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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 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
    5 KB (737 words) - 21:47, 23 April 2022
  • **2010-08-26 (26 August 2010) - latest (ver. 1.5.5) {|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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  • = Mapping and Sound Propagation: Part 1 = ...stical loss applied to sounds going thru the door when it is open (default 1 dB)"
    8 KB (1,275 words) - 18:23, 9 May 2013
  • ...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,
    8 KB (1,432 words) - 07:17, 4 April 2012
  • *'''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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  • * "trigger" "1" (this camera will work when triggered) ==Roll Camera 1==
    9 KB (1,477 words) - 08:53, 29 January 2022
  • *'''Releases:''' 2021-12-01 (1 December 2021) - latest *'''Version:''' 1
    4 KB (611 words) - 11:50, 31 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
    11 KB (1,633 words) - 18:47, 28 March 2024
  • 0 bytes (0 words) - 10:51, 24 August 2020
  • #REDIRECT [[Photoshop 1: Tiling With Alpha Masks]]
    50 bytes (6 words) - 21:23, 24 March 2012
  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
    4 KB (577 words) - 20:52, 30 March 2024
  • ...with Layer 0. It's only purpose is to serve as your white backdrop. Layer 1 will be your horizontal lines. Layer 2, your vertical. At first glance, thi Now lets get to making our alpha mask! Select Layer 1, {{RMB}} on the brush tool, and select the pencil tool. From the brush sele
    10 KB (1,915 words) - 07:19, 4 April 2012
  • {|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 (599 words) - 21:45, 7 April 2024
  • 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
    31 KB (5,660 words) - 05:35, 22 May 2012
  • {|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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  • {|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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  • {|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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  • *'''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
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  • *'''Version:''' 1 *'''Size:''' 40.1 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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Page text matches

  • ::''orientated'': binds the orientation as well as position, if set to 1 ...useLighting is 0 the entity will be visible in complete darkness. If it is 1, the entity will only be visible if there is light shining on it, but the s
    310 KB (38,861 words) - 14:11, 16 December 2023
  • ::''orientated'': binds the orientation as well as position, if set to 1 ...useLighting is 0 the entity will be visible in complete darkness. If it is 1, the entity will only be visible if there is light shining on it, but the s
    282 KB (35,345 words) - 23:37, 1 January 2015
  • ::''orientated'': binds the orientation as well as position, if set to 1 ...useLighting is 0 the entity will be visible in complete darkness. If it is 1, the entity will only be visible if there is light shining on it, but the s
    286 KB (35,800 words) - 14:49, 7 May 2018
  • * '''CPU''': 1.5Ghz with x64 instructions (64-bit) and SSE2 SIMD support <br><br>The Dark Mod 1.0 was originally released in 2009. The average mission designer and player
    80 KB (12,625 words) - 19:24, 9 May 2024
  • {|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% !bgcolor=#d0d0e0 width="1%"|No.
    44 KB (5,641 words) - 21:26, 7 April 2024
  • {|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% d |''A giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.''
    227 KB (38,525 words) - 14:59, 13 April 2024
  • {|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% !align=left|{{TDM-FM|inplainsight|The Lieutenant 1: In Plain Sight}}
    66 KB (8,195 words) - 03:12, 2 May 2024
  • 1) Frequency of use in TDM (widely; seldom; debug; unlikely to be useful) backcolor 1,1,0,1 // Yellow with no transparency.
    12 KB (1,829 words) - 16:17, 4 November 2022
  • ...wnarg ''start_on'' with a value of 0 for where the elevator will start and 1 for the others. *** have the property/value: ''ride 1'' (this gives it priority over ''fetch'' buttons to avoid conflict between
    23 KB (3,264 words) - 17:50, 8 May 2024
  • {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% d |1:00
    53 KB (6,865 words) - 13:17, 29 March 2021
  • ...func_static or derivative; such entities have spawnarg "gui_noninteractive 1" set by default. backcolor 0,1,0,1 // green
    8 KB (1,222 words) - 17:35, 4 November 2022
  • ...arget spawnarg) then add the spawnarg ''wait_for_trigger'' with a value of 1. ...mple: "1 OR (NOT(2) AND 3)" would complete the mission if either objective 1 is true, or if 2 is false and 3 is true. By default, a mission succeeds whe
    35 KB (5,581 words) - 21:38, 25 April 2024
  • ...inal '''[https://en.wikipedia.org/wiki/Thief_(series) Thief series games ( 1 and 2 ) by Looking Glass Studios]'''. ...TTLG community]''' who enjoyed playing and creating Fan Missions for Thief 1 and 2
    54 KB (8,549 words) - 14:20, 7 May 2024
  • "conv_1_name" "Testconversation 1" // defines the name of the conversation (mandatory) "conv_1_cmd_1_actor" "1" // Actor 1 takes this action
    18 KB (2,896 words) - 21:47, 30 December 2021
  • ...e the tutorial about scenegraph traversal for more information. (since 1.8.1) ...isSelected)</tt> Sets the selection status of this node, i.e. setSelected(1) will select this node. Not all nodes are selectable (ModelNodes, for examp
    91 KB (13,242 words) - 06:12, 2 January 2023
  • ...ut a new brush to the size required, eg, a seven foot high door is 84" x 1.1 = about 90 units in Dark Radiant. ...ame visportal. The spawnarg ''auto_setup_double_door'' (which defaults to "1") will take care of setting up the open/lock peer relationship between the
    61 KB (10,916 words) - 20:12, 30 January 2024
  • ...TEXT_SETTINGS visible "gui::Inventory_ItemVisible" noclip 1 matcolor 1, 1, 1, "gui::HUD_Opacity" \ ...textalign 1 textscale INV_GUI_FONT_SCALE font INV_GUI_FONT forecolor 1, 1, 1, "gui::HUD_Opacity"
    18 KB (2,323 words) - 17:34, 4 November 2022
  • ...lack of vector3 parsing support by GUI script. By convention, use "0" or "1" as fourth element. ...e light. Elements in range 0 to 1. This is RGB, not RGBA. Default is 1,1,1,1 (white).
