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  • :* custom_clocked (runs a custom map script that should check something and set the objective) :'''Number of Specificatons''': 2 (object entity to check, location entity to check)
    35 KB (5,581 words) - 21:38, 25 April 2024
  • ** Click {{check}} or press {{key-enter}} ** Click {{check}} or press {{key-enter}}
    61 KB (10,916 words) - 20:12, 30 January 2024
  • * In the Entity Inspector on the panel check the 'Show inherited properties' at the top. ...tom change the team from 3 to 0 which is the player's 'team' and click the check button at its right. This will not change the greyed value itself, but inst
    30 KB (5,598 words) - 13:41, 21 November 2018
  • ...e used by all entities. It doesn't regard FOV, it just performs a trace to check whether the target is occluded by world geometry. Is probably useful for st ::''point'': point whose location to check
    310 KB (38,861 words) - 14:11, 16 December 2023
  • ...l-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.'' ...l-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''
    227 KB (38,525 words) - 14:59, 13 April 2024
  • * Check the alignment of the texture only on the three visible surfaces; remember w ...o form four vertical beams down the walls at the end of the ceiling beams. Check texture.
    29 KB (5,373 words) - 21:29, 17 January 2023
  • # Check whether we have an entity ...ike '''isBrush()''' and '''getBrush()'''. You can use the is*() methods to check whether a node is of a specific type, and the get*() methods to convert a S
    91 KB (13,242 words) - 06:12, 2 January 2023
  • ''[stgatilov --- on a minor note, the engine still has to check for shadows coming out from closed visleafs; so even a closed visleaf needs ...show then it is either beyond range of processing or it is not working so check it is set up correctly.
    41 KB (7,171 words) - 19:41, 20 October 2021
  • ...e used by all entities. It doesn't regard FOV, it just performs a trace to check whether the target is occluded by world geometry. Is probably useful for st ...button, see the UB_* enum in usercmdgen.h. For now, only one mouse gesture check at a time.
    282 KB (35,345 words) - 23:37, 1 January 2015
  • ...e used by all entities. It doesn't regard FOV, it just performs a trace to check whether the target is occluded by world geometry. Is probably useful for st ...button, see the UB_* enum in usercmdgen.h. For now, only one mouse gesture check at a time.
    286 KB (35,800 words) - 14:49, 7 May 2018
  • ** Check the startpack terrain doesn't overlay any of your own terrain. Move it if s ** Some components may be duplicated. Check the following list and decide which to keep:
    64 KB (11,619 words) - 03:40, 25 March 2024
  • ...You can also use Rendering Preview and the actual Render Image -buttons to check what the camera sees. ...ssion occurs at midnight? Or just after sunset? Set the sun appropriately. Check the rendering preview. It probably looks too bright with the sun gone, so d
    10 KB (1,757 words) - 04:32, 1 January 2023
  • ...pes the castle without doing them first then the escape objective does not check off either. ...'' and type in "Knock out the guard". Set the initial state to 'Complete'. Check the '''Mandatory''' and '''Visible''' flags.
    26 KB (4,493 words) - 17:22, 15 December 2023
  • |Set <tt>r_useSoftParticles 1</tt> and check e.g. fire. Be sure to check that fake reflection texture is oriented the same way.
    12 KB (1,682 words) - 15:45, 27 February 2020
  • * Check the texture and alignment of the sides of the niche align with the rest of Save and map and check it out. You might want to adjust the position of the fire or logs.
    24 KB (4,352 words) - 15:17, 26 April 2022
  • ...m. I left a gap between elevator entity and visportal surface. I'd have to check to see if it would be disabled if they contacted. * Now check they are working correctly...
