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  • No check is made if the shield can be ''really'' seen. So if the player, for example
    6 KB (931 words) - 18:01, 25 June 2022
  • * If you encounter a problem, please check the [[FAQ]]. If you can't find an answer there, you can leave a post in the
    4 KB (676 words) - 16:16, 5 May 2023
  • The description text mustn't be too long, be sure to check the length of the texts when testing the package in the mission installatio
    8 KB (1,444 words) - 14:39, 15 April 2023
  • ...modify the existing VC++ 2010 installation using the setup application and check the x64 compilers option, it might not be activated by default.
    2 KB (383 words) - 17:31, 29 December 2016
  • ...at this map when I can (but if anyone wants to volunteer then great - but check with me first in case I've started!) - Fidcal''
    7 KB (1,016 words) - 16:55, 8 October 2013
  • ''Geep adds: Check out newer Font Patcher and Refont to fix errors too.''
    6 KB (944 words) - 15:28, 18 March 2024
  • * Near the bottom check the box next to "Fixed Subdivisions"
    2 KB (375 words) - 17:19, 1 April 2008
  • * [[Clip Functions to check Specific Models]]
    2 KB (212 words) - 20:32, 22 December 2020
  • ...ly, all our 'attachable' entities (with the possible exception of weapons--check that) are found in '''tdm_prop_wearable_items.def''' and '''tdm_prop_items.
    6 KB (1,054 words) - 15:56, 18 August 2009
  • ''(Actually, I have to double-check this..."remove" "1" might actually just make the object disappear on KO, an
    3 KB (479 words) - 12:48, 2 November 2018
  • ...o the patch street tutorial and the cave tutorial. For further information check the wiki and the forum.
    2 KB (406 words) - 14:19, 11 June 2017
  • ...Problematic Paths in Models]] ''-- (if your .ase models are showing black, check here)''
    2 KB (303 words) - 21:09, 26 April 2022
  • AI animate to the same height so if they are slightly high the first thing to check is the bed surface height. Most Dark Mod beds are a standard height which i
    9 KB (1,605 words) - 17:50, 15 January 2023
  • ...n if nudged in game (switch off collision model filtering in the editor to check.)
    3 KB (435 words) - 05:05, 22 November 2018
  • ...modify the existing VC++ 2008 installation using the setup application and check the x64 compilers option.
    2 KB (265 words) - 17:30, 29 December 2016
  • An easy way to check your grid is to open a new file in DarkRadiant, choose a large grid size an
    16 KB (2,953 words) - 00:14, 4 October 2023
  • ...erials]], e.g. one of the old ambient stages is not removed. Please double check respective materials.
    4 KB (642 words) - 16:37, 9 May 2017
  • ...h from it's edge to where you want that edge to end up. For our case we'll check the distance in azimuth 270.
    11 KB (1,880 words) - 20:17, 8 June 2022
  • ...a dozen test lights or so then try to visportal the external area only and check frame rates. That should give me some idea of what complexity of light and
    15 KB (2,729 words) - 13:38, 21 November 2018
  • ...using [[Cvars]] (for testing only). It is also possible to switch the PVS check off so that AI can also do interleaved thinking while in the player's view.
    2 KB (342 words) - 15:48, 14 December 2009
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