Fulltext results:
- 1.9.0-beta6 @version
- * UI graphics tune-up. A new "busy" mode was added, replacing the old startup screen and progress ba... ==== Map format ==== * Support for packed sidedefs. This method of storing sidedefs is used to extend the WAD format sidedef limit and at the same time, reduce the size of maps. Both
- ded
- ded:header|Header]] | | May be omitted. | |:::| [[ded:flag|Flag]] | | | |:::| [[ded:text|Text]] | | | |:::| [[ded:values|Values]] | | | ^ Game data |||| |:::| [[ded:episode|Episode]] | [[version:1.15]] | | |:::| [[de
- overview_of_resources_doomsday_1.x @modding
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... fonts, background music and sound effects are loaded from WAD files. Doomsday has a mechanism that all... oad and use it automatically. Resources are divided into a number of classes. Each class has its own ... <game>/auto/// directory will be automatically loaded at startup. The data files are loaded in alphabet
- sector_type_syntax @ded
- <code> Sector Type { ID = 0 Comment = "" Flags = flag1 | flag2 Friction = 0.0 Gravity = 0.0 Act tag = 0 Ambient sound = "" Ambient min interval = ... speed = 0.0 Ceiling chain = 0 Ceiling chain flags = flag1 | flag2 Ceiling chain start time = 0.0
- model @ded
- e powerful [[assets:model|model assets]]. ===== Flag usage ===== Stated at definition "root" level flags affect all sub-models: <code> Model { Flags = flag; }</code> Stated at //Sub{}// level scopes them to only that sub-model: <code> Model { Sub {
- particle_generator_examples @modding
- les ====== This articles contains a number of [[ded:generator|particle generator definition]] examples. (The syntax of these DED examples is not the most exemplary. The Stages in... obj type. Generator { Mobj = "SKULL" Flags = blend | srcvel | srcdir | static Center { ... 0} Vector Rnd = 4 Stage { Type= point Flags= bright Tics= 1 Radius= 12 Bounce= 0 Resistance=
- thing @ded
- a map editor, so there isn't any need to use this flag in a ded (the flag is present to allow a standard HeXen line type to enable and disable thing(s) being "dormant"... me. | | icedamage| | | Yes| If a missile has this flag attached, anything killed by it will turn into an... at it's origin. Some Hexen actions can turn this flag on and off in a things states. | ==== Flags3 =
- world @script:module
- g_HTML~Number,angle~@# = None, #@Arg_HTML~Number,flags~@# = 0 ) Spawns a new thing at the specified c... ates //pos//. The //type// must be an existing [[ded:Thing]] ID, for example "POSSESSED". The //pos//... grees). If None, a random direction is chosen. //flags// is for spawn flags. [[#flags_for_spawnthing|See the World.MSF constants.]] ===== World.Thing =====
- line_type_class @xg
- he available line classes are listed below. These flags are defined in Doomsday's standard [[flags.ded]]. <code> Flag { ID = "ltc_none"; } Flag { ID = "ltc_chain_sequence"; Value = 0x1; } Flag { ID = "ltc_plane_move"; Value = 0x2; } Flag { ID = "l
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- ir * material subsystem causes fatal errors in dedicated mode * clientside InFine [with client sk... s something => engine shutdown [needs percent-encoded de::Uri] * mismanagement of GL_TEXTURE_2D stat... * multiplayer: test with model resource packs loaded on client * compare ac/deceleration numericall... /flats not found from .pk3 * [402] regression: dedicated server resource access failures [loads font
- 1.9.0-beta1...4 @version
- smoothed sector lights. Once finished, it is intended to be the new default lighting model for Doomsday... map setup times significantly * changed: expanded map structure element limits. * changed: expanded blockmap limits by enlarging BLOCKMAP data at run... ved: Doomsday.wad is obsolete, all data is now loaded from [[doomsday.pk3]] ===== Linux ===== * B
- generator_syntax @ded
- Alt Mobj = ""; Damage Mobj = ""; Map = ""; Flags = flaga | flagb | flagc; Speed = 0.0; Speed Rnd = 0.0; Vector { 0.0 0.0 0.0 } Vector Rnd { 0.0 0.0 0.0 } Ini
- syntax @ded
- ====== 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
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- Reflection definitions default to "normal". * DED: Mishandling of the old State frame fullbright "flag". * Auto-loading of DEH patches in PK3 contain... hes. ===== Multiplayer ===== * Server: mobj flags got lost due to a bug when merging mobj deltas w... p start. * Automap: Bug "Automap - secret line flag and door glows." * Automap: Polyobj lines are ... * F11 does not toggle fullscreen if no game loaded, console is open, or in the [[:control_panel]] (r
- use_deds_in_doom_builder @howto
- .com|DoomBuilder's]] script editor to include a [[ded]] with your map.// There are various different ways that [[ded]] and [[xg]] definitions can be included with your map. You can either supply them seperately in a mywad.ded (pure text file editable in any text editor), emb