    23 KB (4,202 words) - 20:52, 11 March 2020
  • Scripts can check whether conditions have been met before carrying out the associated set of * or you can check if a single value is true or false. For non-booleans, any non-default value
    4 KB (632 words) - 23:48, 23 December 2020
  • === How can I check whether my Doom 3 is correctly patched? === ...atches and these will not work with the mod. That's why it is important to check the version number in the console to make sure that the right 1.3.1 patch i
    9 KB (1,383 words) - 08:29, 20 April 2022
  • ...If you think you have found and fixed the problem but get the error again check carefully as it might be a different leak or you missed the first one. But be careful to use r_showtris = 3 in the console to check the results. It sometimes happens that large func_statics get processed thr
    37 KB (6,198 words) - 18:11, 12 May 2024
  • '''Q. My visportal is not showing up or not closing like it should (you can check this with by typing "r_showportals 1" in the console. The portal edge will ...tiny gap just touching the visportal side is enough to break it. A way to check if there's an internal leak, and locating it if there is, is described here
    51 KB (8,847 words) - 15:33, 1 July 2021
  • #Close the updater and start the updater and click on "continue" again, to check if you got all the files. If the application doesnt start, check your security panel to give the permission to run the application.<br>
    30 KB (4,723 words) - 08:47, 6 February 2023
  • ...hitecturally beautiful, have good gameplay, and so on. For that you should check out other wiki and video resources, like [[Mission Design Tips]]. ...n 0.9.5 onwards.) These [[Conversion of Game Units|units]] are 1.1 inches. Check your preference (default key P) in DR as it will be easier during this tuto
    34 KB (6,047 words) - 14:41, 15 April 2023
  • '''to_alert2_3''' "'Hmm, I should probably check that out." '''to_alert2_soundx2_1''' "Listen, did you hear that? Let’s check it out."<br>
    33 KB (5,850 words) - 09:17, 29 January 2019
  • Check "Adjust for Best Performance" then click Apply. ...{RMB}} on TheDarkMod.exe or your shortcut, go to the Compatibility Tab and check "Disable Display Scaling on High DPI settings"
    54 KB (8,557 words) - 00:15, 14 May 2024
  • CHECK OUT ...umented in a file that is intended to be included by scriptors that I will check in with the source.
    12 KB (1,961 words) - 14:10, 25 September 2019
  • # On the first page, check '''"Bitwise exact zips"''' advanced setting! Also check "Get custom version". Starting from TDM 2.08, it should be easy to check it thanks to the new conventions on third-party stuff (see also [[Libraries
    32 KB (5,350 words) - 13:59, 16 December 2023
  • ...torial, you might want to start with some simple black-and-white image and check how it affects the particle system in-game, then continue to some grayscale Check if you really have this problem, and fix it if you have. Alternatively, you
    19 KB (2,883 words) - 16:46, 9 December 2020
  • * 6) Un-check default so that only the new layer is in view * 12) Check "Fixed Aspect Ratio"
    24 KB (3,774 words) - 18:54, 14 April 2024
  • You need to check "Get custom version" on the first page, then select the version you want on == Check for updates ==
    1 KB (179 words) - 02:44, 1 March 2022
  • In order to check that you have put the file into right location, start your mission in game. It allows you to check if you have set up locations properly.
    29 KB (3,869 words) - 12:11, 22 March 2022
  • If you don't get that window showing up for you, please check the WER flag in registry editor: Coders might want to check out the article on [[Analyze_a_Memory_Dump|analyzing a memory dump.]]
    6 KB (949 words) - 20:09, 18 March 2024
  • ...tance, in order to check that cinematic stops properly in your custom GUI, check that: Sometimes you want to quickly check that your video plays well in TDM engine, but don't want to waste time sett
    9 KB (1,447 words) - 13:27, 28 January 2023
  • ===Tile Quality Check=== ...is time, lets use a gaussian radius of 7.0. Apply the multiply effect, and check it out.
    27 KB (4,878 words) - 17:48, 27 March 2012
  • ...{{ESC}}), you will see an option for "Objectives". This is where you can check your progress. You can also check your Objectives without opening the menus. Hitting {{key|O}} will bring up
    32 KB (5,615 words) - 11:34, 16 January 2024
  • When you have created <tt>fminfo.xml</tt> file, double-check that all properties are correct. ...hat something in fminfo.xml is wrong, or a message from some custom failed check.
