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  • :* custom_clocked (runs a custom map script that should check something and set the objective) :'''Number of Specificatons''': 2 (object entity to check, location entity to check)
    35 KB (5,581 words) - 21:38, 25 April 2024
  • ** Click {{check}} or press {{key-enter}} ** Click {{check}} or press {{key-enter}}
    61 KB (10,916 words) - 20:12, 30 January 2024
  • * In the Entity Inspector on the panel check the 'Show inherited properties' at the top. ...tom change the team from 3 to 0 which is the player's 'team' and click the check button at its right. This will not change the greyed value itself, but inst
    30 KB (5,598 words) - 13:41, 21 November 2018
  • ...e used by all entities. It doesn't regard FOV, it just performs a trace to check whether the target is occluded by world geometry. Is probably useful for st ::''point'': point whose location to check
    310 KB (38,861 words) - 14:11, 16 December 2023
  • ...l-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.'' ...l-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''
    227 KB (38,525 words) - 14:59, 13 April 2024
  • * Check the alignment of the texture only on the three visible surfaces; remember w ...o form four vertical beams down the walls at the end of the ceiling beams. Check texture.
    29 KB (5,373 words) - 21:29, 17 January 2023
  • # Check whether we have an entity ...ike '''isBrush()''' and '''getBrush()'''. You can use the is*() methods to check whether a node is of a specific type, and the get*() methods to convert a S
    91 KB (13,242 words) - 06:12, 2 January 2023
  • ''[stgatilov --- on a minor note, the engine still has to check for shadows coming out from closed visleafs; so even a closed visleaf needs ...show then it is either beyond range of processing or it is not working so check it is set up correctly.
    41 KB (7,171 words) - 19:41, 20 October 2021
  • ...e used by all entities. It doesn't regard FOV, it just performs a trace to check whether the target is occluded by world geometry. Is probably useful for st ...button, see the UB_* enum in usercmdgen.h. For now, only one mouse gesture check at a time.
    282 KB (35,345 words) - 23:37, 1 January 2015
  • ...e used by all entities. It doesn't regard FOV, it just performs a trace to check whether the target is occluded by world geometry. Is probably useful for st ...button, see the UB_* enum in usercmdgen.h. For now, only one mouse gesture check at a time.
    286 KB (35,800 words) - 14:49, 7 May 2018
  • ** Check the startpack terrain doesn't overlay any of your own terrain. Move it if s ** Some components may be duplicated. Check the following list and decide which to keep:
    64 KB (11,619 words) - 03:40, 25 March 2024
  • ...You can also use Rendering Preview and the actual Render Image -buttons to check what the camera sees. ...ssion occurs at midnight? Or just after sunset? Set the sun appropriately. Check the rendering preview. It probably looks too bright with the sun gone, so d
    10 KB (1,757 words) - 04:32, 1 January 2023
  • ...pes the castle without doing them first then the escape objective does not check off either. ...'' and type in "Knock out the guard". Set the initial state to 'Complete'. Check the '''Mandatory''' and '''Visible''' flags.
    26 KB (4,493 words) - 17:22, 15 December 2023
  • |Set <tt>r_useSoftParticles 1</tt> and check e.g. fire. Be sure to check that fake reflection texture is oriented the same way.
    12 KB (1,682 words) - 15:45, 27 February 2020
  • * Check the texture and alignment of the sides of the niche align with the rest of Save and map and check it out. You might want to adjust the position of the fire or logs.
    24 KB (4,352 words) - 15:17, 26 April 2022
  • ...m. I left a gap between elevator entity and visportal surface. I'd have to check to see if it would be disabled if they contacted. * Now check they are working correctly...
