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  • {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • <code>s_drawSounds 1</code> <code>r_showportals 1</code>
    6 KB (969 words) - 06:52, 7 February 2013
  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
    4 KB (513 words) - 19:21, 30 March 2024
  • Version: 1 ...on undead (for example) can specify in their darkmod.txt that it needs TDM 1.01 and upwards to run. If the mission installer encounters a version mismat
    8 KB (1,444 words) - 14:39, 15 April 2023
  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
    4 KB (585 words) - 11:56, 28 March 2024
  • Read [[Tdm_installer_and_zipsync#Version_conventions]] carefully and decide 1) how to name the new version, and 2) which previously released version shou ...beta phase starts with branching off the release, and typically lasts for 1-2 months after that.
    32 KB (5,350 words) - 13:59, 16 December 2023
  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
    5 KB (699 words) - 22:18, 24 March 2021
  • Though, you can move it around in-game (use cvar g_dragEntity 1), and then use the saveRagdolls console command to write the ragdoll positi "editor_ragdoll" "1"
    3 KB (467 words) - 20:17, 7 April 2018
  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
    3 KB (478 words) - 01:27, 29 March 2021
  • // String table english (iso-8859-1) for: The Outpost nocursor 1
    7 KB (1,082 words) - 14:35, 29 January 2018
  • *'''Releases:''' 2023-10-01 (1 October 2023) - latest *'''Version:''' 1
    4 KB (521 words) - 16:26, 28 March 2024
  • {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • ...e default for doors is 0 which is unlocked but the default for froblock is 1. The froblock entity is under Misc > adtm:froblock and is used for chest bo ...l locks. Put it in the player's inventory using the property inv_map_start 1. Such a key is provided in the startpack. Remember to set inv_map_start to
    24 KB (4,352 words) - 15:17, 26 April 2022
  • *'''Releases:''' 2013-08-01 (1 August 2013) - latest {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • float myFloat = 1; // this will evaluate to TRUE when used in conditional expr. myStr = "The name of player 1 is " + myStr + "\n";
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  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • button.Close(1); button.Close(1);
    6 KB (964 words) - 03:18, 3 March 2014
  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • === lines (int, default: 1) === ...essage is always shown, regardless of the CVAR. It is wise to set force to 1 for messages that are not pop-up messages, but instead overlay titles. Thin
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  • {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • inline 1 # Mesh triangles, defined by numeric indices to (1)
    5 KB (715 words) - 16:56, 12 April 2022
  • '''save_permission''' values: 0(default), 1, 2 - 1: no quicksaves
    5 KB (807 words) - 05:32, 20 October 2018
  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • ...o all GUIs currently associated with the player/entity. Indeed, a value of 1 is extremely common. GUI handles may also be called “overlay handles”, #define GUI_HUD 1
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  • *'''Version:''' 1 *'''Size:''' 8.1 MB
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  • * ''[[Away 1: Air Pocket (FM)#Lootlists|Away 1: Air Pocket]]'' ...f Skulduggery 1: Pearls and Swine (FM)#Lootlists|Chronicles of Skulduggery 1: Pearls and Swine]]''
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  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • * 1) What will be teleported? Just the player, or maybe also moveables and even 1) What will be teleported? Just the player, or maybe also moveables and even
    7 KB (1,255 words) - 23:47, 23 December 2020
  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • if(frob_peer) frob_peer.setFrobable(1); //if a valid entity has been found, set it to frobable i++; //add 1 to the number of entities checked in this frame
    13 KB (2,071 words) - 14:29, 27 January 2024
  • *'''Releases:''' 2024-04-01 (1 April 2024) - latest *'''Version:''' 1
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  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • *'''Releases:''' 2024-04-01 (1 April 2024) - latest *'''Version:''' 1
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  • *'''Releases:''' 2024-04-01 (1 April 2024) - latest *'''Version:''' 1
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  • *'''Releases:''' 2024-04-01 (1 April 2024) - latest *'''Version:''' 1
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  • ** 2014-1-11 (11 January 2014) - latest *'''Size:''' 48.1 MB
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  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • Bank dr 1.jpg|DR screenshot === Castle 1 ===
    9 KB (1,165 words) - 18:54, 29 March 2024
  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • == Example 1 == ...e joint is oriented relative to the world axes. You can use '''r_showskel 1''' in the console to show the joints and display a line for each axis. You
    5 KB (774 words) - 03:46, 20 October 2018
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  • ...p the scene. For a standard walkcycle I usually take 24 frames (2 steps in 1 second). For the darkmod guards i used 36 frames which is a more relaxed wa .... Don't start at frame 1 because this creates uneven frames and will cause 1 of the feet to slide in the end.