    11 KB (1,487 words) - 17:46, 4 November 2022
  • ;'''<tt>inv_stackable</tt>''' | [0/1] ..._stackable</tt> set to 1. Non-stackable items have always an item count of 1 and this argument is ignored. As an example, the mapper could set up a stac
    30 KB (4,994 words) - 11:07, 7 April 2024
  • ==Case 1 – Transparent Background, White Letters== visible 1
    10 KB (1,396 words) - 18:06, 4 November 2022
  • ...ble" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=1 width=100% ...ble" border=1 style="border-collapse: collapse;" cellspacing=0 cellspacing=1 width=100%
    16 KB (2,476 words) - 16:14, 13 June 2023
  • seta r_fullscreen "1" seta r_mode "-1"
    5 KB (659 words) - 14:39, 13 August 2017
  • * Up arrow or mouse wheel up or RMB above scrollbar thumb: up 1 row. * Down arrow or mouse wheel down or RMB below scrollbar thumb: down 1 row.
    13 KB (1,906 words) - 17:44, 4 November 2022
  • has_result 1 ...the overlay. Specifically, a "transparency" float variable of range 0.0 to 1.0 is calculated.
    5 KB (618 words) - 17:32, 4 November 2022
  • Default: "0" (Off). Number from 0.0 to 1.0, giving the probability that a randomly created entities "bunches" up wit Default: '''1''' (true). If set to 0, this SEED will never try to combine rendermodels of
    33 KB (5,385 words) - 03:56, 26 March 2015
  • visible 1 bordersize 1
    8 KB (1,197 words) - 16:34, 26 November 2021
  • ...with commas (like 1,1,1,1), other times with only whitespace (like 1 1 1 1). #define WHITE 1,1,1,1
    8 KB (910 words) - 18:46, 22 August 2022
  • {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% d {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% d
    17 KB (2,317 words) - 10:28, 13 February 2019
  • show 87 <i>duration of the video in seconds, minus 1</i> ...And if you set hidden spawnarg "fade_out_time" to 0, it reinterprets it as 1)
    21 KB (3,218 words) - 18:04, 4 November 2022
  • You can list them as "1 AND 2" if objectives 1&2 need to be completed first. ...for each difficulty (as in most loot objectives) the following will work: 1 AND (2 OR 3 OR 4). (where 2,3&4 are the loot objectives)
    26 KB (4,493 words) - 17:22, 15 December 2023
  • ...nds. This also starts the timer if it is stopped (e.g., because of "noTime 1"). Syntax: set backcolor (backcolor[0], backcolor[1], backcolor[2], 1 - backcolor[3]);
    9 KB (1,317 words) - 21:56, 2 November 2023
  • ...{{key|ALT}}+{{key|~}}" ("{{key|CTRL}}+{{key|ALT}}+{{key|Key left of number 1}}" in general, e.g. "{{key|CTRL}}+{{key|ALT}}+{{key|^}}" on a German keyboa ...mmand is followed by a 1 (parameter) it can be taken that it is enabled by 1 and disabled by 0 unless otherwise stated. '''N''' indicates a range of val
    8 KB (1,270 words) - 19:00, 22 April 2024
  • border="1" ...uter limits of all. The brush(es) are not deleted. A single brush of YX 1:1 will produce a quarter-circle curved patch.</td>
    104 KB (17,349 words) - 15:12, 19 May 2020
  • *1: Observant (bark, but otherwise no reaction) ...for humans is around 20 (a barely heard whisper). Changing this by even 0.1 has a large effect on sound propagation behavior, because propagated sounds
    21 KB (3,553 words) - 20:23, 30 January 2024
  • ...layout is "active" at time. By "active" here, it is meant it has "visible 1" set throughout its nest of guiDefs. (A given guiDef may not be perceptual **1,1,1,1 for 4-vector. If color = opaque white
    15 KB (2,248 words) - 21:44, 27 December 2022
  • visible 1 nocursor 1
    6 KB (830 words) - 16:30, 4 November 2022
  • lines 1 ...number of lines, and shows the message, fading the box and text in during 1 second (1000 milliseconds).
    5 KB (587 words) - 17:31, 4 November 2022
  • ...common combinations of AI, heads, bodies, and skins. WARNING! Set noTarget 1 in the console before visiting those rooms. ...are all the common tools and arrows etc with inv_map_start already set to 1. They each have large amounts for use while developing and testing. Once yo
    64 KB (11,619 words) - 03:40, 25 March 2024
  • ...so a command for automatically converting all materials to fulfill the TDM 1.03 requirements called tdm_batchConvertMaterials (see [[TDM Material Batch if (global5 == 1)
    4 KB (450 words) - 07:35, 11 December 2020
  • ...t closing like it should (you can check this with by typing "r_showportals 1" in the console. The portal edge will show green when open and red when clo ...e portal are not hermetically sealed and there's an internal leak, either (1) there may be an unportaled gap between the two, possibly covered up by fun
    51 KB (8,847 words) - 15:33, 1 July 2021
  • Then (2) is put in front of (1), with "stencil holes" cut through (2) where the shadows are. The shadow vo After a 1-line header, the PROC file begins with a series of named "model" sections,
    16 KB (2,407 words) - 19:05, 31 October 2022
  • If 1 (true), forces the control to scroll to the bottom when first drawn. Defaul forcescroll 1
    9 KB (1,305 words) - 17:42, 4 November 2022
  • * '''open''': (1/0) Specifies whether this frobmover spawns at the open position. Can be use * '''locked''': (1/0) Specifies whether this frobmover is locked (default is "0").
