Fulltext results:
- syntax @wiki
- square brackets. You can either just give a [[pagename]] or use an additional [[pagename|link text]]. Internal links are created by using square brackets. You can either just give a [[pagename]] or use an additional [[pagename|link text]]. [[doku>pagename|Wiki pagenames]] are converted to lower
- troubleshooting @guide
- ng may not be appropriate — you can for example rename the folder to "runtime.bak". ==== Low FPS / rend... 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 ... Lightrefs do not use the [[data component]]. ^ Name^ Summary | | [[.refs:lightref_none|none]]| Refers... original]]| The original light level set when the map is loaded. | | [[.refs:lightref_current|current]]... needs to refer to a line or a group of lines. ^ Name^ Summary | | [[.refs:lref_none|none]]| Refers to
- defs @script:module
- SN_XDEATH, decorations, episodes, finales, flags, mapInfos, materials, models, musics, skies, states, t... d indices: $ dir(Defs.things) ⇒ [ idLookup, nameLookup, order ] For example, ''idLookup'' is a dictionary that maps IDs to definition records. <code> $ Defs.things... mass: 100 misc: [ 0, 0, 0, 0 ] name: Zombieman painChance: 200 radius:
- map_info_syntax @ded
- have a definition 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 speci... o use the associated string value. For example: Name = "HUSTR_E1M1"; ==== Author ==== Author of the map. Displayed e.g., in the console when the map is loaded. ==== Flags ==== ^ Name ^ Description | | d
- thing @ded
- = <code> Thing { ID = "" Doomed Number = 0 Name = "" Spawn State = "" See State = "" Pai... 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
- model @assets
- ssible material definition simply assigns texture maps to a mesh. Meshes can be identified using the names assigned to them in the model file, or with a ''... 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
- addon_box @fs
- nt (e.g., determining the author of your favorite map) * Keeps everything nice and clean ===== Ana... ain text file — note the lack of extension in the name — which describes the contents of the box (i.e., ... this collection of add-ons. Something like: name: Amaze-DOOM component: game-jdoom language... damn it!" ) Now create a folder and give it a name of your choosing with a **.box** suffix. Place he
- pk3 @fs
- or use both at the same time; for example the filenames MYPAK.PK3, MYPAK.ZIP, MYPAK.PK3.ZIP will all wor... e file Superb.wad and due to the [[automatic_file_mapping_in_pk3]] it is relocated to =Data\[game]\Auto... K3 files are the same as ZIP files; only the file name extension is different. This means you will be ne... create a PK3 in WinZip you must gather your DEDs, maps and such and make the corresponding folders for
- overview_of_resources_doomsday_1.x @modding
- are subject to automatic relocation based on file name extension: PK3/ZIP/LMP/WAD are mapped to //data/<game>/auto/// and DED goes to //def... ects single files, it is also possible to request mapping manually by adding a special prefix character to the name of a directory in the root of a PK3. If the direc... l resources. To indicate that a resource is color-mapped, its name is formed like this: //(patchName)-table(class... of the image. Example: If you assign the light map "Round" to a light source, images with that file name are searched from the //LightMaps// directory. Th
- readme_macos @guide:2.2
- 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 ru... game has its own subfolder for saves. <html><a name="paths_file"></a></html> Additional files: ; /... the file]] is documented in the wiki. <html><a name="environ"></a></html> ===== Environment ===== ... * [[https://tracker.dengine.net/projects/deng/roadmap|Project roadmap and features in planning]] <html>
- doomsday @guide:2.2:man
- example: ''-dpi 2.0'' ; ''-errors'' : Set the name of the error output file. The file is written to ... ync'' : Disable vsync. ; ''-out'' : Set the name of the log output file. The file is always writte... ''-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 id
- 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... on criteria can be viewed in GitHub]]. <html><a name="gamemode"></a></html> ==== Supported games ===... to navigate between tabs: * Click on the tab names in the top of the screen. * Left and right arr
- readme_macos @guide:2.3
- 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 ru... game has its own subfolder for saves. <html><a name="paths_file"></a></html> Additional files: ; /... the file]] is documented in the wiki. <html><a name="environ"></a></html> ===== Environment ===== ... * [[https://tracker.dengine.net/projects/deng/roadmap|Project roadmap and features in planning]] <html>
- doomsday @guide:2.3:man
- example: ''-dpi 2.0'' ; ''-errors'' : Set the name of the error output file. The file is written to ... ync'' : Disable vsync. ; ''-out'' : Set the name of the log output file. The file is always writte... ''-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 id