.<br />
<br />
You first need to create a build directory. Easiest option is to create a subdirectory in the source code<br />
root directory ("darkmod_src"):<br />
mkdir build && cd build<br />
From your build directory, call CMake:<br />
cmake -DCMAKE_BUILD_TYPE="Release" ..<br />
The '..' indicate the path to the source directory. If you chose a different location for your build directory<br />
instead of the suggested subdirectory, you have to adjust this parameter accordingly. Finally, build TDM by calling<br />
make -j<br />
where the '-j' parameter instructs make to build the project in parallel for faster compile times.<br />
<br />
For newer Ubuntu and Linux Mint versions, it may be better to use:<br />
make -j$(nproc)<br />
to ensure that the number of processes is limited to available cores.<br />
<br />
<br />
If you wish to compile a debug executable, pass '-DCMAKE_BUILD_TYPE="Debug"' to the CMake call.<br />
<br />
=== Ubuntu 16.04: native ===<br />
<br />
The simplest approach is to do a native build, i.e. produce 64-bit binaries on 64-bit OS, or 32-bit binaries on 32-bit OS.<br />
Starting from a clean Ubuntu installation, here is the list of packages you need to install:<br />
<br />
sudo apt-get install subversion //svnversion: not found<br />
sudo apt-get install mesa-common-dev //no such file: "Gl/gl.h", <=2.07<br />
sudo apt-get install libxxf86vm-dev //no such file: "X11/extensions/xf86vmode.h"<br />
sudo apt-get install libopenal-dev //no such file: "AL/al.h"<br />
sudo apt-get install libxext-dev //no such file: "X11/extensions/Xext.h"<br />
sudo snap install cmake //we need a recent version of CMake, so install from snap instead of apt<br />
<br />
Now run CMake as instructed above.<br />
<br />
=== Ubuntu 16.04: 32-bit version on 64-bit OS ===<br />
<br />
If you have 64-bit Linux, you can also build and run 32-bit TDM.<br />
Note that this approach is slightly more complicated.<br />
<br />
You have to install the following packages in addition to the ones listed above:<br />
<br />
sudo apt-get install g++-multilib //no such file: 'sys/cdefs.h'<br />
sudo apt-get install libx11-dev:i386 //cannot find "-lX11"<br />
sudo apt-get install libxxf86vm-dev:i386 //cannot find "-lXxf86vm"<br />
sudo apt-get install libopenal-dev:i386 //cannot find "-lopenal"<br />
sudo apt-get install libxext-dev:i386 //cannot find "-lXext"<br />
<br />
Then you need to call CMake with a toolchain file to target 32-bit:<br />
<br />
cmake -DCMAKE_BUILD_TYPE="Release" -DCMAKE_TOOLCHAIN_FILE="../sys/cmake/gcc_32bit.cmake" ..<br />
<br />
The 64-bit and 32-bit versions can be built independently on a single 64-bit Linux, but you need to use different<br />
build directories for each version.<br />
<br />
=== Other distros ===<br />
<br />
Even if you have a Linux distro different from Ubuntu, the instructions above will most likely help you.<br />
If you still have problems with your build, please report to the forums.<br />
<br />
E.g. for Kali Linux<br />
<br />
sudo apt-get update<br />
sudo apt-get install build-essential manpages-dev <br />
sudo apt-get install cmake<br />
sudo apt install libx11-dev <br />
sudo apt-get install libxxf86vm-dev <br />
sudo apt-get install libxext-dev<br />
<br />
== I have a bugfix for the team ==<br />
<br />
In case you figured out a problem in the TDM game code and you maybe even have a fix available, please drop by at our forums to tell the coding staff. Your fix might be incorporated in the main development branch.<br />
<br />
See also [[Reporting Problem]] article.<br />
<br />
== Working in SVN ==<br />
<br />
If you work directly with [https://svn.thedarkmod.com/svn/darkmod_src/trunk SVN], make sure that [http://svnbook.red-bean.com/en/1.7/svn.ref.svnversion.re.html svnversion] command works properly in OS console:<br />
* ''Windows'': install TortoiseSVN '''with "command line client tools" included'''.<br />
* ''Linux'': install "subversion" package.<br />
To check that it works, build TDM yourself, run it, and then open TDM console. You should see the correct SVN revision number in the lower-right corner.<br />
<br />
<br />
[[Category:Tutorial]]<br />
[[Category:Coding]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide&diff=29027The Dark Mod - Compilation Guide2021-12-24T21:22:29Z<p>Bikerdude: /* Windows */</p>
<hr />
<div>'''Intended article audience:''' engine coders<br />
<br />
This guide should provide you with enough information to compile The Dark Mod's game code from source.<br />
It applies to version 2.09 or later version of TDM. If you want to compile older version, see the history of this wiki page.<br />
Brief compilation instructions are also included in <tt>COMPILING.txt</tt> file in the source code package.<br />
<br />
<br />
== Get the sources ==<br />
<br />
The sources are available through "snapshots", i.e. whenever the Dark Mod team is releasing a new update (e.g. TDM 2.09) the corresponding sources are released as well.<br />
* You can download a source code archive from the Downloads page: http://www.thedarkmod.com/downloads/<br />
The executables built from these sources are compatible with the latest official release of TDM.<br />
<br />
<br />
Also you can get the very latest source code directly from SVN:<br />
* Public read-only access: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/<br />
* Team members only: https://svn.thedarkmod.com/svn/darkmod_src/trunk <br />
<br />
Be warned though that these sources '''might be incompatible with your local darkmod installation'''.<br />
To minimize the problem, developer builds of the game are available in tdm_installer.<br />
Each developer build is named like <tt>devXXXXX-YYYY</tt>, where YYYY is the SVN revision number which this version was built from.<br />
If you checkout this exact revision from the source code SVN and build executable from it, it will surely be compatible with the corresponding dev. build of TDM.<br />
<br />
== Directory structure ==<br />
<br />
Put the source code directory next to your game directory, such that the directory structure looks like this:<br />
<br />
C:\Games\Doom3\darkmod <-- your darkmod installation<br />
C:\Games\Doom3\darkmod_src <-- your source folder (containing the solution)<br />
<br />
This directory structure is recommended for both Windows and Linux.<br />
<br />
<br />
== Windows ==<br />
<br />
Since TDM 2.07 you'll need Visual Studio 2017 to compile the project.<br />
The free Community Edition works fine, it can be downloaded [https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=Community&rel=15 approximately here]. Additionally, you have to:<br />
* Make sure "Visual C++ MFC for x86 and x64" is being installed by MSVC installer, along with "Desktop development with C++" workflow (see screenshot to the right ->)<br />
* If compiling 2.07, make sure "Windows XP support for C++" is installed too (not needed for 2.08).<br />
<br />
[[File:Bloody VS2017 options.jpg|thumb]]<br />
<br />
You'll find a <tt>TheDarkMod.sln</tt> solution file (in MSVC 2017 format) in the source code folder, which you can double-click to open in Visual Studio. The solution is designed to put the compiled binaries into the ../darkmod folder nearby, that's why we recommend using the directory layout shown above. (You can change the output paths in the property sheets, in case you know how to do that).<br />
<br />
Once the solution is opened, select the Configuration in the topmost toolbar (either "release" or "debug", depending on what you want to do) and Platform (either Win32 or x64). Then hit "Build Solution" ({{Ctrl}}-{{Shift}}-{{key|B}} or {{F7}}). The compilation usually takes a minute or two, watch the output window at the bottom of Visual Studio. After completion you'll find the compiled binary in your darkmod/ folder. It would be either <tt>TheDarkMod.exe</tt> or <tt>TheDarkModx64.exe</tt>, depending on the configuration used.<br />
<br />
=== Debugging the Engine/Game ===<br />
To debug your custom built code, you need to attach Visual Studio's debugger to the TheDarkMod.exe process. There are two ways to accomplish that:<br />
<br />
The quick one:<br />
# Go to Visual Studio and open the TheDarkMod solution<br />
# Make sure the "DarkModTools" project is marked bold (as "Startup project") <br />
# Compile and hit run (F5), Studio will start your TheDarkMod.exe and attach automatically<br />
<br />
The manual way:<br />
# Start your custom TheDarkMod.exe through Windows Explorer or shortcuts<br />
# Once the game is up and running, Alt-Tab back to Visual Studio<br />
# Go to menu "Debug" > "Attach to Process..." and select the TheDarkMod.exe process from the list in that dialog popping up.<br />
# The debugger will now attach to TDM and you can now place breakpoints or intercept game crashes.<br />
<br />
=== Troubleshooting ===<br />
;My breakpoints don't work (they are hollow circles instead of full ones)<br />
:Make sure you're attached to the correct TheDarkMod.exe binary. If you're attaching to an older version (e.g. from an outdated compilation process) or one you haven't built in Studio yourself, VC++ won't be able to load the symbols from the .pdb files. Make sure that the configuration type (release or debug build) is matching as well.<br />
<br />
;I cannot inspect all the variables / The instruction pointer is skipping code<br />
:You are probably running a release build, which comes with some optimisations. When debugging a release build, you'll notice that your instruction pointer (the yellow arrow) is sometimes skipping statements, which have most likely been optimised out of the binary during compilation/linking. You'll also have troubles when trying to inspect temporary variables or inlined functions. Use a debug build if this prevents you from figuring out things during debugging.<br />
<br />
;Debugging works well, but the game plays too slowly<br />
:You are running debug build, which is much slower than release. There are several ways to make life easier. First, you can get to the place where problem happens in release build and save your game there, then run debug build and load the game to do debugging. Second, you can try the "Debug with inlines" configuration, which is faster than full debug build, but is still very convenient to debug. If this is not fast enough for you, you can also debug the release build directly, but be aware that breakpoints and watches do not always work due to optimizations. Note that even release build is slower with debugger than without it because of debug heap. You can disable it by setting environment variable [https://ofekshilon.com/2014/09/20/accelerating-debug-runs-part-1-_no_debug_heap-2/ _NO_DEBUG_HEAP=1]. If you do it properly, then your release build should run with full speed.<br />
<br />
== Linux ==<br />
<br />
You need GCC 5 or newer to build TDM on Linux.<br />
Anything older than GCC 4.7 surely won't work.<br />
CMake >= 3.12 is required starting from TDM 2.08.<br />
<br />
You first need to create a build directory. Easiest option is to create a subdirectory in the source code<br />
root directory ("darkmod_src"):<br />
mkdir build && cd build<br />
From your build directory, call CMake:<br />
cmake -DCMAKE_BUILD_TYPE="Release" ..<br />
The '..' indicate the path to the source directory. If you chose a different location for your build directory<br />
instead of the suggested subdirectory, you have to adjust this parameter accordingly. Finally, build TDM by calling<br />
make -j<br />
where the '-j' parameter instructs make to build the project in parallel for faster compile times.<br />
<br />
For newer Ubuntu and Linux Mint versions, it may be better to use:<br />
make -j$(nproc)<br />
to ensure that the number of processes is limited to available cores.<br />
<br />
<br />
If you wish to compile a debug executable, pass '-DCMAKE_BUILD_TYPE="Debug"' to the CMake call.<br />
<br />
=== Ubuntu 16.04: native ===<br />
<br />
The simplest approach is to do a native build, i.e. produce 64-bit binaries on 64-bit OS, or 32-bit binaries on 32-bit OS.<br />
Starting from a clean Ubuntu installation, here is the list of packages you need to install:<br />
<br />
sudo apt-get install subversion //svnversion: not found<br />
sudo apt-get install mesa-common-dev //no such file: "Gl/gl.h", <=2.07<br />
sudo apt-get install libxxf86vm-dev //no such file: "X11/extensions/xf86vmode.h"<br />
sudo apt-get install libopenal-dev //no such file: "AL/al.h"<br />
sudo apt-get install libxext-dev //no such file: "X11/extensions/Xext.h"<br />
sudo snap install cmake //we need a recent version of CMake, so install from snap instead of apt<br />
<br />
Now run CMake as instructed above.<br />
<br />
=== Ubuntu 16.04: 32-bit version on 64-bit OS ===<br />
<br />
If you have 64-bit Linux, you can also build and run 32-bit TDM.<br />
Note that this approach is slightly more complicated.<br />
<br />
You have to install the following packages in addition to the ones listed above:<br />
<br />
sudo apt-get install g++-multilib //no such file: 'sys/cdefs.h'<br />
sudo apt-get install libx11-dev:i386 //cannot find "-lX11"<br />
sudo apt-get install libxxf86vm-dev:i386 //cannot find "-lXxf86vm"<br />
sudo apt-get install libopenal-dev:i386 //cannot find "-lopenal"<br />
sudo apt-get install libxext-dev:i386 //cannot find "-lXext"<br />
<br />
Then you need to call CMake with a toolchain file to target 32-bit:<br />
<br />
cmake -DCMAKE_BUILD_TYPE="Release" -DCMAKE_TOOLCHAIN_FILE="../sys/cmake/gcc_32bit.cmake" ..<br />