    10 KB (1,591 words) - 23:11, 29 December 2020
  • "num_pages": "1" "extra pages do the same way as page 1 above but then change the value in num_pages above"
    15 KB (2,359 words) - 15:28, 14 November 2023
  • The console command com_showFps 1 allows you to see the framerate at any part of your map, so that you have a g_showviewpos 1
    37 KB (6,169 words) - 05:15, 19 April 2024
  • ...rticle is largely obsolete. Model scaling is available in Dark Radiant 2.2.1 and higher. See [[Model Scaling]]''' '''''rotation 1 0 0 0 1 0 0 0 1'''''
    5 KB (813 words) - 07:13, 2 April 2020
  • {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% d {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% d
    11 KB (1,439 words) - 23:39, 1 February 2019
  • ...is sets how long it takes for the mover to get to full speed. I have it to 1 second so that it looks believable that it speeds up in a little while rath *'''decel_time''' 1 - As above but for decelleration.
    11 KB (1,880 words) - 20:17, 8 June 2022
  • map scale(normalmap.tga, 1, 1, 0, 1) if (global5 == 1)
    7 KB (842 words) - 05:02, 22 December 2022
  • "shop_skip" "1" ...e number D refers to the difficulty level this spawnarg is applying to (0, 1 or 2). the CLASSNAME is something like '''atdm:playertools_breath_potion'''
    9 KB (1,390 words) - 22:00, 18 February 2022
  • ...losely (but not pixel-perfect), and is either square, or in my case 2:1 or 1:2. [[Image:Decal 01.png|100px|Step 1]] &nbsp; [[Image:Decal fill whole selection with black.png|100px|Step 2]] &
    13 KB (2,163 words) - 16:00, 14 May 2017
  • visible 1 visible 1-"gui::is_visible"
    10 KB (1,513 words) - 16:03, 13 November 2023
  • float myvar 1 // ALLOWED IN 2.11, WITHOUT WARNING. MISLEADING BEFORE 2.11, because variab ===Menu Button Example #1===
    6 KB (802 words) - 17:01, 7 October 2023
  • * com_smp 1: allows the frontend and backend to run on different threads. same as the m * com_fixedTic 1: uncapped FPS ( really capped at 166hz to prevent audio bugs, etc. )
    13 KB (1,927 words) - 16:40, 2 February 2021
  • ...these for the sake of simplicity). Campaign support has been added in TDM 1.06. Mission 1: red
    13 KB (2,131 words) - 00:08, 13 May 2014
  • ...he following spawnarg on it: "rel 1,0" "0". This will cause the AI on team 1 to see the player (team 0) as neutral (0). Target this entity from a worlds ...relation'' entity set the spawnarg "rel 1,0" "-1". On the second, set "rel 1,0" "0". Let the ''trigger_relay'' target the second ''target_setrelation''
    12 KB (1,809 words) - 05:06, 13 November 2019
  • *'''Version:''' 1 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
    7 KB (978 words) - 02:45, 1 May 2022
  • ...in [[GUI Scripting: References & Resources#Making Doom 3 Mods: GUIS | Ref 1]], reflecting class names in the engine .cpp code, was not a big hit with s ...Used Here !! Ref 1. Making Doom 3 Mods: GUIS !! Ref 2. GUI scripting [Note 1] !! Ref 3. GUIEditor (Quake 4 version)
    17 KB (2,366 words) - 22:21, 9 October 2023
  • * '''in_freelook''': if set to '''1''' (the default), freelook is on. If '''0''', off. * '''in_toggleRun''': If set to '''1''', causes the run button to act as a toggle.
    21 KB (3,035 words) - 18:23, 29 April 2024
  • == Volume Guestimation Method #1 : Direct measurement in real life == If you are a sound engineer and you own a sound meter, measure the SPL at 1 meter from the sound. Then add about 8 to the SPL get the SWL (the number "
    8 KB (1,334 words) - 03:33, 5 June 2023
  • values "0;1" values "0;1;4;2;3;5"
    11 KB (1,700 words) - 17:42, 4 November 2022
  • {{Things-To-Remember|1=1.1 Doom units = 1 inch}} ...er to just turn on the edge length rendering: (Buttons view: '''Mesh Tools 1 > Edge Length''') to see how large the objects really are.
    1 KB (213 words) - 14:49, 12 April 2011
  • ...In particular, the amount to change when the arrow keys are used. Default: 1 This Property also available for editDefs and choiceDefs. If set to 1, the cvar is changed as the text is changed, and the text changes as the cv
    6 KB (887 words) - 17:43, 4 November 2022
  • '''Known Stories:''' ''[[Cole Hurst 1: Eaton (FM)|Cole Hurst 1: Eaton]]'' ...ampaign|Official introductory campaign]]''''' - ''[[A New Job (OM)|Mission 1: A New Job]]'', ''[[The Tears of Saint Lucia (OM)|Mission 2: The Tears of S
    15 KB (2,427 words) - 11:31, 31 March 2024
  • *'''Version:''' 1 *'''Size:''' 40.1 MB
    5 KB (803 words) - 20:58, 16 May 2022
  • A limit value of -1 will always imply "no limit". ...ues greater than "1" won't make any difference and will be treated like a "1" (which is equivalent to "will be kept").
