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- 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
- 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
- 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... ata files somewhere on your hard drive. You could map this directory to //data/<game>/auto//, which wou... t the lumps are in a specific order (for instance map data). You have two options if you want to enforc... ====== ===== Textures and flats ===== Normal wall textures and flats can be replaced with PNG, JPG,
- 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
- system has been enhanced with the possibility to map entire directories to a virtual location. By defa... e obvious shortcomings in this release: * Per-map initialization of the bias lighting is extremely ... no messages in the console. Console text during map load was fixed. Texture color processing was fix... checked for [[lump_name]]s when searching ===== Map data ===== * fixed: missing textures/flats no
- 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
- |Beta 6 bug tracker]]. ===== Fixes ===== ==== Map format ==== * Support for packed sidedefs. Th... n subsectors/segs/sidedefs/linedefs read from the map data lumps are not assumed to be valid. Instead, ... here possible else output a warning and abort the map load attempt gracefully. * Infinite loop when ... ts. * Player's in-void status was not reset on map load. This led to HOM in the sky until the player
- 1.9.0-beta6.1 @version
- 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.... where the Undead Warriors hidden behind a one-way wall in sector #83 were sometimes visible from the oth
- 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
- 1.9.0-beta6.9 @version
- of the intermission and the beginning of a before map briefing. ===== Fixes ===== ==== Engine ==== ... tostart]] as a camera. * "Monsters see through wall/floor/ceil". http://sourceforge.net/tracker/?func... ring artefacts on the hanging vines in Plutonia2::MAP01 * "Dynamic lights on unpegged walls". http:/... to the clipper. This manifested the symptom "Auto map drawing lines the player can't see at map start u
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- * Hexen/Deathkings: game starts in regular Hexen Map01 * server needs to send material Id dictionar... by 98b889e2] * automap: default zoom level at map start [now closer to vanilla Doom; not identical,... ame endings * [402] regression: HacX: Password map object is broken [state lookup logic mismatches, ... osition after a valid XY move [verified in Doom 2 map30] * automap: panning in "follow off" mode is
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- exen]]. * Hexen: movement of fog clouds (e.g., map 8) was not smooth. * Hexen v1.0: intermission ... arping to maps without a specified cluster (e.g., MAP41 in Hexen v1.0). * Hacx: Addressed compatibil... d after engine reset. * Doom: Failed to locate map data from Memento Mori add-on. * Hexen: loadin... anslation for sprites. * Renderer: take middle wall section material opacity into account with sky-fi