Fulltext results:
- light
- e [[modding:state|State]] definition from Objects.ded, add it to your own ded and add 32768 to the frame number. <note>The engine calcula... # 1 = Default dynamic light texture. # 2 = FLARE. # 3 = BRFLARE. # 4 = BIGFLAR... bias source in the map (X Y Z) Intensity = 200 # How bright the bias light source is. ... which the source is fully "on" # eg if { 80 200 } would mean the light is off if the sector
- sky
- ====== Sky (DED, 1.9.7 →) ====== ===== Syntax ===== <Copy> Sky { ID = ""; Flags = fla... Light color { 1.0 1.0 1.0 }; Layer 1/2 { Flags = flaga | flagb | flagc; ... . The real height is an angle determined using Pi/2 * (sky height), which means if the sky height is ... areas will be tinted this color. ==== Layer 1...2 ==== Only one of **Texture/Flat/Sprite/System**
- decoration
- ====== Decoration (DED) ====== Light decorations for surfaces. You can define multiple Decorations fo... # 1 = Default dynamic light texture. # 2 = FLARE. # 3 = BRFLARE. # 4 = BIG... Levels { 0 0 } # Two integers (0-255) that mark the sector light levels where ... ectively. # For example, the levels { 100 200 } mean that the light is # not visible
- thing
- ====== Thing (DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = ""... state series. This field can be any value from 0-255. 255 means 100%, while 0 obviously means 0. Note that if a thing has a pain chance higher than 0, ... i.e the player) to travel off cliff's higher than 24 unit's. Missiles also need this flag. | | pickup
- infine_script_reference
- rings can be split onto multiple lines (like in [[DED]] files, see the [[Text]] definition). ===== Co... values ===== The whole screen is thought to be 320 pixels wide and 200 pixels tall, regardless of the actual display resolution. You can freely use fr... the changes will be effective. Example: <code>In 2 Filter 0 0 0 1 Wait 2</code> The interpolation ti
- 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 ... ap must be powers # of two, for example 128 x 64 or 32 x 128. Mask map = ""; # Name of the external resource that is used to mask
- state
- ====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | fl... If you want to use the C frame, you would enter a 2 in this frame. Basically A=0, B=1, C=2... Examples of frames are xxxxA1 and xxxxA2A8 The number re... ll bright here by offsetting the frame number by 32768. In this case A=32768, B=32769, C=32770. But t
- 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... add ==== (Value = 1) ==== dark ==== (Value = 2) ==== sub ==== (Value = 3) src_alpha multiplie
- sound
- ====== Sound (DED) ====== A **Sound** definition is used to define the presence and in-game playback c... ncy shifting on the sample. | | shift2 | Use type 2 periodic random frequency shifting on the sample
- altering_and_copying_definitions
- { State = "BAR1"; Flags = nohalo; Color { .2 .4 .22 }; Size = 0.21; Y Offset = -6; } # Barrels use two states - copy the previous definition and ad