Fulltext results:
- ded
- |:::| [[ded:decoration|Decoration]] | | | |:::| [[ded:sprite|Sprite Name]] | | | See also: [[ded:altering_and_copying_definitions|Altering and copying definitions]] ==... dd_defns|Automatically from a WAD]] add-on * [[ded:include|Included]] dynamically from another .DED file See also: [[guide:Paths on the command line]]
- overview_of_resources_doomsday_1.x
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... lings) | | Patches| Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights... e subdirectories of the //auto// directory. All DED files placed in the //defs/<game>/auto/// directo... P/LMP/WAD are mapped to //data/<game>/auto/// and DED goes to //defs/<game>/auto///. For example, placi
- create_a_new_monster
- you are already familar with creating and using [[ded]] files and how to load them in [[doomsday]].// ... asy. In fact all we need for our new monster is a DED and a WAD (containing at least one start position... e all I need to create my Barrel Monster is a new DED. Let's get started. ====== STEP 1: The Header ... ==== First thing we need to do is create our new DED file. Create a new DED file called BarrelMonster
- create_a_light_thing
- e you are already familar with creating and using DED files and how to load them in Doomsday. The tech... warning light * There will be no need for any sprite graphics. * It will live forever (once spawned... === First thing we need to do is create our new DED file. * Create a new DED file called LightThing.ded Now open LightThing.ded in your favorite text
- state
- ====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | flagb | flagc; Sprite = ""; Frame = 0; Tics = 0; Action ... cally calculated [[light]] and [[halo]]. | ==== Sprite ==== Name of the [[sprite]] to be used during this state. A sprite name consists of four letters or num
- light
- ====== Light (DED) ====== A //Light// definition is used to attach a light and/or halo to a [[sprite]]'s [[state]]. As most objects are made up of mor... o this the value 32768 must be added to [[modding:sprite|Sprite]] frame number in the [[modding:state|State]] definition other wise no light will be rendered. The
- sprite
- ====== Sprite (DED) ====== ===== Syntax ===== Sprite { ID = ""; # Name of the sprite. Must be four characters long. Sprite # frame lump names always begin with a sprite ID. }
- 1.9.0-beta6
- origin was always in the top left quarter of the sprite. * Filters and special filter drawing, affecti... outlines from masked [[texture]]s similarly to [[sprite]]s. * Changed, thing shadows are no longer dra... dded all [[value]]s currently available to values.ded * Armour collectables (not the armour bonus) n... erial]]s system wraps [[texture]], [[flat]] and [[sprite]] management. All texture types can now be used i
- 1.9.0-beta6.3
- incomplete definitions or which reference unknown sprite frames. * SIGSEGV when attempting to prepare a... definition which requests the automatic scale-to-sprite feature but the sprite it references can not be found. * Remote vulnerability in Cl_ReadSoundDelta2 du... === Definitions === * File names specified in DED definitions that include a file extension not wor
- detailed_list_of_changes_in_doomsday_version_1.9.7
- 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... Menu|Hexen: character selection menu draws player sprite in wrong pos * Game Menu: main page objects no... his addresses various GL filtering issues where a sprite contains color information in the edge texels.
- 1.9.0-beta1...4
- rfaces). * fixed: light & halo not centered to sprite correctly ([[batman_tc]], wall torches). * fix... tring containing a comment about this flag * [[ded]] reader: the "Copy"/"*" directive (used to initi... print a list of the mobj ids + names (if set via DED) to the console. * unknown/[[missing_texture]]... ormat that supports RGBA bitmaps * cvar [[rend-sprite-mode]]: 1 = draw sprites and masked walls with ha
- sky
- ====== Sky (DED, 1.9.7 →) ====== ===== Syntax ===== <Copy> Sky { ID = ""; Flags = fla... ==== Layer 1...2 ==== Only one of **Texture/Flat/Sprite/System** can be specified for a given layer. If m... : Name of the [[flat]] to use for this layer. ; Sprite : Name of the [[sprite_frame]] to use for this layer. ; System : Name of a system texture to use fo
- 1.9.0-beta6.1
- 641111&group_id=74815&atid=542099). * Fixed: [[ded]] parser would output a warning message about unk... * Fixed: [[material]] definitions referencing [[sprite]] [[patch]]es not working (http://sourceforge.net... * Fixed: "Failing to read more than one loose ded" (http://sourceforge.net/tracker2/index.php?func=
- 1.9.0-beta5
- f frames in wall/texture animations defined via [[ded]] [[group]] definitions. The previous limit was 6... atically calculated lights for mobjs. * [[rend-sprite-alpha]]: [[cvar]] enable variable translucency on
- infine_script_reference
- rings can be split onto multiple lines (like in [[DED]] files, see the [[Text]] definition). ===== Co... om]]. It's most commonly used by the sprites (all sprite frames as patches). Patches can have transparent