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  • *'''Version:''' 1 ...lment in the series, following the previous mission, ''[[In A Time of Need 1 (FM)|In A Time of Need]]''.
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  • ...ocity. A force field may only apply one of those. Set the one you want to "1". "applyImpulse" "1"
    6 KB (1,097 words) - 23:15, 14 December 2021
  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • ai theAIbuddy = theAI.findFriendlyAI(-1); // See if you can find any buddy near to you if ( theAI.canSeeExt($player1,1,1) && ( theAI.AI_AlertLevel > 17 ) ) // Are you REALLY pissed off? AND can yo
    4 KB (435 words) - 05:10, 13 November 2019
  • ...e Builder's Influence (FM)|The Builder's Influence]]'', ''[[William Steele 1: In the North (FM)|In the North]]'', ''[[Braeden Church (FM)|Braeden Church '''Stories (fan missions) set here:''' ''[[Selis Woderose 1: Flakebridge Monastery (FM)|Flakebridge Monastery]]'' (not set directly in
    9 KB (1,570 words) - 21:07, 28 October 2023
  • ...-game downloader to decide whether update is available or not. Starts with 1. ...menu_custom_defs.gui, removed MM_BRIEFING_VIDEO_MATERIAL_K defines for K > 1".
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  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • '''''noclipmodel 1''''' ...pmodel'' is set to 0. There are few situations where you need to set it to 1:
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  • *'''Version:''' 1 *'''Size:''' 1 MB
    3 KB (459 words) - 19:11, 30 March 2021
  • | Medium || painting01_m || 84.1 x 58.0 || 63.0 x 39.4 | Original || painting01 || 56.1 x 38.7 || 42.0 x 26.1
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  • The easier of the two options. Just set the spawnarg "sitting" "1" on the AI, and the AI will sit down immediately at map start. They will st ...on an AI and then target him at pathnodes that have an "alert_idle_only" "1" spawnarg on them, the AI will sit as long as he is not alert, but will sta
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  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • ...e there's no wind at all and the leaves stand still like in a screenshot). 1 would be some quite slow ambient movement while 2 would be a light breeze. // Example: for ambient movement put key: shaderParm7 Val: 1 but for windy weather put the val to about 8 or so.
    15 KB (2,637 words) - 14:49, 21 November 2018
  • *'''Version:''' 1 *'''Size:''' 1.6 MB
    5 KB (783 words) - 18:38, 30 March 2024
  • *'''Releases:''' 1 Oct 2023 - latest *'''Version:''' 1.1
    4 KB (530 words) - 22:37, 28 March 2024
  • ...specified. So if you have a white particle texture, you can set color to "1.0 0.3 0.3" to make all particles green. Or you can set color to "0.05 0.05 The most common values are: "cycles 1" for a single-time effect (e.g. one-time explosion), or "cycles 0" for an e
    10 KB (1,774 words) - 12:46, 14 November 2022
  • *'''Version:''' 1 ...is the second mission in the series. It was preceded by the FM ''[[Ulysses 1: Genesis (FM)|Ulysses: Genesis]]''.
