Fulltext results:
- 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
- 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 ... 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
- to use on which meshes. | | ''notifiedStates'' | Name of the mobj state, or an array of mobj state name... 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... # ...textures maps... } mesh_with_a_name { # ...textures maps... } } </code>
- 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
- overview_of_resources_doomsday_1.x @modding
- 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... ic// resource class directory is enough. The file name must match the lump name of the original music data lump. For example, to replace the music for Doom's first episode's second map, the file //d_e1m2.mp3// would be placed in the /
- 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 ===== ... oject roadmap and features in planning]] <html><a name="acks"></a></html> ===== Acknowledgements =====
- 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
- 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 ===... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav... elected for loading. Note that game cannot have a name that is identical to an already existing game in
- 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 ===== ... oject roadmap and features in planning]] <html><a name="acks"></a></html> ===== Acknowledgements =====
- 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
- readme_windows @guide:2.3
- 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 ===... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav... elected for loading. Note that game cannot have a name that is identical to an already existing game in
- chains @xg
- vator// which is usually an entity in the current map (typically [[thing]]s such as enemies or other pl... sing the door. ===== Available chains ===== ^ Name^ Actioned | | Activation (Act.)| When a trigger l... ine type IDs. The floor chain is processed when a map object of a given type is touching the floor: a c
- assets
- ay 2. ===== Assets by type ===== ^ Identifier ^ Name | | ''model.thing.*''| [[assets:model|3D model fo... ect.*''| [[assets:texture:reflect|Reflection cube map]] | ===== Common characteristics ===== * **R
- 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... or an object. | | ''<nowiki>__thing__</nowiki>''| Map object being animated (when the asset is a ''mode... s specifies another one. | | ''notifiedStates'' | Name of the mobj state, or an array of mobj state name