Fulltext results:
- syntax @wiki
- l haxe hicest hq9plus html html4strict html5 icon idl ini inno intercal io ispfpanel java5 java javasc... as lotusscript lscript lsl2 lua m68k magiksf make mapbasic mathematica matlab mercury metapost mirc mk-
- 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
- troubleshooting @guide
- like operating system, OpenGL version and driver identifier, Doomsday version and build type, game co... he Bloom effect in this case. * When in a large map you notice the slowdown (perhaps looking at a lar... e slowdown go away if you don't use add-ons? Some maps have tons of objects or light decorations so ren
- 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
- defs @script:module
- [ idLookup, nameLookup, order ] For example, ''idLookup'' is a dictionary that maps IDs to definition records. <code> $ Defs.things.idLookup['possessed'] ⇒ __order__: 1 custom: F... [ 0x400006, 0x40000, 0 ] height: 56 id: POSSESSED mass: 100 misc:
- audio @script:module
- or the audio subsystem. ===== Functions ===== #@Identifier_HTML~localSound~@# ( #@Arg_HTML~Text,sou... ticular emitter object. //sound// must be a valid ID of a [[ded:sound|Sound definition]]. //volume// i... lay a sound originating from a [[ded:thing]]. #@Identifier_HTML~setAmbientSequence~@# ( #@Arg_HTML~... ed to DoomEd numbers 1200-1299. When one of these map spots is placed in a map (coordinates do not matt
- 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
- 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
- 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
- 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
- readme_macos @guide:2.2
- cific 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"). <html><a name="files"></a></html> ===== Files ===== Your runtime files (s... ://tracker.dengine.net/projects/deng/issues?query_id=10|multiplayer issues and needed enhancements]]. ... s"></a></html> ===== Acknowledgements ===== **id Software** created DOOM and then released its sou
- doomsday @guide:2.2:man
- cific 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'' | ''-height'' : Set the horizontal/vertical display resoluti... ===== The Doomsday Engine is a "source port" of id Software's Doom and Raven Software's Heretic and ... [[skyboxes]], and [[particles]] * Environmental mapping effects for 3D models and world surfaces *
- readme_windows @guide:2.2
- cific 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'' | ''-height'' : Set the horizontal/vertical display resoluti... ://tracker.dengine.net/projects/deng/issues?query_id=10|multiplayer issues and needed enhancements]]. ... s"></a></html> ===== Acknowledgements ===== **id Software** created DOOM and then released its sou
- readme_macos @guide:2.3
- cific 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"). <html><a name="files"></a></html> ===== Files ===== Your runtime files (s... ://tracker.dengine.net/projects/deng/issues?query_id=10|multiplayer issues and needed enhancements]]. ... s"></a></html> ===== Acknowledgements ===== **id Software** created DOOM and then released its sou
- doomsday @guide:2.3:man
- cific 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'' | ''-height'' : Set the horizontal/vertical display resoluti... ===== The Doomsday Engine is a "source port" of id Software's Doom and Raven Software's Heretic and ... [[skyboxes]], and [[particles]] * Environmental mapping effects for 3D models and world surfaces *