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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 (13,087 words) - 17:50, 14 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
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