    23 KB (4,202 words) - 20:52, 11 March 2020
  • Scripts can check whether conditions have been met before carrying out the associated set of * or you can check if a single value is true or false. For non-booleans, any non-default value
    4 KB (632 words) - 23:48, 23 December 2020
  • === How can I check whether my Doom 3 is correctly patched? === ...atches and these will not work with the mod. That's why it is important to check the version number in the console to make sure that the right 1.3.1 patch i
    9 KB (1,383 words) - 08:29, 20 April 2022
  • ...If you think you have found and fixed the problem but get the error again check carefully as it might be a different leak or you missed the first one. But be careful to use r_showtris = 3 in the console to check the results. It sometimes happens that large func_statics get processed thr
    37 KB (6,198 words) - 18:11, 12 May 2024
  • '''Q. My visportal is not showing up or not closing like it should (you can check this with by typing "r_showportals 1" in the console. The portal edge will ...tiny gap just touching the visportal side is enough to break it. A way to check if there's an internal leak, and locating it if there is, is described here
    51 KB (8,847 words) - 15:33, 1 July 2021
  • #Close the updater and start the updater and click on "continue" again, to check if you got all the files. If the application doesnt start, check your security panel to give the permission to run the application.<br>
    30 KB (4,723 words) - 08:47, 6 February 2023
  • ...hitecturally beautiful, have good gameplay, and so on. For that you should check out other wiki and video resources, like [[Mission Design Tips]]. ...n 0.9.5 onwards.) These [[Conversion of Game Units|units]] are 1.1 inches. Check your preference (default key P) in DR as it will be easier during this tuto
    34 KB (6,047 words) - 14:41, 15 April 2023
  • '''to_alert2_3''' "'Hmm, I should probably check that out." '''to_alert2_soundx2_1''' "Listen, did you hear that? Let’s check it out."<br>
    33 KB (5,850 words) - 09:17, 29 January 2019
  • Check "Adjust for Best Performance" then click Apply. ...{RMB}} on TheDarkMod.exe or your shortcut, go to the Compatibility Tab and check "Disable Display Scaling on High DPI settings"
    54 KB (8,557 words) - 00:15, 14 May 2024
  • CHECK OUT ...umented in a file that is intended to be included by scriptors that I will check in with the source.
    12 KB (1,961 words) - 14:10, 25 September 2019
  • # On the first page, check '''"Bitwise exact zips"''' advanced setting! Also check "Get custom version". Starting from TDM 2.08, it should be easy to check it thanks to the new conventions on third-party stuff (see also [[Libraries
    32 KB (5,350 words) - 13:59, 16 December 2023
  • ...torial, you might want to start with some simple black-and-white image and check how it affects the particle system in-game, then continue to some grayscale Check if you really have this problem, and fix it if you have. Alternatively, you
    19 KB (2,883 words) - 16:46, 9 December 2020
  • * 6) Un-check default so that only the new layer is in view * 12) Check "Fixed Aspect Ratio"
    24 KB (3,774 words) - 18:54, 14 April 2024
  • You need to check "Get custom version" on the first page, then select the version you want on == Check for updates ==
    1 KB (179 words) - 02:44, 1 March 2022
  • In order to check that you have put the file into right location, start your mission in game. It allows you to check if you have set up locations properly.
    29 KB (3,869 words) - 12:11, 22 March 2022
  • If you don't get that window showing up for you, please check the WER flag in registry editor: Coders might want to check out the article on [[Analyze_a_Memory_Dump|analyzing a memory dump.]]
    6 KB (949 words) - 20:09, 18 March 2024
  • ...tance, in order to check that cinematic stops properly in your custom GUI, check that: Sometimes you want to quickly check that your video plays well in TDM engine, but don't want to waste time sett
    9 KB (1,447 words) - 13:27, 28 January 2023
  • ===Tile Quality Check=== ...is time, lets use a gaussian radius of 7.0. Apply the multiply effect, and check it out.
    27 KB (4,878 words) - 17:48, 27 March 2012
  • ...{{ESC}}), you will see an option for "Objectives". This is where you can check your progress. You can also check your Objectives without opening the menus. Hitting {{key|O}} will bring up
    32 KB (5,615 words) - 11:34, 16 January 2024
  • When you have created <tt>fminfo.xml</tt> file, double-check that all properties are correct. ...hat something in fminfo.xml is wrong, or a message from some custom failed check.
    18 KB (3,098 words) - 12:01, 10 October 2022
  • To check that you started proper console, run <tt>cl</tt> in it: it will print compi Check that it works by running <tt>yasm</tt> command: it must print something lik
    13 KB (1,964 words) - 03:35, 11 April 2019
  • * Check you can see 'Your script is running' in the console. * Check every detail in the script is correct. A tiny typo and it might not work at
    4 KB (776 words) - 05:21, 20 October 2018
  • # Check changed entity names against any bind, frob_peer, lock_peer used_by spawnar # If rotating, check the whole prefab has rotated and how. Model doors may be OK but brush doors
    13 KB (2,300 words) - 20:22, 7 May 2014
  • * With the flame selected, in the Entity Inspector check the 'show inherited properties' * Check the texture inside the niche. CSG Subtract cleverly uses the right texture
    20 KB (3,737 words) - 13:45, 21 November 2018
  • * 11. Check that you are in "Object Mode". Near the bottom of your window to the right * 15. Near the bottom of your window check a box (a cube with an orange line) named "Edge select".
    10 KB (1,690 words) - 07:33, 20 April 2022
  • Check also if the author has added information elsewhere: This has the tooltip: "Check to move uncentered prefab back to the prefab's 0,0,0 coordinate before inse
    5 KB (830 words) - 19:33, 27 January 2022
  • ...file no matter how many instances of this moveable you make in your map so check if it has already been created (a .cm file of the same name as the model an # Check the origin of the brush entity is in the same place as the model's origin b
    12 KB (2,029 words) - 15:17, 4 September 2021
  • First, you can check how many {{abbr|FPS|frames per second}} are achieved by opening the console Check "Adjust for Best Performance" then click Apply.
