Fulltext results:
- map_object_reference @xg
- [[xg]] system, in fact, just about every time you create a new [[line_type|line]] or [[sector_type]] you w... bject types which are to interact. ==== Line → lightlevel ==== //Light level references// or //lightrefs// are used when [[xg_line]]s need to refer to the [[light_level]]s of
- 2.2 @version
- that execute scripts, and (for Heretic) an [[ded:thing#ontouch|“On touch”]] script that gets run when a ... touched. The latter could be used for instance to create customized power-up or story items. **Heretic mo... ay update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not being rendered. * Compatibility improvements to better support [[http
- overview_of_resources_doomsday_1.x @modding
- | Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights | | Music| Background music | | Sfx| Sound effects | Another example... /data/jdoom/auto/superb.wad//. PK3 files can be created with just about any ZIP utility. Make sure all t... t always be loaded from real files. skyjake has created a simple utility for automatically creating a WA
- mods @guide
- OM.EXE (or Heretic/Hexen), or ones that have been created specifically for Doomsday (such as 3D models). ... have them on your hard drive somewhere. The only thing you need to do is add the location of your mods t... lected mods. Selected mods are highlighted with a light gray background in the right-hand side mods list.
- readme_macos @guide:2.2
- , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... other formats * Plain text [[definitions]] for things like map objects, finale animations, and episode... l saved games are listed below the game they were created in. Click on a save to select it, and then press
- doomsday @guide:2.2:man
- ritten to the runtime folder. This output file is created in addition to the usual //doomsday.out //. For ... , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... other formats * Plain text [[definitions]] for things like map objects, finale animations, and episode
- readme_windows @guide:2.2
- , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... other formats * Plain text [[definitions]] for things like map objects, finale animations, and episode... l saved games are listed below the game they were created in. Click on a save to select it, and then press
- readme_macos @guide:2.3
- , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... other formats * Plain text [[definitions]] for things like map objects, finale animations, and episode... l saved games are listed below the game they were created in. Click on a save to select it, and then press
- doomsday @guide:2.3:man
- ritten to the runtime folder. This output file is created in addition to the usual //doomsday.out //. For ... , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... other formats * Plain text [[definitions]] for things like map objects, finale animations, and episode
- readme_windows @guide:2.3
- , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... other formats * Plain text [[definitions]] for things like map objects, finale animations, and episode... l saved games are listed below the game they were created in. Click on a save to select it, and then press
- readme_macos @guide:2.1
- , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particles]] * Environmental mapping eff... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine
- readme_windows @guide:2.1
- , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particles]] * Environmental mapping eff... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine
- doomsday @guide:2.1:man
- ritten to the runtime folder. This output file is created in addition to the usual //doomsday.out //. For ... , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particles]] * Environmental mapping eff
- ded
- _monster|Create a "Barrel Monster"]] * [[howto:create_a_light_thing|Create a "Light Thing"]] * [[howto:use_deds_in_doom_builder|Use Doom
- doomsday @guide:2.0:man
- ritten to the runtime folder. This output file is created in addition to the usual //doomsday.out //. For ... ame-specific rather than profile-specific; if you create custom game profiles, their saves will be written... , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic... * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyb