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
- ration. Note that, e.g., the offset value of the "turn" control is not accelerated by Speed. === Impulses === In addition, the engine-sid... s to conform to the original behavior: e.g., slow-speed and fast-speed turning depending on how long the control is held. Sam... y on/off controls. * PlayerThink needs to directly query control state and determine what the playe
- 1.9.0-beta1...4 @version
- == 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... * fixed: ltc_plane_move sector type was incorrectly being set to type 0 when the move finished if no
- 1.9.0-beta6.8 @version
- * Mouse was grabbed even though disabled when returning from the control panel ("deng grabs mouse in l... 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... perate. Sidestepping is now bound separately from turning, with the help of binding conditions. http://s
- 1.9.0-beta6.9 @version
- _id=74815&atid=542099 ==== All games ==== * Turn speed did not consider "always-run". * Do not animat... itch 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
- player control when receiving conflicting input (turn left & right at the same time) * automap: back... t reflect the current state of their cvars (e.g., ctl-run) * prevent iterating through entire disk f... IT] * upon fatal error an attempt is made to return to ringzero [should simply shutdown; the implicit "unload" should not return to ringzero] * Game Menu|Hexen: character sele
- 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... 4.45m * doomguy = 3.36m 3) Export to FBX and turn off "Autoscale" option. (edited) ===== Animatin