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  • ...s_obstacle by triggering it. The "start_on" spawnarg will have it active (1) or inactive (0) to begin with. ...d perhaps less. But the minimum depth from front to back of a step is only 1 and this can be used to get extreme slopes and very steep steps - even near
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  • ...tight bounding box containing any given character (shown in gray in Figure 1 of [[Font Metrics & DAT File Format]]) and the looser overall cell given by '''Figure 1''' (below) shows font bitmap StonePrint_0_24.tga, freshly generated just fo
    9 KB (1,558 words) - 20:06, 10 May 2024
  • ...ion. For more about this, see [[Visportals]] and [[Sound Propagation: Part 1]]. ...e in the rendered area with the portal_sky texture. For example, in Figure 1 (from a 2013 example by Obsttorte), this is done using an out-of-the-way po
    11 KB (1,872 words) - 21:22, 5 January 2024
  • ...e most out of the available entries, an special charset (based on ISO 8859-1 with modifications) is used. The details can be found [[I18N - Charset|on t ...et of the language, please use either the special characters from ISO-8859-1, or an translitertion like "Bulgarian"
    10 KB (1,704 words) - 20:31, 27 July 2021
  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • {|class="wikitable sortable" border=1 style="border-collapse: collapse; font-size: 80%" cellspacing=0 cellpadding !Vengeance for a Thief Part 1
    17 KB (2,611 words) - 12:36, 10 October 2022
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  • *'''Releases:''' 2011-07-01 (1 July 2011) - latest *'''Size:''' 134.1 MB
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  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • *'''Version:''' 1 *'''Size:''' 1.3 MB
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  • What the 1.08 code does: 1. If Tom and Bill are placed sitting at a table at spawn time, and don’t h
    4 KB (651 words) - 09:29, 20 October 2018
  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • 1. ''apple_001'' ...''grid settings'' use a number in the power of 2, 4, 8,16... (you can use 1, or .5, or0.25 for smaller grids). This sets the alignment equal to DR's gr
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  • *'''Version:''' 1 *'''Size:''' 1.8 MB
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  • #define H_EXTEND 1 From here on "H_EXTEND" will be replaced with "1" like in this example:
    5 KB (724 words) - 14:24, 8 August 2014
  • TDM 1.03 release TDM 1.03 release
    13 KB (2,300 words) - 20:22, 7 May 2014
  • 1. It is explicitly declared as DLL export. 1. Specify function is as DLL import and call it as usual.
    6 KB (1,024 words) - 11:38, 1 May 2012
  • *'''Version:''' 1 *'''Size:''' 23.1 MB
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  • == Method 1 ==
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  • * '''xray''': set to "1" to simply mark this entity as an xray enabled entity without changing its * '''suppressInSubview''': specific to lights, setting this to "1" makes the light visible only in normal vision while "2" makes it visible o
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  • *'''Releases:''' 2011-05-01 (1 May 2011) - latest {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • ...onversation repeatedly. (The AI then follow the paths with alert_idle_only 1 set on them, and no more conversing.) * the even-numbered ones each contain 1 stanza of a song in Latin.
    4 KB (572 words) - 16:33, 31 December 2021
  • |[[The_Parts_and_Whole:_DR_Hide/Show|Hide/Show]]|| || ||X||1|| ..._Whole:_DR_Region|Region]]||X||Export filename only||Hides non-collection||1||
    7 KB (1,056 words) - 22:07, 26 April 2022
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  • * r_frobhelper_active: 1 = Activate, 2 = Deactivate https://media.moddb.com/cache/images/members/1/442/441719/thumb_620x2000/contact_harden.jpg
    11 KB (1,614 words) - 16:51, 2 February 2021
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  • == 1. Uneven Ground ==
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  • Examples of events with '''pass_self''' true ("1"): If '''propagate_to_team''' is set to true ("1"), then the event will also be posted to any bound children of the targeted
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  • ...e spawnarg '''arrowsticking_disabled''' like so: "arrowsticking_disabled" "1" ...rg '''arrowsticking_forceenabled''' like so: "arrowsticking_forceenabled" "1". However, arrows will still break rather than sticking into the entity's h
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  • ...s have the same number, you could use 999. Best to stay away from numbers 1-5, however, as some AI come with default props (pauldrons, weapons, etc), a 1. '''"hip_sheath_l"'''
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  • * '''r_useNewBackend''': --- which rendering backend to use. Default value of 1 means using the new one. In case of graphical issues, it might be worth try ...n for shadow maps only.By default it is 0 (disabled), it can be enabled to 1 (generate many shadow maps at once)
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  • |0.0-1.0, step 0.1 |The opacity of the HUD GUIs. [0..1]
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  • me.callGui(1, "myEvent"); // or use "self.callGui" if function is part of script object where the first parameter is the handle number, 1.
