Fulltext results:
- syntax
- ====== DED syntax ====== This page describes the common syntax elements of the [[ded]] (Doomsday Engine Definition) language. ===== Directives ===== Directives instruct the DED [[http://en.wikipedia.org/w/index.php?title=Parse... | | [[include|Include]]| Include the specified //.DED// file. | | [[include|IncludeIf]]| Include the sp
- values
- ====== Values (DED) ====== The Values block allows modifying many of the values used internally in a g... |Other key = Hello ===== See also ===== * [[ded:Values for Doom]] * [[ded:Values for Heretic]] * [[ded:Values for Hexen]]
- include
- directive causes the parser to read the specified DED file. The contents of the included file are read ... parsed. ===== Examples ===== Include "Other.ded" Include if the command line option ''-texcomp''... the command line: IncludeIf Not -texcomp "skin1.ded" Include if the ID of the current game matches ''doom1-ultimate'': IncludeIf doom1-ultimate "udoomlights.ded"
- light
- ====== Light (DED) ====== A //Light// definition is used to attach a light and/or halo to a [[sprite]]... state|State]] definitions can be found in Objects.ded so if you want to add a light to a [[modding:stat... e [[modding:state|State]] definition from Objects.ded, add it to your own ded and add 32768 to the frame number. <note>The engine calculates the properties
- thing
- ====== Thing (DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = ""... or, so there isn't any need to use this flag in a ded (the flag is present to allow a standard HeXen li... sed like this at the end of each line because the DED parser replaces whitespace around newlines with a single space. * The entire script is inside a DED string token, which means double quotes need to e
- header
- ====== Header (DED) ====== Specifies metadata about the definition file. Use of the Header block is o... ax ===== Header { Version = 6 } ===== About DED versions ===== In DED version 5, there must be a semicolon after each statement, including blocks ins
- 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
- environment
- | 2%| 2%| 100% | ====== See also ====== * [[ded:Texture Environment]] * [[ded:Material]]
- episode
- ====== Episode (DED) ====== An //Episode// definition specifies the properties of a playable episode c... ion:1.15]] (by translating these definitions into DED format at runtime). Although MAPINFO supports so
- reflection
- ====== Reflection (DED) ====== Any surface (flats or walls) can be rendered with [[shiny surface]] pro... # One of the bm_* flags defined in Flags.ded. By default # reflections use additive
- text
- ====== Text (DED) ====== Defines a text string. Do not change the order of existing Text definitions;
- texture_environment
- ====== Texture Environment (DED) ====== A **Texture Environment** definition is used to link a set of
- state
- ====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | fl
- music
- ====== Music (DED) ====== ===== Syntax ===== Music { Id = ""; Lump = ""; Ext = "";
- sound
- ====== Sound (DED) ====== A **Sound** definition is used to define the presence and in-game playback c