Fulltext results:
- world @script:module
- order|Defs.things.order]] array. Note that the [[ded:Thing|Thing definition ID]] (a text string) can be queried by ''Thing.info().id''. ===== Constants ===== ==== Flags for s
- audio @script:module
- a delay. | This function can be called from a [[ded:map_info_syntax#on_setup|Map Info "On setup"]] script to set up ambient sound sequences in that map. The sound sequences are reset back to the built-in sequences whenever the map changes. This function can also be called during a map. If the currently playing sequence is modified, i
- map_info_syntax @ded
- Map Info { ID = ""; Name = ""; Author = ""; Flags = flag1 | flag2; Gravity = 1.0; ... of version 1.9.7, linking a Sky definition to the Map Info # is the preferred method of sky configuratio... r "MAPxy" depending on the game. Example: if this map info is meant for the first map of the second episode,... ition of their own. ==== Name ==== Name of the map. Displayed e.g., in the automap and in the console when the map is loaded. A [[Text]] definition ID may be specified inste
- model @assets
- wand") are defined by the game plugins in their [[ded:Values]] definitions ("Weapon Info" section). You should scale weapon models so tha... components: 0=-1.0, 128=0.0, 255=1.0. If not provided, Doomsday falls back to a normal map where the normals point straight up (RGB 128,128,... Z 0,0,1). Alpha component is ignored. | | ''heightMap''| Path of a height field image to be used for generating a normal map. The height field is a monochrome image where dar
- addon_box @fs
- nt (e.g., determining the author of your favorite map) * Keeps everything nice and clean ===== Ana... **.box** is as follows: collection.box / | Info | part1.pk3 | part2.pk3 | required / | ... there is no **Contents/** subfolder. This is intended to highlight the fact that the box itself contain... er addons.</note> ==== Metadata ==== [[modding:Info]] is a plain text file — note the lack of extensi
- overview_of_resources_doomsday_1.x @modding
- umps in the Hexen format. Source ports have extended MAPINFO with custom definitions. A handful of these are s... definitions are reported as warnings in the log (Map category with Dev flag). These warnings are suppr... if the following comment line is found in the MAPINFO lump (since [[version:2.2]]): // Doomsday: I... will be automatically applied when the WAD is loaded. Normally only the last //DEHACKED// lump is used
- readme_macos @guide:2.2
- e maps in the WAD are listed so you'll know which map to start when playing. The info popup also shows the game title picture found in ... aded mods are listed. <note> Data from newly loaded mods may not be used until a new map is started in the game. Use of external textures ... the settings are only available when a game is loaded ("Input", for instance). **Reset to defaults an... urce packs with high-resolution textures are intended to be used with the unmodified original games. Ho
- doomsday @guide:2.2:man
- e maps in the WAD are listed so you'll know which map to start when playing. The info popup also shows the game title picture found in ... aded mods are listed. <note> Data from newly loaded mods may not be used until a new map is started in the game. Use of external textures ... the settings are only available when a game is loaded ("Input", for instance). **Reset to defaults an... urce packs with high-resolution textures are intended to be used with the unmodified original games. Ho
- readme_windows @guide:2.2
- e maps in the WAD are listed so you'll know which map to start when playing. The info popup also shows the game title picture found in ... aded mods are listed. <note> Data from newly loaded mods may not be used until a new map is started in the game. Use of external textures ... the settings are only available when a game is loaded ("Input", for instance). **Reset to defaults an... urce packs with high-resolution textures are intended to be used with the unmodified original games. Ho
- readme_macos @guide:2.3
- e maps in the WAD are listed so you'll know which map to start when playing. The info popup also shows the game title picture found in ... aded mods are listed. <note> Data from newly loaded mods may not be used until a new map is started in the game. Use of external textures ... the settings are only available when a game is loaded ("Input", for instance). **Reset to defaults an... urce packs with high-resolution textures are intended to be used with the unmodified original games. Ho
- doomsday @guide:2.3:man
- e maps in the WAD are listed so you'll know which map to start when playing. The info popup also shows the game title picture found in ... aded mods are listed. <note> Data from newly loaded mods may not be used until a new map is started in the game. Use of external textures ... the settings are only available when a game is loaded ("Input", for instance). **Reset to defaults an... urce packs with high-resolution textures are intended to be used with the unmodified original games. Ho
- readme_windows @guide:2.3
- e maps in the WAD are listed so you'll know which map to start when playing. The info popup also shows the game title picture found in ... aded mods are listed. <note> Data from newly loaded mods may not be used until a new map is started in the game. Use of external textures ... the settings are only available when a game is loaded ("Input", for instance). **Reset to defaults an... urce packs with high-resolution textures are intended to be used with the unmodified original games. Ho
- assets
- ect.*''| [[assets:texture:reflect|Reflection cube map]] | ===== Common characteristics ===== * **R... le, the path is relative to the [[modding:ScriptedInfo]] file where the path is specified. * [[assets... erer. In [[version:2.0]], new asset types were added for particle texture images and 3D model reflecti
- scripting_with_stateanimator @assets
- ects involved in 3D model rendering are: * **A map object.** Any mobj in the map can be represented by a 3D model. * **3D model asset.** An asset definition in the Info file of a package. Specifies the model file path,... hat the 3D model asset is in memory when it is needed. It also reads the asset definitions and passes o
- player_controls @devel
- y that the old concept of ticcmds is no longer needed in this system. We are focusing on providing a ... t is bound. For example, let us say that the "automap" class uses the Left key for map panning. The "game" class uses the Left key also, but for turning the player to the left. If the automap class is active, the state of the Left key is ass