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  • - Magnitude: 1 (Falloff Exponent: 1.0) ...ould apply a small amount of damage every second. The falloff exponent of 1.0 means linear falloff, with the damage increasing the closer you get to t
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  • Remember how the guard's medium shot in Part 1 was dark? ''snitch3'' includes a few lighting changes. A down light now sit * "trigger" "1"
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  • ...s the sign of the number you put in (positive returns 1, negative returns -1) i--; //the last division is not whole, go back 1
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  • ...levels since it's our most recent subject. You'll get a new layer, "level 1" 1. Sharpen.
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  • :'''1) condump.''' Open game console, type the following and hit Enter: <tt>condu ...the question mark, set digit 2 if you experience a crash. Otherwise digit 1 is also OK.
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  • TDM - E:\Darkmod\TheDarkMod.exe +set com_allowConsole 1 +set r_fullscreen 0 +set fs_currentfm myfm TDM - D:\TdmSvn\TheDarkMod.exe +set com_allowConsole 1 +set r_fullscreen 0 +set fs_currentfm myfm
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  • == Step 1: Prep and Export Brushwork ==
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  • # Doom 3 must be patched to 1.3.1. You can download the correct patch (20 Mbyte) here: ...Windows''': Doom [http://72.8.59.188/TheDarkMod/Files/DOOM3-1.3.1.exe v1.3.1 patch for Windows]
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  • No. It’ll produce a 1:1 match of your selected surface, and scale it as large as it can within the ...tuation, it’s the Front Ortho viewport, accessable by hitting numkey {{key|1}} and hitting numkey {{key|5}} to switch between perspective and ortho view
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  • "remove" "1" // remove the SEED after spawning the entities "wait_for_trigger" "1" // Optional, wait for a trigger before spawning anything
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  • 1. In ''mainmenu_custom_defs.gui'' of your mission: * maximum length of an ROQ file is 1 minute, so break your briefing up (just video)
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  • ...on. If you stuck with it, then you've probably just spent anywhere between 1 to 3 hours of your life making fake rocks. By this point, you should have w ...little too dark though. Well, okay then. Lower the opacity on shadow layer 1 by about 50%. Okay...
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  • start_off 1 * -1: Turn off soft particles and draw this particle stage the old way, includin
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  • *'''Version:''' 1 *'''Size:''' 1.2 MB
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  • **2020-06-13 (13 June 2020) - latest (FM version 1.31) {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • frame 1 disableClip frame 1 disableClip
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  • idle: 0 ... 1.5 observant: 1.5 ... 6
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  • nocursor 1 visible 1
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  • 1- Start with 3 identical cylinder patches, all with the same dimensions and ...n its length direction. Move the vertex rows in order to create the curve (1/4 of a circle), notice how the middle row of control points is in the same
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  • ...item is used on them, if they have the spawnarg "call_used_action_script" "1". 1 merchant galleon and 2 smaller sailing ships are available. [https://forums
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  • * tdm_hud_hide_lightgem 0 (where 1 = show) * timescale N, where N of 1 = normal speed, 2 = double, 0.5 = half speed. Speed up or slow down the ove
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  • ...ed via the spawnarg "target1", N would be "1". So you would set "moveDir" "1" on the button.'' ...t starts with ''machine'' may fit here. Also add the spawnarg "s_looping" "1".
