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
- 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
- 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
- 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
- material_syntax @ded
- ottom// map is used for floor planes, the //top// map for ceiling planes and the //side// map for walls. If left blank (the default), the default linear... or round lights is used. Use ''-'' to disable the map entirely. (No light will then be cast in that dir... ** produces quite a large flare!</note> ; Flare map : Name of the flare map (i.e., texture) to use for the halo. For example:<code>Flare map = "myflarem
- 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
- light @ded
- ap is used for ceiling # planes, the bottom map for floors and the side map for walls. # If left blank (the default), the standa... ght texture # is used. Use "-" to disable a map entirely. No light will then be # cast in t... tings are only available with BIAS sources Map = mapid|game|pwad/iwad|gamemode eg = "e1m1|doom|iwad|doom1-ultimate" # Indicates that this
- 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... * [395] regression: HacX fails to start [missing mappoint font] * Doom|Heretic: Option to display k... 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,
- reflection @ded
- == Reflection (DED) ====== Any surface (flats or walls) can be rendered with [[shiny surface]] properti... Reflection { Texture = ""; # The wall texture this reflection will be associated with. ... even # in very dark sectors. Shiny map = ""; # Name of the external resource that is used as the shiny map for # this reflection. By default the re
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- . * Hexen: allow [[:warp]]/[[:setmap]] only to maps defined in [[:mapinfo_hexen]]. * Hexen: movement of fog clouds (e.g., map 8) was not smooth. * Hexen v1.0: intermission ... played instead. * Hexen v1.0: allow warping to maps without a specified cluster (e.g., MAP41 in Hexe
- decoration @ded
- is used for ceiling # planes, the bottom map for floors and the side map for walls. # If left blank (the default), the stan... t # texture is used. Use "-" to disable a map entirely. No light # will then be cast in
- generator_syntax @ded
- Mobj = ""; Alt Mobj = ""; Damage Mobj = ""; Map = ""; Flags = flaga | flagb | flagc; Speed = ... inflictor (in the direction of the damage). ==== Map ==== Makes this a [[map triggered generator]]. The generator is spawned only in the specified map (e.g., "E2M3"). The [[#Center]] defines the spawn
- detailed_list_of_changes_in_doomsday_version_1.10 @version
- emace spawning/repositioning. * Hexen: Missing map cluster ending intermissions (e.g., after Seven P... * Player's weapon disappears after completing a map and beginning another. * Kill, item, and secre... -op) intermission: the server was not sending the map's total kill, item and secret counts, which meant... ke in single-player games. * Sounds emitted by wall surfaces (e.g., when triggering a switch). The ne
- 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
- use_hires_textures_in_your_map @howto
- o create a texture resource [[pwad]] for use when mapping that takes advantage of the [[doomsday]] engi... aphic (texture) that you see on the [[sidedef]]s (walls) in the game. All patches must be created by usi... image to the DOOM palette (a predefined 256 color map or palette—some PWAD utilities will do this for... ]]. * [[doom_builder]] - Used to edit/create a map which uses high resolution textures. * [[paint