    5 KB (840 words) - 18:35, 29 May 2019
  • if (global5 == 1) scale 1, 1
    4 KB (409 words) - 16:02, 14 May 2017
  • ::: (Two asides: 1. A blueroom is normally textured with common/caulk. You might temporarily float channel_state = 1; // used to manage separate snd_channels so the fade-ins/fade-outs can blen
    27 KB (4,523 words) - 20:45, 12 January 2012
  • == Method 1 - Traditional Scripting Approach == "delay" "1"
    6 KB (953 words) - 19:03, 14 December 2021
  • {|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
    11 KB (1,633 words) - 18:47, 28 March 2024
  • frobable 1 else if (picked == 1)
    10 KB (1,398 words) - 17:37, 4 November 2022
  • showtime 1 showcoords 1
    7 KB (1,066 words) - 16:16, 4 November 2022
  • if (global5 == 1) scale 1, 1
    9 KB (1,193 words) - 14:23, 15 January 2024
  • ...ble" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=1 width=100% {|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
    42 KB (6,383 words) - 11:23, 10 April 2024
  • ...odes are targetted. The chances at any point must not add to greater than 1, or it won't work properly. For example, if a path_corner targets two diff * The default value is -1.
    29 KB (5,087 words) - 15:23, 13 April 2024
  • '''To Alert 1/1.5''': You notice something subtle but aren’t sure what it is. You are mos '''To Alert 1/1.5 + Heard''': Same as above, only this one means you notice something audit
    23 KB (3,907 words) - 05:44, 31 January 2019
  • {|border=1 cellpadding=5 cellspacing=0 |resulting probability, clamped to the range 0 (no entity) and 1.0 (entity always appears)
    4 KB (534 words) - 16:47, 22 November 2022
  • '''Idle_barmaid0'''1 "A new skirt is good for business…does he think people pay just for the a '''To Alert 1/1.5''': You notice something subtle but aren’t sure what it is. You are mos
    22 KB (3,737 words) - 09:21, 29 January 2019
  • '''To Alert 1/1.5''': You notice something subtle but aren’t sure what it is. You are mos '''To Alert 1/1.5 + Heard''': Same as above, only this one means you notice something audit
    23 KB (3,844 words) - 15:51, 31 January 2019
  • '''To Alert 1/1.5:''' You notice something subtle but aren’t sure what it is. You are mos '''To Alert 1/1.5 + Heard:''' Same as above, only this one means you notice something audit
    23 KB (3,971 words) - 07:42, 29 January 2019
  • '''To Alert 1/1.5''': You notice something subtle but aren’t sure what it is. You are mos '''To Alert 1/1.5 + Heard''': Same as above, only this one means you notice something audit
    23 KB (3,930 words) - 15:49, 31 January 2019
  • '''To Alert 1/1.5''': You notice something subtle but aren’t sure what it is. You are m '''To Alert 1/1.5 + Heard''': Same as above, only this one means you notice something audit
    26 KB (4,364 words) - 04:21, 31 January 2019
  • '''To Alert 1/1.5:''' You notice something subtle but aren’t sure what it is. You are mos '''To Alert 1/1.5 + Heard:''' Same as above, only this one means you notice something audit
    25 KB (4,280 words) - 22:07, 13 January 2019
  • '''To Alert 1/1.5:''' You notice something subtle but aren’t sure what it is. You are mos '''To Alert 1/1.5 + Heard:''' Same as above, only this one means you notice something audit
    26 KB (4,282 words) - 16:05, 31 January 2019
  • ...elf must start counting from the last one of these, so if the def file has 1 stim, the entitydef in the map would start at number 2. Set to "1" for enabled, "0" for disabled. This may be altered later with scripting.
    11 KB (1,939 words) - 21:52, 9 April 2024
  • {|class="wikitable sortable" border=1 cellspacing=0 cellpadding=2 width=100% |{{Forumlink|1=http://forums.thedarkmod.com/topic/12800-dram-blackheart-manor-and-airships
    12 KB (1,318 words) - 15:55, 3 April 2023
  • ...y. This can be difficult due to how Doom3 renders lights. The “noshadows 1” option will cause the light to go through brushes. Below is an image th ...t does not. Thus anything within the radius of your light with "noshadows 1" applied will be lighted as per your light settings.''
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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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  • ...change the override property to another value (not a sound name) such as "1", it will simply turn the system off, allowing the mapper to play a speaker 1. Script. The script function to change a property on an entity is $tdm_loca
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  • * diff_N_nospawn 1 ... replace N with... ** 1 = 'Hard'
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  • ...te. The recommended method of model scaling, available in Dark Radiant 2.2.1 and higher, is described here: [[Model Scaling]]''' ...XYZ rescale values. As you can see in the default they are all a scale of 1. It is not simple once rotated so generally only rescale the unrotated mode
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  • ...of construction will be based on the techniques described within, so stage 1 (start area) will be boring and ugly, stage 2 will look better and so on. Stage 1: Building a very simple 'base' terrain
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  • '''To Alert 1/1.5:''' You notice something subtle but aren’t sure what it is. You are mos '''To Alert 1/1.5 + Heard:''' Same as above, only this one means you notice something audit
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  • ...rchive.org/web/20070509181516/http://doom3world.org/phpbb2/viewtopic.php?f=1&t=3521&view=next Doom3world Falloff Images] === Step 1 Planning ===
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  • *'''Version:''' 1.01 {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • ...the original's standard-definition 4:3 aspect ratio (i.e., width/height = 1.3333) * image width compression from a 1.3333:1 [i.e., 4:3] aspect ratio
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  • ...s the startTime for finer grained control, 1 quad at a time. Returns True (1) if there are more particles to be emitted from the stage, False (0) if the ...th the same diversity will have the same path and rotation. Use sys.random(1) for a random path.
