Fulltext results:
- defs @script:module
- e provides access to the definitions read from [[:DED]] files. <code> $ dir(Defs) ⇒ [ SDN_ACTIVE, SDN_... decorations, episodes, finales, flags, mapInfos, materials, models, musics, skies, states, things ] </code>... re stored in the order they were read from the [[:DED]] files. The order is meaningful because generall... are used as indices in the ''states'' array of [[ded:thing|Thing definitions]]. The ''Defs.SDN_*'' co
- reference @script
- e shader variables, render passes, and the active material * **Application:** * Loading fonts * Ca... pt:module:defs#lookups|Accessing currently loaded DEDs via the Defs module]] * **Files:** * Readi... layer|Earthquake effect]] * **Things:** * [[ded:state#action|State action function]] * [[.mod... module:World#worldthing|Change momentum]] * [[ded:thing#on_touch|"On touch" and "On death" scripts]
- model @assets
- n [[version:2.2]]. Doomsday 1.x supports only [[ded:model|MD2/DMD models]]. ===== Models representin... as "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". Th... wand") are defined by the game plugins in their [[ded:Values]] definitions ("Weapon Info" section). Yo... te) fullbright state. Default to ''False''. | | ''material.*''| Material definitions. Each material specifie
- 2.2 @version
- for a Doomsday update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not being rend
- 1.10 @version
- framework and enhancing the management of surface materials in preparation for future work on the map render... ltiplayer:shell_password]]. * Consolidated the materials system to include animations as part of a material. * Fixed several [[detailed_list_of_changes_in_dooms... ented for the [[shell]] and client * [[gui_for_dedicated_server]]: the [[shell]] is now part of the
- ded
- |:::| [[ded:detail|Detail texture]] | | | |:::| [[ded:group|Group]] | | Used for texture animations and material precaching. | |:::| [[ded:light|Light]] | | | |:::| [[ded:material|Material]] | [[version:1.9.7]] | | |:::| [[ded:model|Model]] | | | |:::| [[ded:generator|Particle generator]] | | | |:::| [[ded:sky|Sky]] | [[versio
- sector_type @ded
- ====== Sector Type (DED, XG) ====== A //Sector Type// definition specifies the properties of a gener... ffects player mobjs. Wind will blow and the floor material will scroll, in the direction that sector line with the act tag 9999 is pointing. Material scrolling and wind speed are synchronized. This g
- 1.9.0-beta6 @version
- ignored, we opt to always build our own. * New Materials system. ===== Upgrading ===== If you are upg... * When drawing the console, if a background [[material]] is set, it would also be used on both the borde... t scaled correctly according to font size. ==== Dedicated console ==== * Fatal error when trying to move the Doomsday Console whilst in dedicated console mode. ==== Misc ==== * Segmen
- 1.9.0-beta6.1 @version
- 641111&group_id=74815&atid=542099). * Fixed: [[ded]] parser would output a warning message about unknown gltextures in [[material]] definitions even when found. * Fixed: [[material]] definitions referencing [[sprite]] [[patch]]es not ... * Fixed: "Failing to read more than one loose ded" (http://sourceforge.net/tracker2/index.php?func=... 646632&group_id=74815&atid=542099). * Fixed: [[material]] changes on [[sidedef]] [[surface]]s as a result
- 1.9.0-beta6.3 @version
- === Definitions === * File names specified in DED definitions that include a file extension not wor... V when attempting to draw a world surface using a material whose primary texture has an alpha channel and al... ected. ==== dpWADMapLoader ==== * Allow any material on any world surface when loading DOOM/Hexen form
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- p when -iwad equals the Doomsday install dir * material subsystem causes fatal errors in dedicated mode * clientside InFine [with client sk... in regular Hexen Map01 * server needs to send material Id dictionary to clients * [376] Chex Ques... /flats not found from .pk3 * [402] regression: dedicated server resource access failures [loads fonts; fails to find doomsday.ded; when installed to a non-system directory?] *
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- sprites. * Renderer: take middle wall section material opacity into account with sky-fix geometry. * ... mit light. {{:sfbug|945}} * Logging of missing materials during map conversion. * Crash during engine reset when in a map with one or more glowing material. ===== Definitions ===== * DED: Unknown Blendmodes in Reflection definitions default to "normal"
- 1.15 @version
- custom_episode.jpg?320x0}} **Custom episodes.** [[ded:Episode]] definitions specify the structure of ga... start from 0. The episode IDs are now defined in DEDs, and the map is identified as "E1M1", "MAP03", e... expanded to cover all relevant native classes. **DEDs visible in Doomsday Script.** The built-in [[scr... efs]] module exposes many of the currently loaded DED definitions: <code>$ dir(Defs) ⇒ [ decorations, e
- syntax @ded
- wing snippet (taken from //libdoom.pk3:defs/doom1/materials.ded//) serves as good example of what a //.DED// file typically looks like: Header { Versio... Add an animated light glow effect to the NUKAGE1 material. Material Mods "flats:NUKAGE1" { Layer { Stage { Glow = .5; Tics = 24; Rnd = .5; } S... .5; } } } ===== See also ===== * [[:ded|DED language overview]] * [[Flags reference]]