Fulltext results:
- episode @ded
- ch Episode definition groups together one or more maps (possibly using [[hub]]s) and describes the connections between those m... leads to which other map in the same episode. **Hub.** A [[hub]] is a group of maps where the player may travel several times between the various maps in the hub. Game state is automatically saved in the other maps of the hub while the player is on one of the other maps. Hubs were originally introduced in Hexen. **Map exclusivity.*
- episode_syntax @ded
- } } # Other Map definitions for the hub... } Map { ID = ""; Wa... kings expansion).</note> Group of one or more [[#Map|maps]] which should be treated as a "hub". An episode may consist of any number of hubs containing any number of maps. The order in which hubs (and maps) are defined does not matter. When play transitions from one map to another and the destination map is in the same hub as the current map; the game plugin may elect to
- model @assets
- rial definitions. Each material specifies texture maps for all the meshes in the model. | | ''animation... tely necessary — remember that each object in the map will be processed separately. This value can also... images: each material specifies a set of texture maps for each of the meshes in the model. None of the texture maps are required; if a mesh is missing one or more t
- 1.15 @version
- specify the structure of game episodes (including hubs) enabling entirely new episodes and modifying the originals. **MAPINFO support.** [[modding:Hexen MAPINFO]] definitions are now supported in Doom and Heretic, as well as... en. Note that presently only the Hexen dialect of MAPINFO is supported (ZDoom uses it's own MAPINFO dia
- detailed_list_of_changes_in_doomsday_version_1.15 @version
- a. ===== {{tag|All Games}} ===== * External map progression, episode and hub definitions. These definitions allow one to modif... doing any changes to the WAD files containing the maps. Previously the only way to specify a custom map progression was to use [[:end_level_xg_class]] in the map. * Recognize id Tech 1 maps using heuristic an
- 1.9.0-beta6.8 @version
- 070&group_id=74815&atid=542099 * "Warping from map with hub exit to another hub plays anim". http://sourceforge.net/tracker/?func... 82&group_id=74815&atid=542099 * [[cvar]] [[msg-hub-override]] not functional. * Buffer underflow ... ia the HUD options menu. * When starting a new map there is no longer a momentary wait where the gam... to [[hud-title-author-noiwad]] and now hides the map author if defined as "id Software" and the map or
- doomsday @guide:2.0:man
- ''-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_windows @guide:2.0
- [[skyboxes]], and [[particles]] * Environmental mapping effects for 3D models and world surfaces * ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... D files based on their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/... s.dei|identification criteria can be viewed in GitHub]]. <html><a name="gamemode"></a></html> ====
- readme_macos @guide:2.0
- [[skyboxes]], and [[particles]] * Environmental mapping effects for 3D models and world surfaces * ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... D files based on their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/... s.dei|identification criteria can be viewed in GitHub]]. <html><a name="gamemode"></a></html> ====
- readme_windows @guide:2.3
- [[skyboxes]], and [[particles]] * Environmental mapping effects for 3D models and world surfaces * ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... D files based on their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/... s.dei|identification criteria can be viewed in GitHub]]. <html><a name="gamemode"></a></html> ====
- readme_windows @guide:2.1
- [[skyboxes]], and [[particles]] * Environmental mapping effects for 3D models and world surfaces * ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... D files based on their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/... s.dei|identification criteria can be viewed in GitHub]]. <html><a name="gamemode"></a></html> ====
- readme_macos @guide:2.1
- [[skyboxes]], and [[particles]] * Environmental mapping effects for 3D models and world surfaces * ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... D files based on their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/... s.dei|identification criteria can be viewed in GitHub]]. <html><a name="gamemode"></a></html> ====
- readme_macos @guide:2.3
- [[skyboxes]], and [[particles]] * Environmental mapping effects for 3D models and world surfaces * ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... D files based on their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/... s.dei|identification criteria can be viewed in GitHub]]. <html><a name="gamemode"></a></html> ====
- doomsday @guide:2.3:man
- ''-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_windows @guide:2.2
- [[skyboxes]], and [[particles]] * Environmental mapping effects for 3D models and world surfaces * ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... D files based on their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/... s.dei|identification criteria can be viewed in GitHub]]. <html><a name="gamemode"></a></html> ====