Missing assets for standalone TDM
From The DarkMod Wiki
This page contains a list of assets that need to be replaced to make The Dark Mod stand-alone, that is to be able to play missions without having Doom 3 installed.
Missing assets
Textures
- fogs/basicfog
- guis/assets/common/dirt3
- guis/assets/common/outershadow
- lights/lightgratelight_snd
- textures/lights/squarelight
- textures/lights/brightround
- textures/decals/ballburn01
- textures/decals/bloodspray
- textures/decals/bulleth02
- textures/decals/hurt02
- textures/decals/irblend
- textures/decals/splat1 .. textures/decals/splat9
- textures/decals/stainwall
- textures/decals/stainwallfade
- textures/decals/tunnel
- textures/glass/glass1
- textures/glass/outdoor_glass1fx
- textures/hell/wood1
- textures/particles/billow_glow
- textures/particles/blacksmokepuff
- textures/particles/boomboom
- textures/particles/boomboom2
- textures/particles/boomboom3
- textures/particles/drop2
- textures/particles/droppuddle
- textures/particles/dust
- textures/particles/dustcloud
- textures/particles/fbeam
- textures/particles/pfirebig
- textures/particles/pfiresmall2
- textures/particles/plasma
- textures/particles/preamble
- textures/particles/rocketbacklit
- textures/particles/smokepuff
- textures/particles/snowball
- textures/particles/spark3
- textures/sfx/vp1
- textures/sfx/vpring3
- thunderlight1
- thunderlight2
- thunderlightsky1
- thunderlightsky2
- topc
Sounds
- _default.wav
- book_impact.wav
- bullet_impact_flesh.wav
- bullet_impact_stone.wav
- bullet_impact_wood.wav
- burger_impact.wav
- fist_impact.wav
- monster_demon_imp_fireball_flight.wav
- monster_demon_tick_footstep.wav
- paper_impact.wav
- sound/doors/hell/open_02.wav
- sound/ed/player/player_land2.ogg
- sound/ed/tick/chirp1.ogg
- sound/ed/tick/chirp2.ogg
- sound/ed/tick/chirp3.ogg
- sound/impact/burger/burger_02.ogg
- sound/impact/guts/guts_02.ogg
- sound/impact/guts/guts_03.ogg
- sound/impact/guts/guts_04.ogg
- sound/impact/guts/guts_05.ogg
- light_flicker_104.wav
Unused, but generating warnings
These are probably automatically loaded, but never used and can be removed in the code:
- player_sounds_doublevision.wav
- player_sounds_guienter.wav
- player_sounds_guiexit.wav
- player_sounds_heartbeat.wav
- player_sounds_heartbeat_dying.wav
- player_sounds_hitarmor.wav
- player_sounds_hitflesh.wav
- player_sounds_skipcinematic.wav
- player_sounds_teleportexit.wav
- player_sounds_teleportstart.wav
- player_sounds_thud.wav
AI & Animations
- Zombie + animations
entityDefs
- caco_projectile (used as base for our mage fireball. The builder priest one is already done)