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- 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
- 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
- map_cycling @multiplayer
- ====== Map cycling ====== This page explains how to set up automatic map cycling in a multiplayer game. Servers can set up a sequence of maps to cycle through automatically. This is done by defining the cycling rules with the console variable ''server-game-mapcycle'' and then, after starting the server, issuing
- running_a_server @multiplayer
- y|ecliptik/doomsday (GitHub)]]. ===== Automatic map cycling ===== Set up a mapcycle: server-game-mapcycle "T:10 1* 11 17 18 19" See [[map cycling]] for a description of the syntax. Start the cyc