Fulltext results:
- 1.9.0-beta6 @version
- ustom [[playpal|palette]], 2=Always. * Added [[map-mobj-r]]/g/b: [[cvar]] Set a custom color for things displayed in automap when the reveal all cheat is used. === Misc ===
- 1.9.0-beta1...4 @version
- ation of various subsystems like the menu and automap). Thus development has not been at a standstill e... system has been enhanced with the possibility to map entire directories to a virtual location. By defa... e obvious shortcomings in this release: * Per-map initialization of the bias lighting is extremely ... no messages in the console. Console text during map load was fixed. Texture color processing was fix
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- lient * player thing angle not updating in automap * [367] regression: missing/hidden automap [scale initialization issue] * Hexen: pottery explode... * -file arguments interpreted too late * -vdmap'd paths do not populate into resource namespaces ... * Hexen/Deathkings: game starts in regular Hexen Map01 * server needs to send material Id dictionar
- model @assets
- hich meshes. | | ''notifiedStates'' | Name of the mobj state, or an array of mobj state names, that will cause a notification callback to be made to the [[scr... tely necessary — remember that each object in the map will be processed separately. This value can also... y is interpreted as the path of the diffuse color map. The model asset definition can override these, t
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- d Wraiths, too. * Hexen: allow [[:warp]]/[[:setmap]] only to maps defined in [[:mapinfo_hexen]]. * Hexen: movement of fog clouds (e.g., map 8) was not smooth. * Hexen v1.0: intermission ... arping to maps without a specified cluster (e.g., MAP41 in Hexen v1.0). * Hacx: Addressed compatibil... d after engine reset. * Doom: Failed to locate map data from Memento Mori add-on. * Hexen: loadin
- generator_syntax @ded
- > [Copy] Generator { State = ""; Flat = ""; Mobj = ""; Alt Mobj = ""; Damage Mobj = ""; Map = ""; Flags = flaga | flagb | flagc; Speed = 0.0; Speed Rnd = 0.0; Vector { 0.0 0.
- 1.9.0-beta6.8 @version
- etail&aid=2897918&group_id=74815&atid=542099 * Map name strings from Plutonia and TNT could not be c... 99 * Uninitialized variable in [[ccmd]] [[spawnmobj]] which would result in mobjs always being spawned at the ceiling height. * "Blank map titles no longer blank". http://sourceforge.net/t... etail&aid=2871890&group_id=74815&atid=542099 * Map title and author info printed in the console upon
- 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
- 1.9.0-beta6.9 @version
- of the intermission and the beginning of a before map briefing. ===== Fixes ===== ==== Engine ==== ... ring artefacts on the hanging vines in Plutonia2::MAP01 * "Dynamic lights on unpegged walls". http:/... to the clipper. This manifested the symptom "Auto map drawing lines the player can't see at map start up". http://sourceforge.net/tracker/?func=detail&aid=2
- triggers @xg
- s flag is not set, the line is inactive after the map has been loaded. ===== Trigger types flags ====... ote> ; player_use : Use events from a player mobj can activate/deactivate the line. ; other_use : Use events from a mobj that is not a player can activate/deactivate the ... tguns, chaingun) whose originator is not a player mobj can activate/deactivate the line. ; any_cross
- generator_triggers @ded
- ng means that the generator is spawned when any [[mobj]] enters the [[state]] the generator has been associated with. The mobj in question will become the source of the generat... iggering makes the generator multi-sourced: all [[mobj]]s in the level with one of the types associated ... e allocated in the definition as all mobjs in the map will share the same generator.</note> ==== Synt
- 1.9.0-beta6.4 @version
- d=542099). ==== Common code library ==== * Mobj types from game modes where they should not be present could be spawned dynamically once the map had started (for example, attempting to spawn an ... le playing Ultimate DOOM via XG or the ccmd "spawnmobj"). * Mobj types specifically disabled in the server configuration could still be spawned dynamically
- detailed_list_of_changes_in_doomsday_version_1.10 @version
- Map: Fatal error with {{:var|rend-tex}} = 2. * Map: Fatal error with {{:var|rend-dev-mobj-bbox}}. * Map: "Missing" material not always assigned. ===== Resources ===== * Definitions: ... * Any transition from busy mode (e.g., loading a map) to gameplay no longer forces game time to be fro... ols how long the game is paused at the start of a map (by default, in Doom, it matches the busy mode tr
- 1.9.0-beta5 @version
- equired info has been received, not when a Create Mobj delta is received. The Create Mobj delta may get lost, so it isn't very reliable. * Fixed problem wh... d=542099 * Client cannot move after joining. Clmobj marked hidden, which prevented <code>Cl_MovePlaye... fixes), while playing jDoom with PWAD Icarus.WAD (MAP01). (http://sourceforge.net/tracker/?func=detail&
- thing @ded
- will be removed imediately from the gameworld at map start up. The other states series are called by ... weapon. | | nosector| Yes| Yes| Yes| | | noblockmap| Yes| Yes| Yes| | | ambush| Yes| Yes| Yes| | | ... 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