    18 KB (3,098 words) - 12:01, 10 October 2022
  • To check that you started proper console, run <tt>cl</tt> in it: it will print compi Check that it works by running <tt>yasm</tt> command: it must print something lik
    13 KB (1,964 words) - 03:35, 11 April 2019
  • * Check you can see 'Your script is running' in the console. * Check every detail in the script is correct. A tiny typo and it might not work at
    4 KB (776 words) - 05:21, 20 October 2018
  • # Check changed entity names against any bind, frob_peer, lock_peer used_by spawnar # If rotating, check the whole prefab has rotated and how. Model doors may be OK but brush doors
    13 KB (2,300 words) - 20:22, 7 May 2014
  • * With the flame selected, in the Entity Inspector check the 'show inherited properties' * Check the texture inside the niche. CSG Subtract cleverly uses the right texture
    20 KB (3,737 words) - 13:45, 21 November 2018
  • * 11. Check that you are in "Object Mode". Near the bottom of your window to the right * 15. Near the bottom of your window check a box (a cube with an orange line) named "Edge select".
    10 KB (1,690 words) - 07:33, 20 April 2022
  • Check also if the author has added information elsewhere: This has the tooltip: "Check to move uncentered prefab back to the prefab's 0,0,0 coordinate before inse
    5 KB (830 words) - 19:33, 27 January 2022
  • ...file no matter how many instances of this moveable you make in your map so check if it has already been created (a .cm file of the same name as the model an # Check the origin of the brush entity is in the same place as the model's origin b
    12 KB (2,029 words) - 15:17, 4 September 2021
  • First, you can check how many {{abbr|FPS|frames per second}} are achieved by opening the console Check "Adjust for Best Performance" then click Apply.
    83 KB (13,088 words) - 03:32, 15 May 2024
  • * Click the check box 'Fixed Subdivision' else Doom might change the quality when optimising. * Check texture alignment on the wall on the other side of the bevel and shift it i
    21 KB (3,877 words) - 21:28, 23 November 2021
  • When you run a wait() event, the engine performs a check every frame to see whether the total time elapsed has surpassed the time it if (player_self.AI_CROUCH) //check if the player is crouching
    7 KB (1,185 words) - 11:01, 28 November 2021
  • ...n. you want to choose the axis that forms a T intersection with your wall. Check your UV Texture Editor to make sure your object fills out the whole space, ...ing info the way you want it to look inside the game, you'll need to put a check mark by "Invert Y" (This is another reason a hight map is an advantage over
    11 KB (1,972 words) - 14:16, 13 September 2006
  • # Check the background image loading (load a JPG file to test the GTK loading routi # Check the "About" Dialog for correct version information.
    3 KB (456 words) - 23:24, 11 November 2007
  • ...ible. This is a intentionally so, to make the mapper aware of the problem. Check the console and/or enable the inventory logclass in the darkmod.log file to ...ust like a regular one. If the mapper desired, he could set up a script to check for this exact potion and trigger custom behaviour when the item is used.
    30 KB (4,994 words) - 11:07, 7 April 2024
  • ...had to keep ''Dark Mod'' running in the background in order to be able to check if linebreaks and pagebreaks look alright et cetera. But those days are ove ** Check XData Syntax of a specified file.
    10 KB (1,686 words) - 13:20, 21 August 2011
  • * [http://bugs.thedarkmod.com/view.php?id=2280 #2280]: Mission version check is bound to fail on next major version (GUI) * [http://bugs.thedarkmod.com/view.php?id=2446 #2446]: Double check spider death animation (AI)
    13 KB (1,967 words) - 15:56, 3 February 2021
  • Check the length of the timeline in this scene (85 frames). Later on we'll need t #Go to File -> Import clip to characters, click the option box, and check '''Put clip in Trax Editor and visor'''.
    3 KB (572 words) - 14:14, 22 May 2010
  • ...t you check your map's visuals with your eyes, it should be clear that you check the audio with your ears.
