Fulltext results:
- model @ded
- ting from zero). The engine treats sub-models separately, allowing independent animation interpolation. ... ed together. You can for example assign two model frames to span across three states: : (Frame 1) : (Frame 2) : : : : +-----------+-----------+-----------
- 1.9.0-beta6 @version
- . * Decoration origins for the current renderframe now generated once and used for the viewports of all local pla... epth sorted. * lumobjs for the current renderframe now generated once and used for the viewports of all local pla... p]]. * Make use of the [[blockmap]] to accelerate checking for overlapping linedefs. * No pre-... ctivation key). ==== Windows ==== * The separate startup window containing messages printed during
- generator_syntax @ded
- Age = 0; Max Age = 0; Particles = 0; Spawn Rate { 0.0 0.0 0.0 } Spawn Rnd = 0.0; Presim = 0; ... stance = 0.0; Spin Resistance { 0.0 0.0 } Frame = ""; End Frame = ""; Spin { 0.0 0.0 } Spin Resistance { 0.0 0.0 } Sound = ""; Volum... are rendered using reverse subtractive blending (framebuffer - particle). | | blendsub| Particles of the
- infine_script_reference @ded
- need any arguments. Note that only whitespace separates the arguments. All commands have a fixed number ... y use fractional pixels (e.g. 104.5) for more accurate placement of objects. Color values are floating-... t's most commonly used by the sprites (all sprite frames as patches). Patches can have transparent pixels... pic-id) (patch-lump) (time-sec) : Append a new frame to the picture's animation sequence. (time-sec) i
- detailed_list_of_changes_in_doomsday_version_1.13 @version
- or when attempting to spawn a particle at a degenerate BSP leaf. * {{:var|rend-info-tris}} was remove... uring startup or loading a map) is now longer separate from the regular UI. There is no longer an abrupt... it applies an inverted monochrome palette on the frame. Internally, libdoom uses {{:cmd|postfx}} to do t... g the mouse for accessing both the left and right frames. * A Key Grabber utility was added into the I
- md2tool @modding
- [-skin <num> <skinfile>] [-del <num>] [-delframes to|from|<num> <num>] [-delskin <num>] [-s... kinsize <width> <height>] [-gl] [-info] [-create <framelistfile>] [-md2] [-dmd] [-savelod <num>] [... ... -create Create an empty model based on a frame list (each line specifies a frame name, empty lines are skipped, comments begin with ; ). -d
- detailed_list_of_changes_in_doomsday_version_1.14 @version
- lus Rift: Number of samples can be configured separately for the Oculus Rift framebuffer (i.e., separately from overall FSAA setting). ==== Resources ==== * New savegame format bas... [:libdeng1]] to [[:libdeng2]]. * Doomsday 2 UI framework was split from the client and placed to its o... * Oculus Rift support code was moved to the UI framework library. * SDK [[:api_documentation]] is n
- flags_reference @ded
- ) ==== litshiny ==== (Value = 0x200000) ==== idframe ==== (Value = 0x400000) An offset derived from t... e ID number of the object is added to the current frame index of the object. Frame range must also be set. ==== idangle ==== (Value = 0x800000) The model gets... e source is represented by a 3D model. ==== scalerate ==== (Value = 0x400) ==== group ==== (Value =
- detailed_list_of_changes_in_doomsday_version_1.11 @version
- es issues with keys repeating spuriously when the frame rate is very low. ===== Renderer ===== * {{ fi... ased graphics code is used for drawing the new UI framework. (The rest of the graphics are still drawn us... th. * Drawable map geometry generation now separated from the core of the map renderer and is no long... o]] file that defines GLSL shaders used in the UI framework. * Map geometry now modelled with meshes,
- overview_of_resources_doomsday_1.x @modding
- | | Patches| Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights | | M... aled to match the original patch. ===== Sprite frames ===== Sprite frames are patches. They can be replaced with external resources just like all other pat... ource do not affect the actual size of the sprite frame. This means the external resources must really be
- doomsday @guide:2.3:man
- scaling factor for UI fonts. This is applied separately from the overall UI scale setting (see <html><a... set of DOOM WAD directories. Use colon (:) to separate directories. Supported WAD files are searched for... * Cross-platform, based on the [[http://qt.io/|Qt framework]] * Open source (see [[devel|Getting Starte... n in Doomsday 2 is a full replacement for the separate front-end application that was used in earlier ve
- 1.9.0-beta5 @version
- engine and its public API to be more clearly separated from the games, and to allow future development ... === Networking ==== * Maximum display refresh rate was affecting the maximum rate of network message reception, causing delays to build up when maximum refresh rate was low. * Network packet reception problem, w
- readme_windows @guide:2.2
- * Cross-platform, based on the [[http://qt.io/|Qt framework]] * Open source (see [[devel|Getting Starte... n in Doomsday 2 is a full replacement for the separate front-end application that was used in earlier ve... lows Doomsday to load the resources faster and operate more efficiently. Usually it is unnecessary to cl... the presets, such as a vanilla look or more exaggerated effects. The dialog has a couple of general sett
- readme_macos @guide:2.2
- * Cross-platform, based on the [[http://qt.io/|Qt framework]] * Open source (see [[devel|Getting Starte... n in Doomsday 2 is a full replacement for the separate front-end application that was used in earlier ve... lows Doomsday to load the resources faster and operate more efficiently. Usually it is unnecessary to cl... the presets, such as a vanilla look or more exaggerated effects. The dialog has a couple of general sett
- readme_macos @guide:2.3
- * Cross-platform, based on the [[http://qt.io/|Qt framework]] * Open source (see [[devel|Getting Starte... n in Doomsday 2 is a full replacement for the separate front-end application that was used in earlier ve... lows Doomsday to load the resources faster and operate more efficiently. Usually it is unnecessary to cl... the presets, such as a vanilla look or more exaggerated effects. The dialog has a couple of general sett