Fulltext results:
- 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... in this group. ==== first_only ==== (Value = 0x2) ===== Sounds ===== ==== shift ==== (Value = 0x1) ==== shift2 ==== (Value = 0x2) ==== exclude ==== (Value =
- model
- ====== MD2/DMD model definition (Doomsday 1.x) ====== A single 3D model is represented by a collection of one to eight "sub-models"... y, allowing independent animation interpolation. Doomsday 2 supports more powerful [[assets:model|model asset... three states: : (Frame 1) : (Frame 2) : : : : +... -----+-----------+ Time--> | (State 1) | (State 2) | (State 3) | |0 1|0 0.5 1|0
- material_syntax
- Width = 0.0 Height = 0.0 Flags = flag1 | flag2 Layer { Stage { Texture = "" O... (1.10 →) ==== {{ file:doom_light_decorations.jpg?235x0}} Up to 16 light decorations can be attached ... tter. For each world surface using the material, Doomsday will automatically project lights into the world ... ive to the [[http://en.wikipedia.org/wiki/Normal_%28geometry%29|surface normal]] and according to the
- state
- etting the frame number by 32768. In this case A=32768, B=32769, C=32770. But this method is deprecated as of Doomsday 1.9.0-beta6 (use [[#Flags|Flags]] instead). ===... f action routines (native code). Since [[version: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. ==
- map_info_syntax
- Sky = ""; Execute = ""; On setup = ""; # Doomsday Script (since 2.3) # As of version 1.9.7, linking a Sky de... = ""; Offset = 0; Flags = flag1 | flag2; Color limit = 0; } Sky Layer { # or "Sky Layer 2" # see above } Sky Model { ... the first map of the second episode, the ID is "E2M1". An "*" (asterisk) signifies that this defini
- sector_type_syntax
- e { ID = 0 Comment = "" Flags = flag1 | flag2 Friction = 0.0 Gravity = 0.0 Act tag = 0 ... ing chain = 0 Ceiling chain flags = flag1 | flag2 Ceiling chain start time = 0.0 Ceiling chain ... Floor chain = 0 Floor chain flags = flag1 | flag2 Floor chain start time = 0.0 Floor chain end ... side chain = 0 Inside chain flags = flag1 | flag2 Inside chain start time = 0.0 Inside chain en
- thing
- = 0.0 Mass = 0 Damage = 0 Flags = "" Flags2 = "" Flags3 = "" On touch = "" On death ... 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
- light
- at is slightly different. ===== Details ===== Doomsday is also able to use lightmaps in place of the sta... been set up as fullbright. To do this the value 32768 must be added to [[modding:sprite|Sprite]] fra... 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
- 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
- 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... = 1; Exit { ID = "next"; Target Map = "E1M2"; } Exit { ID = "secret"; Target Map = "E1M
- 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
- detail
- (e.g. "DTLROUGH"). This must # be a 64x64, 128x128 or 256x256 raw image with one color # component (a black and white image). This means the size of
- material
- note> **Note for modders**: The term 'texture' in Doomsday refers to **any** graphic resource which has been... ted from several [[patch]]s according to TEXTURE1/2 definitions are a type of texture. </note> ====... terial_syntax}} ===== Examples ===== A simple 128x128 Material composed of a single non-animated texture layer: Material { Id = "Textures:
- 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 (... le generator entities in the level (currently **512**). If the maximum number is reached, existing no
- flag
- ring intended for describing the flag's purpose. (Doomsday ignores this). ===== Examples ===== Flag { ID = "UltimateAnswer"; Value = 42; Info = "The meaning of life"; } ===== See