Fulltext results:
- create_a_new_monster
- he Barrel definition found in /Defs/jDoom/Objects.ded. We will be creating new State definitions for all the states even though it is ... rrelmonster" DoomEd number = 8000 Spawn state = "BAR_STND" See state = "BAR_RUN" Pain state = "NULL" Melee state = "BAR_EXP" Missile state = "NULL" Death
- ded
- type|Sector Type]] | | Used in [[:XG]]. | |:::| [[ded:state|State]] | | | |:::| [[ded:thing|Thing]] | | Defines map object (mobj) types. | ^ Scripts |||| |:::| [[ded:Finale]] | | See [[ded:infine_script_reference|InFine script reference]]. | ^ Audio |||| |:::| [[ded:m
- thing
- ====== Thing (DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = "" Spawn State = "" See State = "" Pain State = "" Melee State = "" Missile State = "" Crash State = "" Death State = "" X
- 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... ffected by the player weapon (psprite) fullbright state. Default to ''False''. | | ''material.*''| Materi
- create_a_light_thing
- e you are already familar with creating and using DED files and how to load them in Doomsday. The tech... === 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 editor (I will be using note
- state
- ====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | flagb | flagc; S... e = 0; Tics = 0; Action = ""; Next State = ""; Execute = ""; } ==== Id ==== The name of the state, case sensitive. Contrary to the uniformity of th
- light
- her wise no light will be rendered. The [[modding:state|State]] definitions can be found in Objects.ded so if you want to add a light to a [[modding:stat... ot fullbright you will need to copy the [[modding:state|State]] definition from Objects.ded, add it to your own ded and add 32768 to the frame number. <note>The eng... ngs are only available with dynamic lights State = "" # The State with which the light properties defined here will # be used. Flags =
- flags_reference
- ====== DED flags reference ====== This page is a complete listing of all Doomsday flags usable in DED definitions. Note that Doomsday Engine plugins (... their own purposes, which are also accessible via DED. Consult the documentation of the plugin for furt... o make it easier to animate objects with just one State. ===== Model groups ===== ==== hud ==== (Val
- 1.9.0-beta6
- for multiple things depending on the game and UI state (see [[listbcontexts]]:[[ccmd]]). * UI graphic... hen a mobj attempts to change to a undefined pain state (http://sourceforge.net/tracker/?func=detail&atid... hen a mobj attempts to change to a undefined pain state (http://sourceforge.net/tracker/?func=detail&atid... hen a mobj attempts to change to a undefined pain state (http://sourceforge.net/tracker/?func=detail&atid
- customize_lens_flares
- fig 0 tex -1. Add these lines in Defs\jDoom\User.ded if you want to make the health bonuses a bit brighter: (if User.ded doesn't exist, just create a new file) <code>Light { State = "BON1"; Size = 0.7; } Copy Light { State = "BON1A"; } Copy Light { State = "BON1B"; } Copy Light { Sta
- 1.9.0-beta5
- s was fixed by making sure that mobjs in the NULL state (state zero) or whose state really is a NULL pointer never get rendered. * Invisible monsters and objects. C... f frames in wall/texture animations defined via [[ded]] [[group]] definitions. The previous limit was 6
- detailed_list_of_changes_in_doomsday_version_1.9.7
- regression: HacX: Password map object is broken [state lookup logic mismatches, DED Reader vs DEH Reader] * Doom: don't let floati
- 2.2
- .** Newly introduced scripting use cases are mobj state [[ded:state#action|action functions]] that execute scripts, and (for Heretic) an [[ded:thing#ontouch|“On touch”]] script that gets run when a mobj is touched. The latter could be used f... able menu labels, enhanced intermission screen, [[ded:values_for_heretic|Values]] for ammo per shot, su... for a Doomsday update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not b
- 1.9.0-beta_x
- and the game.}} In the status tables below, the state of each proposal is listed as it relates to that particular release, not the state of the entire proposal. Many proposals will be gr... e 2.0.0 ====== ===== Beta7 ===== ^ Proposal^ State^ Comments for this release | | [[internal_file_sy... | Planning| Transmission of game object and world state changes from server to clients. | | [[engine-cont
- detailed_list_of_changes_in_doomsday_version_1.9.9
- Reflection definitions default to "normal". * DED: Mishandling of the old State frame fullbright "flag". * Auto-loading of DEH... d: Failed to locate object with id 7"). * Game state change/notification messages should not be hidden... same directory as the model file. * Save FSAA state persistently so it can be restored immediately at... FSAA mode (removes flicker during startup). * DED: log a warning about unknown Blendmodes. * DeH