    6 KB (969 words) - 06:52, 7 February 2013
  • ...e any problems during import or it appears parts of the model are missing, check the console which would be the DOS or BASH terminal running in the backgrou If no file exists check the console to ensure no problems were encountered during export. Now you s
    16 KB (2,756 words) - 15:43, 17 December 2015
  • ...then delete the original. This will rename the entity so you might need to check if this affects anything targetting it or bind to it, or script ref. etc. Or two, there are leftover 1 or 2 sided polys. In Lightwave, you can check this by checking the "statistics" window (w). It will list the number of 1
    4 KB (706 words) - 07:35, 18 July 2011
  • * In entity inspector click the check box at top left to show inherited properties. ...e may already be a suitable entity defined for the model you want - always check first.
    6 KB (1,047 words) - 09:08, 23 April 2009
  • ...''. Launch the setup and choose the package '''Current''', then be sure to check the box of the '''g++''' compiler. Choose '''Download and Install''' in the ...you'll open a console the path should be functional. If not, please double-check your path for typos and/or post in the forums.
    4 KB (676 words) - 16:06, 4 April 2008
  • B. Once Tom got past the “chance” check, the GreetingBarkTask() would see if 3 minutes had gone by since the last t 2. Eliminate the “30% chance” check. Replace it and the 3 minute waiting period with a random waiting period be
    4 KB (651 words) - 09:29, 20 October 2018
  • ...to help translating TDM to other languages, or translate some FMs, please check first at the [[I18N Status|I18N status page]], then post on the forum. Than ...language, translate the result back into a language you know to do a basic check.
    9 KB (1,495 words) - 07:55, 19 February 2019
  • You can see it if you check "Show Inherited Properties". This is the sound you use to turn "off" the a ...I will mention them. They concern the properties of the ambient fading. Check the "Show Inhereted Properties" to see their default values. Entering a ne
    33 KB (5,743 words) - 00:08, 7 October 2023
  • * ELEVATOR : Check the model list to see if there is an elevator or create one from brushes. I ...loor, clone them, and copy them to suitable positions on the other floors. Check they still target the elevator and not renamed eg, elevator2. Otherwise the
    23 KB (3,264 words) - 17:50, 8 May 2024
  • ...// If other entities are going to trigger the script, like an idLocation check or whatever, ...en you touch a trigger, it means the script isn't even being called on, so check things like the trigger's target spells the command button's name correctly
    27 KB (4,523 words) - 20:45, 12 January 2012
  • 6) check to make sure you're set to edit the layer mask (it should default to this) ...the gradient tool shape into radial and then play around with transition. Check the toolbox for these parameters.
    15 KB (2,359 words) - 15:28, 14 November 2023
  • Each frame, a probability check depending on lightgem brightness, player distance and the AI's visual acuit ...bability depending on the player distance. With this probability, a random check is performed each frame whether the AI has spotted the player. If this succ
    2 KB (321 words) - 13:48, 12 April 2019
  • ...[http://www.darkradiant.net project website] for release announcements or check the development forums. The source code is hosted on [https://github.com/co * Check our [http://bugs.thedarkmod.com/ Bugtracker] for known and reported issues.
    3 KB (311 words) - 22:09, 12 April 2024
  • ...es the amount of visual alertthat gets added on when the sight probability check succeeds and the AI do see you (default 1.0) * '''tdm_ai_opt_interleavethinkskipPVS''' Set to 1 to skip the PVS check for interleaved thinking, so AI will also do interlaved thinking when in th
    7 KB (1,128 words) - 13:06, 30 January 2024
  • * [http://bugs.thedarkmod.com/view.php?id=2940 #2940]: Check new animations against torch-carriers (Animation) (Springheel) * [http://bugs.thedarkmod.com/view.php?id=3080 #3080]: Check and limit AA to the maximum value that the hardware/driver allows (Coding)
    25 KB (3,550 words) - 05:31, 4 February 2021
  • It might be a good idea to lay in few brushes according to your floorplan and check how it is going to work. Place an AI as reference so you see how the floorp If you find this difficult, check the net for castle/manor/crypt floorplans. Note which rooms are where. This
    13 KB (2,317 words) - 06:56, 26 May 2021
  • ...d conversations found in the map is verbosed to the console, so be sure to check if this number is right. If this number differs from the number you should
    18 KB (2,896 words) - 21:47, 30 December 2021
  • *Under Utilities, check nrToolbox *Under Animation, check nrLayers
    3 KB (478 words) - 14:28, 22 May 2010
  • ...want to turn them then check carefully. I think the model ones are OK but check the tiny lockbar next to the lock. Might need to change its rotate property
    4 KB (726 words) - 17:16, 1 February 2022
  • if($lord_marlow.canSee($player1) //check if Lord Marlow can see the player ...script event only works if called on an AI (but you're probably allowed to check if an AI can see non-AI entities).
