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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 (6,169 words) - 05:15, 19 April 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
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