Fulltext results:
- ded
- ====== DED reference guide ====== DED (//Doomsday Engine Definition//) is the name of the textual definition lan... ne [[#Syntax|syntax]] to define everything from [[ded:generator|Particle Generators]] to [[ded:Thing]]s, in an easy to edit [[http://en.wikipedia.org/wiki/P
- overview_of_resources_doomsday_1.x @modding
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... e subdirectories of the //auto// directory. All DED files placed in the //defs/<game>/auto/// directo... P/LMP/WAD are mapped to //data/<game>/auto/// and DED goes to //defs/<game>/auto///. For example, placing //test.ded// into the root of a PK3 has the same end result
- use_deds_in_doom_builder @howto
- .com|DoomBuilder's]] script editor to include a [[ded]] with your map.// There are various different ways that [[ded]] and [[xg]] definitions can be included with you... You can either supply them seperately in a mywad.ded (pure text file editable in any text editor), emb... wad into a [[pk3]] file. If you use purely XG (no DED's) you also have another option of compiling your
- create_a_new_monster @howto
- you are already familar with creating and using [[ded]] files and how to load them in [[doomsday]].// ... asy. In fact all we need for our new monster is a DED and a WAD (containing at least one start position... e all I need to create my Barrel Monster is a new DED. Let's get started. ====== STEP 1: The Header ... ==== First thing we need to do is create our new DED file. Create a new DED file called BarrelMonster
- syntax @ded
- ====== DED syntax ====== This page describes the common syntax elements of the [[ded]] (Doomsday Engine Definition) language. ===== Directives ===== Directives instruct the DED [[http://en.wikipedia.org/w/index.php?title=Parse... | | [[include|Include]]| Include the specified //.DED// file. | | [[include|IncludeIf]]| Include the sp
- create_a_light_thing @howto
- e you are already familar with creating and using DED files and how to load them in Doomsday. The tech... === First thing we need to do is create our new DED file. * Create a new DED file called LightThing.ded Now open LightThing.ded in your favorite text editor (I will be using note
- world @script:module
- ates //pos//. The //type// must be an existing [[ded:Thing]] ID, for example "POSSESSED". The //pos//... ssile is spawned. //missileId// must be a valid [[ded:Thing]] ID. #@Identifier_HTML~changeFlags~@# ( ... position of the //self// thing. ; //type// : [[ded:Thing#ID|Thing definition ID]] of the dropped ite... ng. #@Identifier_HTML~info~@# ( ) Returns the [[ded:Thing|definition]] of the thing. #@Identifier_HT
- packages @fs
- iers|Asset identifiers]] for more details. ==== DED definitions ==== Packages can contain [[:DED]] definitions that are only in effect when the package ... data variable specifies which folder contains the DED files of the package. The path is relative to the... mple: defsPath = "defs" This would look for DED files in the folder **/defs** inside the package.
- dd_defns @modding
- by Doomsday. This lump can be used to include [[:DED]] and [[xg:reference_guide]] data within your wad to make distribution easier. After all DED files (physical and virtual) have been processed,... with that name are processed just as if they were DED files, i.e. they should contain a DED file in plain text format. The DD_DEFNS lumps are applied in the
- addon_bundle @modding
- e>defs/</code> (optional, folder) The place for [[ded]] definition files. These will be **loaded automa... k3**: episodeone.pk3 / | info | lights.ded | main.ded | particles.ded | weapons.ded | weapons.wad | ... That is it. You now have a compatible
- load_resources_from_command_line @howto
- al/share/deng/Data/jDoom/** - Place the **jDRP.ded** file in **/usr/local/share/deng/Defs/jDoom/** ... the PK3. - Use the [[-def]] option to load the DED. At the moment the jDRP requires manually loading a DED file called **jDRP.ded**. So, the command line that does the job could be: **/usr/local/bin/doom
- defs @script:module
- e provides access to the definitions read from [[:DED]] files. <code> $ dir(Defs) ⇒ [ SDN_ACTIVE, SDN_... re stored in the order they were read from the [[:DED]] files. The order is meaningful because generall... are used as indices in the ''states'' array of [[ded:thing|Thing definitions]]. The ''Defs.SDN_*'' co... are used as indices in the ''sounds'' array of [[ded:thing|Thing definitions]]. ===== Functions ===
- 2.2 @version
- y introduced scripting use cases are mobj state [[ded:state#action|action functions]] that execute scripts, and (for Heretic) an [[ded:thing#ontouch|“On touch”]] script that gets run w... able menu labels, enhanced intermission screen, [[ded:values_for_heretic|Values]] for ammo per shot, su... for a Doomsday update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not b
- include @ded
- directive causes the parser to read the specified DED file. The contents of the included file are read ... parsed. ===== Examples ===== Include "Other.ded" Include if the command line option ''-texcomp''... the command line: IncludeIf Not -texcomp "skin1.ded" Include if the ID of the current game matches ''doom1-ultimate'': IncludeIf doom1-ultimate "udoomlights.ded"