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<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"><channel><docs>https://bugs.thedarkmod.com/</docs><link>https://bugs.thedarkmod.com/</link><description><![CDATA[The Dark Mod Bugtracker - Issues]]></description><title>The Dark Mod Bugtracker - Issues</title><image><title>The Dark Mod Bugtracker - Issues</title><url>https://bugs.thedarkmod.com/images/mantis_logo.png</url><link>https://bugs.thedarkmod.com/</link><description><![CDATA[The Dark Mod Bugtracker - Issues]]></description></image><language>en</language><category>All Projects</category><ttl>10</ttl><dc:language>en</dc:language><sy:updatePeriod>hourly</sy:updatePeriod><sy:updateFrequency>1</sy:updateFrequency><item><title>0006713: Feature Request: Picker for efx_preset</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6713</link><description><![CDATA[info_location entities have an optional spawnarg called 'efx_preset' which defines an out of the box environmental audio reverb setting for an area location.  The list of available presets is obtained from here (see 'Preset values' section): &lt;a href=&quot;https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX)#Presets_.28Version_2.29&quot; rel=&quot;noopener&quot;&gt;https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX)#Presets_.28Version_2.29.&lt;/a&gt; &lt;br /&gt;
&lt;br /&gt;
They are actually defined here: &lt;a href=&quot;https://github.com/kcat/openal-soft/blob/master/include/AL/efx-presets.h&quot; rel=&quot;noopener&quot;&gt;https://github.com/kcat/openal-soft/blob/master/include/AL/efx-presets.h&lt;/a&gt; ...&lt;br /&gt;
&lt;br /&gt;
... but they are all prefixed with  EFX_REVERB_PRESET_ which would need to be trimmed off.&lt;br /&gt;
&lt;br /&gt;
It would be handy if when this spawnarg was added, there was a 'choose preset' button.  Pressing this button would open a dialogue which listed all the possible presets, and when one is chosen the spawnarg value would be populated with the chosen value.  This is similar to the workflow when choosing sound shaders for speakers or other entities with 'snd_' spawnargs.&lt;br /&gt;
&lt;br /&gt;
Having a defined list would cut down on mistakes (e.g. entering the wrong value, spelling errors, typos, etc)&lt;br /&gt;
&lt;br /&gt;
I've attached screenshots of the sound selection and the info_location entity spawnarg.]]></description><category>Map Editing</category><pubDate>Sun, 12 Jul 2026 16:22:37 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6713</guid><comments>https://bugs.thedarkmod.com/view.php?id=6713#bugnotes</comments></item><item><title>0006726: Choose model inspector: search box overlay/overlap on on favorites</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6726</link><description><![CDATA[The search bar is overlapping/overlaying the favorites button on the skin chooser. You could move the show skins button down to make space?]]></description><category>GUI</category><pubDate>Thu, 09 Jul 2026 11:03:55 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6726</guid><comments>https://bugs.thedarkmod.com/view.php?id=6726#bugnotes</comments></item><item><title>0005282: Readables look stretched in widescreen modes</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5282</link><description><![CDATA[With addition of 21:9 aspect ratio this problem has become more visible.]]></description><category>GUI</category><pubDate>Sun, 05 Jul 2026 09:42:29 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5282</guid><comments>https://bugs.thedarkmod.com/view.php?id=5282#bugnotes</comments></item><item><title>0006724: [Suggestion] improved layer management feature</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6724</link><description><![CDATA[I believe the way DR has been doing layer management could be substantially improved. Currently, you right-click a 2D-view to get access to your layer-management options at the bottom of the menu (Add To Layer, Remove From Layer, etc). &lt;br /&gt;
&lt;br /&gt;
My suggestion is that those options could be moved (or added) to the Layers panel's right-click menu, such that when you right-click a layer you'd have those options there instead, and they would apply to the selected layer. I think this would be more practical for managing layers. &lt;br /&gt;
