Fulltext results:
- map_info_syntax
- Sky = ""; Execute = ""; On setup = ""; # Doomsday Script (since 2.3) # As of version 1.9.7, linking a Sky de... imit = 0; } Sky Layer { # or "Sky Layer 2" # see above } Sky Model { ... nits. ==== Fog density ==== Used in exponential(2) fog mode. ==== Sky ==== Identifier of the [[S... t sound sequences in Heretic. Added in [[version:2.3]]. ==== Sky height (deprecated) ==== Height
- model
- 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 ... visually reaches its end (frame 1 ends and frame 2 begins): point 0.5 in the range {0.666 1.333} is
- 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. ==
- material_syntax
- (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 repeat pattern you define. === Pattern offset ==
- 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... Map { ID = "E1M2"; Warp Number = 2; Exit { ID = "next"; Target Map = "E1M3";
- 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... add ==== (Value = 1) ==== dark ==== (Value = 2) ==== sub ==== (Value = 3) src_alpha multiplie... ximum light level (corresponds sector light level 255) regardless of the sector it's currently in. =
- thing
- 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... always lit. This is the same effect as applying 327xx frame numbers to every state. | | lograv| Yes|
- 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
- sector_type_syntax
- es and used as a development aid for mod authors. Doomsday itself does not use this string for anything pres... (with for instance lsref_act_tagged). All signed 32-bit integer values are accepted. ==== Ambient s... g as map units per game tic (35 Hz). The speed of 2 would scroll the texture 70 units per second. =... g as map units per game tic (35 Hz). The speed of 2 would scroll the texture 70 units per second. =
- 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
- 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: