Fulltext results:
- syntax
- cribes the common syntax elements of the [[ded]] (Doomsday Engine Definition) language. ===== Directives ==... as follows: Property = 0; # Supported from Doomsday 1.9.9 onwards Property = ""; # Version 5 synta... generally better to use forward slashes in paths. Doomsday uses forward slashes on all platforms, internally... alues ==== Resource [[uri]]s are used throughout Doomsday and use the following form: Property = "<scheme
- music
- nition (they are just alternate names accepted by Doomsday). If you intend to use a music lump from a wad, y... example is how to load said file from within your Doomsday folder. Obviously all mod makers will use the second example because the Doomsday folder itself is the only thing that won't change
- episode
- APINFO|MAPINFO]], in all games, was introduced in Doomsday [[version:1.15]] (by translating these definition... orts some of the episode functionality offered by Doomsday (particularly in the ZDoom-dialect), we advise that Doomsday specific mods use Episode definitions for their a
- state
- 769, C=32770. But this method is deprecated as of Doomsday 1.9.0-beta6 (use [[#Flags|Flags]] instead). ===... rsion:2.2]], the action may also be defined using Doomsday Script. In this case, the contents of the Action ... psprite actions only) [[:script|All features of Doomsday Script]] are available in the action script. ==
- material_syntax
- tter. For each world surface using the material, Doomsday will automatically project lights into the world ... the light from the surface, in world space units. Doomsday will //project// from the light origin along the ... ata/<game>/flaremaps folder</code> Alternatively, Doomsday provides a small built-in selection of flare maps
- flags_reference
- ce ====== This page is a complete listing of all Doomsday flags usable in DED definitions. Note that Doomsday Engine plugins (e.g., games) may contain additional fl
- generator
- ====== Generator (DED) ====== In Doomsday all particle effects are controlled by the particle subsystem. T... e particle generators that are bound to a source. Doomsday offers several different choices for the source (
- light
- at is slightly different. ===== Details ===== Doomsday is also able to use lightmaps in place of the sta... ource and not a dynamic # light. This tells doomsday which map the bias source is for Origin {
- detail
- = "Data/DetailTextures/texture.pcx" # As of Doomsday 1.8.5 the detail texture can be loaded from ... source. The file path is relative to your # Doomsday root folder. Flags = flaga | flagb | flagc
- model
- ====== MD2/DMD model definition (Doomsday 1.x) ====== A single 3D model is represented by a collection of o... y, allowing independent animation interpolation. Doomsday 2 supports more powerful [[assets:model|model ass
- altering_and_copying_definitions
- by an add-on.(Whenever a definition is modified, Doomsday checks the source of the modification and will fl
- sector_type_syntax
- es and used as a development aid for mod authors. Doomsday itself does not use this string for anything pres
- map_info_syntax
- Sky = ""; Execute = ""; On setup = ""; # Doomsday Script (since 2.3) # As of version 1.9.7,
- material
- note> **Note for modders**: The term 'texture' in Doomsday refers to **any** graphic resource which has been
- flag
- ring intended for describing the flag's purpose. (Doomsday ignores this). ===== Examples ===== Flag {