Fulltext results:
- 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-beta1...4 @version
- ation of various subsystems like the menu and automap). Thus development has not been at a standstill e... 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)
- 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... phics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights | | Music| Backgrou... s will also be loaded. ===== Virtual directory mapping ===== Virtual directory mapping allows you
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- lient * player thing angle not updating in automap * [367] regression: missing/hidden automap [scale initialization issue] * Hexen: pottery explode... * -file arguments interpreted too late * -vdmap'd paths do not populate into resource namespaces ... * Hexen/Deathkings: game starts in regular Hexen Map01 * server needs to send material Id dictionar
- 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://sourceforge.net/tracker/index.php?func=detail&aid=285
- readme_macos @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... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav... ation about it. In the case of WAD files, all the maps in the WAD are listed so you'll know which map t
- 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... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav... ation about it. In the case of WAD files, all the maps in the WAD are listed so you'll know which map t
- doomsday @guide:2.0:man
- ''-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 identifier (e.g., "MAP12"). ; ''-width'' | '
- readme_macos @guide:2.1
- [[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... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav... ation about it. In the case of WAD files, all the maps in the WAD are listed so you'll know which map t
- readme_windows @guide:2.1
- [[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... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav... ation about it. In the case of WAD files, all the maps in the WAD are listed so you'll know which map t
- doomsday @guide:2.3:man
- ''-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 identifier (e.g., "MAP12"). ; ''-width'' | '
- 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... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav... ation about it. In the case of WAD files, all the maps in the WAD are listed so you'll know which map t
- readme_macos @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... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav... ation about it. In the case of WAD files, all the maps in the WAD are listed so you'll know which map t
- 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... ere in use, the overall game parameteres, current map, and other status information. **Deleting a sav... ation about it. In the case of WAD files, all the maps in the WAD are listed so you'll know which map t
- doomsday @guide:2.1:man
- ''-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 identifier (e.g., "MAP12"). ; ''-width'' | '