&lt;br /&gt;
There are several issues with the current right-click menu that create friction to extensive usage of layers, which would go away with this improvement. The current menu limits how many layers you can feasibly use, as it will eventually grow bigger than your screen, and then you have to scroll with arrow buttons, which makes it very unwieldy for frequent usage. &lt;br /&gt;
&lt;br /&gt;
Finding layers in alphabetical order is also not as easy. I personally find myself adding prefixes to layer names so they get sorted by their hierarchical relationship to each other. For example: &lt;br /&gt;
&lt;br /&gt;
paths&lt;br /&gt;
paths guard 1&lt;br /&gt;
paths guard 2&lt;br /&gt;
house&lt;br /&gt;
house basement&lt;br /&gt;
house basement sewer entrance&lt;br /&gt;
house first floor&lt;br /&gt;
house first floor foyer&lt;br /&gt;
house first floor foyer staircase&lt;br /&gt;
house roof&lt;br /&gt;
&lt;br /&gt;
These problems would not exist if we could use the Layers panel for this instead. The Layers panel already has layers laid out hierarchically, in whatever way you laid them out, so you always know where they are. And the hierarchical layout can also be collapsed, so it scales nicely to however many layers you want to have.]]></description><category>Map Editing</category><pubDate>Thu, 02 Jul 2026 06:51:12 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6724</guid><comments>https://bugs.thedarkmod.com/view.php?id=6724#bugnotes</comments></item><item><title>0006723: latest test build: Skin chooser broken</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6723</link><description><![CDATA[if you click on skin chooser the popup child window, its a) not showing the proper sized window and b) I cant restore it - see attached.]]></description><category>GUI</category><pubDate>Wed, 01 Jul 2026 18:54:54 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6723</guid><comments>https://bugs.thedarkmod.com/view.php?id=6723#bugnotes</comments></item><item><title>0006725: Read translation strings directly as UTF8</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6725</link><description><![CDATA[It would simplify the translation process considerably if the engine could read in the UTF8 all.lang file directly, and the other .lang files could be dispensed with. While a big ask code-wise, this could also provide a modern way forward.&lt;br /&gt;
&lt;br /&gt;
Maybe a 2.15 or 2.16 roadmap entry?]]></description><category>Feature proposal</category><pubDate>Sun, 28 Jun 2026 20:23:03 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6725</guid><comments>https://bugs.thedarkmod.com/view.php?id=6725#bugnotes</comments></item><item><title>0006717: Feature request: Automatically copy shader to clipboard</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6717</link><description><![CDATA[When texturing surfaces, there is a lot of copy/paste shader operations, especially when texturing around corners to make it look continuous (e.g. when you cut out a window or door).  Usually the workflow is something like this:&lt;br /&gt;
&lt;br /&gt;
1. Select a brush face&lt;br /&gt;
2. copy shader&lt;br /&gt;
3. select a target brush or brush face&lt;br /&gt;
4. paste shader&lt;br /&gt;
&lt;br /&gt;
in the course of building a map these operations are executed hundreds or thousands of times, and reducing the number of steps would be really helpful.&lt;br /&gt;
&lt;br /&gt;
Could we have an option to combine 1 and 2 into a single operation?  That is, if you select a brush face then it will automatically copy the shader to the clipboard.&lt;br /&gt;
&lt;br /&gt;
It needs to do the exact same thing as if the mapper actually did a copy shader - that is the texture scale and orientation needs to be preserved (so not the same as just selecting a texture from the media tab and adding it to the clipboard).&lt;br /&gt;
&lt;br /&gt;
