Fulltext results:
- 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
- 1.9.0-beta6 @version
- in/out smoothly when activated/deactivated. * Map name was not displayed in all supported games. Map name is now scaled relative to display resolution and ... e dataset will be generated automatically for all maps. * Moved [[blockmap]] management entirely int... blockmap will be generated automatically for all maps. Redesigned interfaces for the various look up r... ly (e.g. flat to texture to sprite to flat). * Map building API allows [[plugin]]s to construct new
- episode_syntax @ded
- msday [[version:1.15]] adds support for arbitrary map identifiers, allowing any name to be assigned to the map data. (The map data is now recognized independently of the id).</note> ; Warp Number : A reference used when //warping// to the map. (A cheat for changing the current map according
- 1.9.0-beta1...4 @version
- * [[light]]:Halo radius * [[light]]:Flare map: the flare map to use for this light's halo. Either a path and [[resource_name]] OR a [[built-in_flare_resource_number]] * [[... irtual_directory_mapping]]) * [[automatic_file_mapping_in_pk3]]: files in 'keyword-named' folders in the [[root_of_a_pk3]] mapped to directories * subdirectory "Auto" of the [[runtime_directory]] mapped automatically to both "Defs/<Game>/Auto" and "
- 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
- 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
- readme_macos @guide:2.0
- 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... s saves from the default game profile. <html><a name="paths_file"></a></html> Additional files: ; /... the file]] is documented in the wiki. <html><a name="environ"></a></html> ===== Environment ===== ... uthor%27s_Guide|Author's Guide: wiki articles for map and resource pack/addon authors]] * [[http://wi
- doomsday @guide:2.0: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:2.0
- [[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 ===... switch to a different tab: * Click on the tab names in the top of the screen. * Left and right arr
- 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 =====
- 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_macos @guide:2.1
- 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
- doomsday @guide:2.1: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