<br />
The 64-bit and 32-bit versions can be built independently on a single 64-bit Linux, but you need to use different<br />
build directories for each version.<br />
<br />
=== Other distros ===<br />
<br />
Even if you have a Linux distro different from Ubuntu, the instructions above will most likely help you.<br />
If you still have problems with your build, please report to the forums.<br />
<br />
E.g. for Kali Linux<br />
<br />
sudo apt-get update<br />
sudo apt-get install build-essential manpages-dev <br />
sudo apt-get install cmake<br />
sudo apt install libx11-dev <br />
sudo apt-get install libxxf86vm-dev <br />
sudo apt-get install libxext-dev<br />
<br />
== I have a bugfix for the team ==<br />
<br />
In case you figured out a problem in the TDM game code and you maybe even have a fix available, please drop by at our forums to tell the coding staff. Your fix might be incorporated in the main development branch.<br />
<br />
See also [[Reporting Problem]] article.<br />
<br />
== Working in SVN ==<br />
<br />
If you work directly with [https://svn.thedarkmod.com/svn/darkmod_src/trunk SVN], make sure that [http://svnbook.red-bean.com/en/1.7/svn.ref.svnversion.re.html svnversion] command works properly in OS console:<br />
* ''Windows'': install TortoiseSVN '''with "command line client tools" included'''.<br />
* ''Linux'': install "subversion" package.<br />
To check that it works, build TDM yourself, run it, and then open TDM console. You should see the correct SVN revision number in the lower-right corner.<br />
<br />
<br />
[[Category:Tutorial]]<br />
[[Category:Coding]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide&diff=29026The Dark Mod - Compilation Guide2021-12-24T21:21:37Z<p>Bikerdude: /* Windows */</p>
<hr />
<div>'''Intended article audience:''' engine coders<br />
<br />
This guide should provide you with enough information to compile The Dark Mod's game code from source.<br />
It applies to version 2.09 or later version of TDM. If you want to compile older version, see the history of this wiki page.<br />
Brief compilation instructions are also included in <tt>COMPILING.txt</tt> file in the source code package.<br />
<br />
<br />
== Get the sources ==<br />
<br />
The sources are available through "snapshots", i.e. whenever the Dark Mod team is releasing a new update (e.g. TDM 2.09) the corresponding sources are released as well.<br />
* You can download a source code archive from the Downloads page: http://www.thedarkmod.com/downloads/<br />
The executables built from these sources are compatible with the latest official release of TDM.<br />
<br />
<br />
Also you can get the very latest source code directly from SVN:<br />
* Public read-only access: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/<br />
* Team members only: https://svn.thedarkmod.com/svn/darkmod_src/trunk <br />
<br />
Be warned though that these sources '''might be incompatible with your local darkmod installation'''.<br />
To minimize the problem, developer builds of the game are available in tdm_installer.<br />
Each developer build is named like <tt>devXXXXX-YYYY</tt>, where YYYY is the SVN revision number which this version was built from.<br />
If you checkout this exact revision from the source code SVN and build executable from it, it will surely be compatible with the corresponding dev. build of TDM.<br />
<br />
== Directory structure ==<br />
<br />
Put the source code directory next to your game directory, such that the directory structure looks like this:<br />
<br />
C:\Games\Doom3\darkmod <-- your darkmod installation<br />
C:\Games\Doom3\darkmod_src <-- your source folder (containing the solution)<br />
<br />
This directory structure is recommended for both Windows and Linux.<br />
<br />
<br />
== Windows ==<br />
<br />
Since TDM 2.07 you'll need Visual Studio 2017 to compile the project.<br />
The free Community Edition works fine, it can be downloaded [https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=Community&rel=15 approximately here]. Additionally, you have to:<br />
* Make sure "Visual C++ MFC for x86 and x64" is being installed by MSVC installer, along with "Desktop development with C++" workflow (see screenshot)<br />
* If compiling 2.07, make sure "Windows XP support for C++" is installed too (not needed for 2.08).<br />
<br />
[[File:Bloody VS2017 options.jpg|thumb]]<br />
<br />
You'll find a <tt>TheDarkMod.sln</tt> solution file (in MSVC 2017 format) in the source code folder, which you can double-click to open in Visual Studio. The solution is designed to put the compiled binaries into the ../darkmod folder nearby, that's why we recommend using the directory layout shown above. (You can change the output paths in the property sheets, in case you know how to do that).<br />
<br />
Once the solution is opened, select the Configuration in the topmost toolbar (either "release" or "debug", depending on what you want to do) and Platform (either Win32 or x64). Then hit "Build Solution" ({{Ctrl}}-{{Shift}}-{{key|B}} or {{F7}}). The compilation usually takes a minute or two, watch the output window at the bottom of Visual Studio. After completion you'll find the compiled binary in your darkmod/ folder. It would be either <tt>TheDarkMod.exe</tt> or <tt>TheDarkModx64.exe</tt>, depending on the configuration used.<br />
<br />
=== Debugging the Engine/Game ===<br />
To debug your custom built code, you need to attach Visual Studio's debugger to the TheDarkMod.exe process. There are two ways to accomplish that:<br />
<br />
The quick one:<br />
# Go to Visual Studio and open the TheDarkMod solution<br />
# Make sure the "DarkModTools" project is marked bold (as "Startup project") <br />
# Compile and hit run (F5), Studio will start your TheDarkMod.exe and attach automatically<br />
<br />
The manual way:<br />
# Start your custom TheDarkMod.exe through Windows Explorer or shortcuts<br />
# Once the game is up and running, Alt-Tab back to Visual Studio<br />
# Go to menu "Debug" > "Attach to Process..." and select the TheDarkMod.exe process from the list in that dialog popping up.<br />
# The debugger will now attach to TDM and you can now place breakpoints or intercept game crashes.<br />
<br />
=== Troubleshooting ===<br />
;My breakpoints don't work (they are hollow circles instead of full ones)<br />
:Make sure you're attached to the correct TheDarkMod.exe binary. If you're attaching to an older version (e.g. from an outdated compilation process) or one you haven't built in Studio yourself, VC++ won't be able to load the symbols from the .pdb files. Make sure that the configuration type (release or debug build) is matching as well.<br />
<br />
;I cannot inspect all the variables / The instruction pointer is skipping code<br />
:You are probably running a release build, which comes with some optimisations. When debugging a release build, you'll notice that your instruction pointer (the yellow arrow) is sometimes skipping statements, which have most likely been optimised out of the binary during compilation/linking. You'll also have troubles when trying to inspect temporary variables or inlined functions. Use a debug build if this prevents you from figuring out things during debugging.<br />
<br />
;Debugging works well, but the game plays too slowly<br />
:You are running debug build, which is much slower than release. There are several ways to make life easier. First, you can get to the place where problem happens in release build and save your game there, then run debug build and load the game to do debugging. Second, you can try the "Debug with inlines" configuration, which is faster than full debug build, but is still very convenient to debug. If this is not fast enough for you, you can also debug the release build directly, but be aware that breakpoints and watches do not always work due to optimizations. Note that even release build is slower with debugger than without it because of debug heap. You can disable it by setting environment variable [https://ofekshilon.com/2014/09/20/accelerating-debug-runs-part-1-_no_debug_heap-2/ _NO_DEBUG_HEAP=1]. If you do it properly, then your release build should run with full speed.<br />
<br />
== Linux ==<br />
<br />
You need GCC 5 or newer to build TDM on Linux.<br />
Anything older than GCC 4.7 surely won't work.<br />
CMake >= 3.12 is required starting from TDM 2.08.<br />
<br />
You first need to create a build directory. Easiest option is to create a subdirectory in the source code<br />
root directory ("darkmod_src"):<br />
mkdir build && cd build<br />
From your build directory, call CMake:<br />
cmake -DCMAKE_BUILD_TYPE="Release" ..<br />
The '..' indicate the path to the source directory. If you chose a different location for your build directory<br />
instead of the suggested subdirectory, you have to adjust this parameter accordingly. Finally, build TDM by calling<br />
make -j<br />
where the '-j' parameter instructs make to build the project in parallel for faster compile times.<br />
<br />
For newer Ubuntu and Linux Mint versions, it may be better to use:<br />
make -j$(nproc)<br />
to ensure that the number of processes is limited to available cores.<br />
<br />
<br />
If you wish to compile a debug executable, pass '-DCMAKE_BUILD_TYPE="Debug"' to the CMake call.<br />
<br />
=== Ubuntu 16.04: native ===<br />
<br />
The simplest approach is to do a native build, i.e. produce 64-bit binaries on 64-bit OS, or 32-bit binaries on 32-bit OS.<br />
Starting from a clean Ubuntu installation, here is the list of packages you need to install:<br />
<br />
sudo apt-get install subversion //svnversion: not found<br />
sudo apt-get install mesa-common-dev //no such file: "Gl/gl.h", <=2.07<br />
sudo apt-get install libxxf86vm-dev //no such file: "X11/extensions/xf86vmode.h"<br />
sudo apt-get install libopenal-dev //no such file: "AL/al.h"<br />
sudo apt-get install libxext-dev //no such file: "X11/extensions/Xext.h"<br />
sudo snap install cmake //we need a recent version of CMake, so install from snap instead of apt<br />
<br />
Now run CMake as instructed above.<br />
<br />
=== Ubuntu 16.04: 32-bit version on 64-bit OS ===<br />
<br />
If you have 64-bit Linux, you can also build and run 32-bit TDM.<br />
Note that this approach is slightly more complicated.<br />
<br />
You have to install the following packages in addition to the ones listed above:<br />
<br />
sudo apt-get install g++-multilib //no such file: 'sys/cdefs.h'<br />
sudo apt-get install libx11-dev:i386 //cannot find "-lX11"<br />
sudo apt-get install libxxf86vm-dev:i386 //cannot find "-lXxf86vm"<br />
sudo apt-get install libopenal-dev:i386 //cannot find "-lopenal"<br />
sudo apt-get install libxext-dev:i386 //cannot find "-lXext"<br />
<br />
Then you need to call CMake with a toolchain file to target 32-bit:<br />
<br />
cmake -DCMAKE_BUILD_TYPE="Release" -DCMAKE_TOOLCHAIN_FILE="../sys/cmake/gcc_32bit.cmake" ..<br />
<br />
The 64-bit and 32-bit versions can be built independently on a single 64-bit Linux, but you need to use different<br />
build directories for each version.<br />
<br />
=== Other distros ===<br />
<br />
Even if you have a Linux distro different from Ubuntu, the instructions above will most likely help you.<br />
If you still have problems with your build, please report to the forums.<br />
<br />
E.g. for Kali Linux<br />
<br />
sudo apt-get update<br />
sudo apt-get install build-essential manpages-dev <br />
sudo apt-get install cmake<br />
sudo apt install libx11-dev <br />
sudo apt-get install libxxf86vm-dev <br />
sudo apt-get install libxext-dev<br />
<br />
== I have a bugfix for the team ==<br />
<br />
In case you figured out a problem in the TDM game code and you maybe even have a fix available, please drop by at our forums to tell the coding staff. Your fix might be incorporated in the main development branch.<br />
<br />
See also [[Reporting Problem]] article.<br />
<br />
== Working in SVN ==<br />
<br />
If you work directly with [https://svn.thedarkmod.com/svn/darkmod_src/trunk SVN], make sure that [http://svnbook.red-bean.com/en/1.7/svn.ref.svnversion.re.html svnversion] command works properly in OS console:<br />
* ''Windows'': install TortoiseSVN '''with "command line client tools" included'''.<br />
* ''Linux'': install "subversion" package.<br />
To check that it works, build TDM yourself, run it, and then open TDM console. You should see the correct SVN revision number in the lower-right corner.<br />
<br />
<br />
[[Category:Tutorial]]<br />
[[Category:Coding]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=File:Bloody_VS2017_options.jpg&diff=29025File:Bloody VS2017 options.jpg2021-12-24T21:21:27Z<p>Bikerdude: </p>
<hr />
<div>The install step missing from the wiki regarding MFC</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions&diff=26459Upcoming Fan Missions2020-07-10T18:49:40Z<p>Bikerdude: </p>
<hr />
<div>Here is a community editable list of upcoming Fan Missions. <br />
<br />
As with the main Fan Missions wiki, please do not directly link to any copyright infringing material.<br />
<br />
{|class="wikitable sortable" border=1 cellspacing=0 cellpadding=2 width=100%<br />
<br />
|-<br />
!bgcolor=#d0d0e0 width="40%"|Fan Mission Title<br />
!bgcolor=#d0d0e0 width="20%"|Author(s)<br />
!bgcolor=#d0d0e0 width="10%" class="unsortable"|Links<br />
!bgcolor=#d0d0e0 width="10%"|Estimated Release Date<br />
!bgcolor=#d0d0e0 width="10%"|Last Update<br />