    83 KB (13,088 words) - 03:32, 15 May 2024
  • * Click the check box 'Fixed Subdivision' else Doom might change the quality when optimising. * Check texture alignment on the wall on the other side of the bevel and shift it i
    21 KB (3,877 words) - 21:28, 23 November 2021
  • When you run a wait() event, the engine performs a check every frame to see whether the total time elapsed has surpassed the time it if (player_self.AI_CROUCH) //check if the player is crouching
    7 KB (1,185 words) - 11:01, 28 November 2021
  • ...n. you want to choose the axis that forms a T intersection with your wall. Check your UV Texture Editor to make sure your object fills out the whole space, ...ing info the way you want it to look inside the game, you'll need to put a check mark by "Invert Y" (This is another reason a hight map is an advantage over
    11 KB (1,972 words) - 14:16, 13 September 2006
  • # Check the background image loading (load a JPG file to test the GTK loading routi # Check the "About" Dialog for correct version information.
    3 KB (456 words) - 23:24, 11 November 2007
  • ...ible. This is a intentionally so, to make the mapper aware of the problem. Check the console and/or enable the inventory logclass in the darkmod.log file to ...ust like a regular one. If the mapper desired, he could set up a script to check for this exact potion and trigger custom behaviour when the item is used.
    30 KB (4,994 words) - 11:07, 7 April 2024
  • ...had to keep ''Dark Mod'' running in the background in order to be able to check if linebreaks and pagebreaks look alright et cetera. But those days are ove ** Check XData Syntax of a specified file.
    10 KB (1,686 words) - 13:20, 21 August 2011
  • * [http://bugs.thedarkmod.com/view.php?id=2280 #2280]: Mission version check is bound to fail on next major version (GUI) * [http://bugs.thedarkmod.com/view.php?id=2446 #2446]: Double check spider death animation (AI)
    13 KB (1,967 words) - 15:56, 3 February 2021
  • Check the length of the timeline in this scene (85 frames). Later on we'll need t #Go to File -> Import clip to characters, click the option box, and check '''Put clip in Trax Editor and visor'''.
    3 KB (572 words) - 14:14, 22 May 2010
  • ...t you check your map's visuals with your eyes, it should be clear that you check the audio with your ears.
    6 KB (969 words) - 06:52, 7 February 2013
  • ...e any problems during import or it appears parts of the model are missing, check the console which would be the DOS or BASH terminal running in the backgrou If no file exists check the console to ensure no problems were encountered during export. Now you s
    16 KB (2,756 words) - 15:43, 17 December 2015
  • ...then delete the original. This will rename the entity so you might need to check if this affects anything targetting it or bind to it, or script ref. etc. Or two, there are leftover 1 or 2 sided polys. In Lightwave, you can check this by checking the "statistics" window (w). It will list the number of 1
    4 KB (706 words) - 07:35, 18 July 2011
  • * In entity inspector click the check box at top left to show inherited properties. ...e may already be a suitable entity defined for the model you want - always check first.
    6 KB (1,047 words) - 09:08, 23 April 2009
  • ...''. Launch the setup and choose the package '''Current''', then be sure to check the box of the '''g++''' compiler. Choose '''Download and Install''' in the ...you'll open a console the path should be functional. If not, please double-check your path for typos and/or post in the forums.
    4 KB (676 words) - 16:06, 4 April 2008
  • B. Once Tom got past the “chance” check, the GreetingBarkTask() would see if 3 minutes had gone by since the last t 2. Eliminate the “30% chance” check. Replace it and the 3 minute waiting period with a random waiting period be
    4 KB (651 words) - 09:29, 20 October 2018
  • ...to help translating TDM to other languages, or translate some FMs, please check first at the [[I18N Status|I18N status page]], then post on the forum. Than ...language, translate the result back into a language you know to do a basic check.
    9 KB (1,495 words) - 07:55, 19 February 2019
  • You can see it if you check "Show Inherited Properties". This is the sound you use to turn "off" the a ...I will mention them. They concern the properties of the ambient fading. Check the "Show Inhereted Properties" to see their default values. Entering a ne
    33 KB (5,743 words) - 00:08, 7 October 2023
  • * ELEVATOR : Check the model list to see if there is an elevator or create one from brushes. I ...loor, clone them, and copy them to suitable positions on the other floors. Check they still target the elevator and not renamed eg, elevator2. Otherwise the
    23 KB (3,264 words) - 17:50, 8 May 2024
  • ...// If other entities are going to trigger the script, like an idLocation check or whatever, ...en you touch a trigger, it means the script isn't even being called on, so check things like the trigger's target spells the command button's name correctly
    27 KB (4,523 words) - 20:45, 12 January 2012
  • 6) check to make sure you're set to edit the layer mask (it should default to this) ...the gradient tool shape into radial and then play around with transition. Check the toolbox for these parameters.