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  • <big>'''Part 1 - Faces & Heads of the Standard Distribution'''</big> Here in Part 1, we present a "profile" of each face/head, with:
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  • Download the boost release package from their website, e.g. Boost 1.45, and extract it to a folder. For this guide, I'll assume your boost pack : <define>BOOST_ALL_NO_LIB=1
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  • If this is set to "1" then the object will fall off the AI when it is killed/KO'd. A value of " ''(Actually, I have to double-check this..."remove" "1" might actually just make the object disappear on KO, and you would need to
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  • [[File:Noblewoman-Styles.png|thumb|left|Figure 1. Noblewoman Styles]] * Previous: Part 1: [[Female AIs - Faces & Heads]]
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  • ...color picker though) 3 values from 0 to 1. They are reversed brightness so 1 is black and 0 is invisible. You would use eg, 0.9 0.9 0.9 for fairly dark
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  • {|class="wikitable sortable" border=1 style="border-collapse: collapse; font-size: 90%" cellspacing=0 cellpadding ...thedarkmod.com/topic/16416-russian-translation-of-fm/ Russian translation (1)], [http://forums.thedarkmod.com/topic/18169-tdm-now-in-russian/ (2)]
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  • ...thanks to b1k3rdude who has helped me to bring Closemouthed Shadows to TDM 1.07 (and improved some text and visuals).'' {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • ...t the probability to be seen within half a second (so with a clampVal of 0.1, you would be spotted approximately once in 5 seconds). ...lgem + 1 * 10^-3 * lgem^2 + 1.3 * 10^-4 * lgem^3 - 1.1 * 10^-5 * lgem^4 + 1.892 * 10^-7 * lgem^5
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  • ..."0 0 1", which represents a vector pointing straight upwards (x=0, y=0, z=1).
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  • From Release 1, The Dark Mod includes a test map (may be included in a trainer mission.) f ...''' should be sufficient. For ambient_world of 8, a lightgem_adjust of '''-1.5'''. If a mapper wanted to go as high as an ambient_world of 9, a lightge
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  • ...s game with varying timestep. It can be enabled either as <tt>com_fixedTic 1</tt> and by checkbox in graphics menu. The cvar was hijacked: it meant some While it runs with the speed of astronomical time, it is 1) saved/restored in savegames, and 2) paused when player is at main menu or
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  • ...5 controls the wave speed, parm6 the wave height. The defaults are 0.1 and 1.5, respectively. Experiment a bit, values lower than the defaults look more If the water level is less than 1, you get normal footsteps.
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  • ...amic part overbrightening the ambient for this zone. Default is "0.1 0.1 0.1". ...has exactly the same performance as 0! So you really should use a value of 1.''')
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  • "solid" "1" "editor_color" ".6 .6 1"
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  • ...your very first map, start small, fun and simple. Look at the Thief's Den 1, the Outpost and the Pandora's Box. Small, fun and excellent. Try not to cr ...ot divide the plot over two short missions? Remember, while a single Thief 1 mission had it's own plot, it progressed a bigger plot that overarched thro
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  • ...little button quite a bit during your texture making endeavors. With layer 1 selected, hit this button, and you'll see a smaller white box appear in you Now collapse layer 1 to layer 0 by hitting {{key-ctrl}}+{{key|E}}, use the offset filter again,
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  • ...n be useful with textures that won't be tiled, e.g., models unwrapped in 0-1 texture space. .../number-none.com/product/Mipmapping,%20Part%201/index.html Mipmapping Part 1] and [http://number-none.com/product/Mipmapping,%20Part%202/index.html Part
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  • ...</tt> cvar is set to 1 (i.e. automation is enabled), so ''''com_automation 1''''
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  • In my case, open-vm-tools 2:10.2.0-3~ubuntu0.16.04.1 was installed automatically by VMware Player 15.0.2 during Easy Install pro '''TDM-side hack'''. Open game console and set "<tt>in_nowarp 1</tt>" there.