!bgcolor=#d0d0e0 width="5%" class="unsortable"|Mission Size<br />
!bgcolor=#d0d0e0 width="15%"|Series<br />
<br />
<!--INSERT UPCOMING MISSIONS BELOW THIS LINE--><br />
<br />
|-<br />
!align=left|Seeking Lady Leicester<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|The Black Mage<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|Seed of the Lodestar <br />
|ERH+<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry417992}}<br />
|In Beta<br />
|2018-02-06<br />
|XXL <br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Spooks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-302#entry415161}}<br />
|TBC<br />
|2018-03-25<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Judith<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-307#entry419303}}<br />
|TBC<br />
|2018-03-17<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP<br />
|the_deep<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry416919}}<br />
|TBC<br />
|2017-12-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP Venice style mission<br />
|NeonStyle<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-303#entry416616}}<br />
|TBC<br />
|2017-12-21<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Nohcelf<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-299#entry411874}}<br />
|TBC<br />
|2017-09-15<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fieldmedic<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-298#entry411014}}<br />
|TBC<br />
|2017-08-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fingernail (Mod Founder!)<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-296#entry407248}}<br />
|TBC<br />
|2017-07-04<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Aosys<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401570}}<br />
|TBC<br />
|2017-02-14<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Stumpy<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401454}}<br />
|TBC<br />
|2017-02-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Dunedain19<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry400031}}<br />
|TBC<br />
|2017-01-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Johannes Burock<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry401007}} {{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-294#entry404753}}<br />
|TBC<br />
|2017-04-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Meanwhile in Newfoundland...<br />
|Dragofer<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-289#entry396542}}<br />
|TBC<br />
|2016-11-02<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Demagogue<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-283#entry391040}}<br />
|TBC<br />
|2016-06-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|The Unexpected Guest<br />
|refl3ks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-288#entry396176}}<br />
|TBC<br />
|2016-10-25<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Capela<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-274#entry385818}}<br />
|TBC<br />
|2016-01-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Obsttorte<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-268#entry383869}}<br />
|TBC<br />
|2015-12-19<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Ascension <br />
|Kvorning<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-233#entry353437}}<br />
|TBC<br />
|2014-08-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Chedap<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-230#entry350680}}<br />
|TBC<br />
|2014-07-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Railgun<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-218#entry343613}}<br />
|TBC<br />
|2014-04-16<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Krypt<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-201#entry326281}}<br />
|TBC<br />
|2013-11-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com The Nexus]<br />
|Melan, (Jdude, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com Restless Plunder]<br />
|Melan, (Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 6 - Baleford Museum]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 7 - The Builders' Forge]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 8 - At Wood's End]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com The Dead Gathers]<br />
|Greebo, Angua<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__207519}}<br />
|2010-07-08<br />
|2015?<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351 Blackheart manor]<br />
|Dram, Bikerdude<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351}}<br />
|WIP<br />
|2020-06-11<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102 Manor Royale]<br />
|Fidcal, Squill.<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102}}<br />
|2015?<br />
|2010-08<br />
|L<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974 Unknown]<br />
|Goldchocobo<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974}}<br />
|Unknown<br />
|2013-11-21<br />
|M?<br />
|<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/ Closemouthed Shadows 2 Dark Vendetta]<br />
|LordSavage<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/}}<br />
|Unknown<br />
|2012-03-27<br />
|M?<br />
|Closemouthed Shadows<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__282318 A Favored Treatment]<br />
|fllood<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__344056}}{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__368824}}<br />
|Unknown<br />
|2015-03-28<br />
|Unknown<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070 Pagan Tree Village?]<br />
|PranQster<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070}}<br />
|Unknown<br />
|2012-03-12<br />
|L?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971 Moving Train Mission?]<br />
|Chuzhoi<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971}}<br />
|Unknown<br />
|2012-02-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199 Unknown Title?]<br />
|Baddcog<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199}}<br />
|After TDM 1.08?<br />
|2012-02-11<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478 Unknown Title?]<br />
|Jesps<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478}}<br />
|Unknown<br />
|2012-01-20<br />
|M?<br />
|Selis Woderose?<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172 Girl with a Rabbit]<br />
|ithel<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172}}<br />
|Unknown<br />
|2011-09-26<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/ Old Friends]<br />
|Johannes Burock<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/}}<br />
|Unknown<br />
|2011-01-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513 HSC 11, Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513}}<br />
|Unknown<br />
|2011-11-08<br />
|M?<br />
|Unknown HSC related<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325 Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325}}<br />
|Unknown<br />
|2011-06-17<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923 Unknown?]<br />
|ungoliant<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__212354}}<br />
|Unknown<br />
|2010-03<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676 Winter Map?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676}}<br />
|Unknown<br />
|2010-12-01<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932 Noble Cave?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/7911-doom-3-does-not-have-any-problems-pushing-polys/page__view__findpost__p__156144}}<br />
|Unknown<br />
|2010-02<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912 Cathedral?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912}}<br />
|Unknown<br />
|2009-11<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10985-the-sly-project/ The Sly Project?]<br />
|Oszkár Winkler, With help from RailGun, Mr Mike, Goldchocobo<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10985-the-sly-project/}}<br />
|Unknown<br />
|2010-08<br />
|L<br />
|5 missions long campaign<br />
|}<br />
<br />
For the official release mission list, please visit:<br />
<br />
[[Fan Missions for The Dark Mod]]<br />
<br />
{{general|sort=Fan Missions}}<br />
[[Category:Fan Missions]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions&diff=26458Upcoming Fan Missions2020-07-10T18:48:37Z<p>Bikerdude: </p>
<hr />
<div>Here is a community editable list of upcoming Fan Missions. <br />
<br />
As with the main Fan Missions wiki, please do not directly link to any copyright infringing material.<br />
<br />
{|class="wikitable sortable" border=1 cellspacing=0 cellpadding=2 width=100%<br />
<br />
|-<br />
!bgcolor=#d0d0e0 width="40%"|Fan Mission Title<br />
!bgcolor=#d0d0e0 width="20%"|Author(s)<br />
!bgcolor=#d0d0e0 width="10%" class="unsortable"|Links<br />
!bgcolor=#d0d0e0 width="10%"|Estimated Release Date<br />
!bgcolor=#d0d0e0 width="10%"|Last Update<br />
!bgcolor=#d0d0e0 width="5%" class="unsortable"|Mission Size<br />
!bgcolor=#d0d0e0 width="15%"|Series<br />
<br />
<!--INSERT UPCOMING MISSIONS BELOW THIS LINE--><br />
<br />
|-<br />
!align=left|Seeking Lady Leicester<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|The Black Mage<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|Seed of the Lodestar <br />
|ERH+<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry417992}}<br />
|In Beta<br />
|2018-02-06<br />
|XXL <br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Spooks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-302#entry415161}}<br />
|TBC<br />
|2018-03-25<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Judith<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-307#entry419303}}<br />
|TBC<br />
|2018-03-17<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP<br />
|the_deep<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry416919}}<br />
|TBC<br />
|2017-12-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP Venice style mission<br />
|NeonStyle<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-303#entry416616}}<br />
|TBC<br />
|2017-12-21<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Nohcelf<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-299#entry411874}}<br />
|TBC<br />
|2017-09-15<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fieldmedic<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-298#entry411014}}<br />
|TBC<br />
|2017-08-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fingernail (Mod Founder!)<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-296#entry407248}}<br />
|TBC<br />
|2017-07-04<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Aosys<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401570}}<br />
|TBC<br />
|2017-02-14<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Stumpy<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401454}}<br />
|TBC<br />
|2017-02-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Dunedain19<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry400031}}<br />
|TBC<br />
|2017-01-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Johannes Burock<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry401007}} {{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-294#entry404753}}<br />
|TBC<br />
|2017-04-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Meanwhile in Newfoundland...<br />
|Dragofer<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-289#entry396542}}<br />
|TBC<br />
|2016-11-02<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Demagogue<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-283#entry391040}}<br />
|TBC<br />
|2016-06-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|The Unexpected Guest<br />
|refl3ks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-288#entry396176}}<br />
|TBC<br />
|2016-10-25<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Capela<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-274#entry385818}}<br />
|TBC<br />
|2016-01-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Obsttorte<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-268#entry383869}}<br />
|TBC<br />
|2015-12-19<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Ascension <br />
|Kvorning<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-233#entry353437}}<br />
|TBC<br />
|2014-08-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Chedap<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-230#entry350680}}<br />
|TBC<br />
|2014-07-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Railgun<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-218#entry343613}}<br />
|TBC<br />
|2014-04-16<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Krypt<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-201#entry326281}}<br />
|TBC<br />
|2013-11-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com The Nexus]<br />
|Melan, (Jdude, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com Restless Plunder]<br />
|Melan, (Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 6 - Baleford Museum]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 7 - The Builders' Forge]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 8 - At Wood's End]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com The Dead Gathers]<br />
|Greebo, Angua<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__207519}}<br />
|2010-07-08<br />
|2015?<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351 Blackheart manor]<br />
|Dram, Bikerdude<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102 Manor Royale]<br />