    15 KB (2,359 words) - 15:28, 14 November 2023
  • Each frame, a probability check depending on lightgem brightness, player distance and the AI's visual acuit ...bability depending on the player distance. With this probability, a random check is performed each frame whether the AI has spotted the player. If this succ
    2 KB (321 words) - 13:48, 12 April 2019
  • ...[http://www.darkradiant.net project website] for release announcements or check the development forums. The source code is hosted on [https://github.com/co * Check our [http://bugs.thedarkmod.com/ Bugtracker] for known and reported issues.
    3 KB (311 words) - 22:09, 12 April 2024
  • ...es the amount of visual alertthat gets added on when the sight probability check succeeds and the AI do see you (default 1.0) * '''tdm_ai_opt_interleavethinkskipPVS''' Set to 1 to skip the PVS check for interleaved thinking, so AI will also do interlaved thinking when in th
    7 KB (1,128 words) - 13:06, 30 January 2024
  • * [http://bugs.thedarkmod.com/view.php?id=2940 #2940]: Check new animations against torch-carriers (Animation) (Springheel) * [http://bugs.thedarkmod.com/view.php?id=3080 #3080]: Check and limit AA to the maximum value that the hardware/driver allows (Coding)
    25 KB (3,550 words) - 05:31, 4 February 2021
  • It might be a good idea to lay in few brushes according to your floorplan and check how it is going to work. Place an AI as reference so you see how the floorp If you find this difficult, check the net for castle/manor/crypt floorplans. Note which rooms are where. This
    13 KB (2,317 words) - 06:56, 26 May 2021
  • ...d conversations found in the map is verbosed to the console, so be sure to check if this number is right. If this number differs from the number you should
    18 KB (2,896 words) - 21:47, 30 December 2021
  • *Under Utilities, check nrToolbox *Under Animation, check nrLayers
    3 KB (478 words) - 14:28, 22 May 2010
  • ...want to turn them then check carefully. I think the model ones are OK but check the tiny lockbar next to the lock. Might need to change its rotate property
    4 KB (726 words) - 17:16, 1 February 2022
  • if($lord_marlow.canSee($player1) //check if Lord Marlow can see the player ...script event only works if called on an AI (but you're probably allowed to check if an AI can see non-AI entities).
    10 KB (1,630 words) - 11:35, 4 February 2021
  • ...esh or some anims when you don't think they have been changed, you need to check the source .mb for changes that you might have missed. Though if the -sou
    7 KB (1,217 words) - 08:14, 27 February 2019
  • ...believe. If you have problems with hearing your chosen ambient, be sure to check for typos in both the entity keys as well as in the sound shaders. You should check for intrusion of the radius into other areas where they are not wanted, and
    10 KB (1,655 words) - 04:10, 25 November 2010
  • if(m_bind_child.getKey("spawnclass") == "CFrobDoorHandle") //check if this bound entity is a handle. If yes... ...l corners of the volume, you can cycle through all entities in the map and check whether their origins lie within. Note that maps can have many thousands of
    13 KB (2,071 words) - 14:29, 27 January 2024
  • elseif (!active) //if the fountain is inactive, check if enough time has passed to reactivate it... ...e variables of this scriptobject from a global script, i.e. if you want to check whether a specific fountain is "active" or not, you will need to make the v
    12 KB (1,854 words) - 07:52, 11 March 2021
  • '''Best practice:''' Be sure to check the spelling and the case of your filename you're about to add. Renaming ve ...vert'''. Right-click the parent folder, choose revert and be sure that the check mark next to the accidentally added file is active. Hitting OK will release
    3 KB (495 words) - 23:59, 3 March 2008
  • ...e distance to the AI and the visual acuity of the AI (acuity_vis). You can check the [[Visual scan]] article for further information. ...e cones of the field of vision and the ko volume, so it it is advisable to check if any AI you encounter wears a hat or helmet and/or an eye patch. Please n
    21 KB (3,553 words) - 20:23, 30 January 2024
  • if ( float1 == float2 ) //check if float1 is equal to float2 == is used in conditionals to check whether a condition is true (2 values are equal to each other) before carry
    3 KB (513 words) - 19:35, 1 February 2023
  • ...s that the game might call automatically (on instancing, destroying, etc), check out class.h . class.h of course does not explain WHEN these methods are cal ...stanced. I have no idea how Save and Restore know where in the savefile to check... the functions I've seen just write their stuff to the savefile without s
    4 KB (585 words) - 14:02, 13 September 2006
  • #check the checkbox "Prevent TDM update from updating itself" #in the window check the box for "Doesnt search for new mirrors" and click the "save" button
    5 KB (838 words) - 02:49, 1 March 2022
  • //msg = "update: group name after translate and null check = " + s; sys.println(msg); ...your GUI to know which items are customized. Unfortunately, doing a string check of Inventory_ItemName or Inventory_GroupName (within a GUI if-statement) is
    18 KB (2,323 words) - 17:34, 4 November 2022
  • ...minimum distance between placed entities. If set to > 0, implies collision check at creation time between all entities. ...fault setting from "spacing" on the SEED. If set to > 0, implies collision check at creation time between all entities of this class.
