Fulltext results:
- world @script:module
- s~@# ( #@Arg_HTML~Text,thingId~@# ) Searches the map for all things of type //thingId// and returns an... . The //type// must be an existing [[ded:Thing]] ID, for example "POSSESSED". The //pos// can be spe... wned. //missileId// must be a valid [[ded:Thing]] ID. #@Identifier_HTML~changeFlags~@# ( #@Arg_HTML~... f the //self// thing. ; //type// : [[ded:Thing#ID|Thing definition ID]] of the dropped item. ; //
- map_object_reference @xg
- ====== XG map object cross-referencing ====== ===== What is a reference? ===== References are one of ... original]]| The original light level set when the map is loaded. | | [[.refs:lightref_current|current]]... t]]. | | [[.refs:lref_all|all]]| All lines in the map. | ==== Line → plane ==== //Line-plane refer... _all_floors|all_floors]]| All floor planes in the map. | | [[.refs:lpref_thing_exist_floors|thing_exist
- audio @script:module
- ticular emitter object. //sound// must be a valid ID of a [[ded:sound|Sound definition]]. //volume// i... ed to DoomEd numbers 1200-1299. When one of these map spots is placed in a map (coordinates do not matter), the corresponding ambient sequence is registered... There can be up to eight sequences playing in the map, although only one at a time. Each ambient seque
- map_info_syntax @ded
- r "MAPxy" depending on the game. Example: if this map info is meant for the first map of the second episode, the ID is "E2M1". An "*" (asterisk) signifies that this... ition of their own. ==== Name ==== Name of the map. Displayed e.g., in the automap and in the console when the map is loaded. A [[Text]] definition ID may be specified instead, to use the associated string value. Fo
- thing @ded
- DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = "" Spawn S... will be removed imediately from the gameworld at map start up. The other states series are called by ... hed that it will fall to the floor as soon as the map starts. | | nogravity| Yes| Yes| Yes| The thing i... hed that it will fall to the floor as soon as the map starts. | | countkill| Yes| Yes| Yes| This thing
- overview_of_resources_doomsday_1.x @modding
- ata files somewhere on your hard drive. You could map this directory to //data/<game>/auto//, which wou... t the lumps are in a specific order (for instance map data). You have two options if you want to enforc... ed 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
- readme_macos @guide:2.2
- ===== The Doomsday Engine is a "source port" of id Software's Doom and Raven Software's Heretic and ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... ugins distributed with Doomsday. ^ Plugin^ Game ID^ Description | | Doom| doom1-share| Shareware Doo... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav
- doomsday @guide:2.2:man
- **doomsday** ''-''''iwad'' (dir) ''-''''game'' (id) ''-''''wnd'' ''-''''wh'' (w h) ''-''''file'' (fi... ''-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
- readme_windows @guide:2.2
- ===== The Doomsday Engine is a "source port" of id Software's Doom and Raven Software's Heretic and ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... ugins distributed with Doomsday. ^ Plugin^ Game ID^ Description | | Doom| doom1-share| Shareware Doo... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav
- readme_macos @guide:2.3
- ===== The Doomsday Engine is a "source port" of id Software's Doom and Raven Software's Heretic and ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... ugins distributed with Doomsday. ^ Plugin^ Game ID^ Description | | Doom| doom1-share| Shareware Doo... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav
- doomsday @guide:2.3:man
- **doomsday** ''-''''iwad'' (dir) ''-''''game'' (id) ''-''''wnd'' ''-''''wh'' (w h) ''-''''file'' (fi... ''-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
- readme_windows @guide:2.3
- ===== The Doomsday Engine is a "source port" of id Software's Doom and Raven Software's Heretic and ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... ugins distributed with Doomsday. ^ Plugin^ Game ID^ Description | | Doom| doom1-share| Shareware Doo... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav
- scripting_with_stateanimator @assets
- ects involved in 3D model rendering are: * **A map object.** Any mobj in the map can be represented by a 3D model. * **3D model asset.** An asset defin... ate) print "State changed:", animator.ID, state animator.startTimeline("off") ... , state) print "State changed:", animator.ID, state animator.startTimeline("off")
- readme_windows @guide:2.1
- ===== The Doomsday Engine is a "source port" of id Software's Doom and Raven Software's Heretic and ... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... ugins distributed with Doomsday. ^ Plugin^ Game ID^ Description | | Doom| doom1-share| Shareware Doo... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav
- doomsday @guide:2.1:man
- **doomsday** ''-''''iwad'' (dir) ''-''''game'' (id) ''-''''wnd'' ''-''''wh'' (w h) ''-''''file'' (fi... ''-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