|Fidcal, Squill.<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102}}<br />
|2015?<br />
|2010-08<br />
|L<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974 Unknown]<br />
|Goldchocobo<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974}}<br />
|Unknown<br />
|2013-11-21<br />
|M?<br />
|<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/ Closemouthed Shadows 2 Dark Vendetta]<br />
|LordSavage<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/}}<br />
|Unknown<br />
|2012-03-27<br />
|M?<br />
|Closemouthed Shadows<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__282318 A Favored Treatment]<br />
|fllood<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__344056}}{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__368824}}<br />
|Unknown<br />
|2015-03-28<br />
|Unknown<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070 Pagan Tree Village?]<br />
|PranQster<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070}}<br />
|Unknown<br />
|2012-03-12<br />
|L?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971 Moving Train Mission?]<br />
|Chuzhoi<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971}}<br />
|Unknown<br />
|2012-02-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199 Unknown Title?]<br />
|Baddcog<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199}}<br />
|After TDM 1.08?<br />
|2012-02-11<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478 Unknown Title?]<br />
|Jesps<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478}}<br />
|Unknown<br />
|2012-01-20<br />
|M?<br />
|Selis Woderose?<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172 Girl with a Rabbit]<br />
|ithel<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172}}<br />
|Unknown<br />
|2011-09-26<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/ Old Friends]<br />
|Johannes Burock<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/}}<br />
|Unknown<br />
|2011-01-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513 HSC 11, Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513}}<br />
|Unknown<br />
|2011-11-08<br />
|M?<br />
|Unknown HSC related<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325 Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325}}<br />
|Unknown<br />
|2011-06-17<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923 Unknown?]<br />
|ungoliant<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__212354}}<br />
|Unknown<br />
|2010-03<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676 Winter Map?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676}}<br />
|Unknown<br />
|2010-12-01<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932 Noble Cave?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/7911-doom-3-does-not-have-any-problems-pushing-polys/page__view__findpost__p__156144}}<br />
|Unknown<br />
|2010-02<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912 Cathedral?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912}}<br />
|Unknown<br />
|2009-11<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10985-the-sly-project/ The Sly Project?]<br />
|Oszkár Winkler, With help from RailGun, Mr Mike, Goldchocobo<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10985-the-sly-project/}}<br />
|Unknown<br />
|2010-08<br />
|L<br />
|5 missions long campaign<br />
|}<br />
<br />
For the official release mission list, please visit:<br />
<br />
[[Fan Missions for The Dark Mod]]<br />
<br />
{{general|sort=Fan Missions}}<br />
[[Category:Fan Missions]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions&diff=26457Upcoming Fan Missions2020-07-10T18:47:23Z<p>Bikerdude: </p>
<hr />
<div>Here is a community editable list of upcoming Fan Missions. <br />
<br />
As with the main Fan Missions wiki, please do not directly link to any copyright infringing material.<br />
<br />
{|class="wikitable sortable" border=1 cellspacing=0 cellpadding=2 width=100%<br />
<br />
|-<br />
!bgcolor=#d0d0e0 width="40%"|Fan Mission Title<br />
!bgcolor=#d0d0e0 width="20%"|Author(s)<br />
!bgcolor=#d0d0e0 width="10%" class="unsortable"|Links<br />
!bgcolor=#d0d0e0 width="10%"|Estimated Release Date<br />
!bgcolor=#d0d0e0 width="10%"|Last Update<br />
!bgcolor=#d0d0e0 width="5%" class="unsortable"|Mission Size<br />
!bgcolor=#d0d0e0 width="15%"|Series<br />
<br />
<!--INSERT UPCOMING MISSIONS BELOW THIS LINE--><br />
<br />
|-<br />
!align=left|Seeking Lady Leicester<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|The Black Mage<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|Seed of the Lodestar <br />
|ERH+<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry417992}}<br />
|In Beta<br />
|2018-02-06<br />
|VERY BIG!!!!!!!<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Spooks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-302#entry415161}}<br />
|TBC<br />
|2018-03-25<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Judith<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-307#entry419303}}<br />
|TBC<br />
|2018-03-17<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP<br />
|the_deep<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry416919}}<br />
|TBC<br />
|2017-12-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP Venice style mission<br />
|NeonStyle<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-303#entry416616}}<br />
|TBC<br />
|2017-12-21<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Nohcelf<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-299#entry411874}}<br />
|TBC<br />
|2017-09-15<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fieldmedic<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-298#entry411014}}<br />
|TBC<br />
|2017-08-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fingernail (Mod Founder!)<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-296#entry407248}}<br />
|TBC<br />
|2017-07-04<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Aosys<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401570}}<br />
|TBC<br />
|2017-02-14<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Stumpy<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401454}}<br />
|TBC<br />
|2017-02-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Dunedain19<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry400031}}<br />
|TBC<br />
|2017-01-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Johannes Burock<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry401007}} {{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-294#entry404753}}<br />
|TBC<br />
|2017-04-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Meanwhile in Newfoundland...<br />
|Dragofer<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-289#entry396542}}<br />
|TBC<br />
|2016-11-02<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Demagogue<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-283#entry391040}}<br />
|TBC<br />
|2016-06-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|The Unexpected Guest<br />
|refl3ks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-288#entry396176}}<br />
|TBC<br />
|2016-10-25<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Capela<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-274#entry385818}}<br />
|TBC<br />
|2016-01-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Obsttorte<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-268#entry383869}}<br />
|TBC<br />
|2015-12-19<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Ascension <br />
|Kvorning<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-233#entry353437}}<br />
|TBC<br />
|2014-08-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Chedap<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-230#entry350680}}<br />
|TBC<br />
|2014-07-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Railgun<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-218#entry343613}}<br />
|TBC<br />
|2014-04-16<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Krypt<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-201#entry326281}}<br />
|TBC<br />
|2013-11-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com The Nexus]<br />
|Melan, (Jdude, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com Restless Plunder]<br />
|Melan, (Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 6 - Baleford Museum]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 7 - The Builders' Forge]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 8 - At Wood's End]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com The Dead Gathers]<br />
|Greebo, Angua<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__207519}}<br />
|2010-07-08<br />
|2015?<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351 Blackheart manor]<br />
|Dram, Bikerdude<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102 Manor Royale]<br />
|Fidcal, Squill.<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102}}<br />
|2015?<br />
|2010-08<br />
|L<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974 Unknown]<br />
|Goldchocobo<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974}}<br />
|Unknown<br />
|2013-11-21<br />
|M?<br />
|<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/ Closemouthed Shadows 2 Dark Vendetta]<br />
|LordSavage<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/}}<br />
|Unknown<br />
|2012-03-27<br />
|M?<br />
|Closemouthed Shadows<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__282318 A Favored Treatment]<br />
|fllood<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__344056}}{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__368824}}<br />
|Unknown<br />
|2015-03-28<br />
|Unknown<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070 Pagan Tree Village?]<br />
|PranQster<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070}}<br />
|Unknown<br />
|2012-03-12<br />
|L?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971 Moving Train Mission?]<br />
|Chuzhoi<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971}}<br />
|Unknown<br />
|2012-02-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199 Unknown Title?]<br />
|Baddcog<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199}}<br />
|After TDM 1.08?<br />
|2012-02-11<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478 Unknown Title?]<br />
|Jesps<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478}}<br />
|Unknown<br />
|2012-01-20<br />
|M?<br />
|Selis Woderose?<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172 Girl with a Rabbit]<br />
|ithel<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172}}<br />
|Unknown<br />
|2011-09-26<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/ Old Friends]<br />
|Johannes Burock<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/}}<br />
|Unknown<br />
|2011-01-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513 HSC 11, Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513}}<br />
|Unknown<br />
|2011-11-08<br />
|M?<br />
|Unknown HSC related<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325 Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325}}<br />
|Unknown<br />
|2011-06-17<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923 Unknown?]<br />
|ungoliant<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__212354}}<br />
|Unknown<br />
|2010-03<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676 Winter Map?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676}}<br />
|Unknown<br />
|2010-12-01<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932 Noble Cave?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/7911-doom-3-does-not-have-any-problems-pushing-polys/page__view__findpost__p__156144}}<br />
|Unknown<br />
|2010-02<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912 Cathedral?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912}}<br />
|Unknown<br />
|2009-11<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10985-the-sly-project/ The Sly Project?]<br />
|Oszkár Winkler, With help from RailGun, Mr Mike, Goldchocobo<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10985-the-sly-project/}}<br />
|Unknown<br />
|2010-08<br />
|L<br />
|5 missions long campaign<br />
|}<br />
<br />
For the official release mission list, please visit:<br />
<br />
[[Fan Missions for The Dark Mod]]<br />
<br />
{{general|sort=Fan Missions}}<br />
[[Category:Fan Missions]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions&diff=26456Upcoming Fan Missions2020-07-10T18:46:45Z<p>Bikerdude: </p>
<hr />
<div>Here is a community editable list of upcoming Fan Missions. <br />
<br />
As with the main Fan Missions wiki, please do not directly link to any copyright infringing material.<br />
<br />
{|class="wikitable sortable" border=1 cellspacing=0 cellpadding=2 width=100%<br />
<br />
|-<br />
!bgcolor=#d0d0e0 width="40%"|Fan Mission Title<br />
!bgcolor=#d0d0e0 width="20%"|Author(s)<br />
!bgcolor=#d0d0e0 width="10%" class="unsortable"|Links<br />
!bgcolor=#d0d0e0 width="10%"|Estimated Release Date<br />
!bgcolor=#d0d0e0 width="10%"|Last Update<br />
!bgcolor=#d0d0e0 width="5%" class="unsortable"|Mission Size<br />
!bgcolor=#d0d0e0 width="15%"|Series<br />
<br />
<!--INSERT UPCOMING MISSIONS BELOW THIS LINE--><br />
<br />
|-<br />
!align=left|Seeking Lady Leicester<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|The Black Mage<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|Seed of the Lodestar <br />
|ERH+<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry417992}}<br />
