Fulltext results:
- compiling_and_running_2.0 @devel
- ibraries are required for compilation: * Qt 5 (modules: Core, Network, Gui, OpenGLExtensions, Widgets) * Qt 5 X11Extras module (on Unix/X11) * DirectX (on Windows) The follo... encies are available, run CMake and configure the appropriate build variables. The following variables
- world @script:module
- an object representing that player (see [[script:module:App#App.Player|App.Player]]). Otherwise returns ''None''. #@Identif... he thing determines which direction the recoil is applied. #@Identifier_HTML~setAngle~@# ( #@Arg_HTM... . This is an element index number in the [[script:module:defs#order|Defs.things.order]] array. Note that ... OR : Spawn thing at the floor. ===== Old versions ===== * [[/script/module/world?rev=1576428056|2.2]]
- 2.3 @version
- efined and new ones can be added via the [[script:module:audio#setAmbientSequence|Audio module]]. Changing the sequences is also possible during gameplay. The ear... so that model authors have more control over the appearance, for instance to replicate a 2D sprite appearance more faithfully. ===== Fixes ===== * Colo
- app @script:module
- ====== App (Module) ====== Module that wraps the native App class. Derived classes like ClientApp may also augment the module with their variables and functions. ===== Functions ===== ... object representing the console player ([[script:module:App#app.player|App.Player]]). #@Identifier_HTML~gamePlugin~@# ( ) ... riable. The //id// is one of the constants in the App module, such as ''App.NETGAME''. #@Identifier_HTML~qui
- reference @script
- .com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/client/net.dengine.client.pack/modules/controllers.ds|Game controller presets script]] ... ster/doomsday/sdk/libcore/net.dengine.stdlib.pack/modules/Config.ds|Applications run a Config.ds script at startup]] ... ake.fi/doomsday/engine/src/branch/master/doomsday/apps/client/net.dengine.client.pack/modules/bootstrap.ds|Client runs bootstrap.ds when initi... ake.fi/doomsday/engine/src/branch/master/doomsday/apps/client/net.dengine.client.pack/modules/controllers.ds|Game controller presets]] * **P
- state @ded
- //player// refers to the current player ([[script:module:app#appplayer|App.Player]], psprite actions only) [[:script|All fe
- language @script
- brary consists of a collection of native built-in modules and script modules. Applications also provide a number of built-in modules for scripts. ; [[.module:App]] : application core ; [[.module:Audio]] : audio subsystem ; [[.module:clientconfig]] : client application configuration variables (imported by [[.module:Config]]) ; [[.module:Config]] : configuration v
- scopes @script:walkthrough
- lowing scopes (namespaces) are defined: * Each module has its own global scope. * Each function has i... signment '':='' operator inserts variables to the module's global namespace. a = 1 def globalAssign()... a: hello b: world ===== Importing modules ===== The ''import'' keyword is used to import modules. All built-in modules and all script files on th
- records @script:walkthrough
- foundation of Doomsday Script. Each namespace and module is a record, each object is a record, and classes... records are owned by native code (e.g., built-in modules like ''Core''), but may still be referenced by v... //subexp// is created inside //myrec// because it appears after the member operator. (record myrec).... sses. This means that, for instance, an imported module could be used as a class. Setting up the superc
- scripting_with_stateanimator @assets
- following: * In the package Info file, one can append a ''script'' block. The script is executed whe... owiki>''. This is assumed to be a Doomsday Script module and will be executed immediately after the packag
- gui @script:module
- ====== gui (Module) ====== Utilities for GUI applications. ===== Functions ===== #@Identifier_HTML~colorAlpha~@# ( #@U... # ) Returns a version of //path// where "@2x" is appended to the end if ''DisplayMode.PIXEL_RATIO'' is 2 (approximately). #@Identifier_HTML~scale~@# ( #@UArg_
- clientconfig @script:module
- tps://git.skyjake.fi/doomsday/engine/src/branch/master/doomsday/apps/client/net.dengine.client.pack/modules/clientconfig.ds|clientconfig.ds]]
- packages @fs
- re. This package is from one of the Doomsday test apps, and it contains 3D model and image files. Fil... ge licensing]]). | | ''tags''| Keywords/tags that apply to the package, as a white-space separated list... . ==== Scripting ==== **Globally available DS modules.** A package may contain [[:Doomsday Script]] modules that are made available for importing from all DS
- 1.12 @version
- .) {{ file:sidebar_editor.jpg?350x0}} **Renderer Appearance sidebar editor.** There is now a new UI for configuring how the game world appears. A new Renderer Appearance sidebar editor replaces the [[control_panel]]'s several pages of obscur... existing renderer default values for an improved appearance. Simply select the "Defaults (built-in)" a
- doomsday_engine
- s the engine to be used with different game logic modules. The currently available ones are ports of vanil... ct is to make it possible to write new game logic modules with minimal effort, either completely from scratch or based on the existing modules. The Doomsday Engine has been written in C and ... dditions like advanced GL techniques (e.g., bump mapping) are difficult to implement without making dra