it might be that mappers wouldn't always want this, so perhaps we make it a configuration option? Not sure where - maybe under Preferences -&gt; Textures?]]></description><category>Map Editing</category><pubDate>Sat, 27 Jun 2026 11:49:28 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6717</guid><comments>https://bugs.thedarkmod.com/view.php?id=6717#bugnotes</comments></item><item><title>0005798: Texture rotation and fit on patches broken on 2.14</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5798</link><description><![CDATA[If you have a patch and you rotate a texture, under 2.12 the mapper could flick on fit and it would fit on vertically or horizontally. Under 2.14 this function is broken. There is now a new button next to the 'Fit' button on Surface inspector, which Im guessing is support to address this issue, but it doesn't appear to do anything.&lt;br /&gt;
&lt;br /&gt;
I have created a video that hopefully shows the issue - &lt;a href=&quot;https://youtu.be/PhQbRYZON_I&quot; rel=&quot;noopener&quot;&gt;https://youtu.be/PhQbRYZON_I&lt;/a&gt;]]></description><category>GUI</category><pubDate>Sat, 27 Jun 2026 11:29:35 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5798</guid><comments>https://bugs.thedarkmod.com/view.php?id=5798#bugnotes</comments></item><item><title>0006275: Texture stretches when rotating brush 90 degrees</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6275</link><description><![CDATA[Using the rotation widget to rotate a brush sometimes results in resetting a textures's texture scale to zero.]]></description><category>General</category><pubDate>Thu, 25 Jun 2026 13:33:38 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6275</guid><comments>https://bugs.thedarkmod.com/view.php?id=6275#bugnotes</comments></item><item><title>0006720: DR crashes on undo-redo after creating model</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6720</link><description><![CDATA[If I create a model and then immediately undo and redo, DR crashes on me. I tried with different models, and it seems to crash every time with any model.]]></description><category>Map Editing</category><pubDate>Thu, 25 Jun 2026 13:33:22 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6720</guid><comments>https://bugs.thedarkmod.com/view.php?id=6720#bugnotes</comments></item><item><title>0006721: Updates to &lt;language&gt;.map files</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6721</link><description><![CDATA[Now that the carleton 24pt font used by the main menu system has been updated, this is a good time to make a few corresponding improvements in the remapping offered in the tdm_base01/strings/&lt;language&gt;.map files. Thus I offer...&lt;br /&gt;
&lt;br /&gt;
For iso-8859-2 (identical content in czech.map, hungarian.map, slovak.map, polish.map):&lt;br /&gt;
	Removes now-obsolete mappings for redundant Ô and ô.&lt;br /&gt;
	Adds mappings for đ, Ş, ş, Ţ, and ţ.&lt;br /&gt;
&lt;br /&gt;
For iso-8859-9 (turkish.map):&lt;br /&gt;
  	Supports Ğ, ğ,  Ş, and ş (instead of substituting base characters without accents).&lt;br /&gt;
&lt;br /&gt;
for iso-8859-15 (french.map, which is comments-only):&lt;br /&gt;
	No change.&lt;br /&gt;
&lt;br /&gt;
for iso-8859-16 (romanian.map):&lt;br /&gt;
	Corrected mistaken mapping for Ș.&lt;br /&gt;
&lt;br /&gt;
for (russian.map):&lt;br /&gt;
	No change.&lt;br /&gt;
&lt;br /&gt;
These refreshed files are in &quot;Language_map_files_for_2_15.zip&quot; at:  &lt;a href=&quot;https://drive.google.com/file/d/1nDL8JDK8PH5_pFpOO-Jxt69cx4svaSle/view?usp=sharing&quot; rel=&quot;noopener&quot;&gt;https://drive.google.com/file/d/1nDL8JDK8PH5_pFpOO-Jxt69cx4svaSle/view?usp=sharing&lt;/a&gt;]]></description><category>Distribution</category><pubDate>Wed, 24 Jun 2026 01:51:10 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6721</guid><comments>https://bugs.thedarkmod.com/view.php?id=6721#bugnotes</comments></item><item><title>0006656: Improve Carleton 24pt Font</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6656</link><description><![CDATA[For translation purposes, the &quot;english&quot; Carleton 24pt font has a number of shortcomings. This will likely affect an FM's Briefing and Objectives, and uses of this font within in the Main Menu system. Shortcomings include missing i18n characters, poor scaling, etc. It is proposed, during 2026, to fully analyze, repair, and complete Carleton 24pt, targeting TDM 2.15. Also within scope: required related work with other members of the Carleton 24pt family, namely Carleton Glow and Carleton Bold (and probably not Carleton Condensed).]]