|In Beta<br />
|2018-02-06<br />
|VERY BIG!!!!!!!<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Spooks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-302#entry415161}}<br />
|TBC<br />
|2018-03-25<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Judith<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-307#entry419303}}<br />
|TBC<br />
|2018-03-17<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP<br />
|the_deep<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry416919}}<br />
|TBC<br />
|2017-12-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP Venice style mission<br />
|NeonStyle<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-303#entry416616}}<br />
|TBC<br />
|2017-12-21<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Nohcelf<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-299#entry411874}}<br />
|TBC<br />
|2017-09-15<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fieldmedic<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-298#entry411014}}<br />
|TBC<br />
|2017-08-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fingernail (Mod Founder!)<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-296#entry407248}}<br />
|TBC<br />
|2017-07-04<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Aosys<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401570}}<br />
|TBC<br />
|2017-02-14<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Stumpy<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401454}}<br />
|TBC<br />
|2017-02-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Dunedain19<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry400031}}<br />
|TBC<br />
|2017-01-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Johannes Burock<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry401007}} {{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-294#entry404753}}<br />
|TBC<br />
|2017-04-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Meanwhile in Newfoundland...<br />
|Dragofer<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-289#entry396542}}<br />
|TBC<br />
|2016-11-02<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Demagogue<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-283#entry391040}}<br />
|TBC<br />
|2016-06-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|The Unexpected Guest<br />
|refl3ks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-288#entry396176}}<br />
|TBC<br />
|2016-10-25<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Capela<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-274#entry385818}}<br />
|TBC<br />
|2016-01-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Obsttorte<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-268#entry383869}}<br />
|TBC<br />
|2015-12-19<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Ascension <br />
|Kvorning<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-233#entry353437}}<br />
|TBC<br />
|2014-08-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Chedap<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-230#entry350680}}<br />
|TBC<br />
|2014-07-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Railgun<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-218#entry343613}}<br />
|TBC<br />
|2014-04-16<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Krypt<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-201#entry326281}}<br />
|TBC<br />
|2013-11-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com The Nexus]<br />
|Melan, (Additional previous authors, - Jdude, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com Restless Plunder]<br />
|Melan, (Additional previous authors, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 6 - Baleford Museum]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 7 - The Builders' Forge]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 8 - At Wood's End]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com The Dead Gathers]<br />
|Greebo, Angua<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__207519}}<br />
|2010-07-08<br />
|2015?<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351 Blackheart manor]<br />
|Dram, Bikerdude<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102 Manor Royale]<br />
|Fidcal, Squill.<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102}}<br />
|2015?<br />
|2010-08<br />
|L<br />
|<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974 Unknown]<br />
|Goldchocobo<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974}}<br />
|Unknown<br />
|2013-11-21<br />
|M?<br />
|<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/ Closemouthed Shadows 2 Dark Vendetta]<br />
|LordSavage<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/}}<br />
|Unknown<br />
|2012-03-27<br />
|M?<br />
|Closemouthed Shadows<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__282318 A Favored Treatment]<br />
|fllood<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__344056}}{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__368824}}<br />
|Unknown<br />
|2015-03-28<br />
|Unknown<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070 Pagan Tree Village?]<br />
|PranQster<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070}}<br />
|Unknown<br />
|2012-03-12<br />
|L?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971 Moving Train Mission?]<br />
|Chuzhoi<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971}}<br />
|Unknown<br />
|2012-02-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199 Unknown Title?]<br />
|Baddcog<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199}}<br />
|After TDM 1.08?<br />
|2012-02-11<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478 Unknown Title?]<br />
|Jesps<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478}}<br />
|Unknown<br />
|2012-01-20<br />
|M?<br />
|Selis Woderose?<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172 Girl with a Rabbit]<br />
|ithel<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172}}<br />
|Unknown<br />
|2011-09-26<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/ Old Friends]<br />
|Johannes Burock<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/}}<br />
|Unknown<br />
|2011-01-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513 HSC 11, Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513}}<br />
|Unknown<br />
|2011-11-08<br />
|M?<br />
|Unknown HSC related<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325 Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325}}<br />
|Unknown<br />
|2011-06-17<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923 Unknown?]<br />
|ungoliant<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__212354}}<br />
|Unknown<br />
|2010-03<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676 Winter Map?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676}}<br />
|Unknown<br />
|2010-12-01<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932 Noble Cave?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/7911-doom-3-does-not-have-any-problems-pushing-polys/page__view__findpost__p__156144}}<br />
|Unknown<br />
|2010-02<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912 Cathedral?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912}}<br />
|Unknown<br />
|2009-11<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10985-the-sly-project/ The Sly Project?]<br />
|Oszkár Winkler, With help from RailGun, Mr Mike, Goldchocobo<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10985-the-sly-project/}}<br />
|Unknown<br />
|2010-08<br />
|L<br />
|5 missions long campaign<br />
|}<br />
<br />
For the official release mission list, please visit:<br />
<br />
[[Fan Missions for The Dark Mod]]<br />
<br />
{{general|sort=Fan Missions}}<br />
[[Category:Fan Missions]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions&diff=26455Upcoming Fan Missions2020-07-10T18:45:10Z<p>Bikerdude: </p>
<hr />
<div>Here is a community editable list of upcoming Fan Missions. <br />
<br />
As with the main Fan Missions wiki, please do not directly link to any copyright infringing material.<br />
<br />
{|class="wikitable sortable" border=1 cellspacing=0 cellpadding=2 width=100%<br />
<br />
|-<br />
!bgcolor=#d0d0e0 width="40%"|Fan Mission Title<br />
!bgcolor=#d0d0e0 width="20%"|Author(s)<br />
!bgcolor=#d0d0e0 width="10%" class="unsortable"|Links<br />
!bgcolor=#d0d0e0 width="10%"|Estimated Release Date<br />
!bgcolor=#d0d0e0 width="10%"|Last Update<br />
!bgcolor=#d0d0e0 width="5%" class="unsortable"|Mission Size<br />
!bgcolor=#d0d0e0 width="15%"|Series<br />
<br />
<!--INSERT UPCOMING MISSIONS BELOW THIS LINE--><br />
<br />
|-<br />
!align=left|Seeking Lady Leicester<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|The Black Mage<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|Seed of the Lodestar <br />
|ERH+<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry417992}}<br />
|In Beta<br />
|2018-02-06<br />
|VERY BIG!!!!!!!<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Spooks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-302#entry415161}}<br />
|TBC<br />
|2018-03-25<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Judith<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-307#entry419303}}<br />
|TBC<br />
|2018-03-17<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP<br />
|the_deep<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry416919}}<br />
|TBC<br />
|2017-12-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP Venice style mission<br />
|NeonStyle<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-303#entry416616}}<br />
|TBC<br />
|2017-12-21<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Nohcelf<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-299#entry411874}}<br />
|TBC<br />
|2017-09-15<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fieldmedic<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-298#entry411014}}<br />
|TBC<br />
|2017-08-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fingernail (Mod Founder!)<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-296#entry407248}}<br />
|TBC<br />
|2017-07-04<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Aosys<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401570}}<br />
|TBC<br />
|2017-02-14<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Stumpy<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401454}}<br />
|TBC<br />
|2017-02-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Dunedain19<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry400031}}<br />
|TBC<br />
|2017-01-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Johannes Burock<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry401007}} {{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-294#entry404753}}<br />
|TBC<br />
|2017-04-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Meanwhile in Newfoundland...<br />
|Dragofer<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-289#entry396542}}<br />
|TBC<br />
|2016-11-02<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Demagogue<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-283#entry391040}}<br />
|TBC<br />
|2016-06-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|The Unexpected Guest<br />
|refl3ks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-288#entry396176}}<br />
|TBC<br />
|2016-10-25<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Capela<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-274#entry385818}}<br />
|TBC<br />
|2016-01-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Obsttorte<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-268#entry383869}}<br />
|TBC<br />
|2015-12-19<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Ascension <br />
|Kvorning<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-233#entry353437}}<br />
|TBC<br />
|2014-08-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Chedap<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-230#entry350680}}<br />
|TBC<br />
|2014-07-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Railgun<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-218#entry343613}}<br />
|TBC<br />
|2014-04-16<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Krypt<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-201#entry326281}}<br />
|TBC<br />
|2013-11-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com The Nexus]<br />
|Melan, (Additional previous authors, - Jdude, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com Restless Plunder]<br />
|Melan, (Additional previous authors, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 6 - Baleford Museum]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 7 - The Builders' Forge]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 8 - At Wood's End]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com The Dead Gathers]<br />
|Greebo, Angua<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__207519}}<br />
|2010-07-08<br />
|2015?<br />
|XXL<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351 Blackheart manor]<br />
|Dram, Bikerdude<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102 Manor Royale]<br />
|Fidcal, Squill.<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102}}<br />
|2015?<br />
|2010-08<br />
|L<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974 Unknown]<br />
|Goldchocobo<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974}}<br />
|Unknown<br />
|2013-11-21<br />
|M?<br />
