Fulltext results:
- troubleshooting @guide
- <- Multiplayer ^ introduction|User Guide ^ Index -> ====== Troubleshooting ====== Quick links: * [[http... . ===== Common issues ===== ==== Problems with key/control bindings ==== The keyboard, mouse, and gamepad/joystick bindings can be reset to defaults to ... [runtime folder]] and delete the ''configs/<game>/player/bindings.cfg'' file. Note that each game plugin h
- thing @ded
- tached will actiavte standard HeXen lines with a "player cross" requirement. Note this flag is not required for players to be able to activate XG lines with a player cross requirement. | | cantleavefloorpic| | | Yes| The thi... ut ''mf_justhit'' will still be called toward the player even if it is another monsters attack that causes
- model @assets
- hey have an appropriate size in world units (compared to player height, for example). ===== Common metadata for... s for mesh 0 are defined. Note that the ''group'' keyword is required when using this syntax. ==== Texture maps ==== ... rs. The image must contain unit-length vectors stored in the RGB components: 0=-1.0, 128=0.0, 255=1.0. ... 128,128,255 => XYZ 0,0,1). Alpha component is ignored. | | ''heightMap''| Path of a height field image
- overview_of_resources_doomsday_1.x @modding
- fixes that are used to sort the lumps but are ignored when the lump names are determined. The length of... e first three characters of the file name are ignored (//01_//) and //LUMPNAME// becomes the name of th... ready powers of two can be loaded faster. Color keying allows having transparent pixels in an image format that has no alpha channel. Color keying is applied if the file name of the image ends
- readme_macos @guide:2.2
- Multiplayer ==== The Multiplayer tab lists multiplayer games that you can join. Servers on the local network are discovered automatically and are visible immediately in the Multiplayer games list. The [[http://dengine.net/|dengine.net... f mods loaded on the server * list of connected players * server version **Joining a game.** Join an open multiplayer game by clicking "Join" either in the server list
- doomsday @guide:2.2:man
- Multiplayer ==== The Multiplayer tab lists multiplayer games that you can join. Servers on the local network are discovered automatically and are visible immediately in the Multiplayer games list. The [[http://dengine.net/|dengine.net... f mods loaded on the server * list of connected players * server version **Joining a game.** Join an open multiplayer game by clicking "Join" either in the server list
- readme_windows @guide:2.2
- Multiplayer ==== The Multiplayer tab lists multiplayer games that you can join. Servers on the local network are discovered automatically and are visible immediately in the Multiplayer games list. The [[http://dengine.net/|dengine.net... f mods loaded on the server * list of connected players * server version **Joining a game.** Join an open multiplayer game by clicking "Join" either in the server list
- readme_macos @guide:2.3
- Multiplayer ==== The Multiplayer tab lists multiplayer games that you can join. Servers on the local network are discovered automatically and are visible immediately in the Multiplayer games list. The [[http://dengine.net/|dengine.net... f mods loaded on the server * list of connected players * server version **Joining a game.** Join an open multiplayer game by clicking "Join" either in the server list
- doomsday @guide:2.3:man
- Multiplayer ==== The Multiplayer tab lists multiplayer games that you can join. Servers on the local network are discovered automatically and are visible immediately in the Multiplayer games list. The [[http://dengine.net/|dengine.net... f mods loaded on the server * list of connected players * server version **Joining a game.** Join an open multiplayer game by clicking "Join" either in the server list
- readme_windows @guide:2.3
- Multiplayer ==== The Multiplayer tab lists multiplayer games that you can join. Servers on the local network are discovered automatically and are visible immediately in the Multiplayer games list. The [[http://dengine.net/|dengine.net... f mods loaded on the server * list of connected players * server version **Joining a game.** Join an open multiplayer game by clicking "Join" either in the server list
- player_controls @devel
- y 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 ... gine applies time-based velocity acceleration for key-bound controls. When the key is pressed, a timestamp is stored. When the acceleration threshold is exceeded, the... er clients so that they can do the full movement prediction on their own (the goal is to try to make the remote players move similarly as local ones; smoothly and witho... rectly query control state and determine what the player is supposed to be doing: including movement, looking, all triggered impulses, etc. Impulses are executed as appropria
- bindings @guide
- ding|Control bindings]] map input device state to player controls. For instance, the state of the Up Arrow key might be bound to the Walk control, which determines if the player is walking forward and backward. ===== Binding ... is received from the windowing system, it is offered to each of the active contexts in the order shown... g is found matching the event, it will not be offered to any further contexts. Some contexts use speci
- event_binding @guide
- ent key-equals-repeat {add view-size 1} bindevent key-t+multiplayer beginchat bindevent game:key-m-press "print {M pressed in game context}" bindevent chat:key-f2 {chatsendmacro 1} bindevent map:key-c {impulse clearmarks} bindevent shortcut:key-f8 {toggle msg-sh
- packages @fs
- identifier can be used as-is in savegames or multiplayer games to record and share information about which packages are required or in use. Also, it is possible to compile a sing... of the identifier. A package identifier is required to have at least two components. For example: //s... needs. ==== Metadata ==== Every package is required to have metadata. In practice, the metadata is a ... ript]] [[script:Record]] containing a set of required variables and any amount of other information. *
- old_demos_don_t_work @guide
- ===== The old LMP demo format only contains the player's actions: e.g., whether the forward key is pressed down, or whether the Fire is pressed. ... nts will very quickly diverge from those that occured when the demo was recorded. The only way to get