Fulltext results:
- state @ded
- ====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | fl... t | Disable use of any automatically calculated [[light]] and [[halo]]. | ==== Sprite ==== Name of the
- model @assets
- n [[version:2.2]]. Doomsday 1.x supports only [[ded:model|MD2/DMD models]]. ===== Models representin... as "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". Th... wand") are defined by the game plugins in their [[ded:Values]] definitions ("Weapon Info" section). Yo... '. | | ''fullbrightFromWeapon'' | Model's ambient light level is affected by the player weapon (psprite)
- 2.2 @version
- for a Doomsday update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not being rendered. * Compat
- overview_of_resources_doomsday_1.x @modding
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... e subdirectories of the //auto// directory. All DED files placed in the //defs/<game>/auto/// directo... P/LMP/WAD are mapped to //data/<game>/auto/// and DED goes to //defs/<game>/auto///. For example, placing //test.ded// into the root of a PK3 has the same end result
- mods @guide
- lected mods. Selected mods are highlighted with a light gray background in the right-hand side mods list.... * .wad * .deh (DeHackEd patch) * .pk3 * .ded (Doomsday-specific definitions) * .box (folder
- readme_macos @guide:2.2
- s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https://t
- doomsday @guide:2.2:man
- s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https://t
- readme_windows @guide:2.2
- s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https://t
- doomsday @guide:2.3:man
- s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https://t
- readme_macos @guide:2.3
- s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https://t
- readme_windows @guide:2.3
- s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https://t
- sector_type @xg
- he visual appearance of the sector (for instance, light color) and gameplay functionality (for instance, ... The properties of XG sector types are documented in the [[ded:sector_type|Sector Type]] definition.
- readme_macos @guide:2.1
- ld objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particle... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... * [[assets|Doomsday 2 packages and assets]] * [[ded|Definitions Reference: DED and finale script syntax]] * [[https://tracker.dengine.net/projects/deng/
- readme_windows @guide:2.1
- ld objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particle... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... * [[assets|Doomsday 2 packages and assets]] * [[ded|Definitions Reference: DED and finale script syntax]] * [[https://tracker.dengine.net/projects/deng/
- doomsday @guide:2.1:man
- ld objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particle... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... * [[assets|Doomsday 2 packages and assets]] * [[ded|Definitions Reference: DED and finale script syntax]] * [[https://tracker.dengine.net/projects/deng/