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  • 1) OpenGL Pixel Pack Buffers used to transfer lightgem images to the CPU * duzenko Initial code support for uncapped FPS (com_fixedTic 1)
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  • if ( lever_position == 1 ) sys.trigger($door1); //check for lever position 1
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  • ...vides the tic-mark background behind sliderDef appropriately has "noevents 1" set, and does not include toolTip.
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  • Start TDM executable and set cvar '''com_enableTracing''' to '''1'''. ...int version of Tracy for you, then you need either 0.7.8 (TDM 2.10) or 0.8.1 (TDM 2.11 dev builds).
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  • ...a cursor - if shown - is dead. So an on-surface GUI should have "nocursor 1". ...that are just eye candy should be set non-interactive (gui_noninteractive 1), or else they can get in the way in the middle of a fight."
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  • *'''Size:''' 6.1 MB {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • ...a brush 1 px wide (or depending on your grid size it can be however large 1 grid mark is, 4 is probably easier to work with) along the left inside of y
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  • Note: The inventory item will have to have the spawnarg "usable" set to "1" in order to be used. This spawnarg is not automatically included in the cu ...owever, you must enable this feature by setting 'call_used_action_script' '1' on the mover.
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  • if ("gui::random_value" < 0.1) ..."TextLoading" windowDef. The "gui::random_value" will be in the range [0..1), so if you need more or less than 10 values as in the example, you need to
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  • # Slightly more than '''1 GB''' of free disk space # Doom 3 must be patched to 1.3.1. You can download the correct patch (20 Mbyte) here:
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  • ...a0; text-align: right; border-collapse: collapse;" cellpadding="5" border="1" ...a0; text-align: right; border-collapse: collapse;" cellpadding="5" border="1"
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  • float is_loaded //whether a spindle is loaded into this audiograph, 0 or 1 float is_playing //whether the audiograph is playing the spindle, 0 or 1
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  • ....com/view.php?id=3264 #3264]: Noshadows_lod_x spawnarg actually affects (x-1) LOD (Coding) (tels) ...Eating food can crash with ERROR:idRenderWorld::UpdateEntityDef: index = -1 (coding)(tels)
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  • * ''[[In A Time of Need 1 (FM)|In A Time of Need]]'' and its sequel ''[[In A Time of Need 2: Breaking * ''[[Thief's Den 1: Thief's Den (FM)|Thief's Den]]'' and its three sequels (''[[Thief's Den 2:
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  • visible 1 – "gui::myvar" set "gui::myvar" 1; // from original value of 0
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  • '''1.''' You place the above model where you want in your map, choosing the skin '''3.''' Next add the spawnarg of "hide" "1" the 'cloned' window with the dark skin "windows/roundtop_diamond_pattern01
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  • ...the metadata+bitmaps form needed by the Doom 3 engine. His final version, 1.02, was released as open-source and substantially used for TDM. It relies o ...AVEhw4czJEwQ4nDMuqCogRyi/view?usp=sharing 'ExportFontToDoom3All256 Release 1 of 04-26-2024.zip']
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  • ...ts characters from the associated bitmaps with an internal scale factor of 1. But complexities ensue. * Size 48: 1.0
    5 KB (775 words) - 16:26, 30 March 2024
  • {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
    4 KB (506 words) - 13:44, 30 March 2024
  • The program window is shown in the picture 1. [[Image:Skybox_tutorial_terra1.jpg|200px|thumb|right|Picture 1]]
    10 KB (1,757 words) - 04:32, 1 January 2023
  • * [[Sound Propagation: Part 1]]
    894 bytes (126 words) - 19:46, 7 January 2014
  • {{released|1.04|2011-02-26}} ...mod.com/view.php?id=2495 #2495]: hide_distance etc no longer working after 1.03 (Coding)
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  • - "num_pages" "1"
    2 KB (406 words) - 14:18, 11 June 2017
  • Integer, defaults 1. Gives the minimum and maximum number of clones. For each entity position,
    3 KB (462 words) - 17:06, 20 November 2014
  • 1. Create your hole
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  • thedarkmod.exe +developer 1 +set logfile 2 +map training_mission
    3 KB (423 words) - 08:27, 24 July 2019
  • 1. ''slate_large_cracked_grey_001''
    9 KB (1,526 words) - 07:25, 11 December 2020
  • ...h joints names in-game. This is the cvar to show joint names is r_showskel 1 to show and 0 to hide.
