Fulltext results:
- 1.9.0-beta6 @version
- operties for every map, each time directly in a [[map_info_ded_]] definition, instead; use a Sky definition, giving it a unique ID which is then used in the Map Info definition to link the two. This allows mod authors to patch just t... e Sky definitions without needing to touch/create Map Infos. * [[detail]] and [[reflection]] definit... t/tracker/index.php?func=detail&aid=1654566&group_id=74815) * **//Too many objects//** errors res
- infine_script_reference @ded
- (InFine scripts can be played before or after any map); briefings and debriefings if you will. ===== ... doom2-plut</code> | | secret| True if the current map was exited through a [[:secret_exit]]. | | netgam... lternative execution path. ; ''MARKER'' (marker-id) : Marks a position in the script that can be j... 't use duplicate marker IDs. ; ''GOTO'' (marker-id) : Jumps to the given marker. The marker is sea
- episode @ded
- ID = "E1M1"; Warp Number = 1; Exit { ID = "next"; Target Map = "E1M2"; } Exit { ID = "secret"; Target Map = "E1M9"; } } Map { ID = "E1M2"; Warp Number = 2; Exit { ID = "next"; Target Map = "E1M3"; } Exit { ID = "secret"; Target Map = "E1M9"; } } Map { ID = "E1M3"; Warp Number = 3;
- 1.9.0-beta6.8 @version
- to [[hud-title-author-noiwad]] and now hides the map author if defined as "id Software" and the map originates from an IWAD. Previously this behavior was dependent upon the origin of the map title patch graphic. * Using the [[ccmd]] "giv... the player as a consequence of spawning into the map no longer produce a pickup sound or result in a b
- 1.9.0-beta6.9 @version
- m "Auto map drawing lines the player can't see at map start up". http://sourceforge.net/tracker/?func=detail&aid=2968923&group_id=74815&atid=542099 * Fog settings as specified in Map Info definitions used when drawing the various UI displays. * "Map def fog oversight". http://sourceforge.net/tracker/?func=detail&aid=2941879&group_id=74815&atid=542099 * Vissprites produced for mo
- episode_syntax @ded
- Warp Number = 0; Exit { ID = ""; Target Map = ""; } } #... = ""; Warp Number = 0; Exit { ID = ""; Target Map = ""; } } # More Map def... s not matter. ; ID : URI associated with the map data. In id Tech 1 format maps, this is typically either "ExM... ntifiers, allowing any name to be assigned to the map data. (The map data is now recognized independently of the id).</note> ; Warp Number : A reference used whe
- map_info_syntax @ded
- r "MAPxy" depending on the game. Example: if this map info is meant for the first map of the second episode, the ID is "E2M1". An "*" (asterisk) signifies that this... ition of their own. ==== Name ==== Name of the map. Displayed e.g., in the automap and in the console when the map is loaded. A [[Text]] definition ID may be specified instead, to use the associated string value. Fo
- 1.9.0-beta6.3 @version
- when attempting to go to the intermission from a map whose logical id is greater than 32. * Drawing the game font in... The view border sometimes visible when not in a map. ==== jHeretic ==== * Use of uninitialized ... The view border sometimes visible when not in a map. * Attempting to cache non-existent ammo icon ... eforge.net/tracker/?func=detail&aid=2800844&group_id=74815&atid=542099). * "Heretic: No teleporter
- 1.9.0-beta1...4 @version
- system has been enhanced with the possibility to map entire directories to a virtual location. By defa... ts on the [[http://sourceforge.net/tracker/?group_id=74815&atid=542099|deng SourceForge project page]]... e obvious shortcomings in this release: * Per-map initialization of the bias lighting is extremely ... no messages in the console. Console text during map load was fixed. Texture color processing was fix
- line_type_class @xg
- lag { ID = "ltc_end_level"; Value = 0xD; } Flag { ID = "ltc_leave_map"; Value = 0xD; } # Alias for end_level Flag { ID = "ltc_disable_if_active"; Value = 0xE; } Flag { ID = "ltc_enable_if_active"; Value = 0xF; } Flag { ID = "ltc_explode"; Value = 0x10; } Flag { ID = "ltc_
- 1.9.0-beta6.4 @version
- been retained. * [[map_info_ded_]] definition, map name field can now specify a [[text]] definition id to be used as the map name. If no Text definition id by the given name is found, the name will be used as-is. ==== Common code library ==== * Map loader interface now accepts/expects full [[thing... d, a warning message is output to the console and map loading continues as normal. * Removed fixed l
- 1.15 @version
- erformance and more robust interpretation of Doom map hacks. **Adjustable pixel density.** If your GPU... o. * ''server-game-episode'' and ''server-game-map'' no longer use numeric IDs that start from 0. The episode IDs are now defined in DEDs, and the map is identified as "E1M1", "MAP03", etc. This means a server that uses these cvars in a .cfg file may ne
- material_syntax @ded
- disk style corona.</code> === Flare texture (deprecated) === Built-in flare map (i.e., texture) ID to use for the halo.
- detailed_list_of_changes_in_doomsday_version_1.11 @version
- ilities and rendering artefacts when dealing with id Tech 1 map hack constructs. * Fog was no longer being ena... try generation now separated from the core of the map renderer and is no longer directly concerned with id Tech 1 map hacks. * Bias [[:light_grid]] is no... definition for the map element in the "archived" map. For example, in the case of a DMU_SIDE produced from an id Tech 1 format map the archive index will be the index of the definition in the SIDEDEFS data lump. =
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- * Hexen/Deathkings: game starts in regular Hexen Map01 * server needs to send material Id dictionary to clients * [376] Chex Quest: unable to fi... by 98b889e2] * automap: default zoom level at map start [now closer to vanilla Doom; not identical,... ame endings * [402] regression: HacX: Password map object is broken [state lookup logic mismatches,