></description><category>GUI</category><pubDate>Wed, 24 Jun 2026 00:51:49 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6656</guid><comments>https://bugs.thedarkmod.com/view.php?id=6656#bugnotes</comments></item><item><title>0003012: Make FM readmes, titles and "More Info" translateable</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=3012</link><description><![CDATA[This needs code support, because these info texts are shown in the menu, but must be translated with the dictionary of the FM where the text is from - regardles on whether this FM is installed, or not.&lt;br /&gt;
&lt;br /&gt;
Especially the title list will probably need a parsing of all FM dictionaries just to display the titles. In addition to that, a (locally) switch to English might be nec. for this list, so that users can quickly switch between their language and english, in case they get confused by the local names of FMs.]]></description><category>Coding</category><pubDate>Tue, 23 Jun 2026 20:18:51 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=3012</guid><comments>https://bugs.thedarkmod.com/view.php?id=3012#bugnotes</comments></item><item><title>0006719: Perminent "Find" box in Entity List window.</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6719</link><description><![CDATA[Its rather annoying that the find box in the entity list dissappears after you've typed something it. &lt;br /&gt;
Because its contextual, the box disspears and its easy for user to start typing (thinking they are still in the search box) and end up hitting a bunch of random hotkeys. &lt;br /&gt;
&lt;br /&gt;
Its a small fix, but having that search box be a perminant and click-to-cursor would be great.]]></description><category>Map Editing</category><pubDate>Wed, 17 Jun 2026 02:15:00 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6719</guid><comments>https://bugs.thedarkmod.com/view.php?id=6719#bugnotes</comments></item><item><title>0006722: Main menu language choice not always highlighted</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6722</link><description><![CDATA[When you start up a fresh TDM, and look at the Settings/Video/Language page, the current choice is indicated by both green checkmark and text highlighting.&lt;br /&gt;
&lt;br /&gt;
If you change the language choice, leave the page, and come back later within the same session, sometimes the checkmark+highlighting is there, sometimes its not.]]></description><category>GUI</category><pubDate>Tue, 16 Jun 2026 21:05:42 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6722</guid><comments>https://bugs.thedarkmod.com/view.php?id=6722#bugnotes</comments></item><item><title>0005617: "Open Map From Project" prevents pointfile from loading</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5617</link><description><![CDATA[When using &quot;Open Map From Project&quot; to load a map, the editor becomes unable to load pointfiles.]]></description><category>General</category><pubDate>Tue, 16 Jun 2026 17:53:53 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5617</guid><comments>https://bugs.thedarkmod.com/view.php?id=5617#bugnotes</comments></item><item><title>0006710: Vine patches prevent player from climbing through the window</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6710</link><description><![CDATA[Vine patches (created with vine arrows) placed around a window do not allow the player to climb through, either from the inside or the outside. This issue was identified in the 'melee &amp; archery' area of the training mission.&lt;br /&gt;
&lt;br /&gt;
A video demonstrating the issue: &lt;br /&gt;
&lt;br /&gt;
* Outside view: &lt;a href=&quot;https://disk.yandex.com/i/Vw7_SbnBtwo1Og&quot; rel=&quot;noopener&quot;&gt;https://disk.yandex.com/i/Vw7_SbnBtwo1Og&lt;/a&gt;&lt;br /&gt;
