Fulltext results:
- troubleshooting @guide
- he Bloom effect in this case. * When in a large map you notice the slowdown (perhaps looking at a lar... FPS significantly increase if you turn and face a wall so that nothing but the wall is visible? This would indicate the slowdown is caused by the renderer's p... e slowdown go away if you don't use add-ons? Some maps have tons of objects or light decorations so ren
- thing @ded
- 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... tate as soon as it touches another thing or floor/wall. | | dropped| Yes| Yes| | | | altshadow| | | Yes... hed that it will fall to the floor as soon as the map starts. | | countkill| Yes| Yes| Yes| This thing
- pk3 @fs
- e file Superb.wad and due to the [[automatic_file_mapping_in_pk3]] it is relocated to =Data\[game]\Auto... 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 ... tures are seperated into two places, textures (ie wall textures) go into =Data\[game]\Textures\= and fla
- 2.2 @version
- alues]] for ammo per shot, support for Hexen-like wall-bouncing missiles, and a script binding for start... ad gone missing in Heretic. * No music in Hexen Map 26. * Incorrect alignment for a wall’s lower texture under certain circumstances. * Several [[:xg|X
- overview_of_resources_doomsday_1.x @modding
- ontainer format. By default all resources such as wall textures, menu graphics and fonts, background mus... rce Class^ Description | | Textures| Textures for walls and flats (floors and ceilings) | | Flats| Textu... s will also be loaded. ===== Virtual directory mapping ===== Virtual directory mapping allows you to make the contents of one directory appear inside a
- running_a_server @multiplayer
- in geometry can have players spawning outside the map or in walls etc. ==== autoexec.cfg ==== Best thing to do... ariables: <code>server-game-jump = 1 server-game-map = 0 server-game-mapcycle = "T:10 12* 11 17 18 19" server-game-mapcycle-noexit = 1 server-game-mod-damage = 1 server-game-m
- line_type @xg
- e Type// defines the behavior of a [[modding:line|map line]], i.e., a wall in the map. Line behaviors are implemented by various [[xg:class|XG classes]] that define what the l... [[xg:class:end_level|End Level]], and [[xg:class:wall_texture|Change Wall Texture]]. Line types are a fundamental building block of XG. Please see the [[xg:
- examples @xg
- lly the same as lsref_line_tagged. ===== Change wall material ===== <code> Line Type { ID = 5070 ... player_use Flags2 = when_act | any Class = wall_texture Type = timed_off Count = 1 Time ... le textures of the front side of all lines in the map are changed to SP_FACE1. The standard Doom switch... e is POSSESSED have died or been removed from the map. Game mode and skill level have no effect. When a
- 1.9.0-beta1...4 @version
- to one), and it has not been fully adjusted: many maps will mostly become too dark (Doom 3 fans rejoice... system has been enhanced with the possibility to map entire directories to a virtual location. By default there is a virtual mapping from ''(runtime)/Auto'' to both ''Data/(game)... e obvious shortcomings in this release: * Per-map initialization of the bias lighting is extremely
- 1.9.0-beta5 @version
- fixes), while playing jDoom with PWAD Icarus.WAD (MAP01). (http://sourceforge.net/tracker/?func=detail&... r smoother mouse movement. ==== Misc ==== * Map load times have been further reduced. * Re-imp... Removed a fixed limit on the number of frames in wall/texture animations defined via [[ded]] [[group]]
- 1.9.0-beta6 @version
- engine. Existing BSP and gl node data present in maps is now ignored, we opt to always build our own. ... |Beta 6 bug tracker]]. ===== Fixes ===== ==== Map format ==== * Support for packed sidedefs. Th... ef limit and at the same time, reduce the size of maps. Both DOOM2:Plutonia and DOOM2:TNT are once agai... ing to build sector line and subsector tables for maps with damaged/invalid data structures (e.g. STARG
- 1.9.0-beta6.1 @version
- * Fixed: "Dynamic lights bleeding through solid walls" (http://sourceforge.net/tracker/?func=detail&ai... ap === * Fixed: If the automap is open when a map change occurs, the automap would be visible momentarily when the new map begins. * Fixed: "Full Map Code Works Incorrectly After Switching Resolutions" (http://sourceforge.
- 1.9.0-beta6.2 @version
- r which resulted in mobjs hidden behind one-sided walls visible from the other side when they should not... nFine scripts not working when used for the first map. ==== jDoom ==== * Fixed: "Weapon controls ... ). * Fixed: "HeXen inventory not saved between maps" (http://sourceforge.net/tracker/?func=detail&ai... === * Optimize: Improved load time with large maps (memory allocation of vertexillums). * Change
- 1.9.0-beta6.6 @version
- === DOOM ==== * "No intermission screen after map30". http://sourceforge.net/tracker/?func=detail&a... id=542099 ==== Hexen ==== * "Clip through a wall if an object is near". http://sourceforge.net/tra... now possible to use line attacks from outside the map (in the void) to hit targets within. ==== DOOM ... w features ===== ==== Engine ==== * Added [[map_info_ded_]] flag //mif_nointermission//; upon lea
- 1.9.0-beta6.8 @version
- vs T_MovePoly-type polyobjects (e.g., the pushing wall trap in Guardian Of Fire). Note that some issues ... rs in Winnowing Hall). * "Monsters see through wall/floor/ceil". http://sourceforge.net/tracker/?func... etail&aid=2897918&group_id=74815&atid=542099 * Map name strings from Plutonia and TNT could not be c... being spawned at the ceiling height. * "Blank map titles no longer blank". http://sourceforge.net/t