Fulltext results:
- version
- 81 |Packages, Home 2.0 replaces Snowberry, new 3D model renderer, basic game options in Shell GUI | ^ |||| | 1.15 | [[version
- 2.3 @version
- Script bindings]] were added, allowing access to game, player, and thing properties. In addition to spa... ]. Changing the sequences is also possible during gameplay. The earthquake effect from Hexen is now also... led via scripts. **Renderer.** Player HUD weapon models may specify a custom FOV value for rendering so that model authors have more control over the appearance, f
- app @script:module
- e changes. Note that this is also called when the game is unloaded. The ID of the loaded game mode is provided as an argument to the functions. def gameHasChanged(newGame) print "Game is now:", newGame end App.audienceForGameChange += [gameHasChanged] ===== App.
- reference @script
- ing engine configuration and controlling [[assets:model#timelines|3D model asset animation]]. Doomsday Script is not a compiled language and thus is not intended for high-performance or time-critical tasks. Game plugins, for instance, should be written in nativ... nt/net.dengine.client.pack/modules/controllers.ds|Game controller presets script]] * [[https://github.
- map_info_syntax @ded
- "Sky Layer 2" # see above } Sky Model { ID = ""; Layer = 0; Frame in... fier. Could be "ExMy" or "MAPxy" depending on the game. Example: if this map info is meant for the first... s. | | sphere | Draw the sky sphere even when sky models have been set up. Only valid when NOT using a l... ==== Fog density ==== Used in exponential(2) fog mode. ==== Sky ==== Identifier of the [[Sky]] defin
- model @assets
- === 3D model assets ====== This page is about 3D model assets that can be rendered in the game world using the [[modding:GL2 model renderer]]. T... file formats. | | ''front''| Front vector in the model's coordinate system. Determines which way the model will appear in the game world. For instance, a monster's front vector def... ont <1, 0, 0></code> | | ''up''| Up vector in the model's coordinate system. Determines which way the model will appear in the game world. <code>up <0, 0, 1></code> | | ''offset''| ... del file are played as specified in the file; the model asset's job is to map the game object's animation sequences to corresponding seq
- 2.2.1 @version
- th FluidSynth * "No monsters" setting in custom game profiles not being restored * Player weapon 3D model near clipping reduced #@Release_HTML~2020-01-14
- pk3 @fs
- ontain a lot of resources (hires textures, MP3's, models, etc.). ===== Overview ===== PK3 or PAK3 is... c_file_mapping_in_pk3]] it is relocated to =Data\[game]\Auto=. You can also put files manually into any ... laces, textures (ie wall textures) go into =Data\[game]\Textures\= and flats (ie floor and ceiling textures) go into =Data\[game]\Flats\=. So with that in-mind we need the follo
- 2.2 @version
- have been added for playing sounds and showing in-game messages, for example. The set of available bindi... ing player weapons.** The FOV angle for weapon 3D models is now separate from the rest of the view. This alleviates issues with weapon models not being drawn as the author intended, since o... mprovements to better support [[https://www.romerogames.ie/si6il|John Romero’s SIGIL]]. * Line type 98
- overview_of_resources_doomsday_1.x @modding
- class has its own subdirectory under the //data/<gamemode>/// directory. The table below lists the resource... class directory can have a subdirectory for each game mode. For example, textures meant only for Final Doom:... an external resource, it first checks the current game mode's subdirectory. If no suitable resource is found ... WAD, PK3, ZIP and LMP files placed in the //data/<game>/auto/// directory will be automatically loaded a
- mods @guide
- <- Game library ^ introduction|User Guide ^ Task bar and console -> ====== Mods ====== Like many other games, DOOM-based games support //mods//. Originally they came in the form of WAD files that contained addit... een created specifically for Doomsday (such as 3D models). ===== Installing mods ===== Doomsday does n
- language @script
- ons read from [[:DED]] files ; [[.module:DisplayMode]] : information about display modes ; [[.module:Game]] : bindings for the game plugin ; [[.module:gui]] : routines related to the graphical user interface
- doomsday @guide:2.2:man
- will be shown after startup. See <html><a href="#gamemode">Games</a></html> for a list of available games. ... erver multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia... teria can be viewed in GitHub]]. <html><a name="gamemode"></a></html> ==== Supported games ==== One ga... re is a Plus button that creates a new customized game. In the game settings, you can choose which game mode will be used, and which mods are selected for loa
- readme_macos @guide:2.2
- erver multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia... teria can be viewed in GitHub]]. <html><a name="gamemode"></a></html> ==== Supported games ==== One ga... re is a Plus button that creates a new customized game. In the game settings, you can choose which game mode will be used, and which mods are selected for loa... will be shown after startup. See <html><a href="#gamemode">Games</a></html> for a list of available games.
- readme_windows @guide:2.2
- erver multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia... teria can be viewed in GitHub]]. <html><a name="gamemode"></a></html> ==== Supported games ==== One ga... re is a Plus button that creates a new customized game. In the game settings, you can choose which game mode will be used, and which mods are selected for loa... will be shown after startup. See <html><a href="#gamemode">Games</a></html> for a list of available games.