    33 KB (5,385 words) - 03:56, 26 March 2015
  • ...d.com/topic/17835-the-gameaudiogdc-bundle/ this thread] at the TDM forums. Check the thread for people's feedback on the pack. Please note, it's a large sou ...t can be usable in TDM fan missions (including scarier or eerie ambients). Check the [https://incompetech.com/music/royalty-free/licenses/ license informati
    5 KB (716 words) - 17:06, 24 November 2022
  • * When the script is run, AI check to see if they've "seen any evidence" of * * The AI and his buddies will check to see if the player is in sight. *
    4 KB (435 words) - 05:10, 13 November 2019
  • * [http://bugs.thedarkmod.com/view.php?id=3449 #3449]: [AI] Alert index check problem in conversations (grayman) * [http://bugs.thedarkmod.com/view.php?id=3461 #3461]: [Sound] Check player volume for footsteps (Springheel)
    24 KB (3,321 words) - 14:07, 4 February 2021
  • This is the first real script and is useful to check that your script is actually working at all and also to show real informati Try the map; frob the lever then check the console to see if it has printed the debug test text.
    12 KB (2,146 words) - 21:08, 10 January 2009
  • ...ed in the nobleman def file). If an animation is not working as expected, check the .def file for the character in question. '''idle_check_hand''' -- hold left hand up and check hand
    12 KB (1,566 words) - 05:31, 20 October 2018
  • ...out the use of the command line'''. If you have another preferred editor, check if it has a Git plugin and you can use that instead. ...e current working branch. If you're not sure what branch you are on, just check here.
    35 KB (5,861 words) - 22:58, 28 November 2023
  • * You click flip horizontal or vertical but nothing happens - check you have a surface selected in Texture Tool. If you have then you it might ...fectly in Texture Tool but in camera view the texture is completely wrong. Check to see if the texture needs rotating 180 degrees in Surface Inspector. If i
    10 KB (1,705 words) - 14:33, 26 February 2008
  • ...'atdm:no_seed''') entity to your map and it doesn't suppress any entities, check that: Check that you did run '''dmap''' on your map. Every time you add, remove or chan
    970 bytes (167 words) - 16:47, 22 November 2022
  • * '''chanceLightTorches:''' Once an AI has passed the ''chanceNoticeLight'' check, this is the probability that he'll try to relight a doused flame. (From 0. ...nceOperateSwitchLights:''' Once an AI has passed the ''chanceNoticeLight'' check, this is the probability that he'll try to turn on an electric light that h
    8 KB (1,289 words) - 22:43, 23 January 2023
  • * [http://bugs.thedarkmod.com/view.php?id=2791 #2791]: Check Revenant Materials (AI) (Springheel) * [http://bugs.thedarkmod.com/view.php?id=2903 #2903]: The distance check added for warnings in 1.07 leads to alerts being spread too wide (AI) (gray
    12 KB (1,759 words) - 14:36, 3 February 2021
  • ...his is AgitatedSearchingState). The AgitatedSearchingState peforms another check and as the alertlevel is higher than thresh_5 it passes the torch and pushe ...default implementation '''bool State::CheckAlertLevel()''' and implement a check using a required alert index and the name of the higher State. If the alert
    6 KB (915 words) - 07:47, 30 June 2008
  • Before adding an issue here, please make sure to check the following steps: ..._useLightPortalFlow 1" and "r_useLightPortalFlowCulling 0", start mission. Check that light leak no longer happens.