|<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/ Closemouthed Shadows 2 Dark Vendetta]<br />
|LordSavage<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/}}<br />
|Unknown<br />
|2012-03-27<br />
|M?<br />
|Closemouthed Shadows<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__282318 A Favored Treatment]<br />
|fllood<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__344056}}{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__368824}}<br />
|Unknown<br />
|2015-03-28<br />
|Unknown<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070 Pagan Tree Village?]<br />
|PranQster<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070}}<br />
|Unknown<br />
|2012-03-12<br />
|L?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971 Moving Train Mission?]<br />
|Chuzhoi<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971}}<br />
|Unknown<br />
|2012-02-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199 Unknown Title?]<br />
|Baddcog<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199}}<br />
|After TDM 1.08?<br />
|2012-02-11<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478 Unknown Title?]<br />
|Jesps<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478}}<br />
|Unknown<br />
|2012-01-20<br />
|M?<br />
|Selis Woderose?<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172 Girl with a Rabbit]<br />
|ithel<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172}}<br />
|Unknown<br />
|2011-09-26<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/ Old Friends]<br />
|Johannes Burock<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/}}<br />
|Unknown<br />
|2011-01-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513 HSC 11, Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513}}<br />
|Unknown<br />
|2011-11-08<br />
|M?<br />
|Unknown HSC related<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325 Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325}}<br />
|Unknown<br />
|2011-06-17<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923 Unknown?]<br />
|ungoliant<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__212354}}<br />
|Unknown<br />
|2010-03<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676 Winter Map?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676}}<br />
|Unknown<br />
|2010-12-01<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932 Noble Cave?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/7911-doom-3-does-not-have-any-problems-pushing-polys/page__view__findpost__p__156144}}<br />
|Unknown<br />
|2010-02<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912 Cathedral?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912}}<br />
|Unknown<br />
|2009-11<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10985-the-sly-project/ The Sly Project?]<br />
|Oszkár Winkler, With help from RailGun, Mr Mike, Goldchocobo<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10985-the-sly-project/}}<br />
|Unknown<br />
|2010-08<br />
|L<br />
|5 missions long campaign<br />
|}<br />
<br />
For the official release mission list, please visit:<br />
<br />
[[Fan Missions for The Dark Mod]]<br />
<br />
{{general|sort=Fan Missions}}<br />
[[Category:Fan Missions]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions&diff=26454Upcoming Fan Missions2020-07-10T18:44:22Z<p>Bikerdude: </p>
<hr />
<div>Here is a community editable list of upcoming Fan Missions. <br />
<br />
As with the main Fan Missions wiki, please do not directly link to any copyright infringing material.<br />
<br />
{|class="wikitable sortable" border=1 cellspacing=0 cellpadding=2 width=100%<br />
<br />
|-<br />
!bgcolor=#d0d0e0 width="40%"|Fan Mission Title<br />
!bgcolor=#d0d0e0 width="20%"|Author(s)<br />
!bgcolor=#d0d0e0 width="10%" class="unsortable"|Links<br />
!bgcolor=#d0d0e0 width="10%"|Estimated Release Date<br />
!bgcolor=#d0d0e0 width="10%"|Last Update<br />
!bgcolor=#d0d0e0 width="5%" class="unsortable"|Mission Size<br />
!bgcolor=#d0d0e0 width="15%"|Series<br />
<br />
<!--INSERT UPCOMING MISSIONS BELOW THIS LINE--><br />
<br />
|-<br />
!align=left|Seeking Lady Leicester<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|The Black Mage<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|Seed of the Lodestar <br />
|ERH+<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry417992}}<br />
|In Beta<br />
|2018-02-06<br />
|VERY BIG!!!!!!!<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Spooks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-302#entry415161}}<br />
|TBC<br />
|2018-03-25<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Judith<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-307#entry419303}}<br />
|TBC<br />
|2018-03-17<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP<br />
|the_deep<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry416919}}<br />
|TBC<br />
|2017-12-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP Venice style mission<br />
|NeonStyle<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-303#entry416616}}<br />
|TBC<br />
|2017-12-21<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Nohcelf<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-299#entry411874}}<br />
|TBC<br />
|2017-09-15<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fieldmedic<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-298#entry411014}}<br />
|TBC<br />
|2017-08-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fingernail (Mod Founder!)<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-296#entry407248}}<br />
|TBC<br />
|2017-07-04<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Aosys<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401570}}<br />
|TBC<br />
|2017-02-14<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Stumpy<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401454}}<br />
|TBC<br />
|2017-02-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Dunedain19<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry400031}}<br />
|TBC<br />
|2017-01-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Johannes Burock<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry401007}} {{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-294#entry404753}}<br />
|TBC<br />
|2017-04-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission (Meanwhile in Newfoundland...)<br />
|Dragofer<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-289#entry396542}}<br />
|TBC<br />
|2016-11-02<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Demagogue<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-283#entry391040}}<br />
|TBC<br />
|2016-06-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|The Unexpected Guest<br />
|refl3ks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-288#entry396176}}<br />
|TBC<br />
|2016-10-25<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Capela<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-274#entry385818}}<br />
|TBC<br />
|2016-01-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Obsttorte<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-268#entry383869}}<br />
|TBC<br />
|2015-12-19<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Ascension <br />
|Kvorning<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-233#entry353437}}<br />
|TBC<br />
|2014-08-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Chedap<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-230#entry350680}}<br />
|TBC<br />
|2014-07-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Railgun<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-218#entry343613}}<br />
|TBC<br />
|2014-04-16<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Krypt<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-201#entry326281}}<br />
|TBC<br />
|2013-11-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com The Nexus]<br />
|Melan, (Additional previous authors, - Jdude, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com Restless Plunder]<br />
|Melan, (Additional previous authors, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 6 - Baleford Museum]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 7 - The Builders' Forge]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 8 - At Wood's End]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com The Dead Gathers]<br />
|Greebo, Angua<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__207519}}<br />
|2010-07-08<br />
|2015?<br />
|XXL<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351 Blackheart manor]<br />
|Dram, Bikerdude<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102 Manor Royale]<br />
|Fidcal, Squill.<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102}}<br />
|2015?<br />
|2010-08<br />
|L<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974 Unknown]<br />
|Goldchocobo<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974}}<br />
|Unknown<br />
|2013-11-21<br />
|M?<br />
|<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/ Closemouthed Shadows 2 Dark Vendetta]<br />
|LordSavage<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/}}<br />
|Unknown<br />
|2012-03-27<br />
|M?<br />
|Closemouthed Shadows<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__282318 A Favored Treatment]<br />
|fllood<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__344056}}{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__368824}}<br />
|Unknown<br />
|2015-03-28<br />
|Unknown<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070 Pagan Tree Village?]<br />
|PranQster<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070}}<br />
|Unknown<br />
|2012-03-12<br />
|L?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971 Moving Train Mission?]<br />
|Chuzhoi<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971}}<br />
|Unknown<br />
|2012-02-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199 Unknown Title?]<br />
|Baddcog<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199}}<br />
|After TDM 1.08?<br />
|2012-02-11<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478 Unknown Title?]<br />
|Jesps<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478}}<br />
|Unknown<br />
|2012-01-20<br />
|M?<br />
|Selis Woderose?<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172 Girl with a Rabbit]<br />
|ithel<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172}}<br />
|Unknown<br />
|2011-09-26<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/ Old Friends]<br />
|Johannes Burock<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/}}<br />
|Unknown<br />
|2011-01-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513 HSC 11, Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513}}<br />
|Unknown<br />
|2011-11-08<br />
|M?<br />
|Unknown HSC related<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325 Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325}}<br />
|Unknown<br />
|2011-06-17<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923 Unknown?]<br />
|ungoliant<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__212354}}<br />
|Unknown<br />
|2010-03<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676 Winter Map?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676}}<br />
|Unknown<br />
|2010-12-01<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932 Noble Cave?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/7911-doom-3-does-not-have-any-problems-pushing-polys/page__view__findpost__p__156144}}<br />
|Unknown<br />
|2010-02<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912 Cathedral?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912}}<br />
|Unknown<br />
|2009-11<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10985-the-sly-project/ The Sly Project?]<br />
|Oszkár Winkler, With help from RailGun, Mr Mike, Goldchocobo<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10985-the-sly-project/}}<br />
|Unknown<br />
|2010-08<br />
|L<br />
|5 missions long campaign<br />
|}<br />
<br />
For the official release mission list, please visit:<br />
<br />
[[Fan Missions for The Dark Mod]]<br />
<br />
{{general|sort=Fan Missions}}<br />
[[Category:Fan Missions]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions&diff=26453Upcoming Fan Missions2020-07-10T18:42:37Z<p>Bikerdude: </p>
<hr />
<div>Here is a community editable list of upcoming Fan Missions. <br />
<br />
As with the main Fan Missions wiki, please do not directly link to any copyright infringing material.<br />
<br />
{|class="wikitable sortable" border=1 cellspacing=0 cellpadding=2 width=100%<br />
<br />
|-<br />
!bgcolor=#d0d0e0 width="40%"|Fan Mission Title<br />
!bgcolor=#d0d0e0 width="20%"|Author(s)<br />
!bgcolor=#d0d0e0 width="10%" class="unsortable"|Links<br />
!bgcolor=#d0d0e0 width="10%"|Estimated Release Date<br />
!bgcolor=#d0d0e0 width="10%"|Last Update<br />
!bgcolor=#d0d0e0 width="5%" class="unsortable"|Mission Size<br />
!bgcolor=#d0d0e0 width="15%"|Series<br />
<br />
<!--INSERT UPCOMING MISSIONS BELOW THIS LINE--><br />
<br />
|-<br />
!align=left|Seeking Lady Leicester<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|The Black Mage<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|Seed of the Lodestar <br />
|ERH+<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry417992}}<br />
|In Beta<br />
|2018-02-06<br />
|VERY BIG!!!!!!!<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Spooks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-302#entry415161}}<br />
|TBC<br />
