Fulltext results:
- ded
- ^ Scripts |||| |:::| [[ded:Finale]] | | See [[ded:infine_script_reference|InFine script reference]]. | ^ Audio |||| |:::| [[ded:music|Music]] | | | |:::| [[ded:so
- 1.9.0-beta6 @version
- il&atid=542099&aid=2530948&group_id=74815). === InFine === * If a "Before" script is present for a g
- 1.9.0-beta6.2 @version
- e in the automap after a resolution change. === InFine === * Fixed: When clearing the InFine state stack before beginning a new game, always change the game... to GS_WAITING. This fixes the problem of "Before" InFine scripts not working when used for the first map.
- 1.9.0-beta6.3 @version
- il&aid=2801229&group_id=74815&atid=542099). === InFine === * When playing an "After" InFine script (played on map exit) that does not cycle forever, the gam... il&aid=2789964&group_id=74815&atid=542099). * "Infine events command not working" (http://sourceforge.n... buffer overflow when trying to transmit a "huge" InFine script to clients. ==== jDoom ==== * Icon o
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- es fatal errors in dedicated mode * clientside InFine [with client skip] * resource namespace popula... [mf2_passmobj] * multiple simultaneous "help" InFine scripts [rapidly tap F1] * update readme * ... n effect before the paramater block began. ==== InFine ==== * Script command 'notrigger' does not wo... or past the height of the opposite plane. ==== InFine ==== * Command "linehgt" is now interpreted a
- detailed_list_of_changes_in_doomsday_version_1.9.8 @version
- s not available. Fixes the problem of the game UI/infine background textures being fully white, while the
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- s. ===== UI and menus ===== * HOM before an InFine script at map start. * Automap: Bug "Automap -
- 1.10.4 @version
- emoved duplicated Intermission after a debriefing InFine * **Windows**: Automap not visible in any game
- infine_script_reference @ded
- ====== InFine script reference ====== //InFine// ((Why is it called "InFine"? It is a combination of the "infinite" possibilities offered by the script... erludes and finales. The scripts are written in [[InFine]] definitions. It can also be used to define intr
- detailed_list_of_changes_in_doomsday_version_1.10 @version
- er Seven Portals). * Hexen|[[:in_fine]]: [[ded:infine_script_reference#Commands|"If" conditions]] for c
- finale @ded
- ====== Finale (InFine) ====== The //InFine// definition (also known as //Finales//) is used to define intros, interludes, fina... d text that is slowly typed onto the screen. Each InFine sequence runs a script that defines what the finale does. Check the [[Infine script reference]] for detailed information on ho
- jdoom_version_1_15_0-beta1_.4 @games
- s easily//: Splash damage is now considered to be infinetly tall when testing [[boss_brain]] vs missile co