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 easy to edit [[http:/... .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-triggered and plane-triggered generators are not handled as these are inherently origin-less. ==== jHeretic / jHexen ==== * Added inventory selection "scroll mode"; [[cvar]] [[ctl-inventory-mode]]. * Added inventory "wrap-around selection" mode for both s
- 1.9.0-beta6.4 @version
- laying mods with a custom PLAYPAL). * Particle generators not spawned even if the maximum number of active generators had not been reached. * Instances of lump cac... exture support has been retained. * [[map_info_ded_]] definition, map name field can now specify a [... t was 128). Maximum number of items that can be added to respawn queue in deathmatch mode 2. * Remov
- 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
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- were not in sync. * Game’s color palettes reloaded after engine reset. * Doom: Failed to locate m... glowing material. ===== Definitions ===== * DED: Unknown Blendmodes in Reflection definitions default to "normal". * DED: Mishandling of the old State frame fullbright "f... * F11 does not toggle fullscreen if no game loaded, console is open, or in the [[:control_panel]] (r
- 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... r of submodel #1 is the spawn origin for particle generators. ==== noptc ==== (Value = 0x80000) ==== specu
- generator @ded
- ====== Generator (DED) ====== In Doomsday all particle effects are controlled by the particle subsystem. The par... h is used by the particle system 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
- particle_generator_examples @modding
- les ====== This articles contains a number of [[ded:generator|particle generator definition]] examples. (The syntax of these DED ... Resistance = 1 } } </code> ===== Particle Generators added to jHeretic teleporters ===== This is included as an example of tying particle generators to stationary mobjs (as opposed to the lost souls wh... ed in the benefit of reducing the total number of generators used. <code> #---PickleBro's Heretic Teleporter
- 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 lead to generators being spawned more frequently than necessary (perhaps breaching the [[generator#Limitations|active generator limit]]). ===== Thing type triggered ===== All //thing type// triggered gen
- model @ded
- n's Interpolate start marker (-0.333). This is needed because the 2nd definition only extends from Inte... ..1). * //<interpos-offset>//: offset factor added to **Inter**, a point calculated from world time ... set derived from the ID number of the object is added to the current frame index of the object. [[#Fram... optc| Disables emission of particles for particle generators associated with the model. | | notexcomp| Disabl
- 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