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
- 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... thing is touched. If set, this replaces any hardcoded logic that would have affected the thing. Example... sed like this at the end of each line because the DED parser replaces whitespace around newlines with a
- light
- ====== Light (DED) ====== A //Light// definition is used to attach a light and/or halo to a [[sprite]]... fullbright. To do this the value 32768 must be added to [[modding:sprite|Sprite]] frame number in the ... 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 fram
- include
- directive causes the parser to read the specified DED file. The contents of the included file are read immediately after the directive has been 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 '
- episode
- ====== Episode (DED) ====== An //Episode// definition specifies the properties of a playable episode c... e. In any case, the target map must still be included in the episode definition. ===== Episode defini... riginally introduced by Hexen and then later expanded by other Doom source ports. Support for the Hexen... ion:1.15]] (by translating these definitions into DED format at runtime). Although MAPINFO supports so
- 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... set derived from the ID number of the object is added to the current frame index of the object. Frame r
- model
- n's Interpolate start marker (-0.333). This is needed because the 2nd definition only extends from Inte... ..1). * //<interpos-offset>//: offset factor added to **Inter**, a point calculated from world time ... set derived from the ID number of the object is added to the current frame index of the object. [[#Fram... inning. Useful for showcasing items etc. | | twosided| The model is rendered with both sides of each fa
- 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]]
- decoration
- ====== Decoration (DED) ====== Light decorations for surfaces. You can define multiple Decorations fo... ags), a Decoration is only used with resources loaded from an IWAD. Note that [[Material]] definitions... : Don't use this decoration if the resource is loaded from an IWAD. # pwad: This decoration can be ... # Eg: # Flare map = "myflaremap.png" (loaded from the data/<game>/flaremaps folder by default)
- state
- ====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | fl... that while the actual sprite frames are letter coded, here you enter a number. If you want to use the... nd of the current state. It is officially recommended that if you want a thing to simply vanish after i
- detail
- ====== Detail (DED) ====== [[Detail texture]]s can be assigned to specific [[wall texture]]s and [[fla... As of Doomsday 1.8.5 the detail texture can be loaded from # an external resource. The file path ... n't use this detail texture if the resource is loaded from an IWAD. # pwad: This detail texture c
- reflection
- ====== Reflection (DED) ====== Any surface (flats or walls) can be rendered with [[shiny surface]] pro... : Don't use this reflection if the resource is loaded from an IWAD. # pwad: This reflection ca... # One of the bm_* flags defined in Flags.ded. By default # reflections use additive
- material_syntax
- in a material. (Support for more layers will be added later). ; Stage : Stages are used for anima... alue) the levels will be ignored because the intended behavior is ambiguous. ; Bottom/Side/Top map ... example:<code>Flare map = "myflaremap.png" # loaded from the data/<game>/flaremaps folder</code> Alte
- generator_syntax
- ction. Random components of the given value are added to [[#Vector]]. For example, if Vector Rnd is 2, ... vector with components ranging from -2 to 2 is added to Vector. ==== Init Vector Rnd ==== One-time r... the particle as a point-sprite using a texture loaded from the "data/<game-module>/textures/" directory
- map_info_syntax
- the automap and in the console when the map is loaded. A [[Text]] definition ID may be specified inste... Displayed e.g., in the console when the map is loaded. ==== Flags ==== ^ Name ^ Description | | dim... customized ambient sound sequences in Heretic. Added in [[version:2.3]]. ==== Sky height (deprecated