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  • *'''Releases:''' 2021-12-01 (1 December 2021) - latest *'''Version:''' 1
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  • * "rotate" - If "1" (default) the camera will rotate. If "0", the camera is stationary. * "sight_threshold" - From 0.0 to 1.0, how lit up the lightgem has to be for the player to be detected.
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  • ...ecial Delivery]]'', ''[[William Steele 1: In the North (FM)|William Steele 1: In the North]]'', ''[[William Steele 2: Home Again (FM)|William Steele 2: * ''[[The Accountant 1: Thieves and Heirs (FM)|The Accountant 1: Thieves and Heirs]]'', ''[[The Accountant 2: New in Town (FM)|The Accounta
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  • Dark Mod (from 1.03 onward) provides convenient prefab assets; or alternatively, see [[#Cust * an Entity GUI with 1:2 ratio (so the aspect ratio of the font characters is kept constant for de
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  • * r_useLightPortalFlowCulling = 1 As an exception, some models switch from p.2 to p.1 and cast shadows everywhere.
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  • ...ient music, which some players prefer off), include the keypair "s_music" "1" on the speaker entity. s_occlusion 1 makes the sound go in a straight line and not through visportalled gaps lik
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  • ...open Surface Inspector, and click on Fit button on <tt>Fix Texture: 1.00 x 1.00</tt> line. bunching 1.000
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  • **2010-08-26 (26 August 2010) - latest (ver. 1.5.5) {|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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  • ...pting: Utility scripts]] for more). Other methods can usually only provide 1 or 2 pieces of input: the entity that called the script (i.e. a trigger bru ...most versatile ways to call a script because, with the spawnarg "foreach" "1" and at least one target, they can pass on 3 entities to the script:
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  • == Patching Doom 3 to verson 1.3.1.1304 == ...ion printed in the lower left corner of the console. It should read '''1.3.1.1304'''. If your version is ending on 1302, you've got the wrong patch inst
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  • * "rotate" - If "1" (default) the camera will rotate. If "0", the camera becomes stationary. * "seePlayer" - If "1" (default) the camera will react if it sees the player. If "0", it won't.
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  • ===== Step 1 ===== ...taircase goes anticlockwise from the floor, and you'll notice that the 0 - 1 of the clipper also goes anticlockwise. Pressing Enter deletes the lower pa
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  • * "rotate" - If "1" (default) the camera will rotate. If "0", the camera becomes stationary. * "seePlayer" - If "1" (default) the camera will react if it sees the player. If "0", it won't.
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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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  • == Old Habits (1) (Obsttorte) - new pk4== == Lockdown Part 1 (GameDevGoro Bikerdude Fidcal) ==
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  • In doing so, it will ignore static_funcs with “noclipmodel 1” (and their collision surfaces). This effect can be desirable (e.g., for * Setting the ragdoll’s hidden spawnarg “solid” to “1”. (Caveat: if the ragdoll is frobbable, after a frob/release, this effect
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  • ...makes it totally invisible and '''1''' makes it fully opaque. Defaults to 1. * '''tdm_hud_hide_lightgem''' : '''1''' = show and '''0''' = hide. This can also be set via Settings > Gameplay.
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  • ====1) From "Doom3 SDK: Making Doom 3 Mods"==== visible 1
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  • * <tt>Version 1</tt> was supported by TDM from the very beginning. It uses some non-standar Each block must start with <tt>reverb</tt> keyword for Version 1 definitions, and <tt>eaxreverb</tt> keyword for Version 2 definitions.
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  • Rule #1 is to keep your scripts tidy and well-commented so they're easy to follow. Comparison 1: script for reading spawnargs that the mapper has set on a func_mover entit
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  • * 1 = builders ...enemies, and neutrals''. When assigning relations they take the values 1, -1, and 0.
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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. Find the head you want on this page''' '''1. atdm:ai_head_builderguard''' (default)
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  • ...key-1 ... etc ... until you finally reach your goal, fulfilling objective-1; etc. The purpose of each step has meaning insofar as it makes progress tow ...re interconnected, as one could guess from those descriptions, insofar as (1) the progress of the storytelling will flow primarily from the progress of
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  • The console command '''r_showPortals 1''' shows processed visportals as wireframe in-game for testing - even right *1 - Shows only triangles that are visible in-game (not hidden behind other su
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  • 1. '''[[Vocal script: Thug|"The Thug"]]''' -- (added 1.00), crude and crass; uneducated; violent; threatening voice, talks about g *[http://www.mindplaces.com/save/thug_ex.wav Hear Example (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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  • * "trigger" "1" (this camera will work when triggered) ==Roll Camera 1==
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  • <br>Intel Core2Duo T5250 (1.50 GHz) <br>Windows 7 Professional Service Pack 1 32 bit (x86)
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  • ...T textscale SETTINGS_FONT_SCALE forecolor SETTINGS_FONT_COLOUR visible 1 ...T textscale SETTINGS_FONT_SCALE forecolor SETTINGS_FONT_COLOUR visible 1 textalign 2 textalignx -3
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  • ...f you add it to a parallel light (see visual example below) and set value "1", then the light will emanate from every visleaf containing surfaces with t ...ether they receive fog. The value is a floating point number between 0 and 1
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  • *'''Version:''' 1 ...ronicles of Skulduggery 1: Pearls and Swine (FM)|Chronicles of Skulduggery 1: Pearls and Swine]]''.
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  • {|class="wikitable sortable" border=1 cellspacing=0 cellpadding=2 width=100% |Set <tt>r_useSoftParticles 1</tt> and check e.g. fire.
