Fulltext results:
- 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
- ded
- ne [[#Syntax|syntax]] to define everything from [[ded:generator|Particle Generators]] to [[ded:Thing]]s, in an ea... .7]] | | |:::| [[ded:model|Model]] | | | |:::| [[ded:generator|Particle generator]] | | | |:::| [[ded:sky|Sky]] | [[version:1.9.7]] | | |:::| [[ded:reflection|Reflection]] | [[version:1.8.5]] | | ^ Depre
- 1.9.0-beta1...4 @version
- smoothed sector lights. Once finished, it is intended to be the new default lighting model for Doomsday... removed fixed limit on the number of [[particle_generator]] stages * fixed: minor memory leaks concernin... map setup times significantly * changed: expanded map structure element limits. * changed: expanded blockmap limits by enlarging BLOCKMAP data at run
- 1.9.0-beta6.1 @version
- === New features ===== ==== Engine ==== * Added: [[cvar]] [[rend-dev-generator-show-indices]] Display particle generator origin indices (for debug). Note that type-trigge... rigin-less. ==== jHeretic / jHexen ==== * Added inventory selection "scroll mode"; [[cvar]] [[ctl-inventory-mode]]. * Added inventory "wrap-around selection" mode for both s... l-screen; [[cvar]] [[ctl-inventory-wrap]]. * Added variable-size inventory in full-screen mode, allo
- 1.9.0-beta6.8 @version
- operational. The stable version 1.8.6 is recommended for multiplayer games at this time. ===== Fixes... omentarily hidden. ==== Heretic ==== * "Pod generator and pod placement". http://sourceforge.net/tracke... === New features ===== ==== Engine ==== * Added [[cvar]] [[rend-dev-sky-always]]: 1= Always rende... isible. For debug. ==== DEH Reader ==== * Added support for the Eternity extension which allows s
- flags_reference @ded
- ====== DED flags reference ====== This page is a complete listing of all Doomsday flags usable in DED definitions. Note that Doomsday Engine plugins (... their own purposes, which are also accessible via DED. Consult the documentation of the plugin for furt... set derived from the ID number of the object is added to the current frame index of the object. Frame r
- generator @ded
- ====== Generator (DED) ====== In Doomsday all particle effects are controlled by the particle subsystem. The par... to "trigger" the generators to be spawned when needed. A generator must have a source to be able to create new particles. If the source of a generator is destroyed before the generator dies, the only result will be that no new particles are created. Any exist
- 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 par... readable.) ===== Lost Soul flames ===== This generator is used to create the effect of flames for the Lo... 0 particles for each. Furthermore because of the generator limit (256 active generators) I have used the mob
- generator_syntax @ded
- <code> [Copy] Generator { State = ""; Flat = ""; Mobj = ""; Alt Mobj = ""; Damage Mobj = ""; Map ... ==== State ==== Makes this a [[state triggered generator]]. Whenever a mobj is set to this state, a new particle generator is spawned. If the spawn flag is set, the generator is only spawned when the source mobj itself is being spa
- generator_triggers @ded
- as explosions. This trigger method should be avoided with [[thing]]s that have a loop of states (if the [[generator#Flags|spawn]] flag is not also used). This can le... requently than necessary (perhaps breaching the [[generator#Limitations|active generator limit]]). ===== Thing type triggered ===== All //thing type// triggered gen... e beginning of a level. Each thing type triggered generator definition gets its own particle generator entity
- 3d_model_particles @howto
- D models]] can be used as particles in a particle generator. There are two things that need to be done. In the [[ded:generator|particle generator definition]], set th... he following ID: <code>ID = "Particle13"; </code> ===== See also ===== * [[ded:Generator]] definition
- jdrp @modding
- replace the original DOOM [[sprite]]s, a set of [[generator|particle]] [[ded|definitions]] adding countless new effects, and m... n all-in-one choice of what the community has decided is the best combination of jDRP addon modules col
- source_prefixes @devel
- el/general (Doom to the 2<sup>nd</sup> power) | | DED| [[ded]] file handling | | Def| Definitions (don't use "DD") | | MPI| Multi-Player (User) Interface | ... (lens flares, engine-internal) | | PG| [[particle_generator|Particle Generator]] | | Rend (*)| Renderer | | RL| Rendering List (engine-internal) | ====== Refresh an