    10 KB (1,630 words) - 11:35, 4 February 2021
  • ...esh or some anims when you don't think they have been changed, you need to check the source .mb for changes that you might have missed. Though if the -sou
    7 KB (1,217 words) - 08:14, 27 February 2019
  • ...believe. If you have problems with hearing your chosen ambient, be sure to check for typos in both the entity keys as well as in the sound shaders. You should check for intrusion of the radius into other areas where they are not wanted, and
    10 KB (1,655 words) - 04:10, 25 November 2010
  • if(m_bind_child.getKey("spawnclass") == "CFrobDoorHandle") //check if this bound entity is a handle. If yes... ...l corners of the volume, you can cycle through all entities in the map and check whether their origins lie within. Note that maps can have many thousands of
    13 KB (2,071 words) - 14:29, 27 January 2024
  • elseif (!active) //if the fountain is inactive, check if enough time has passed to reactivate it... ...e variables of this scriptobject from a global script, i.e. if you want to check whether a specific fountain is "active" or not, you will need to make the v
    12 KB (1,854 words) - 07:52, 11 March 2021
  • '''Best practice:''' Be sure to check the spelling and the case of your filename you're about to add. Renaming ve ...vert'''. Right-click the parent folder, choose revert and be sure that the check mark next to the accidentally added file is active. Hitting OK will release
    3 KB (495 words) - 23:59, 3 March 2008
  • ...e distance to the AI and the visual acuity of the AI (acuity_vis). You can check the [[Visual scan]] article for further information. ...e cones of the field of vision and the ko volume, so it it is advisable to check if any AI you encounter wears a hat or helmet and/or an eye patch. Please n
    21 KB (3,553 words) - 20:23, 30 January 2024
  • if ( float1 == float2 ) //check if float1 is equal to float2 == is used in conditionals to check whether a condition is true (2 values are equal to each other) before carry
    3 KB (513 words) - 19:35, 1 February 2023
  • ...s that the game might call automatically (on instancing, destroying, etc), check out class.h . class.h of course does not explain WHEN these methods are cal ...stanced. I have no idea how Save and Restore know where in the savefile to check... the functions I've seen just write their stuff to the savefile without s
    4 KB (585 words) - 14:02, 13 September 2006
  • #check the checkbox "Prevent TDM update from updating itself" #in the window check the box for "Doesnt search for new mirrors" and click the "save" button
    5 KB (838 words) - 02:49, 1 March 2022
  • //msg = "update: group name after translate and null check = " + s; sys.println(msg); ...your GUI to know which items are customized. Unfortunately, doing a string check of Inventory_ItemName or Inventory_GroupName (within a GUI if-statement) is
    18 KB (2,323 words) - 17:34, 4 November 2022
  • ...minimum distance between placed entities. If set to > 0, implies collision check at creation time between all entities. ...fault setting from "spacing" on the SEED. If set to > 0, implies collision check at creation time between all entities of this class.
    33 KB (5,385 words) - 03:56, 26 March 2015
  • ...d.com/topic/17835-the-gameaudiogdc-bundle/ this thread] at the TDM forums. Check the thread for people's feedback on the pack. Please note, it's a large sou ...t can be usable in TDM fan missions (including scarier or eerie ambients). Check the [https://incompetech.com/music/royalty-free/licenses/ license informati
    5 KB (716 words) - 17:06, 24 November 2022
  • * When the script is run, AI check to see if they've "seen any evidence" of * * The AI and his buddies will check to see if the player is in sight. *
    4 KB (435 words) - 05:10, 13 November 2019
  • * [http://bugs.thedarkmod.com/view.php?id=3449 #3449]: [AI] Alert index check problem in conversations (grayman) * [http://bugs.thedarkmod.com/view.php?id=3461 #3461]: [Sound] Check player volume for footsteps (Springheel)
    24 KB (3,321 words) - 14:07, 4 February 2021
  • This is the first real script and is useful to check that your script is actually working at all and also to show real informati Try the map; frob the lever then check the console to see if it has printed the debug test text.