|2018-03-25<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Judith<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-307#entry419303}}<br />
|TBC<br />
|2018-03-17<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP<br />
|the_deep<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry416919}}<br />
|TBC<br />
|2017-12-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP Venice style mission<br />
|NeonStyle<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-303#entry416616}}<br />
|TBC<br />
|2017-12-21<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Nohcelf<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-299#entry411874}}<br />
|TBC<br />
|2017-09-15<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fieldmedic<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-298#entry411014}}<br />
|TBC<br />
|2017-08-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fingernail (Mod Founder!)<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-296#entry407248}}<br />
|TBC<br />
|2017-07-04<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Aosys<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401570}}<br />
|TBC<br />
|2017-02-14<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Stumpy<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401454}}<br />
|TBC<br />
|2017-02-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Dunedain19<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry400031}}<br />
|TBC<br />
|2017-01-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Johannes Burock<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry401007}} {{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-294#entry404753}}<br />
|TBC<br />
|2017-04-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission (Meanwhile in Newfoundland...)<br />
|Dragofer<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-289#entry396542}}<br />
|TBC<br />
|2016-11-02<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Demagogue<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-283#entry391040}}<br />
|TBC<br />
|2016-06-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|The Unexpected Guest<br />
|refl3ks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-288#entry396176}}<br />
|TBC<br />
|2016-10-25<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Capela<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-274#entry385818}}<br />
|TBC<br />
|2016-01-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Obsttorte<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-268#entry383869}}<br />
|TBC<br />
|2015-12-19<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Ascension <br />
|Kvorning<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-233#entry353437}}<br />
|TBC<br />
|2014-08-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Chedap<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-230#entry350680}}<br />
|TBC<br />
|2014-07-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Railgun<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-218#entry343613}}<br />
|TBC<br />
|2014-04-16<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Krypt<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-201#entry326281}}<br />
|TBC<br />
|2013-11-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com The Nexus]<br />
|Melan, (Additional previous authors, - Jdude, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com Restless Plunder]<br />
|Melan, (Additional previous authors, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 6 - Baleford Museum]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 7 - The Builders' Forge]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 8 - At Wood's End]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|http://forums.thedarkmod.com The Dead Gathers]<br />
|Greebo, Angua<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__207519}}<br />
|2010-07-08<br />
|2015?<br />
|XXL<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351 Blackheart manor]<br />
|Dram, Bikerdude<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102 Manor Royale]<br />
|Fidcal, Squill.<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102}}<br />
|2015?<br />
|2010-08<br />
|L<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974 Unknown]<br />
|Goldchocobo<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974}}<br />
|Unknown<br />
|2013-11-21<br />
|M?<br />
|<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/ Closemouthed Shadows 2 Dark Vendetta]<br />
|LordSavage<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/}}<br />
|Unknown<br />
|2012-03-27<br />
|M?<br />
|Closemouthed Shadows<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__282318 A Favored Treatment]<br />
|fllood<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__344056}}{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__368824}}<br />
|Unknown<br />
|2015-03-28<br />
|Unknown<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070 Pagan Tree Village?]<br />
|PranQster<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070}}<br />
|Unknown<br />
|2012-03-12<br />
|L?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971 Moving Train Mission?]<br />
|Chuzhoi<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971}}<br />
|Unknown<br />
|2012-02-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199 Unknown Title?]<br />
|Baddcog<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199}}<br />
|After TDM 1.08?<br />
|2012-02-11<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478 Unknown Title?]<br />
|Jesps<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478}}<br />
|Unknown<br />
|2012-01-20<br />
|M?<br />
|Selis Woderose?<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172 Girl with a Rabbit]<br />
|ithel<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172}}<br />
|Unknown<br />
|2011-09-26<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/ Old Friends]<br />
|Johannes Burock<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/}}<br />
|Unknown<br />
|2011-01-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513 HSC 11, Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513}}<br />
|Unknown<br />
|2011-11-08<br />
|M?<br />
|Unknown HSC related<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325 Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325}}<br />
|Unknown<br />
|2011-06-17<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923 Unknown?]<br />
|ungoliant<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__212354}}<br />
|Unknown<br />
|2010-03<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676 Winter Map?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676}}<br />
|Unknown<br />
|2010-12-01<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932 Noble Cave?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/7911-doom-3-does-not-have-any-problems-pushing-polys/page__view__findpost__p__156144}}<br />
|Unknown<br />
|2010-02<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912 Cathedral?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912}}<br />
|Unknown<br />
|2009-11<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10985-the-sly-project/ The Sly Project?]<br />
|Oszkár Winkler, With help from RailGun, Mr Mike, Goldchocobo<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10985-the-sly-project/}}<br />
|Unknown<br />
|2010-08<br />
|L<br />
|5 missions long campaign<br />
|}<br />
<br />
For the official release mission list, please visit:<br />
<br />
[[Fan Missions for The Dark Mod]]<br />
<br />
{{general|sort=Fan Missions}}<br />
[[Category:Fan Missions]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions&diff=26452Upcoming Fan Missions2020-07-10T18:42:13Z<p>Bikerdude: </p>
<hr />
<div>Here is a community editable list of upcoming Fan Missions. <br />
<br />
As with the main Fan Missions wiki, please do not directly link to any copyright infringing material.<br />
<br />
{|class="wikitable sortable" border=1 cellspacing=0 cellpadding=2 width=100%<br />
<br />
|-<br />
!bgcolor=#d0d0e0 width="40%"|Fan Mission Title<br />
!bgcolor=#d0d0e0 width="20%"|Author(s)<br />
!bgcolor=#d0d0e0 width="10%" class="unsortable"|Links<br />
!bgcolor=#d0d0e0 width="10%"|Estimated Release Date<br />
!bgcolor=#d0d0e0 width="10%"|Last Update<br />
!bgcolor=#d0d0e0 width="5%" class="unsortable"|Mission Size<br />
!bgcolor=#d0d0e0 width="15%"|Series<br />
<br />
<!--INSERT UPCOMING MISSIONS BELOW THIS LINE--><br />
<br />
|-<br />
!align=left|Seeking Lady Leicester<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|The Black Mage<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|Seed of the Lodestar <br />
|ERH+<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry417992}}<br />
|In Beta<br />
|2018-02-06<br />
|VERY BIG!!!!!!!<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Spooks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-302#entry415161}}<br />
|TBC<br />
|2018-03-25<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Judith<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-307#entry419303}}<br />
|TBC<br />
|2018-03-17<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP<br />
|the_deep<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry416919}}<br />
|TBC<br />
|2017-12-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP Venice style mission<br />
|NeonStyle<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-303#entry416616}}<br />
|TBC<br />
|2017-12-21<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Nohcelf<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-299#entry411874}}<br />
|TBC<br />
|2017-09-15<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fieldmedic<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-298#entry411014}}<br />
|TBC<br />
|2017-08-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fingernail (Mod Founder!)<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-296#entry407248}}<br />
|TBC<br />
|2017-07-04<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Aosys<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401570}}<br />
|TBC<br />
|2017-02-14<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Stumpy<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401454}}<br />
|TBC<br />
|2017-02-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Dunedain19<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry400031}}<br />
|TBC<br />
|2017-01-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Johannes Burock<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry401007}} {{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-294#entry404753}}<br />
|TBC<br />
|2017-04-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission (Meanwhile in Newfoundland...)<br />
|Dragofer<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-289#entry396542}}<br />
|TBC<br />
|2016-11-02<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Demagogue<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-283#entry391040}}<br />
|TBC<br />
|2016-06-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|The Unexpected Guest<br />
|refl3ks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-288#entry396176}}<br />
|TBC<br />
|2016-10-25<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Capela<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-274#entry385818}}<br />
|TBC<br />
|2016-01-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Obsttorte<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-268#entry383869}}<br />
|TBC<br />
|2015-12-19<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Ascension <br />
|Kvorning<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-233#entry353437}}<br />
|TBC<br />
|2014-08-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Chedap<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-230#entry350680}}<br />
|TBC<br />
|2014-07-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Railgun<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-218#entry343613}}<br />
|TBC<br />
|2014-04-16<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Krypt<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-201#entry326281}}<br />
|TBC<br />
|2013-11-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com The Nexus]<br />
|Melan, (Additional previous authors, - Jdude, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com Restless Plunder]<br />
|Melan, (Additional previous authors, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 6 - Baleford Museum]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 7 - The Builders' Forge]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 8 - At Wood's End]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|http://forums.thedarkmod.com The Dead Gathers]<br />
|Greebo, Angua<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__207519}}<br />
|2010-07-08<br />
|2015?<br />
|XXL<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351 Blackheart manor]<br />
|Dram, Bikerdude<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102 Manor Royale]<br />
|Fidcal, Squill.<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102}}<br />
|2015?<br />
|2010-08<br />
|L<br />
|Crucible of Omens<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974 Unknown]<br />
|Goldchocobo<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974}}<br />
|Unknown<br />
|2013-11-21<br />
|M?<br />
|<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/ Closemouthed Shadows 2 Dark Vendetta]<br />
|LordSavage<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/}}<br />
