Fulltext results:
- model @assets
- ing modes: you can control the rotation angle directly by using ''angle'', or you can control the rotation speed using ''speed'' and let the renderer calculate how much the ang... rotation angle (degrees). The default is 0. | | ''speed''| Initial rotation speed (degrees per second). The default is 0. | ===== Shaders and variables =====... ring passes ===== You can optionally specify exactly how the meshes of the model should be rendered.
- player_controls @devel
- ly up to the client: only the client knows the exactly correct latency-free position of the local playe... . Game can apply additional acceleration for the "speed" control, for example. ==== Game-side: logical ... ontrol, say "turn" (which dictates how the player look direction changes around the Z axis), it will rec... ew angles. * 1-D Vector: for example, movement speeds for front, right, and up axes (values between -1
- 1.9.0-beta1...4 @version
- ase of Doomsday 1.9.0 continues. At the moment it looks like we'll be going up to Beta4, at the least. ... == Color selection menu items are now drawn correctly under MacOSX. ===== What is still broken? ====... fixed: light & halo not centered to sprite correctly ([[batman_tc]], wall torches). * fixed: mobj ... ug that prevented sector chains from working correctly under certain circumstances (due to [[dummy_acti
- 1.9.0-beta6 @version
- oup_id=74815). * Halo offset calculated incorrectly in LO_AddLuminous. * Sky top colour was alway... * Subsector reverb values were calculated incorrectly (always indexed using a base of zero instead of ... * [[line_type]] iparam flag fields read incorrectly. ==== Console ==== * "Strange" keys in the... mand line. * Cursor height was not scaled correctly according to font size. ==== Dedicated console
- 1.9.0-beta6.2 @version
- * Fixed: "Heretic Gargoyles not spawning correctly" (http://sourceforge.net/tracker/?func=detail&ai... xed: Ambient sounds played via ACS working incorrectly with 3D sound enabled. * Fixed: Changes to [[... n on startup. We are aware of the problem and are looking into potential solutions for a future release.... to [[server-game-announce-secret]]. * Changed: Speed+Use no longer skips an inventory item by default.
- 1.9.0-beta6.8 @version
- to smoothing, resulting in the player momentarily looking in the wrong direction. * Win32: vsync defa... id=2868214&group_id=74815&atid=542099 * "Thing speed misinterpretation (HACX)". http://sourceforge.net... =542099 * "Stairs Raise by 8/16 behaves incorrectly in WAD". http://sourceforge.net/tracker/index.ph
- 1.9.0-beta6.9 @version
- etail&aid=2855894&group_id=74815&atid=542099 * Look pitch multiplier changed according to the walk/run speed modifier. In the original games this multiplier i... ry time. * Statusbar health chain not drawn exactly as it appears in the original game. * When gibbed, the Stalker's arm would fly out at high speed in a random direction. http://sourceforge.net/tra
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- t reflect the current state of their cvars (e.g., ctl-run) * prevent iterating through entire disk f... ssion: HacX: Password map object is broken [state lookup logic mismatches, DED Reader vs DEH Reader] *... * Game Menu: main page objects not positioned exactly the same as the original games' * rend-dev-wi... dio]] wall side shadow y offset calculated incorrectly. * Particle textures not reloaded after a res
- using_blender_to_create_a_model_for_doomsday @modding
- out missing animation ===== Calculating "thing" speed ===== Objects.ded from libdoom.pk3 said <code>ID = "SERGEANT" Speed = 10;</code> And another string said <code>ID = "... scale. Now you can animate Demon model to have a speed of ???175??? Blender's metric units per second. Y... ps ===== Below are tip on how to make the model look really great ==== Modeling ==== ==== Animati
- create_a_new_monster @howto
- n characteristics of our new monster below: * Looks exactly the same as a regular Barrel. * If killed the... he player it explodes as normal. Ok, lets have a look at that list. We can use the existing sprites and... I'm going to use the Zombieman's see sound. So it looks like all I need to create my Barrel Monster is a... Reaction time = 8 Spawn health = 20 Speed = 12 Radius = 10 Height = 42 Mass
- jdoom_version_1_15_0-beta1_.4 @games
- slot #3 automatically. * Changed: [[cvar]] [[ctl-look-speed]]: Is now specified using a floating point value ... efault). * [[game-objects-clipping]]: Use EXACTLY DOOM's clipping code (off by default). * [[... ch to fists when collected. * [[player-death-lookup]]: Makes the player look upwards when killed. * [[player-weapon-nextmode]]: Use custom order for