Fulltext results:
- syntax @wiki
- l characters are not allowed. You can use [[some:namespaces]] by using a colon in the pagename. You can use [[some:namespaces]] by using a colon in the pagename. For details about namespaces see [[doku>namespaces]]. Linking to a specific section is possible, too. Just add the section na
- 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 ... 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 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
- 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 ... e exceptions to these rules. See [[automatic_file_mapping_in_pk3]]. Now what you need to do is put it
- 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 ===== ... 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
- [[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 ===== ... 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
- [[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