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  • *'''Version:''' 1 *'''Size:''' 1.1 MB
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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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  • *'''Version:''' 1 *'''Size:''' 358.1 MB
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  • {|border=1 cellpadding=5 cellspacing=0 |0.00 to 1.00
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  • ...'' [https://secure.wikimedia.org/wikipedia/en/wiki/ISO/IEC_8859-1 ISO-8859-1] (German, Dutch, Danish, Swedish, Portuguese, etc.) In the table below, the original ISO 8859-1 characters are given in ''()'' below the TDM character.
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  • * (Note that in Dark Mod Release 1 the prefabs are in prefab.pk4 which is a zip file. Rename its suffix to zip ...hat red line. A digit 1 should appear and a red line joining the 0 and the 1.
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  • vertexParm 1 0.02 // magnitude of the distortion fragmentMap 1 textures/sfx/vp1 // the normal map for distortion
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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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  • ''"This is the rebuild of my very first FM [[Old Habits 1 (FM)|Old Habits]]. Thanks goes to my betatesters: Bikerdude, Oldjim and Spr ...parate version of this rebuilt mission is ''[[Old Habits 1 (FM)|Old Habits 1]]'', also known simply as ''Old Habits''.
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  • ...onds to the player entity. Set the 'anyTouch' spawnarg on the trigger to '1' to respond to AI as well. ...er the "delay" spawnarg). May be set to only work once (spawnarg "wait" "-1") or limit firing based upon how many seconds have passed. The "random" sp
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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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  • nocursor 1 set "gui::nextPos" "1";
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  • ...directly above the spline's origin. You might need to set the grid size to 1 to do this. Note how the dashed line of the path changes when you do this. :* "cinematic" "1"
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  • ...d.mrhide.fr/q3coding/UI%20Coding%20Tutorial%20%231.htm UI Coding Tutorial #1] ===Ref 1 - Making Doom 3 Mods: GUIS===
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  • === Part 1: object definition === ResponseEnable(STIM_FROB,1);
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  • Increasing (incrementing) a variable's value by 1 would work like this: counter = counter + 1; //set "counter" to: the current value of "counter" + 1
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  • ...each one side by side with the corresponding glyph-containing file [Figure 1 below], or import copies of those paired files into GIMP as separate layers '''Figure 1.''' [Click either to enlarge.] These show information about the english/sto
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  • {|border=1 cellspacing=0 cellpadding=6 style="border-collapse:collapse;font-size:90%" {|border=1 cellspacing=0 cellpadding=6 style="border-collapse:collapse;font-size:90%"
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  • while (1) bigHand.rotateOnce('0 0 0.1017'); //1 min in 59 secs as no move when hour incremented
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  • *'''Version:''' 1 ...preceded by the FM ''[[William Steele 1: In the North (FM)|William Steele 1: In the North]]'' and is followed by the FM ''[[William Steele 3: Cleighmoo
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  • {|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% ...509-fan-mission-return-to-the-city-by-melan-20100110/}} (original version, 1.0)
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  • ...image box within its bitmap are expressed in pixel units, rather than [0...1] fractional floating point. So the user is spared having to manually do thi ...xpresses the value in hex. And rather than s, t, s2, t2 in fractional [0...1] floating point, the "coord_..." values are expressed (and editable) in pix
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  • minDistance 1 "3" is 1.25 the volume. "10" would be double (probably too loud).
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  • '''''PLEASE NOTE: This guide contains SPOILERS for the "Thief'S Den 1" Demo Mission of 2008 (V1) & 2010 (V2).''''' Version: 1.0
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  • ''sleeping 1'' ''sleep_location 1'' - sleep on a bed
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  • ...cal loss applied to sounds going through the door when it is open (default 1 dB)" ...gh a set of double doors when one is open and the other is closed (default 1 dB)"
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  • The scope of this article is to explain the new visual features of TDM 1.03, specifically the Enhanced Interaction Shader and the HDR-Lite Post-Proc PARAM lightParms = { .7, 1.8, 10.0, 30.0 }; ## rim 4.4, 0.8
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  • * RMB in Entity Inspector; add to its properties noshadows with a value of 1. This stops the torch itself casting a huge moving shadow which is unnatura * Add the property inv_map_start with a value of 1 (a setting of 0 means it is not in an inventory.)
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  • ...d with the same name as the model. (I've done these before but recently in 1.08 it failed so I used the script menu to export as .ase and that worked! N * Give it friction (0 to 1) I usually aim low about 0.1 else it can be 'sticky'
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  • ...or) This defines the "forward direction" of this elevator (default is '0 0 1', i.e. upwards). This is needed to control the gear direction of any attach * '''control_gear_direction''' (1/0) Set this to 1 to let this mover control the direction of targetted rotaters, depending on
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  • # Moving the entities in the map must always move both in sync, or 1. happens. "mass" "1.5"
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  • *'''Releases:''' 2020-07-1 (1 July 2020) - latest *'''Version:''' 1
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  • = Mapping and Sound Propagation: Part 1 = ...stical loss applied to sounds going thru the door when it is open (default 1 dB)"
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  • "lock_pins" "1" "locked" "1"
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  • * '''frobable : BOOL [1|0]''' A value of 1 means that this entity is frobable, a value of 0 means it is not. 0 doesn't rgb 0 < n < 1
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  • <b>Step 1:</b> linux-vdso.so.1 (0x00007ffe6c57d000)
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  • ...s the second "alpha release" of The Dark Mod, and has been updated for TDM 1.01. In ToSL, you are hired to rob a Builder Church. This church has recentl {|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.) voice actors who've provided their talents to the vocal sets now-official ...ble" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=1 width=100%
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  • ...It was preceded by the FM ''[[Thief's Den 1: Thief's Den (FM)|Thief's Den 1: Thief's Den]]'' and is followed by the FM ''[[Thief's Den 3: The Heart of {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • The '1' next to the up arrow means there is one commit ready to push. '''Click th ...[https://github.com/thedarkmodcommunity/hits1 The Hare in the Snare, Part 1] in the TDM Github Community Organization.
