Fulltext results:
- troubleshooting @guide
- he Bloom effect in this case. * When in a large map you notice the slowdown (perhaps looking at a lar... he slowdown is caused by the renderer's per-frame geometry processing. * Does the slowdown go away if you don't use add-ons? Some maps have tons of objects or light decorations so ren
- running_a_server @multiplayer
- l 'work' with differing wad files, differences in geometry can have players spawning outside the map or in walls etc. ==== autoexec.cfg ==== Best ... 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 @modding
- ====== Map line ====== A //line// is a [[map]] geometry construct composed of two [[vertex]]s (in the map coordinate space) and either one or two [[side]]s. Lines describe the physical geometry of the world used by the play simulation for dete
- 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-beta6 @version
- * Now fully dynamic and updates in response to map geometry changes whilst in-game. * Improved shadow edge generation. Now handles complex geometry much better, greatly reducing the frequency of gl... to. * Greatly improved performance in large maps by caching plotted decorations and maintaining l... memory tied up in unused lumobjs when the current map is left. * Removed fixed limit on the maximu
- 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... ne player in game * aspect correct view window geometry * zero player control when receiving conflicti... * [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,
- 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
- 1.11 @version
- rer this release also features a revised internal map representation, modelled with a [[half-edge_map_data_structure]] and geometry meshes. This new model combined with several sign... ture this model will be instrumental in improving map hack support and facilitate the efficient generation of map geometry for new rendering algorithms. As we approach [[v... zero]], [[task_bar]], [[console]]). * Internal map data and id Tech 1 map hack improvements. * Scripted Info: declarative ("object notation") for [[do
- 1.15 @version
- in this internal, object-specific data. **Convex map subspaces.** Previously map geometry used a single component to represent both BSP hal... ual purpose representation made dealing with Doom map hacks a messy affair and one had to be mindful of the context in which the geometry was evaluated. By separating these concerns the e... tree within the engine. **Removed dependency on map data naming conventions.** Previously maps had to
- map_info @ded
- used to associate a Map Info definition with the map, thereby separating the metadata from the map data itself (geometry, spawn-spot information, etc...). ==== Syntax ==== {{page>map_info_syntax}} ==== Examples ==== Doom's first map, "Hangar" in Map Info form: Map Info { ID = "E1M1"; Title = "HUSTR_E1M1"; Title Image
- detailed_list_of_changes_in_doomsday_version_1.11 @version
- enderer ===== * Logic errors in the drawable map geometry generation resulting in numerous incompatibilitie... that blurs whatever is underneath. * Drawable map geometry generation now separated from the core of the map... fines GLSL shaders used in the UI framework. * Map geometry now modelled with meshes, a [[:half-edge_map_data_structure|half-edge data structure]] and revised int
- detailed_list_of_changes_in_doomsday_version_1.12 @version
- BSP leaf clustering for the support of id Tech 1 map hacks. Revised map geometry generation and dynamic lighting to work at cluste... half-edge data structure. * Added sector plane mapping and separate physical/visual planes for clusters. Used in the support of id Tech 1 map hacks. * Batched surface redecoration by mater... = {{tag|Server}} ===== * Further streamlined map data elements, removing unused functionality and