Fulltext results:
- 1.9.0-beta6 @version
- * Now fully dynamic and updates in response to map geometry changes whilst in-game. * Improved shadow edge generation. Now handles complex geometry much better, greatly reducing the frequency of gl... memory tied up in unused lumobjs when the current map is left. * Removed fixed limit on the maximu... pnames]] and texture registration. * Improved: Map load time improved further with large maps. *
- 1.9.0-beta1...4 @version
- system has been enhanced with the possibility to map entire directories to a virtual location. By defa... 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... checked for [[lump_name]]s when searching ===== Map data ===== * fixed: missing textures/flats no
- detailed_list_of_changes_in_doomsday_version_1.11 @version
- enderer ===== * Logic errors in the drawable map geometry generation resulting in numerous incompatibilitie... that blurs whatever is underneath. * Drawable map geometry generation now separated from the core of the map... fines GLSL shaders used in the UI framework. * Map geometry now modelled with meshes, a [[:half-edge_map_data_structure|half-edge data structure]] and revised int
- map_info @ded
- used to associate a Map Info definition with the map, thereby separating the metadata from the map data itself (geometry, spawn-spot information, etc...). ==== Syntax ==== {{page>map_info_syntax}} ==== Examples ==== Doom's first map, "Hangar" in Map Info form: Map Info { ID = "E1M1"; Title = "HUSTR_E1M1"; Title Image
- 1.15 @version
- in this internal, object-specific data. **Convex map subspaces.** Previously map geometry used a single component to represent both BSP hal... ual purpose representation made dealing with Doom map hacks a messy affair and one had to be mindful of the context in which the geometry was evaluated. By separating these concerns the e... tree within the engine. **Removed dependency on map data naming conventions.** Previously maps had to
- detailed_list_of_changes_in_doomsday_version_1.12 @version
- BSP leaf clustering for the support of id Tech 1 map hacks. Revised map geometry generation and dynamic lighting to work at cluste... es for clusters. Used in the support of id Tech 1 map hacks. * Batched surface redecoration by mater... = {{tag|Server}} ===== * Further streamlined map data elements, removing unused functionality and ... {{tag|All Games}} ===== * Added cvar {{:var|map-title-position}} for controlling if the map title
- 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 dictionar... ne player in game * aspect correct view window geometry * zero player control when receiving conflicti... 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,
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- exen]]. * Hexen: movement of fog clouds (e.g., map 8) was not smooth. * Hexen v1.0: intermission ... arping to maps without a specified cluster (e.g., MAP41 in Hexen v1.0). * Hacx: Addressed compatibil... d after engine reset. * Doom: Failed to locate map data from Memento Mori add-on. * Hexen: loadin... ection material opacity into account with sky-fix geometry. * Renderer: mishandling of all-masked texture
- 1.11 @version
- rer this release also features a revised internal map representation, modelled with a [[half-edge_map_data_structure]] and geometry meshes. This new model combined with several sign... ture this model will be instrumental in improving map hack support and facilitate the efficient generation of map geometry for new rendering algorithms. As we approach [[v... zero]], [[task_bar]], [[console]]). * Internal map data and id Tech 1 map hack improvements. * Scripted Info: declarative ("object notation") for [[do
- running_a_server @multiplayer
- l 'work' with differing wad files, differences in geometry can have players spawning outside the map or in walls etc. ==== autoexec.cfg ==== Best ... ariables: <code>server-game-jump = 1 server-game-map = 0 server-game-mapcycle = "T:10 12* 11 17 18 19"... utes all the necessary commands. - The current map can be changed with ''setmap'' (in **autoexec.cfg... y|ecliptik/doomsday (GitHub)]]. ===== Automatic map cycling ===== Set up a mapcycle: server-game-m
- line @modding
- ====== Map line ====== A //line// is a [[map]] geometry construct composed of two [[vertex]]s (in the map coordinate space) and either one or two [[side]]s. Lines describe the physical geometry of the world used by the play simulation for dete
- troubleshooting @guide
- he Bloom effect in this case. * When in a large map you notice the slowdown (perhaps looking at a lar... he slowdown is caused by the renderer's per-frame geometry processing. * Does the slowdown go away if you