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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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  • *'''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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  • ...ronicles of Skulduggery 1: Pearls and Swine (FM)|Chronicles of Skulduggery 1: Pearls and Swine]]''. {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • ...pt will wait 360 seconds. In TDM v1.04, the time can also be between 0 and 1 second, for instance 0.5 seconds. "extinguished" "1" // the light starts off, but can be lit by the player
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  • *'''Version:''' 1 ...ing the previous mission, ''[[Hidden Hands 1: Initiation (FM)|Hidden Hands 1: Initiation]]'', and followed by the next mission, ''[[Hidden Hands 3: The
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  • * 1.1 DarkRadiant grid units = 1 inch = 2.54 cm * 1 DarkRadiant unit = 0.909 inches = 2.309 cm
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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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  • **2010-10-01 (1 October 2010) - earliest {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • ** 2010-09-01 (1 September 2010) - latest (ver. 1.1) *'''Version:''' 1
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  • * Story --> 1 --- show only story-relevant 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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  • ...frobable item directly, a box is created around the item. This setting is 1/2 the width of that box (in doomunits). I.e. it creates a cube with sides o * '''frobable''' If set to "1", entity is frobable (default is 0)
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  • Now, try this, in the console type and enter r_showPortals 1 and back in the game you should see your visportals as green or red wirefra # s_looping 1 = plays repeatedly
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  • **2010-11-01 (1 November 2010) - earliest ...preceded by the FM ''[[St Alban 1: The Caduceus of St Alban (FM)|St Alban 1: The Caduceus of St Alban]]''.
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  • *'''Version:''' 1 *'''Size:''' 25.1 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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  • visible 1 textalign 1
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  • ...serving as a prequel to the following FM, ''[[Away 1: Air Pocket (FM)|Away 1: Air Pocket]]''. {|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 or more valid statements terminated by ";" and executed only if ''condition 1 or more valid statements, each terminated by ";" and executed if all preced
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  • ...the diagram so that the corner is to the right if 0 was 12 on a clock and 1 is 6. ...move by itself and clone for other doorways. You can also add ''NoShadows 1'' to it if you are trying to drop framerate in that area, this may or may n
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  • *'''Version:''' 1 *'''Size:''' 7.1 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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  • 1) Build a room with RITs. A statue. A few chairs. Maybe a lit fireplace. 3) Place two path_waits (1 & 2 in image) on the ceiling of the room. (They could be anywhere in the ro
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  • : 1. '''com_showMemoryUsage 1''' enables constantly showing global and per-frame memory stats on screen: size: 1 KB, allocs: 8: game/Objectives/ObjectiveLocation.cpp, line: 72
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  • "secret" "1" ...with this spawnarg will increase the total number of secrets in the map by 1, regardless of whether the player can frob the entity.
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  • * Add the property "trigger" "1" to each camera. * Wait 1 second (new)
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  • ...stash object. A bag, for example. Give it "name loot_cache" and "frobable 1". Select the object and open it in the S&R editor. Add frob from the respon if ( cache_state == 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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  • *'''Size:''' 19.1 MB ...was preceded by the FM ''[[Thomas Porter 1: Mandrasola (FM)|Thomas Porter 1: Mandrasola]]'' and is followed by the FM ''[[Thomas Porter 3: The Beleague
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  • * '''seta in_toggleCrouch''' If set to '''"1"''', causes the crouch button to act as a toggle. Defaults to "0" * '''seta in_toggleRun''' If set to '''"1"''', causes the run button to act as a toggle. Defaults to "0"
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  • *'''Version:''' 1 ...arration. There is no way to control the volume of the player lines in TDM 1.08 and they are at 100% volume at all times. For optimal experience, be sur
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  • *'''Releases:''' 2018-07-01 (1 July 2018) - latest *'''Version:''' 1
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  • #define CHIME_PAUSE 1.9 // target{0,1,2} are the speakers that handle the hour chimes.
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  • ...robability that an AI will comment that a light has gone out. (From 0.0 to 1.0) * '''canLightTorches:''' Whether an AI can relight doused flames. (1 = yes, 0 = no)
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  • "applyForce 1" "applyImpulse 1"
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  • ...0.1)) * 2)], 0.01 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2.2)] scale 1,1
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  • nocursor 1 visible 1
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  • ...: describes how exact the player (or another entity) must look (default: 0.1) * "once": if set to 1, the entity will trigger its targets only once (default: 0)
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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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  • set "cmd" "play sound/meta/menu/mnu_select; saveGame 1"; ..., a number of #defines for various "MM_..._SOUND_CMD" music commands [Note 1].
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  • ...d by the FM ''[[Penny Dreadful 1: The Grail of Regrets (FM)|Penny Dreadful 1: The Grail of Regrets]]'' and is followed by the FM ''[[Penny Dreadful 3: E {|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% da
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  • ...lt like ice when the rendering of the scene takes up 13 ms on its own on a 1.4 GHz low-end system, leaving a whopping 3 ms for bringing your entire leve ...orld->DebugArrow(colorRed, ai->GetEyePosition(), player->GetEyePosition(), 1, 16);
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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 ...by the FM ''[[Selis Woderose 1: Flakebridge Monastery (FM)|Selis Woderose 1: Flakebridge Monastery]]''.