    5 KB (570 words) - 16:02, 26 March 2024
  • '''Distribution''' You'll notice 3 check dots - rect, cylinder, and sphere, describing the shape of emitting zone. [EDIT - Someone check me but I tested this and it does seem you can save it direct in the darkmod
    10 KB (1,774 words) - 12:46, 14 November 2022
  • Another thing to check is whether your path corners are at ground level. If they are too high abo ...no known reason why monsterclip should affect visportals, but something to check as a last resort. Broken visportals in general have been known to affect p
    13 KB (2,304 words) - 19:38, 12 July 2022
  • <br />Having problems? Check out the <br /><div style="padding: 10px;font-family: Verdana, Helvetica, sa
    2 KB (314 words) - 21:48, 3 March 2024
  • * [[Inverse Normalmaps]] ''-- (A way to check if your normalmaps are correct)''
    2 KB (345 words) - 07:23, 11 December 2020
  • ...through all entities just to find their entities. F.i. an AI that wants to check if there is another AI needs to run through all existing entities to find t
    4 KB (617 words) - 01:59, 21 October 2018
  • *[http://bugs.thedarkmod.com/view.php?id=2493 #2493]: Check sock colour (Textures)
    11 KB (1,608 words) - 16:14, 3 February 2021
  • No check is made if the shield can be ''really'' seen. So if the player, for example
    6 KB (931 words) - 18:01, 25 June 2022
  • * If you encounter a problem, please check the [[FAQ]]. If you can't find an answer there, you can leave a post in the
    4 KB (676 words) - 16:16, 5 May 2023
  • The description text mustn't be too long, be sure to check the length of the texts when testing the package in the mission installatio
    8 KB (1,444 words) - 14:39, 15 April 2023
  • ...modify the existing VC++ 2010 installation using the setup application and check the x64 compilers option, it might not be activated by default.
    2 KB (383 words) - 17:31, 29 December 2016
  • ...at this map when I can (but if anyone wants to volunteer then great - but check with me first in case I've started!) - Fidcal''
    7 KB (1,016 words) - 16:55, 8 October 2013
  • ''Geep adds: Check out newer Font Patcher and Refont to fix errors too.''
    6 KB (944 words) - 15:28, 18 March 2024
  • * Near the bottom check the box next to "Fixed Subdivisions"
    2 KB (375 words) - 17:19, 1 April 2008
  • * [[Clip Functions to check Specific Models]]
    2 KB (212 words) - 20:32, 22 December 2020
  • ...ly, all our 'attachable' entities (with the possible exception of weapons--check that) are found in '''tdm_prop_wearable_items.def''' and '''tdm_prop_items.
    6 KB (1,054 words) - 15:56, 18 August 2009
  • ''(Actually, I have to double-check this..."remove" "1" might actually just make the object disappear on KO, an
    3 KB (479 words) - 12:48, 2 November 2018
  • ...o the patch street tutorial and the cave tutorial. For further information check the wiki and the forum.
    2 KB (406 words) - 14:19, 11 June 2017
  • ...Problematic Paths in Models]] ''-- (if your .ase models are showing black, check here)''
    2 KB (303 words) - 21:09, 26 April 2022
  • AI animate to the same height so if they are slightly high the first thing to check is the bed surface height. Most Dark Mod beds are a standard height which i
    9 KB (1,605 words) - 17:50, 15 January 2023
  • ...n if nudged in game (switch off collision model filtering in the editor to check.)
    3 KB (435 words) - 05:05, 22 November 2018
  • ...modify the existing VC++ 2008 installation using the setup application and check the x64 compilers option.
    2 KB (265 words) - 17:30, 29 December 2016
  • An easy way to check your grid is to open a new file in DarkRadiant, choose a large grid size an
    16 KB (2,953 words) - 00:14, 4 October 2023
  • ...erials]], e.g. one of the old ambient stages is not removed. Please double check respective materials.
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  • ...h from it's edge to where you want that edge to end up. For our case we'll check the distance in azimuth 270.
    11 KB (1,880 words) - 20:17, 8 June 2022
  • ...a dozen test lights or so then try to visportal the external area only and check frame rates. That should give me some idea of what complexity of light and
    15 KB (2,729 words) - 13:38, 21 November 2018
  • ...using [[Cvars]] (for testing only). It is also possible to switch the PVS check off so that AI can also do interleaved thinking while in the player's view.
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  • '''If the readable does not show at all in game or you get other errors then check the console for errors.'''
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  • ...nto the light's properties (Entity Inspector, default key N) and click the check button.
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  • ...ot defined' error when you know you have - or you only have one page, then check to see if you accidentally put a \ character after the last quote marks. Th
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  • Test and check specifically that the player can get on and off the climbable ''at both end
    2 KB (379 words) - 04:57, 22 November 2018
  • ...he texture), run the 2nd layer through with a scale value of 9-12 and also check "Du/Dv" in the filter type options, do the same again with the top layer bu
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  • ...imes while looking at the textures, I thought I may post a way to visually check to see if the normal map has been generated correctly.
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  • Special format of such zip allows to quickly check if binary on remote server is different from the local one.
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  • ...horse whinnies in reply, then she delivers her final line. That's it, now check to see how it works out in game.
