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readme_macos @guide:2.0
17 Hits, Last modified: 8 years ago
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
readme_windows @guide:2.0
17 Hits, Last modified: 8 years ago
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
doomsday @guide:2.0:man
17 Hits, Last modified: 8 years ago
''-game'', automatically also jump to a specific map. The map can be specified either as the map number, a pair of numbers (episode and map), or the map identifier (e.g., "MAP12"). ; ''-width'' | '
readme_macos @guide:2.1
16 Hits, Last modified: 7 years ago
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
readme_windows @guide:2.1
16 Hits, Last modified: 7 years ago
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
doomsday @guide:2.1:man
16 Hits, Last modified: 7 years ago
''-game'', automatically also jump to a specific map. The map can be specified either as the map number, a pair of numbers (episode and map), or the map identifier (e.g., "MAP12"). ; ''-width'' | '
readme_macos @guide:2.2
15 Hits, Last modified: 6 years ago
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... e maps in the WAD are listed so you'll know which map to start when playing. The info popup also shows
readme_windows @guide:2.2
15 Hits, Last modified: 6 years ago
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... e maps in the WAD are listed so you'll know which map to start when playing. The info popup also shows
readme_macos @guide:2.3
15 Hits, Last modified: 6 years ago
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... e maps in the WAD are listed so you'll know which map to start when playing. The info popup also shows
readme_windows @guide:2.3
15 Hits, Last modified: 6 years ago
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... e maps in the WAD are listed so you'll know which map to start when playing. The info popup also shows
doomsday @guide:2.2:man
15 Hits, Last modified: 6 years ago
''-game'', automatically also jump to a specific map. The map can be specified either as the map number, a pair of numbers (episode and map), or the map identifier (e.g., "MAP12"). ; ''-width'' | '
doomsday @guide:2.3:man
15 Hits, Last modified: 6 years ago
''-game'', automatically also jump to a specific map. The map can be specified either as the map number, a pair of numbers (episode and map), or the map identifier (e.g., "MAP12"). ; ''-width'' | '
bindings_1.8.6_and_1.9_betas
4 Hits, Last modified: 13 years ago
create an event binding which creates a new bias light source when you press F5 you would use the follow... This means that pressing F5 to create a new bias light source will ONLY work when the "biaseditor" bindi... f the game creates a binding class for an in-game map (such as the automap in jDoom) it follows that the game will make sure this binding class is only acti
troubleshooting
2 Hits, Last modified: 4 years ago
he Bloom effect in this case. * When in a large map you notice the slowdown (perhaps looking at a lar... 't use add-ons? Some maps have tons of objects or light decorations so rendering these might get expensiv

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