* Inside view: &lt;a href=&quot;https://disk.yandex.com/i/Cjs70xaMOoel2A&quot; rel=&quot;noopener&quot;&gt;https://disk.yandex.com/i/Cjs70xaMOoel2A&lt;/a&gt;]]></description><category>Physics</category><pubDate>Mon, 15 Jun 2026 16:41:13 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6710</guid><comments>https://bugs.thedarkmod.com/view.php?id=6710#bugnotes</comments></item><item><title>0003567: TDM incapable of being ran from a read-only directory as a normal user</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=3567</link><description><![CDATA[This bug is based off the fact that fs_basepath should be assumed to be read-only, but TDM attempts to write to it anyway.&lt;br /&gt;
&lt;br /&gt;
Launching TDM from a read-only directory (like any normal application/game in Linux) causes an immediate crash due to being incapable of writing gamex86.so to the game directory.&lt;br /&gt;
It is also incapable of writing configuration files or downloading maps.&lt;br /&gt;
&lt;br /&gt;
To solve this, Doom 3 wrote everything it needed to ~/.doom3. This kind of functionality apparently was removed.&lt;br /&gt;
&lt;br /&gt;
Attempting to reaquire the same functionality: Setting fs_modSavePath and fs_savepath to the home directory (~/.thedarkmod), and manually extracting gamex86.so allows TDM to run, but causes the following bugs:&lt;br /&gt;
* Maps loaded from ~/.thedarkmod/fms lack names, images or any information besides the map size in the menu (they appear invisible, basically), but are entirely playable by clicking where they should be in the menu.&lt;br /&gt;
* Any kind of configuration works during the run, but never saves properly. (Assuming configuration files are being saved to fs_basedir...)&lt;br /&gt;
* Pressing &quot;Restart game&quot; in the configuration pane causes it to crash due to not finding &quot;Default.cfg&quot;.I couldn't find the file anywhere. Perhaps it too was trying to write itself to the read-only fs_basedir?]]></description><category>Design/Coding</category><pubDate>Sun, 14 Jun 2026 00:21:07 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=3567</guid><comments>https://bugs.thedarkmod.com/view.php?id=3567#bugnotes</comments></item><item><title>0005096: Selected objects/entites (grouped or selected) will randomly rotate about non-center pivot point, rather than on the spot,</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5096</link><description><![CDATA[This happens with grouped models,  func_static's and brush/patches or a combination of these items.]]></description><category>GUI</category><pubDate>Fri, 12 Jun 2026 14:27:50 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5096</guid><comments>https://bugs.thedarkmod.com/view.php?id=5096#bugnotes</comments></item><item><title>0006718: Update of all stock low-res texture: tdm_palm_leaf_01</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6718</link><description><![CDATA[The stock version is 512*512, this was then up-scaled to 2048*2048]]></description><category>Textures</category><pubDate>Thu, 11 Jun 2026 11:19:54 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6718</guid><comments>https://bugs.thedarkmod.com/view.php?id=6718#bugnotes</comments></item><item><title>0006711: Material Editor - "File Location" button for select image file menu</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6711</link><description><![CDATA[It would be great if we can have an &quot;Open File Location&quot; button in the material browser that will send us to the windows explorer location of this file. The best place would be in the material editor &quot;basic&quot; tab (see attached 2) &lt;br /&gt;
&lt;br /&gt;
It might also be beneficial to have a &quot;copy local file location&quot; in the image selector menu below &quot;copy resource path&quot; (see attached 1)  &lt;br /&gt;
*note* the png says open location, but it should say &quot;copy location&quot;. My bad&lt;br /&gt;
&lt;br /&gt;