    2 KB (280 words) - 17:46, 26 August 2017
  • 1) Open the image in GIMP
    5 KB (829 words) - 06:22, 8 December 2021
  • 1. For the zoned approach. Read the 5th full paragraph in the "Speaker" sect
    859 bytes (124 words) - 22:49, 1 February 2019
  • ...'' [https://secure.wikimedia.org/wikipedia/en/wiki/ISO/IEC_8859-1 ISO-8859-1]
    3 KB (306 words) - 11:55, 3 October 2014
  • ...Q How-to for OpenArena Mappers]. Note that RoQ file duration is limited to 1 minute. (Possibly the mainmenu_... guis can be used to sequence multiple Ro
    6 KB (899 words) - 22:52, 4 November 2022
  • * 1 = linear falloff
    6 KB (1,004 words) - 12:50, 14 November 2022
  • * as a set of 1 or more images for your FM in the Mission List of the TDM server. Locally c
    8 KB (1,358 words) - 10:07, 26 October 2022
  • * On layers 1, 6, 7, 8 there are different character models. On layer 3 there is a rig im
    3 KB (459 words) - 01:04, 2 August 2014
  • ...placed the old r_gamma and r_brightness. Also gamma now has default value "1.2". ...used to see what was fixed or broken by the corresponding change. Set to -1 to make game switch back and forth between old and new behavior every secon
    8 KB (1,247 words) - 16:55, 2 February 2021
  • ...ailAlpha'' would be the intensity of the detail texture, ranging from 0 to 1. You could use something like ''parm3'' if you wanted to scale it on the fl
    2 KB (390 words) - 01:17, 15 April 2024
  • * 1. I use Blender 2.75a with default settings. Nothing changed. Like a clean i
    10 KB (1,690 words) - 07:33, 20 April 2022
  • ...be fixed by adding a small delay in the beginning of the script (sys.wait(1);).
    2 KB (368 words) - 09:28, 20 October 2018
  • {|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
    2 KB (264 words) - 23:36, 1 February 2019
  • Number of Wavs: 1 per character
    33 KB (5,850 words) - 09:17, 29 January 2019
  • $<ent name>.setFrobable( 1 );
    625 bytes (92 words) - 21:10, 15 March 2022
  • # lead_player : 1
    2 KB (413 words) - 05:20, 13 November 2019
  • ...say 30 if you don't want it to trigger again for half a minute. If set to -1 it will only trigger once (default)
    2 KB (405 words) - 18:40, 25 June 2022
  • First, set a global spawnarg "moveFuncGroups 1" (i.e., on any piece of worldspawn that will NOT be converted to func_group
    3 KB (532 words) - 03:49, 5 April 2022
  • The code will then ignore the def_attach item 1.
    1 KB (172 words) - 21:04, 26 January 2017
  • visible 1
    14 KB (2,120 words) - 19:26, 7 May 2024
  • '''Part 1: Cameras'''
    808 bytes (113 words) - 04:33, 22 November 2018
  • values "0;1;4;2;3"
    5 KB (959 words) - 22:35, 1 February 2023
  • | 1 || [[A to Z Scripting: Anatomy of a script]] || Learning basic script liter
    3 KB (542 words) - 11:20, 4 February 2021
  • ...ondition inside the brackets is true. If it should loop permanently, put a 1 into the brackets (true). sys.wait(0.1);
    4 KB (683 words) - 20:22, 21 January 2024
  • | SND_CHANNEL_VOICE || 1
    7 KB (1,185 words) - 11:01, 28 November 2021
  • *1) Create a .script file in the "script" folder and write your script(s) into
    4 KB (641 words) - 23:09, 17 November 2023
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