Fulltext results:
- 1.9.0-beta6 @version
- =542099&aid=1983920&group_id=74815). * Until a mobj moved, the angle of all models used by it was inc... atid=542099&aid=1661207&group_id=74815). * Any mobj flagged with MF_SKULLFLY would stop moving if their trajectory would intercept another mobj flagged with MF_SPECIAL. * Fatal error when at... apons require ammo. * Blood spawned by P_DamageMobj even if no damage actually inflicted. * Voodoo
- triggers @xg
- ote> ; player_use : Use events from a player mobj can activate/deactivate the line. ; other_use : Use events from a mobj that is not a player can activate/deactivate the ... tguns, chaingun) whose originator is not a player mobj can activate/deactivate the line. ; any_cross : Cross events (mobj origin crosses the line while moving) from any ki
- generator_syntax @ded
- > [Copy] Generator { State = ""; Flat = ""; Mobj = ""; Alt Mobj = ""; Damage Mobj = ""; Map = ""; Flags = flaga | flagb | flagc; Speed = 0.0; Speed Rnd = 0.0... this a [[state triggered generator]]. Whenever a mobj is set to this state, a new particle generator is
- 1.9.0-beta5 @version
- equired info has been received, not when a Create Mobj delta is received. The Create Mobj delta may get lost, so it isn't very reliable. * Fixed problem wh... d=542099 * Client cannot move after joining. Clmobj marked hidden, which prevented <code>Cl_MovePlaye... floor/ceiling [[wind]] would incorrectly affect [[mobj]]s when they were on a ledge above them. (http://
- particle_generator_examples @modding
- mes for the Lost Soul in jDRP 1.1 I have used the Mobj type so that all Lost Souls share the same number... tor limit (256 active generators) I have used the mobj type as Doomsday treats all Lost Souls as THE SAM... . So 100 Lost Souls == 1 generator when using the mobj type. Generator { Mobj = "SKULL" Flags = blend | srcvel | srcdir | static Center { -1
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- rols stuck at map start * Hexen: standing on a mobj allows walking through walls * Hexen: no view ... ed in one another cannot separate [caused by game-mobj-fracepsilon] * Doom: Flying enemies get stuck on one another [mf2_passmobj] * multiple simultaneous "help" InFine scripts... ve volumes; efficient test for a full volume * mobj <-> polyobj collisions thrust mobj at an incorrec
- jdoom_version_1_15_0-beta1_.4 @games
- var]] [[game-corpse-time]] was set to **1**. * Mobj->Soundtarget data is now saved. This fixes the bu... rd the player(s) after loading a saved game. * Mobj->Tracer data is now saved. This fixes the bug where the targeted [[mobj]] for [[archvile]] fire attacks and [[revenant]] ... brain spawnspots. * Max number of archived [[mobj]]s. * Max number of active platforms. *
- scripting_with_stateanimator @assets
- D model rendering are: * **A map object.** Any mobj in the map can be represented by a 3D model. * ... tom script functions. * **StateAnimator.** Each mobj has its own animator instance. This allows many o... definitions and passes on the information to the mobj when it is being initialized. StateAnimator supp... another one. | | ''notifiedStates'' | Name of the mobj state, or an array of mobj state names, that caus
- generator_triggers @ded
- ng means that the generator is spawned when any [[mobj]] enters the [[state]] the generator has been associated with. The mobj in question will become the source of the generat... iggering makes the generator multi-sourced: all [[mobj]]s in the level with one of the types associated ... g the type triggered method: Generator { Mobj = "SKULL"; # Named mobj type ID Spawn Age
- map_object_reference @xg
- ll sectors which currently have at least one of a mobj type within them. | | [[.refs:lpref_thing_noexist... all sectors which currently do not have any of a mobj type within them. | | || ^ Ceiling plane || | [[.... ll sectors which currently have at least one of a mobj type within them. | | [[.refs:lpref_thing_noexist... all sectors which currently do not have any of a mobj type within them. | ==== Line → sector ====
- 1.9.0-beta1...4 @version
- rectly ([[batman_tc]], wall torches). * fixed: mobj shadows sometimes rendered above the object casti... gnored when calculating if a radius attack hits a mobj with this attribute (in PIT_RadiusAttack). ====... === * [[listmobjs_cmd_]]: print a list of the mobj ids + names (if set via DED) to the console. * ... masked walls with hard edges * cvar [[rend-dev-mobj-bbox]]: debugging aid - render mobj bounding boxe
- 1.9.0-beta6.4 @version
- d=542099). ==== Common code library ==== * Mobj types from game modes where they should not be pr... le playing Ultimate DOOM via XG or the ccmd "spawnmobj"). * Mobj types specifically disabled in the server configuration could still be spawned dynamically... southwest/etc...)). * Enhanced [[ccmd]] [[spawnmobj]]; when specifying the z coordinate use the keywo
- generator @ded
- s several different choices for the source (e.g., mobj), which is used by the particle system to "trigge... |Damage]]| Spawn a generator when the specified [[mobj]] is damaged. | | [[generator_triggers#Flat_trigg... ate_triggered|State]]| Spawn a generator when a [[mobj]] enters the specified [[state]]. | | [[generator... ered|Type]]| Share a single generator among all [[mobj]]s of the specified type. | ===== Syntax =====
- thing @ded
- e pushed though. | | slide| Yes| Yes| Yes| | | onmobj| | | Yes| | | passmobj| Yes| Yes| Yes| | | cantpush| Yes| Yes| Yes| | | dropped| | | Yes| | | boss|... e available during this callback. * The special mobj being touched is referenced by //self//. * The toucher mobj (e.g., the player) is referenced by //toucher//.
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- ntSurfacesForDecorationUpdate(). * Renderer: lumobj => BSP leaf contact spreading. * Light source ... patches. ===== Multiplayer ===== * Server: mobj flags got lost due to a bug when merging mobj deltas with existing ones in the pool (e.g., mobj color translation not changing when it’s supposed to)