|Unknown<br />
|2012-03-27<br />
|M?<br />
|Closemouthed Shadows<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__282318 A Favored Treatment]<br />
|fllood<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__344056}}{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__368824}}<br />
|Unknown<br />
|2015-03-28<br />
|Unknown<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070 Pagan Tree Village?]<br />
|PranQster<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070}}<br />
|Unknown<br />
|2012-03-12<br />
|L?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971 Moving Train Mission?]<br />
|Chuzhoi<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971}}<br />
|Unknown<br />
|2012-02-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199 Unknown Title?]<br />
|Baddcog<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199}}<br />
|After TDM 1.08?<br />
|2012-02-11<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478 Unknown Title?]<br />
|Jesps<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478}}<br />
|Unknown<br />
|2012-01-20<br />
|M?<br />
|Selis Woderose?<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172 Girl with a Rabbit]<br />
|ithel<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172}}<br />
|Unknown<br />
|2011-09-26<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/ Old Friends]<br />
|Johannes Burock<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/}}<br />
|Unknown<br />
|2011-01-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513 HSC 11, Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513}}<br />
|Unknown<br />
|2011-11-08<br />
|M?<br />
|Unknown HSC related<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325 Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325}}<br />
|Unknown<br />
|2011-06-17<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923 Unknown?]<br />
|ungoliant<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__212354}}<br />
|Unknown<br />
|2010-03<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676 Winter Map?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676}}<br />
|Unknown<br />
|2010-12-01<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932 Noble Cave?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/7911-doom-3-does-not-have-any-problems-pushing-polys/page__view__findpost__p__156144}}<br />
|Unknown<br />
|2010-02<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912 Cathedral?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912}}<br />
|Unknown<br />
|2009-11<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10985-the-sly-project/ The Sly Project?]<br />
|Oszkár Winkler, With help from RailGun, Mr Mike, Goldchocobo<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10985-the-sly-project/}}<br />
|Unknown<br />
|2010-08<br />
|L<br />
|5 missions long campaign<br />
|}<br />
<br />
For the official release mission list, please visit:<br />
<br />
[[Fan Missions for The Dark Mod]]<br />
<br />
{{general|sort=Fan Missions}}<br />
[[Category:Fan Missions]]</div>Bikerdudehttps://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions&diff=26451Upcoming Fan Missions2020-07-10T18:41:15Z<p>Bikerdude: Removed & cleaned up some of the OoM missions.</p>
<hr />
<div>Here is a community editable list of upcoming Fan Missions. <br />
<br />
As with the main Fan Missions wiki, please do not directly link to any copyright infringing material.<br />
<br />
{|class="wikitable sortable" border=1 cellspacing=0 cellpadding=2 width=100%<br />
<br />
|-<br />
!bgcolor=#d0d0e0 width="40%"|Fan Mission Title<br />
!bgcolor=#d0d0e0 width="20%"|Author(s)<br />
!bgcolor=#d0d0e0 width="10%" class="unsortable"|Links<br />
!bgcolor=#d0d0e0 width="10%"|Estimated Release Date<br />
!bgcolor=#d0d0e0 width="10%"|Last Update<br />
!bgcolor=#d0d0e0 width="5%" class="unsortable"|Mission Size<br />
!bgcolor=#d0d0e0 width="15%"|Series<br />
<br />
<!--INSERT UPCOMING MISSIONS BELOW THIS LINE--><br />
<br />
|-<br />
!align=left|Seeking Lady Leicester<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|The Black Mage<br />
|grayman<br />
|None<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|<br />
<br />
|-<br />
!align=left|Seed of the Lodestar <br />
|ERH+<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry417992}}<br />
|In Beta<br />
|2018-02-06<br />
|VERY BIG!!!!!!!<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Spooks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-302#entry415161}}<br />
|TBC<br />
|2018-03-25<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Judith<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-307#entry419303}}<br />
|TBC<br />
|2018-03-17<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP<br />
|the_deep<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-304#entry416919}}<br />
|TBC<br />
|2017-12-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP Venice style mission<br />
|NeonStyle<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-303#entry416616}}<br />
|TBC<br />
|2017-12-21<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Nohcelf<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-299#entry411874}}<br />
|TBC<br />
|2017-09-15<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fieldmedic<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-298#entry411014}}<br />
|TBC<br />
|2017-08-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Fingernail (Mod Founder!)<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-296#entry407248}}<br />
|TBC<br />
|2017-07-04<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Aosys<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401570}}<br />
|TBC<br />
|2017-02-14<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Stumpy<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-293#entry401454}}<br />
|TBC<br />
|2017-02-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Dunedain19<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry400031}}<br />
|TBC<br />
|2017-01-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Johannes Burock<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-292#entry401007}} {{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-294#entry404753}}<br />
|TBC<br />
|2017-04-17<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission (Meanwhile in Newfoundland...)<br />
|Dragofer<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-289#entry396542}}<br />
|TBC<br />
|2016-11-02<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Demagogue<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-283#entry391040}}<br />
|TBC<br />
|2016-06-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|The Unexpected Guest<br />
|refl3ks<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-288#entry396176}}<br />
|TBC<br />
|2016-10-25<br />
|unknown<br />
|<br />
<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Capela<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-274#entry385818}}<br />
|TBC<br />
|2016-01-28<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Obsttorte<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-268#entry383869}}<br />
|TBC<br />
|2015-12-19<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Ascension <br />
|Kvorning<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-233#entry353437}}<br />
|TBC<br />
|2014-08-27<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Chedap<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-230#entry350680}}<br />
|TBC<br />
|2014-07-23<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Railgun<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-218#entry343613}}<br />
|TBC<br />
|2014-04-16<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|Un-named WIP mission <br />
|Krypt<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-201#entry326281}}<br />
|TBC<br />
|2013-11-13<br />
|unknown<br />
|<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com The Nexus]<br />
|Melan, (Additional previous authors, - Jdude, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
<br />
|-<br />
!align=left|[http://www.thedarkmod.com Restless Plunder]<br />
|Melan, (Additional previous authors, Bikerdude)<br />
|{{Forumlink|http://www.thedarkmod.com}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 6 - Baleford Museum]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 7 - The Builders' Forge]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284 William Steele 8 - At Wood's End]<br />
|grayman<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/12904-william-steele/page__view__findpost__p__262284}}<br />
|2021<br />
|2020-07-10<br />
|Unknown<br />
|William Steele<br />
<br />
|-<br />
!align=left|[http://www.mindplaces.com/darkmod/team.php The Dead Gathers]<br />
|Greebo, Angua<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__207519}}<br />
|2010-07-08<br />
|2015?<br />
|XXL<br />
|Crucible of Omens<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351 Blackheart manor]<br />
|Dram, Bikerdude<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships/page__view__findpost__p__259351}}<br />
|2021?<br />
|2014-02-17<br />
|XXL<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102 Manor Royale]<br />
|Fidcal, Squill.<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__223102}}<br />
|2015?<br />
|2010-08<br />
|L<br />
|Crucible of Omens<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974 Unknown]<br />
|Goldchocobo<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__326974}}<br />
|Unknown<br />
|2013-11-21<br />
|M?<br />
|<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/ Closemouthed Shadows 2 Dark Vendetta]<br />
|LordSavage<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/13348-announcing-closemouthed-shadows-dark-vendetta-closemouthed-shadows-2/}}<br />
|Unknown<br />
|2012-03-27<br />
|M?<br />
|Closemouthed Shadows<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__282318 A Favored Treatment]<br />
|fllood<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__344056}}{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__368824}}<br />
|Unknown<br />
|2015-03-28<br />
|Unknown<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070 Pagan Tree Village?]<br />
|PranQster<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__281070}}<br />
|Unknown<br />
|2012-03-12<br />
|L?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971 Moving Train Mission?]<br />
|Chuzhoi<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__279971}}<br />
|Unknown<br />
|2012-02-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199 Unknown Title?]<br />
|Baddcog<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__278199}}<br />
|After TDM 1.08?<br />
|2012-02-11<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478 Unknown Title?]<br />
|Jesps<br />
|{{Forumlink|http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__276478}}<br />
|Unknown<br />
|2012-01-20<br />
|M?<br />
|Selis Woderose?<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172 Girl with a Rabbit]<br />
|ithel<br />
|{{Forumlink|http://forums.thedarkmod.com/index.php?/topic/10403-tdm-fan-mission-lists-released-and-upcoming/page__view__findpost__p__267172}}<br />
|Unknown<br />
|2011-09-26<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/ Old Friends]<br />
|Johannes Burock<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/12167-johannes-box/}}<br />
|Unknown<br />
|2011-01-29<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513 HSC 11, Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/topic/13055-halloween-speed-build-contest/page__view__findpost__p__270513}}<br />
|Unknown<br />
|2011-11-08<br />
|M?<br />
|Unknown HSC related<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325 Unknown?]<br />
|Xcen<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__260325}}<br />
|Unknown<br />
|2011-06-17<br />
|M?<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923 Unknown?]<br />
|ungoliant<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__211923}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__212354}}<br />
|Unknown<br />
|2010-03<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676 Winter Map?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__238676}}<br />
|Unknown<br />
|2010-12-01<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932 Noble Cave?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10003-so-what-are-you-working-on-right-now/page__view__findpost__p__210932}} {{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/7911-doom-3-does-not-have-any-problems-pushing-polys/page__view__findpost__p__156144}}<br />
|Unknown<br />
|2010-02<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912 Cathedral?]<br />
|AluminumHaste<br />
|{{Forumlink|1=http://forums.thedarkmod.com/index.php?/topic/7664-cathedral-ive-been-working-on/page__view__findpost__p__150912}}<br />
|Unknown<br />
|2009-11<br />
|0<br />
|Unknown<br />
|-<br />
<br />
|-<br />
!align=left|[http://forums.thedarkmod.com/index.php?/topic/10985-the-sly-project/ The Sly Project?]<br />
|Oszkár Winkler, With help from RailGun, Mr Mike, Goldchocobo<br />
|{{Forumlink|1=http://forums.thedarkmod.com/darkmod/index.php?/topic/10985-the-sly-project/}}<br />
|Unknown<br />
|2010-08<br />
|L<br />
|5 missions long campaign<br />
|}<br />
<br />
For the official release mission list, please visit:<br />
<br />
[[Fan Missions for The Dark Mod]]<br />
<br />
{{general|sort=Fan Missions}}<br />
[[Category:Fan Missions]]</div>Bikerdude