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  • .... Make the response effect "Set Frobable" for the entity in question, and check "frobability" on. Now when the item is triggered, by a door, or frob respo
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  • ...g suspicious, and it caught your attention enough to warrant going over to check it out. You’re still not sure what it is, and you’re still mostly talki
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  • ...ght not be what you want. So if you're having problems frobbing an object, check whether it uses a frobbox and if there are nearby '''target_set_frobable'''
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  • ...Alert 2 + Company + Saw:''' You notice something visually amiss and double check with your friend.<br>
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  • Check out [[Domarius' animation reference footage]]
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  • avoid the fast pre-cache check associated with each entityDef
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  • ...for the value. These you need to either press {{key-enter}} or click the {{check}} button to make them effective. Some properties might have special buttons
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  • ...:empty()</tt>, which returns true when the string is empty. If you want to check whether an idStr is empty, use <tt>idStr::IsEmpty()</tt>...
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  • ...in that script object (general script events like "Off" are not supported? check this)
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  • ...of the object that falls on it. This would be an easy hack for us to just check the falling object's material as well, and put those into a matrix to get b
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  • ...he title page should display while it is loading. If it fails to show then check carefully each stage above and particularly...
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  • * In Dark Radiant, select the AI and check the 'show inherited properties' checkbox at the top of Entity Inspector.
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  • ...onse a timeout before it can be evaluated again after a failed probability check.
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  • * [[Clip Functions to check Specific Models]]
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  • ...non-solid and inlining won't preserve texture blending on a single mesh so check your model looks ok in game before doing 100 of them."
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  • ...it in The Compressonator, right click in the image and view RGBA/Alpha to check that it is correct, before generating mipmaps or compressing.
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  • ...ack in game, this means that TDM cannot find your definition for the skin. Check for spelling errors! Similarly, if any part of your model appears black, th
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  • That's probably the first thing you should try to check that connection has been established properly: move camera in DR preview wi
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  • ...e. In case of graphical issues, it might be worth trying to set it to 0 to check if issue goes away.
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  • Now F2 back into the game and check the results. Toss the doll around a bit to see if the knee bends correctly.
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  • ...es with its own starting map for you to work with, and a "finished" map to check against.
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  • ...". Now "Add" your TDM root directory to make it accessible from within VM. Check that it is available at <tt>/mnt/hgfs/[name_of_share]</tt>. If it is not th
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  • This example relies heavily on conditionals to check which location the player is in and whether the fog needs to be toggled, se
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  • This script is for an objective to let no harm come to an AI. It would check the AI's "health" spawnarg to find what his max health is, then compare tha
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  • if (ent_brush.getKey("direction") == "backwards") offset = -offset; //check the "direction" spawnarg on the brush that called the script. If "backwards
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  • if(!box.isMoving()) //check if box has stopped moving
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  • #i should check why i have to get and invert the matrix
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  • # Check we can open the .ase file and its associated .ase.tex file containing
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  • Define the projectile to be fired (the default is a fire arrow) and check the pitch for the projectile's trajectory.
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  • * If you want to delve into complex examples of control interdependencies, check out the GUIs and source code of either gameplay/melee or video controls.
    11 KB (1,700 words) - 17:42, 4 November 2022
  • ...so if you have those same handlers elsewhere in your guiDef, you may need check for conflicts and/or merge handler bodies manually, using showTopTip(...) a
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  • The VC++ project files can be found in the winbuild/msvc folder. To check out the repo, go ahead like this:
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  • ...ed to find a spawnarg value which is used only by spiders: I've decided to check if the entity has got an "ik_foot8" spawnarg, since having 8 legs is a uniq
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  • For one, you can check whether a certain part of the script is actually running.
    4 KB (595 words) - 19:11, 27 December 2020
  • ...it Command-B (⌘-B) to start the build process. (It might be a good idea to check whether you're building a Debug or a Release build beforehand, by accessing
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  • ...ints on both one object then the other until the centre point is found. TO check it is the correct point delete one of the object. Duplicate the one left ro
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  • ...vert'''. Right-click the parent folder, choose revert and be sure that the check mark next to the accidentally deleted file is active. Hitting OK will remov
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  • ...ood idea to create a test AI or a few which directly target the branch and check ingame how they manage.
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  • ...s relationship with itself can be thought of as "morale," and we can maybe check this number to see how likely they are to come to each other's aid in comba
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  • ...If you're unsure, try to set a breakpoint in your Save/Restore routine to check whether and how often your routine is invoked.
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  • Check the steps' sizes to make sure they fully overlap each other and that there
    7 KB (1,109 words) - 23:21, 23 October 2019
  • To check that it works, build TDM yourself, run it, and then open TDM console. You s
    10 KB (1,678 words) - 18:12, 1 February 2023
  • ...l'' static models anyway. So you have to try it on a particular model then check it in-game to see if it looks and works correctly. It's a hack. This is how
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  • ...e an accessible value within an event handler. So if nothing is displayed, check if the source property you’re using is a register.