    12 KB (2,146 words) - 21:08, 10 January 2009
  • ...ed in the nobleman def file). If an animation is not working as expected, check the .def file for the character in question. '''idle_check_hand''' -- hold left hand up and check hand
    12 KB (1,566 words) - 05:31, 20 October 2018
  • ...out the use of the command line'''. If you have another preferred editor, check if it has a Git plugin and you can use that instead. ...e current working branch. If you're not sure what branch you are on, just check here.
    35 KB (5,861 words) - 22:58, 28 November 2023
  • * You click flip horizontal or vertical but nothing happens - check you have a surface selected in Texture Tool. If you have then you it might ...fectly in Texture Tool but in camera view the texture is completely wrong. Check to see if the texture needs rotating 180 degrees in Surface Inspector. If i
    10 KB (1,705 words) - 14:33, 26 February 2008
  • ...'atdm:no_seed''') entity to your map and it doesn't suppress any entities, check that: Check that you did run '''dmap''' on your map. Every time you add, remove or chan
    970 bytes (167 words) - 16:47, 22 November 2022
  • * '''chanceLightTorches:''' Once an AI has passed the ''chanceNoticeLight'' check, this is the probability that he'll try to relight a doused flame. (From 0. ...nceOperateSwitchLights:''' Once an AI has passed the ''chanceNoticeLight'' check, this is the probability that he'll try to turn on an electric light that h
    8 KB (1,289 words) - 22:43, 23 January 2023
  • * [http://bugs.thedarkmod.com/view.php?id=2791 #2791]: Check Revenant Materials (AI) (Springheel) * [http://bugs.thedarkmod.com/view.php?id=2903 #2903]: The distance check added for warnings in 1.07 leads to alerts being spread too wide (AI) (gray
    12 KB (1,759 words) - 14:36, 3 February 2021
  • ...his is AgitatedSearchingState). The AgitatedSearchingState peforms another check and as the alertlevel is higher than thresh_5 it passes the torch and pushe ...default implementation '''bool State::CheckAlertLevel()''' and implement a check using a required alert index and the name of the higher State. If the alert
    6 KB (915 words) - 07:47, 30 June 2008
  • Before adding an issue here, please make sure to check the following steps: ..._useLightPortalFlow 1" and "r_useLightPortalFlowCulling 0", start mission. Check that light leak no longer happens.
    5 KB (570 words) - 16:02, 26 March 2024
  • '''Distribution''' You'll notice 3 check dots - rect, cylinder, and sphere, describing the shape of emitting zone. [EDIT - Someone check me but I tested this and it does seem you can save it direct in the darkmod
    10 KB (1,774 words) - 12:46, 14 November 2022
  • Another thing to check is whether your path corners are at ground level. If they are too high abo ...no known reason why monsterclip should affect visportals, but something to check as a last resort. Broken visportals in general have been known to affect p
    13 KB (2,304 words) - 19:38, 12 July 2022
  • <br />Having problems? Check out the <br /><div style="padding: 10px;font-family: Verdana, Helvetica, sa
    2 KB (314 words) - 21:48, 3 March 2024
  • * [[Inverse Normalmaps]] ''-- (A way to check if your normalmaps are correct)''
    2 KB (345 words) - 07:23, 11 December 2020
  • ...through all entities just to find their entities. F.i. an AI that wants to check if there is another AI needs to run through all existing entities to find t
    4 KB (617 words) - 01:59, 21 October 2018
  • *[http://bugs.thedarkmod.com/view.php?id=2493 #2493]: Check sock colour (Textures)
    11 KB (1,608 words) - 16:14, 3 February 2021
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