Fulltext results:
- syntax @wiki
- is time the name of the language syntax to be highlighted is included inside the tag, e.g. ''<nowiki><code java></nowik... zxbasic// There are additional [[doku>syntax_highlighting|advanced options]] available for syntax highlighting, such as highlighting lines or adding line numbers. ==== Downloadable Code Blocks ==== When you use
- troubleshooting @guide
- version and build type, game configuration and loaded mods are included. These details may be crucial when trying to figure out what is causing the issue. ... 't use add-ons? Some maps have tons of objects or light decorations so rendering these might get expensiv
- map_object_reference @xg
- ing line's back sector's light level. | | [[.refs:lightref_original|original]]| The original light level set when the map is loaded. | | [[.refs:lightref_current|current]]| The current light level. | | [[.refs:lightref_highest|highest]]| The highest light level among the adjoining sectors. | |
- build_tools_for_unix @devel
- libxxf86vm-dev Now, I suggest a good syntax highlighting text editor. If you prefer an console applicat... d in one single (and long) command, however I divided it in to 3 seperate ones for legibility reasons.
- app @script:module
- # ( ) Returns the identifier of the currently loaded game plugin. The return value is text, for instan... te 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 "Gam
- map_info_syntax @ded
- Par time = 0.0; # Seconds Ambient light = 0.0; # 0...1 Fog color R = 0.0; # 0.... Horizon offset = 0; Sky height = 0; Sky light color = 0; Sky Layer { # or "Sky Layer 1" ... the automap and in the console when the map is loaded. A [[Text]] definition ID may be specified inste... Displayed e.g., in the console when the map is loaded. ==== Flags ==== ^ Name ^ Description | | dim
- state @ded
- ====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | fl... rawn fully bright whilst in this state. | | noautolight | Disable use of any automatically calculated [[light]] and [[halo]]. | ==== Sprite ==== Name of the ... that while the actual sprite frames are letter coded, here you enter a number. If you want to use the
- model @assets
- | Path of the RGBA image that contains additional light on the surface. This is simply added to the pixel colors after ambient, diffuse, and specular light is calculated. | Example: <code> asset model.t... pt]] runtime environment, they are primarily intended for making timed changes to the model's propertie... ize of textures and the number of GL resources needed by the model. * Each material variant reserve
- addon_box @fs
- there is no **Contents/** subfolder. This is intended to highlight the fact that the box itself contains no data: it... ght comprise two required [[PK3]]s, an optional [[DED]], and one [[WAD]] file. The only restriction is ... Addons in the root are optional. They will be loaded by default along with the box itself. === Extra... lder should contain addons that are //always// loaded when the box itself is loaded. These components w
- pk3 @fs
- age of //PK3s// with Doomsday. PK3 is the recommended container format to use when creating addons for ... u will get an error message. PK3 files can be loaded using the //-file// option. For example: -file ... ized into directories (folders). When a PK3 is loaded, all of the files in a PK3 become [[virtual_file]... To create a PK3 in WinZip you must gather your DEDs, maps and such and make the corresponding folder
- 2.2 @version
- for a Doomsday update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not being rendered. * Compat... fixed, and a couple of minor new features were added (#@Issue_HTML~2353~@#). * Other minor fixes and
- 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 ... | Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights | | Music| Backg
- mods @guide
- sounds, and music. Over time, source ports have added support for various other kinds of mods. It is i... Generally you should avoid changing the set of loaded mods while a game is running, so choose your mods... t opens, you can select one or more mods to be loaded in the game. Click on the (+) icon next to the mo... t previously selected mods. Selected mods are highlighted with a light gray background in the right-hand
- doomsday @guide:2.2:man
- d to specify a response file whose contents are added to the command line. ===== Options ===== ; ... ''-game'' option, the specified files will be loaded at startup. Without ''-game'' they are just registered as available files that can then be loaded in games. It is also possible to load data files ... known games and automatically loads them when needed. ; ''-version'' : Show version information.
- 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 ... gress * Clients automatically download PWADs loaded on server * Automatic discovery of servers runn... o choose which additional mods are going to be loaded when the game is started. On the left side of the