Fulltext results:
- particle_generator_examples @modding
- les ====== This articles contains a number of [[ded:generator|particle generator definition]] examples. (The syntax of these DED examples is not the most exemplary. The Stages in... 00 Lost Souls in view and it's trying to spawn eg 200 particles for each. Furthermore because of the generator limit (256 active generators) I have used the mobj type as
- model @assets
- derer]]. The article applies to version [[version:2.2]]. Doomsday 1.x supports only [[ded:model|MD2/DMD models]]. ===== Models representing things (model... as "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". Th
- light @ded
- e [[modding:state|State]] definition from Objects.ded, add it to your own ded and add 32768 to the frame number. <note>The engine calcula... # 1 = Default dynamic light texture. # 2 = FLARE. # 3 = BRFLARE. # 4 = BIGFLAR... bias source in the map (X Y Z) Intensity = 200 # How bright the bias light source is. ... which the source is fully "on" # eg if { 80 200 } would mean the light is off if the sector
- sky @ded
- ====== Sky (DED, 1.9.7 →) ====== ===== Syntax ===== <Copy> Sky { ID = ""; Flags = fla... Light color { 1.0 1.0 1.0 }; Layer 1/2 { Flags = flaga | flagb | flagc; ... . The real height is an angle determined using Pi/2 * (sky height), which means if the sky height is ... areas will be tinted this color. ==== Layer 1...2 ==== Only one of **Texture/Flat/Sprite/System**
- world @script:module
- ates //pos//. The //type// must be an existing [[ded:Thing]] ID, for example "POSSESSED". The //pos//... L~angle~@# ( ) (Availability: added in [[version:2.3.2]]) Returns the angle of the thing: 0 = East, 90 = North, 180 = West, 270 = South. #@Identifier_HTML~attack~@# ( #@Arg_
- decoration @ded
- ====== Decoration (DED) ====== Light decorations for surfaces. You can define multiple Decorations fo... # 1 = Default dynamic light texture. # 2 = FLARE. # 3 = BRFLARE. # 4 = BIG... Levels { 0 0 } # Two integers (0-255) that mark the sector light levels where ... ectively. # For example, the levels { 100 200 } mean that the light is # not visible
- overview_of_resources_doomsday_1.x @modding
- elow: <code> FILE001 /Md2/jDoom/Some.md2 FILE002 Another.ded</code> Each line in //DD_DIREC// contains a lum... assembly/ data1.lmp data2.lmp powerplant.2/ a-E2M3.lmp b-THINGS.lmp xyz.lmp</... ) (A) | Yes| Yes| -| - | | 16-bit| -| -| -| - | | 24-bit| -| Yes| Yes| Yes (B) | | 32-bit (alpha channel)| -| Yes| -| Yes (B) | (A) = the palette doe
- 1.9.0-beta_x @version
- * [[definition_parser_with_extensions]]: a.k.a, DED Reader 2.0. * [[scripted_ui]] * [[drop_snowberry]] ====== Maybe before 2.0.0 (undecided) ====== * [[xg_2.0]] * [[game_rules_module]]: requires [[unified_networking]].... * [[precaching]]: partial improvements before 2.0.0 (?). * [[delta_profiler]]: monitoring/impr
- 1.9.0-beta6 @version
- ====== Version 1.9.0-beta6 ====== #@Release_HTML~2009-02-25,1.9.0-beta6,1.9.0-beta6~@# These are the release notes for version 1.9.0-beta6 of the [[doomsday... et/tracker2/?limit=50&func=&group_id=74815&atid=542099&assignee=&status=1&category=&artgroup=678927&k
- thing @ded
- ====== Thing (DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = ""... state series. This field can be any value from 0-255. 255 means 100%, while 0 obviously means 0. Note that if a thing has a pain chance higher than 0, ... i.e the player) to travel off cliff's higher than 24 unit's. Missiles also need this flag. | | pickup
- 1.9.0-beta1...4 @version
- = Versions 1.9.0-beta1...4 ====== #@Release_HTML~2006-05-28,1.9.0-beta4,1.9.0-beta4~@# #@Release_HTML~2005-10-16,1.9.0-beta1...beta3,1.9.0-beta3~@# #@Release_HTML~2005-07-17,1.9.0-beta1...beta3,1.9.0-beta2~@# #@Re
- using_blender_to_create_a_model_for_doomsday @modding
- ===== Calculating "thing" speed ===== Objects.ded from libdoom.pk3 said <code>ID = "SERGEANT" Speed... another string said <code>ID = "SARG_RUN" Tics = 2;</code> And there are 8 "SARG_RUN" states This means that the Demon walk cycle lasts 8*2=16 game tics, and it moves 10*8=80 world units pe... hould get the object pixels height, times it by 1.2, then divide it by 20, then when exporting the mo
- 2.2 @version
- <- 2.1.2 ^ Versions ^ 2.2.1 -> ====== Version 2.2 ====== This release has several bug fixes and modding related enhancemen
- packages @fs
- ====== Packages ====== In Doomsday 2, resources are collected into [[packages]]. This article describes the Doomsday 2 package format and how you should go about creati... kages. ===== Package format ===== A //Doomsday 2 package// can either be a folder or a ZIP archive... anism in the sense that it builds on the Doomsday 2 file system and Doomsday Script, and leaves the i
- infine_script_reference @ded
- rings can be split onto multiple lines (like in [[DED]] files, see the [[Text]] definition). ===== Co... values ===== The whole screen is thought to be 320 pixels wide and 200 pixels tall, regardless of the actual display resolution. You can freely use fr... the changes will be effective. Example: <code>In 2 Filter 0 0 0 1 Wait 2</code> The interpolation ti