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  • * If you are using Method 1 next, save and close your xd file. Otherwise, leave it open for further edi ===Method 1: By Using the Readable Editor===
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  • **2010-08-20 (20 August 2010) - earliest (ver. 1.0) **2010-08-27 (27 August 2010) - latest (ver. 1.1)
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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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  • renderBump [-size <width> <height>] [-aa <0/1/2>][-trace <0.01 - 1.0>] <normalMapImage> <highPolyModel> AA defaults to 1 if not specified.
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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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  • ...with Layer 0. It's only purpose is to serve as your white backdrop. Layer 1 will be your horizontal lines. Layer 2, your vertical. At first glance, thi Now lets get to making our alpha mask! Select Layer 1, {{RMB}} on the brush tool, and select the pencil tool. From the brush sele
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  • ...ased on 2019-2020 forum research and experiments done to help create "Away 1 - Air Pocket". Treatment of cadavers is beyond the scope of this article; s == Method 1 - Use Moveable Objects ==
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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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  • ...t, and look at screenshots from, the mission before downloading it. {{red|(1.04)}} ...iculty settings for many things, including lockpicking and {{red| combat. (1.01)}}
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  • {|border=1 cellspacing=0 cellpadding=8 |1/0 - enable/disable the in-game console
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  • *'''Version:''' 1 *'''Size:''' 111.1 MB
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  • ** 2014-01-01 (1 January 2014) - earliest ** 2014-01-01 (1 January 2014) - latest (ver. 1.43)
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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:''' 2018-09-01 (1 September 2018) - latest *'''Version:''' 1
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  • 1. vocal set_commander AI 1: "convo_question" vocal, ex, "So, how did the game go last night?"
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  • 1) See figure 1. Create three patches, 5x5 size are fine. The more control points you have Figure 1.
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  • **2010-06-01 (1 June 2010) - earliest *'''Version:''' 1
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  • ...of this entity vanishing is. Values range from 0.0 (will never vanish) to 1.0 (will certainly vanish). Whether a particular entity vanishes is computed ...e from where on LOD X is used. Will be valid until the next defined lod_(X+1)_distance, or infinty if there is no further LOD distance set.
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  • "max_entities" "1" "remove" "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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  • ..., inspection, and alteration of font metrics in a font's DAT file. Version 1.52, the final release, is discussed here. For TDM font work, q3font has tra * one or more <fontname>_n_<fontsize>.tga files, where n is 0, 1, 2..., as needed.
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  • [[File:TDM Font Metrics Fig. 1.png|600x338px|frameless]] '''Figure 1.''' ''An abstract view of two typical character glyphs, like those found in
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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>
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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 ...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
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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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  • 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.
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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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  • 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"
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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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  • // String table english (iso-8859-1) for: The Outpost nocursor 1
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  • *'''Releases:''' 2023-10-01 (1 October 2023) - latest *'''Version:''' 1
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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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  • *'''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
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  • *'''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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  • 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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  • button.Close(1); button.Close(1);
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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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  • inline 1 # Mesh triangles, defined by numeric indices to (1)
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  • '''save_permission''' values: 0(default), 1, 2 - 1: no quicksaves
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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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  • ...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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  • * 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
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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
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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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  • *'''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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  • Bank dr 1.jpg|DR screenshot === Castle 1 ===
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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
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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"
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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
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  • ...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
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  • ...-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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  • '''''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
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  • | 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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  • ...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.
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  • *'''Version:''' 1 *'''Size:''' 1.6 MB
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  • *'''Releases:''' 1 Oct 2023 - latest *'''Version:''' 1.1
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  • ...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
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  • *'''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
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  • ...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
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  • ...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"
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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
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  • *'''Releases:''' 2011-07-01 (1 July 2011) - latest *'''Size:''' 134.1 MB
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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
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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:
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  • TDM 1.03 release TDM 1.03 release
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  • 1. It is explicitly declared as DLL export. 1. Specify function is as DLL import and call it as usual.
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  • *'''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.
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  • |[[The_Parts_and_Whole:_DR_Hide/Show|Hide/Show]]|| || ||X||1|| ..._Whole:_DR_Region|Region]]||X||Export filename only||Hides non-collection||1||
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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
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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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  • *'''Size:''' 52.1 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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  • ...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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  • *'''Size:''' 22.1 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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  • 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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  • 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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  • *'''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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  • ...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
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  • The program window is shown in the picture 1. [[Image:Skybox_tutorial_terra1.jpg|200px|thumb|right|Picture 1]]
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  • * [[Sound Propagation: Part 1]]
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  • {{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"
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  • Integer, defaults 1. Gives the minimum and maximum number of clones. For each entity position,
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  • 1. Create your hole
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  • thedarkmod.exe +developer 1 +set logfile 2 +map training_mission
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  • 1. ''slate_large_cracked_grey_001''
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  • ...h joints names in-game. This is the cvar to show joint names is r_showskel 1 to show and 0 to hide.
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  • 1) Open the image in GIMP
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  • 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]
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  • ...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
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  • * 1 = linear falloff
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  • * 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
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  • ...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
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  • ...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
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  • * 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);).
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  • {|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
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  • Number of Wavs: 1 per character
    33 KB (5,850 words) - 09:17, 29 January 2019
  • $<ent name>.setFrobable( 1 );
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  • # lead_player : 1
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  • ...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)
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  • First, set a global spawnarg "moveFuncGroups 1" (i.e., on any piece of worldspawn that will NOT be converted to func_group
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  • The code will then ignore the def_attach item 1.
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  • visible 1
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  • '''Part 1: Cameras'''
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  • values "0;1;4;2;3"
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  • | 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);
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  • | SND_CHANNEL_VOICE || 1
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  • *1) Create a .script file in the "script" folder and write your script(s) into
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