Fulltext results:
- 1.9.0-beta6 @version
- an XG end_level line type the exit would take the player to the first map (instead of the next as defined by the map pr... mage actually inflicted. * After map load, the player's ready weapon would lower and then raise again. * The Mage's... apons (e.g., "give w1k2" will give to the console player weapon 1 and key 2). Health can also be given (e.g., "gi... eapons (e.g. "give w1k2" will give to the console player weapon 1 and key 2). * Added [[server-game-coop-nodam
- model @assets
- d in the loaded game. ===== Models representing player weapons (model.weapon.*) ===== Example: asset model.weapon.wand { ... path = "wand.md5mesh" } This asset is for a player weapon model that will be drawn instead of a 2D psprite. The weapon identifiers (e.g., "wand") are defined by the gam... itions ("Weapon Info" section). You should scale weapon models so that they have an appropriate size in world units (compared to player height, for example). ===== Common metadata for... defines the "forward" direction of the model. For player weapon models, the front vector defines the direction the weapon is being pointed at (away from the eye). <code>fr
- player_controls @devel
- situation. For instance, the server will execute player actions (such as firing a weapon or opening a door) at the coordinates which the c... ones; smoothly and without sudden warping). * Player movement interpolation based on pos/mov/dir info (could be linear at first, then spline-based at a later point in time, if necessary). ==== Goal N+1: Player Control Setup GUI ==== * Doomsday control pa... ropriately when exiting/launching. ==== Goal 1: Player controllable locally ==== * Define control d
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- 4815&atid=542102 * New approach to drawing the player weapon sprites which aims to preserve the original aspec... customization in mods. * Sequential cycling of player weapons using next/prev until the current weapon is fully lowered (for example, if the player owns... em to the Weapons option menu. Added [[:cvar]] [[:player-weapon-cycle-sequential]] (on by default). ===== Commo
- 1.9.0-beta6.9 @version
- ering a map after having left a previous one, the player's HUD weapon would be visible briefly before raising from the ... Climbing a step into a teleporter results in the player squating briefly after teleportation. * "Gener... 49339&group_id=74815&atid=542099 * Typo in the first TNT briefing "Ahead, you see and outpost of Hell.... e correct behavior: using the chainsaw causes the player to move toward the target. While sawing, the play
- 1.9.0-beta6.8 @version
- atid=542099 ==== Common code library ==== * Player view/weapon bobbing was twice as strong as it should be. http... id=74815&atid=542099 * "Heretic and HeXen: hud weapon graphics set too low". http://sourceforge.net/tra... 5&atid=542099 * Upon spawning into the map the player's viewheight would be set at zero. === Automap ... * On Unix and Mac OS X, selecting the Random player class caused the game to crash. * "Disc of rep
- detailed_list_of_changes_in_doomsday_version_1.10 @version
- malfunctioning. ===== Multiplayer ===== * Player's weapon disappears after completing a map and beginning a... calculate the proper statistics. * Assign the first start spot to the first client (player number 1), instead of player number 0 like in single-player games. * Sounds emitted by wall surfaces (e.g., when triggering a switc... atus bar life gem colors did not match the actual player colors. * Heretic: Server defaults to E1M1 ({{
- thing @ded
- y that determines how long a bad guy will take to first attack the player after being alerted. Note that this is canceled o... | The thing can be shot and auto-aimmed at by any weapon. | | nosector| Yes| Yes| Yes| | | noblockmap| Ye... Yes| Yes| Yes| Allows a non-flying thing (i.e the player) to travel off cliff's higher than 24 unit's. Mis... tached will actiavte standard HeXen lines with a "player cross" requirement. Note this flag is not require
- 1.9.0-beta6.2 @version
- ore" InFine scripts not working when used for the first map. ==== jDoom ==== * Fixed: "Weapon controls wrong selection" (http://sourceforge.net/tracker/?fu... 5&atid=542099). * Fixed: Changes to [[cvar]] [[player-eyeheight]] not effective immediately. * Fixed... d=74815&atid=542099). * Fixed: "Using diffrent weapon ammo bug" (http://sourceforge.net/tracker/index.p
- scripting_with_stateanimator @assets
- he asset is a ''model.thing.*''). | | ''<nowiki>__player__</nowiki>'' | Player whose weapon is being animated (when the asset is ''model.weapon.*''). | | ''material'' | Material to use when drawing
- using_blender_to_create_a_model_for_doomsday @modding
- he sequence won't load ==== orientation ==== **player weapon model** //The below settings have the player weapon model facing away from the play (what we want)// <code> fr... eshooting ===== If your export only exports the first or no actions. If you have deleted a bone after
- assets
- el for a thing (skeletal animation)]] | | ''model.weapon.*''| [[assets:model|3D model for a player weapon (skeletal animation)]] | | ''texture.particle.*''| [[assets:texture:particle|Particle image]] | | ... ation status (1.15 →) ===== The asset system was first introduced in [[version:1.15]]. It was only used
- flags_reference @ded
- ng) is used on all textures in this group. ==== first_only ==== (Value = 0x2) ===== Sounds ===== ... groups ===== ==== hud ==== (Value = 0x2) ==== player ==== (Value = 0x4) ==== monster ==== (Value = 0x8) ==== weapon ==== (Value = 0x10) ==== ammo ==== (Value = 0x