Fulltext results:
- 1.9.0-beta6 @version
- |Beta 6 bug tracker]]. ===== Fixes ===== ==== Map format ==== * Support for packed sidedefs. Th... n subsectors/segs/sidedefs/linedefs read from the map data lumps are not assumed to be valid. Instead, ... here possible else output a warning and abort the map load attempt gracefully. * Infinite loop when ... ts. * Player's in-void status was not reset on map load. This led to HOM in the sky until the player
- 1.9.0-beta1...4 @version
- s) ===== Definitions ===== * [[decoration]]:Light:Flare texture is deprecated. Use "Flare map" instead ===== Input/Controllers ===== * cc... nitions ===== * [[light]]:Halo radius * [[light]]:Flare map: the flare map to use for this light's halo. Either a path and [... lt-in_flare_resource_number]] * [[decoration]]:Light:Flare map: same as above for light [[decoration]]s. * [[... tisample factor used when determining sector to [[light_grid]] mapping. Larger values increase accuracy at the expense of map load times. * [[light_range_compression]]: inc
- material_syntax @ded
- mbiguous. ; Bottom/Side/Top map : Name of the light map to use when casting light in that direction. The //bottom// map is used for floor planes, the //top// map for cei... or round lights is used. Use ''-'' to disable the map entirely. (No light will then be cast in that direction). ; Halo ra... 0| Smart algorithm which selects a built-in flare map dynamically, according to the attributes of the light and relative position of the viewer. | | 1| [[htt... cross formation of [[http://en.wikipedia.org/wiki/Light_pillar|light pillars]]. | For example:<code>Flar
- light @ded
- om map = "" Side map = "" # Name of the light map to use. The top map is used for ceiling # planes, the bottom ma... ght texture # is used. Use "-" to disable a map entirely. No light will then be # cast in the direction. ... is a bias light source and not a dynamic # light. This tells doomsday which map the bias source is for Origin { 0.0 0.0 0.... } # The location of the bias source in the map (X Y Z) Intensity = 200 # How bright
- decoration @ded
- = "" Side map = "" # Name of the light map to use. The top map is used for ceiling # planes, the bottom ... t # texture is used. Use "-" to disable a map entirely. No light # will then be cast in the direction. ... # Two integers (0-255) that mark the sector light levels where # the light is at zero and maximum brightness, respectively. # For example,
- map_info_syntax @ded
- p, in seconds. ==== Ambient light ==== Minimum light level (0-1) for all sectors in the map. Note that this will only change how the map is visualized - the actual sector light levels are unaffected. ==== Fog color R ==== Red color component (0-1) of the fog used in the map. ==== Fog color G ==== Green color component (0-1) of the fog used in the map. ==== Fog color B ==== Blue color component (0
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- lient * player thing angle not updating in automap * [367] regression: missing/hidden automap [scale initialization issue] * Hexen: pottery explode... * -file arguments interpreted too late * -vdmap'd paths do not populate into resource namespaces ... * Hexen/Deathkings: game starts in regular Hexen Map01 * server needs to send material Id dictionar
- detailed_list_of_changes_in_doomsday_version_1.11 @version
- concerned with id Tech 1 map hacks. * Bias [[:light_grid]] is now prepared JIT if enabled while a map is loaded. It is no longer necessary to restart the map/wait until the next map for changes to take effect. ===== Resources ===== * Removed the fixed u... fines GLSL shaders used in the UI framework. * Map geometry now modelled with meshes, a [[:half-edge
- model @assets
- reflection parameters. The color of the reflected light is multiplied by the specular map RGB. The sharpness of the reflection is determine... 55 produces a very sharp/small one. | | ''emissiveMap''| 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... ossessed.md5mesh" material.@0 { heightMap = "bodyheights.png" emissiveMap = "bodyem
- map_object_reference @xg
- [.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. | | [[.refs:lightref_lowest|lowest]]| The lowest light level among the adjoining sectors. | | [[.refs:li
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- ” {{:sfbug|1070}} * Mobjs outside the playable map should not emit light. {{:sfbug|945}} * Logging of missing materials during map conversion. * Crash during engine reset when in a map with one or more glowing material. ===== Defini... menus ===== * HOM before an InFine script at map start. * Automap: Bug "Automap - secret line f
- overview_of_resources_doomsday_1.x @modding
- be used with dynamic lights. The dimensions of a light map must be powers of two, for example 256 x 256. If the map contains an alpha channel, the actual color value... values of the image. Example: If you assign the light map "Round" to a light source, images with that file name are searched from the //LightMaps// directory. The... place the music for Doom's first episode's second map, the file //d_e1m2.mp3// would be placed in the /
- readme_macos @guide:2.0
- 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 ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav
- 1.9.0-beta6.9 @version
- of the intermission and the beginning of a before map briefing. ===== Fixes ===== ==== Engine ==== ... p_id=74815&atid=542099 * "Barracks.wad dynamic light anomaly". http://sourceforge.net/tracker/?func=de... ring artefacts on the hanging vines in Plutonia2::MAP01 * "Dynamic lights on unpegged walls". http:/... to the clipper. This manifested the symptom "Auto map drawing lines the player can't see at map start u
- readme_windows @guide:2.0
- 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 ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav