Fulltext results:
- syntax @wiki
- = DokuWiki supports **bold**, //italic//, __underlined__ and ''monospaced'' texts. Of course you can **... DokuWiki supports **bold**, //italic//, __underlined__ and ''monospaced'' texts. Of course you can ... > as well. **Paragraphs** are created from blank lines. If you want to **force a newline** without a paragraph, you can use two backslashes followed by a whi
- 2.3 @version
- effects are now supported (or fixed) in Doomsday. Examples: TNT MAP02 deep water, TNT MAP02 windows overlook... on to spawning things, one can now list things by type, check their state and flags, and perform state c... when firing at steep angles. * Fixed use of newline characters in Text definitions. * Fixed alpha-b... ng external images. There used to be a visible outline along the contours. * Heretic's Phoenix Rod fla
- reference @script
- configuration and controlling [[assets:model#timelines|3D model asset animation]]. Doomsday Script is n... ''. * A colon ('':'') always indicates a single-line compound that does not need to be closed: <code>d... 2(): return 'World'</code> * Objects are weakly typed: they may have one or more superclass objects th... provide common members, but otherwise there is no type safety or checking. Objects are called [[Record]]
- model @assets
- set to be used for representing [[ded:thing]]s of type POSSESSED in the game world". The thing type must be one of the thing types defined in the loaded game. ===== Models representing player weapons (... ...textures maps... } } </code> In the above examples, the material being modified is the default one,
- overview_of_resources_doomsday_1.x @modding
- jDoom/Some.md2 FILE002 Another.ded</code> Each line in //DD_DIREC// contains a lump/path pair. The pa... /Data/<Game>/Auto/assembly///. ====== Resource types ====== ===== Textures and flats ===== Norma... atch the palette of the game (B) = TGAs must be type 2 (uncompressed, unmapped RGB) <note>32-bit ima... , and will be replaced with transparent pixels. Examples: * To create a high-resolution texture for t
- sector_type @xg:class
- type]], or zero. | ===== Examples ===== Line Type { ID = 5071 Flags = player_use ... pe = 0 } When activated, all sectors whose tag is equal to that of the line being activated will have their sector type set to zero (removed).
- sector_light @xg:class
- color [0...255]. | ===== Examples ===== Line Type { ID = 5041 Flags = player_use Flags2 = when_act | any Class = sector_light Type = timed_off Count = -1 Time = 0.5 Act
- teleport @xg:class
- by the activator. | ===== Examples ===== Line Type { ID = 5020 Flags = player_cross ... gs2 = when_act | any Class = teleport Type = timed_off Count = -1 Target Ref = "lsref_line_tagged" No Flash = 1 No Sound = 1 Always Stomp = 1 } The line is activated when the player crosses it. On activ
- packages @fs
- r be a folder or a ZIP archive. Regardless of the type, the file name must have a **.pack** extension. T... st in the same folder on a hard drive (or in an online repository)? It is possible to add a //free-form ... er would use to represent a thing of a particular type. Package assets are a generic mechanism in the s... ath = "boblampclean.md5mesh" } The Info block type ''asset'' must be used when defining an asset. Th
- sector_type @ded
- e { ID = 5002; Comment = "Immediately trigger line type 6101"; Ticker chain = 6101; Ticker chain coun... event be will sent once, immediately, to the [[xg:line type]] 6101. ==== Water current ==== <code> Sector Type { ID = 5001; Comment = "Scroll along tag 9999... aterial will scroll, in the direction that sector line with the act tag 9999 is pointing. Material scrol
- line_type @xg
- ====== Line Type (XG, DED) ====== A //Line Type// defines the behavior of a [[modding:line|map line]], i.e., a wall in the m... when some other triggering condition occurs. Some examples of line classes include [[xg:class:plane_move|Move Plane]... d [[xg:class:wall_texture|Change Wall Texture]]. Line types are a fundamental building block of XG. Please s
- reference_guide @xg
- y in an interaction. ==== Examples ==== * [[line_type_examples|Line Type examples]] * [[sector_type_examples|Sector Type examples]] * [[colored_xg_sector_lighting_example|Sector light color examples]] * [[howto:combination_lock|How to create a c... k]] ==== Reference guides ==== * [[xg:class|Line classes]] * [[xg:sector_type|Sector types]]
- examples @xg
- ====== Line Type examples ====== ===== Restore sector light color & luminance ===== <code> Line Type { ID = 6101 Flags2 = when_deact | when_act ... gged. ===== Change wall material ===== <code> Line Type { ID = 5070 Flags = player_use Flags2 = ... d once. ===== Lower sector floor ===== <code> Line Type { ID = 5006 Comment = "Lower when Poss gone
- compiling_and_running_1.15_or_earlier_qmake @devel
- pecify all 3rd party SDK paths (e.g., FMOD, SDL). Examples have been provided in **config_user-example.pri**... IX in **config_user.pri** or on the qmake command line so the installed files are placed in a suitable l... b// directory inside the Doomsday source tree and type this command: python platform_release.py It w... detect the operating system and create a suitable type of build. The result will appear in the **distrib
- function_script @xg
- e used for a strobo effect. | | !| Chain event. A line type ID must immediately follow the exclamation point ... (at the beginning of the level or when the sector type is set) its offset will be modified depending on ... n the timer for the current one reaches zero. The type definition specifies the minimum and maximum numb... nctions' scale and offset can be specified in the type definition. Examples: ^ Function^ Meaning | | '