Fulltext results:
- 1.9.0-beta6 @version
- operties for every map, each time directly in a [[map_info_ded_]] definition, instead; use a Sky definition, giving it a unique ID which is then used in the Map Info definition to link the two. This allows mod authors to patch just t... e Sky definitions without needing to touch/create Map Infos. * [[detail]] and [[reflection]] definit... === File system ==== * Added [[automatic_file_mapping_in_pk3]] for **/models** and **/sfx** in a [[
- episode @ded
- l associate with a unique identifier. Such "exit" identifiers can be used in an episode definition to redirect play to another map when triggered. There are also other ways in whic... ID = "E1M1"; Warp Number = 1; Exit { ID = "next"; Target Map = "E1M2"; } Exit { ID = "secret"; Target Map = "E1M9"; } } Map { ID = "E1M2"; Warp Number = 2; Exit { ID = "next"; Target Map = "E1M3"; } Exit { ID = "secret"; Target Ma
- infine_script_reference @ded
- (InFine scripts can be played before or after any map); briefings and debriefings if you will. ===== ... doom2-plut</code> | | secret| True if the current map was exited through a [[:secret_exit]]. | | netgam... lternative execution path. ; ''MARKER'' (marker-id) : Marks a position in the script that can be j... the ''goto'' command. Don't use duplicate marker IDs. ; ''GOTO'' (marker-id) : Jumps to the given
- episode_syntax @ded
- Warp Number = 0; Exit { ID = ""; Target Map = ""; } } #... = ""; Warp Number = 0; Exit { ID = ""; Target Map = ""; } } # More Map def... s not matter. ; ID : URI associated with the map data. In id Tech 1 format maps, this is typically either "ExM... msday [[version:1.15]] adds support for arbitrary map identifiers, allowing any name to be assigned to the
- 1.9.0-beta6.8 @version
- to [[hud-title-author-noiwad]] and now hides the map author if defined as "id Software" and the map originates from an IWAD. Previously this behavior was dependent upon the origin of the map title patch graphic. * Using the [[ccmd]] "giv... the player as a consequence of spawning into the map no longer produce a pickup sound or result in a b
- 1.9.0-beta6.9 @version
- m "Auto map drawing lines the player can't see at map start up". http://sourceforge.net/tracker/?func=detail&aid=2968923&group_id=74815&atid=542099 * Fog settings as specified in Map Info definitions used when drawing the various UI displays. * "Map def fog oversight". http://sourceforge.net/tracker/?func=detail&aid=2941879&group_id=74815&atid=542099 * Vissprites produced for mo
- map_info_syntax @ded
- 0 }; Execute = ""; } } ==== ID ==== Map identifier. Could be "ExMy" or "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... vity ==== Gravity in the map. ==== Music ==== Identifier of the song to play during this map. Notice that this is the identifier of the Music ... Used in exponential(2) fog mode. ==== Sky ==== Identifier of the [[Sky]] definition to use with this map. If not specified, the sky will be configured usi
- model @assets
- ssible material definition simply assigns texture maps to a mesh. Meshes can be identified using the names assigned to them in the m... st mesh). <code> material.@0 { # ...textures maps... } </code> Example of multiple meshes, with o... <code> material { @0 { # ...textures maps... } @1 { # ...textures maps... } mesh_with_a_name { # ...textures ma
- 1.15 @version
- o. * ''server-game-episode'' and ''server-game-map'' no longer use numeric IDs that start from 0. The episode IDs are now defined in DEDs, and the map is identified as "E1M1", "MAP03", etc. This means a server that uses these cvars in a .cfg file may need som... ge should be used at runtime. Assets are uniquely identified, so information about which ones to use —
- 1.9.0-beta1...4 @version
- to one), and it has not been fully adjusted: many maps will mostly become too dark (Doom 3 fans rejoice... system has been enhanced with the possibility to map entire directories to a virtual location. By default there is a virtual mapping from ''(runtime)/Auto'' to both ''Data/(game)... ts on the [[http://sourceforge.net/tracker/?group_id=74815&atid=542099|deng SourceForge project page]]
- world @script:module
- cts in the game world. ===== Functions ===== #@Identifier_HTML~listThings~@# ( #@Arg_HTML~Text,thingId~@# ) Searches the map for all things of type //thingId// and returns an array of [[#World.Thing]] references. #@Identifier_HTML~spawnThing~@# ( #@Arg_HTML~Text,typ... . The //type// must be an existing [[ded:Thing]] ID, for example "POSSESSED". The //pos// can be spe
- overview_of_resources_doomsday_1.x @modding
- s will also be loaded. ===== Virtual directory mapping ===== Virtual directory mapping allows you to make the contents of one directory appear inside a... ata files somewhere on your hard drive. You could map this directory to //data/<game>/auto//, which wou... an auto-loading directory. A virtual directory mapping is defined using the ''[[-vdmap]]'' option. I
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- by 98b889e2] * automap: default zoom level at map start [now closer to vanilla Doom; not identical, though] * input: track sharp input tog... ame endings * [402] regression: HacX: Password map object is broken [state lookup logic mismatches, ... osition after a valid XY move [verified in Doom 2 map30] * automap: panning in "follow off" mode is ... * [395] regression: movement controls stuck at map start * Hexen: standing on a mobj allows walki
- 1.9.0-beta6.3 @version
- an. * "Monsters become active at start of some maps" (http://sourceforge.net/tracker/?func=detail&aid=2655883&group_id=74815&atid=542099). * Heap corruption due to a... when attempting to go to the intermission from a map whose logical id is greater than 32. * Drawing the game font in... The view border sometimes visible when not in a map. ==== jHeretic ==== * Use of uninitialized ... The view border sometimes visible when not in a map. * Attempting to cache non-existent ammo icon
- material_syntax @ded
- directly to a world surface (for example, in a [[:map_editor]]), or, when referencing it in other definitions. The IDs are considered //unique// within the defined nam... sday provides a small built-in selection of flare maps, which are specified by their unique ID: ^ ID^ Description | | 0| Smart algorithm which s... disk style corona.</code> === Flare texture (deprecated) === Built-in flare map (i.e., texture) ID to use for the halo.