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  • This makes it easier to check that save/load functionality works properly.
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  • <br><s>The option is no longer in the game menu, but you can check it in the game console by typing '''tdm_ambient_method'''. It should be set
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  • ...5''' to bring up the Surface Editor panel. Two things you'll want to do is check smoothing on and find a good value (I use 60 degrees) and then press rename
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  • The secrets system supports the following script events, allowing you to check the current status or even make your own system without using anything else
    5 KB (804 words) - 11:46, 8 December 2022
  • ...are of course something different, feel free to contact us, but be sure to check the FAQ on this page first.
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  • Under the Character Settings tab, click the Mirror check box
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  • ...lways facing outwards by default, and you’re halfway there. If you want to check and see how the faces on your model will be oriented, just switch to Textur
    31 KB (5,660 words) - 05:35, 22 May 2012
  • ...jectives, and the decision as to which conversation to play was based on a check of Penshawk's health. Since Penshawk doesn't exist in ''Vault'', the player
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  • This list might be out of date, so make sure you check the menu "darkmod/Randoms" in [[DarkRadiant]] via "Create Entity" for the l
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  • ...elle Compagnie]''' - Medieval living history group (1337-1453). Be sure to check out the Medieval Matters resource section.
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  • ...he exporter will not use the meshes you want. It's better to exportmodels, check which bones come in the md5mesh, and -keep any joints in the animations the
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  • ...why there are no details necessary on your background-texture. You should check if the structural-layer still tiles properly with the Offset filter when yo
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  • This article is quite detailed and is taking time to write - check back in a few days. This is just a place holder for now.
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  • ...act. The whole family has now disappeared leaving the manor empty. Time to check out the manor and see if the artifact can be found. ''
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  • See the option for "Drop Shadows"? That's what you're aiming for here. Check the box, and you'll see the immediate results. If you want to tweak the dir
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  • First you should check out the [[Motion Builder tutorial]] if you haven't already.
    7 KB (1,238 words) - 09:50, 30 September 2007
  • ...are of course something different, feel free to contact us, but be sure to check the FAQ on this page first.
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  • ...If the red line created by the pointfile (see below) does not make sense, check to see if any models have an origin outside the visible model.
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  • # Check the '''Texture Lock''' [[Image:DRtexLock.jpg]] status, it must be enabled.
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  • * At this point i'll check the Z-axis transform(your character is facing the Z-axis in this example) o
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  • * After compilation check the Output Window at the bottom if any "failed" builds are reported.
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  • Once you have a handle on the basics you should also check out Jdude's [[Creating Large Areas]] page; it has excellent information on
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  • * Check that the name of the clock hands entities in your map matches the names in
    9 KB (1,508 words) - 14:17, 16 October 2018
  • ...hink of strong poses that tells the viewer what it communicates. I usually check the poses by turning all the lights in the scene off to only look at the co
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  • the while loop should be protected by a NULL pointer check:
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  • * Check your normalmap if it looks choppy or something. You might want to tune the
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  • A clip model is a simplified shape used to check for collisions with other objects in the gameworld. It can be disabled by a
    790 bytes (121 words) - 02:16, 16 January 2022
  • First of all, go to "Display" tab and check the "Enable 3D acceleration" checkbox.
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  • ...Alert 2 + Company + Saw''': You notice something visually amiss and double check with your friend.<br>
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  • We then simple add together G and F<sub>A</sub> and check that each component of F<sub>A</sub> is smaller than the respective compone
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  • ...hat means if you set the intervall to 1 s, all entities did their distance check between 0 and 0.5 seconds, and none between 0.5 and 1 second and so on. Thi
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  • ...ribution. This is where things get a little more annoying. You'll notice 3 check dots - rect, cylinder, and sphere. Realistically you'd want to use sphere,
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  • A clip model is a simplified shape used to check for collisions with other objects in the gameworld. It can be generated in
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  • <br>hadn't had time to quality check and\or complete have been added to the project.
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  • ...supposed to do. The main reason for this call is to allow the SDK code to check whether the animation is done playing. As there is no equivalent to '''each
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  • * Added hasInvItem script event to check if the player has some item.
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  • ...that, be sure to have exactly 256 lines of annotations (though refont will check and issue a warning if not). A line can be empty, i.e., have only the lineb
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  • * Convert back to .dat format, reload Dark Mod and check in-game.
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  • When you set up a few sounds, you propably like to check them out in game. Learn about additional tools for [[Debugging Your Speaker
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  • ...easely get typos, so if something isn't working this is the first place to check
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