Fulltext results:
- model
- n [[version:2.2]]. Doomsday 1.x supports only [[ded:model|MD2/DMD models]]. ===== Models representin... as "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". Th... wand") are defined by the game plugins in their [[ded:Values]] definitions ("Weapon Info" section). Yo... te) fullbright state. Default to ''False''. | | ''material.*''| Material definitions. Each material specifie
- ded
- |:::| [[ded:detail|Detail texture]] | | | |:::| [[ded:group|Group]] | | Used for texture animations and material precaching. | |:::| [[ded:light|Light]] | | | |:::| [[ded:material|Material]] | [[version:1.9.7]] | | |:::| [[ded:model|Model]] | | | |:::| [[ded:generator|Particle generator]] | | | |:::| [[ded:sky|Sky]] | [[versio
- syntax
- ====== 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
- detailed_list_of_changes_in_doomsday_version_1.10
- * Savegame: Interpretation error deserializing material archive version #0. * Savegame: Interpretation error deserializing invalid material references. * XG: Broken material change line types which specify the material in their definition. * XG: Broken line types (using [[:lref
- material
- ====== Material (DED) ====== Definitions specify the properties of a material built from one or more textures, for use on the s... ics of the syntax. ===== Core concepts ===== A material is an abstract concept which replaces the id Tech... ure]] resources to map surfaces. Please see the [[material]] documentation for details on their use(s) and t
- 1.9.0-beta6
- * When drawing the console, if a background [[material]] is set, it would also be used on both the borde... nd have been removed. * Only look up surface material names once and use their symbolic names thereafte... dded all [[value]]s currently available to values.ded * Armour collectables (not the armour bonus) n... should be considered depreciated. * Abstract [[material]]s system wraps [[texture]], [[flat]] and [[sprit
- texture_environment
- ====== Texture Environment (DED) ====== A **Texture Environment** definition is used to link a set of [[Material]]s with an [[Environment]]. ===== Syntax ===== Texture Environment { Id = ""; <material namespace> { Id = ""; } } ==== Id ... r of the environment. See [[Environment]] ==== <material namespace> ==== There can be any number of names
- 1.9.0-beta6.1
- 641111&group_id=74815&atid=542099). * Fixed: [[ded]] parser would output a warning message about unknown gltextures in [[material]] definitions even when found. * Fixed: [[material]] definitions referencing [[sprite]] [[patch]]es not ... * Fixed: "Failing to read more than one loose ded" (http://sourceforge.net/tracker2/index.php?func=... 646632&group_id=74815&atid=542099). * Fixed: [[material]] changes on [[sidedef]] [[surface]]s as a result
- 2.2
- for a Doomsday update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not being rend
- detailed_list_of_changes_in_doomsday_version_1.9.7
- p when -iwad equals the Doomsday install dir * material subsystem causes fatal errors in dedicated mode ... in regular Hexen Map01 * server needs to send material Id dictionary to clients * [376] Chex Ques... ess failures [loads fonts; fails to find doomsday.ded; when installed to a non-system directory?] * ... object is broken [state lookup logic mismatches, DED Reader vs DEH Reader] * Doom: don't let floati
- detailed_list_of_changes_in_doomsday_version_1.9.9
- sprites. * Renderer: take middle wall section material opacity into account with sky-fix geometry. * ... gine reset when in a map with one or more glowing material. ===== Definitions ===== * DED: Unknown Blendmodes in Reflection definitions default to "normal". * DED: Mishandling of the old State frame fullbright "f
- line_type_class
- type of a sector. The Class [[property]] of the [[ded:line_type|Line Type]] definition selects the clas... flags are defined in Doomsday's standard [[flags.ded]]. <code> Flag { ID = "ltc_none"; } Flag { ID = ... _texture"; Value = 0x11; } Flag { ID = "ltc_plane_material"; Value = 0x11; } # Alias for plane_texture Flag ... l_texture"; Value = 0x12; } Flag { ID = "ltc_wall_material"; Value = 0x12; } # Alias for wall_texture Flag {
- sector_type
- ====== Sector Type (DED, XG) ====== A //Sector Type// definition specifies the properties of a gener... ffects player mobjs. Wind will blow and the floor material will scroll, in the direction that sector line with the act tag 9999 is pointing. Material scrolling and wind speed are synchronized. This g
- environment
- ^ Cloth | 2%| 2%| 100% | ====== See also ====== * [[ded:Texture Environment]] * [[ded:Material]]
- reference
- e shader variables, render passes, and the active material * **Application:** * Loading fonts * Ca... layer|Earthquake effect]] * **Things:** * [[ded:state#action|State action function]] * [[.mod... module:World#worldthing|Change momentum]] * [[ded:thing#on_touch|"On touch" and "On death" scripts]