This would be killer, as it will save lots of time navigating locally to those files.]]></description><category>Map Editing</category><pubDate>Fri, 05 Jun 2026 21:55:48 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6711</guid><comments>https://bugs.thedarkmod.com/view.php?id=6711#bugnotes</comments></item><item><title>0006621: 'Create Decal Patches' should always use current shader on ShaderClipboard</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6621</link><description><![CDATA[When you select a brush face and create a decal patch, sometimes the patch is created with the _default material applied (i.e. the 'shader not found' material).  It would seem to make sense to always create the patch using whatever is on the shader clipboard instead. &lt;br /&gt;
&lt;br /&gt;
I think this happens when the material on the shader clipboard isn't a decal (i.e. doesn't contain DECAL_MACRO or other decal keywords).  If the material is a decal (e.g. grime corners) then it works fine.&lt;br /&gt;
&lt;br /&gt;
Two use cases for enabling this:&lt;br /&gt;
- When creating a lot of patches for rain splashes (which aren't decals) because you have to find, select and apply the material every time you create the patch which gets tedious pretty quickly.&lt;br /&gt;
- It sometimes faster and easier to create non-decal patches using this method then from brushes, so why not let it work with any material?]]></description><category>Map Editing</category><pubDate>Fri, 05 Jun 2026 21:55:28 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6621</guid><comments>https://bugs.thedarkmod.com/view.php?id=6621#bugnotes</comments></item><item><title>0006706: surface inspector dialog gui spacing</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6706</link><description><![CDATA[The spacing on the entry boxes need to a bit bigger, as in allow for 3 digits.]]></description><category>GUI</category><pubDate>Fri, 05 Jun 2026 21:55:07 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6706</guid><comments>https://bugs.thedarkmod.com/view.php?id=6706#bugnotes</comments></item><item><title>0006124: Get DR to remember size and location of all windows: Use main window to calculate position and size of child windows?</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6124</link><description><![CDATA[- I have an ultrawide monitor so DR wants to open a child window so Im guessing 2/3 of the screen size, but as I always have my DR window snapped to the left to occupie on half of the screen the child window is then spread out ocross most of my desktop.&lt;br /&gt;
- On first opening of 'any' child window (so model, entity, prefab inspector windows etc), I have to resize said window/s. But when I do this the divider isnt moving with it.&lt;br /&gt;
- after I have moved/resized the window and adjusted the divider DR seems to remember all of this&lt;br /&gt;
&lt;br /&gt;
Is or would it be possible to get DR upon its first opening of said child windows to base thier size/location/layout on the size and location of the main DR window and not on the windows desktop size/rsolution?]]></description><category>GUI</category><pubDate>Fri, 05 Jun 2026 21:54:54 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6124</guid><comments>https://bugs.thedarkmod.com/view.php?id=6124#bugnotes</comments></item><item><title>0006362: It is possible to walk through some stone walls</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6362</link><description><![CDATA[1)&lt;br /&gt;
In Training Mission, in room &quot;Jumping &amp; Climbing&quot;, in the small room below the elevator engine near (990.07 -1711.16 580.25), if player keeps walking they end up on the ground outside the building below the window.&lt;br /&gt;
&lt;br /&gt;
This has been reproduced on &lt;br /&gt;
* TDM 2.11, TDM 2.12/64 #10518 (dev)&lt;br /&gt;
* TDM 2.12/64 #10584 (beta212-01).&lt;br /&gt;
&lt;br /&gt;
2)&lt;br /&gt;
In Training Mission, in room &quot;Jumping &amp; Climbing&quot; (762.06 -1923.77 364.5   4.3 -168.3 0.0), player can walk through wall at the top of the stairs and end up in the corridor inside.&lt;br /&gt;
&lt;br /&gt;
This has been reproduced on&lt;br /&gt;
* TDM 2.12/64 #10584 (beta212-01) (Linux)&lt;br /&gt;
* TDM 2.12/64 #10651 (release) (Linux and Windows)&lt;br /&gt;
* TDM 2.14 #11208 (Linux)]]></description><category>Models</category><pubDate>Sat, 16 May 2026 15:03:26 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6362</guid><comments>https://bugs.thedarkmod.com/view.php?id=6362#bugnotes</comments></item></channel></rss>
