Fulltext results:
- 1.9.0-beta6 @version
- colour regardless whether the player has multiple keys/cards of the given colour (e.g. if the player has both a red key card and a red skull key, only one icon will be drawn). 0= Draw ... [ccmd]] Can now be used to give individual ammos, keys and weapons (e.g., "give w1k2" will give to the console player weapon 1 and key 2). Health can also be given (e.... [ccmd]] Can now be used to give individual ammos, keys and weapons (e.g. "give w1k2" will give to the console player weapon 1 and key 2). * Added [[server-game-coo... ame. * Enhanced [[give]]:[[ccmd]] Can now be used to give individual ammos, keys and weapons (e.g. "give w1k2" will give to the console player weapon 1 and key 2).
- activation_requirement @xg
- shown. ==== key_3 ==== The activator must be a player who has key 3 (Doom: red keycard, Heretic: blue key). If the player doesn't have the key the message ... shown. ==== key_6 ==== The activator must be a player who has key 6 (Doom: red skull key, Heretic: not used). If the player doesn't have the key the message "You need a [key]." will be shown. ==== line_act ==== All the lines referenced with m... power_above ==== The line's activator must be a player whose armor level is **above** the value specifie
- infine_script_reference @ded
- one after another with no delay in between. The player can interact with the animation by pressing a key on the keyboard or a mouse or a joystick button. ... xecution of the script and starts waiting for the player to press a key or a button. This command is not affected by the ... typing its text. ; ''CanSkip'' : Allows the player to skip in the script by pressing a key or a button. When skipping, if no ''SkipHere'' is... ue non-interactively. Nothing happens even if the player presses a key or a button. ; ''SkipHere'' : This command o
- create_a_light_thing @howto
- demonic force could act as a guide, following the player around, lighting the way in hellish red ambiance. Also you will need to know how to crea... ------------------------------------ # - Red Warning Light - # ----------------------... ---------------- The first step in defining our Red Warning Light is the Thing definition. We will b... s **DoomEd number = 8001**, this is the ID of our Red Warning Light we'll use to place it in our level
- key @xg:class
- G class) ====== <code>Class = key </code> Gives keys to or takes them from the activator, who must be a player. ===== Parameters ===== ^ Prm^ Name^ Type^ Me... Line Type { ID = 5006 Comment = "Give the red key to the activator when use" Flags = player_use ... only be triggered once (Count = 1). When activated, the line gives the activator the red key (Ip0 = 1).
- detailed_list_of_changes_in_doomsday_version_1.13 @version
- texreset raw". * Automap: Missing glow on some key activated switch lines. ===== {{tag|Resources}} ===== * Inadvertent creation of redundant patch texture variants when precaching comp... Support for using Oculus Rift's head tracking for player turning and looking. * Added a virtual input d... and ''head-pitch'' device inputs. * Added new player control "lookpitch". It sets the look pitch angle
- thing @ded
- e played every time the thing tries to attack the player in melee. ==== Reaction Time ==== A forced del... how long a bad guy will take to first attack the player after being alerted. Note that this is canceled o... amage the thing can take. When a things health is reduced to 0 it will automatically enter its "death" ... Yes| Yes| Yes| Allows a non-flying thing (i.e the player) to travel off cliff's higher than 24 unit's. Mis
- detailed_list_of_changes_in_doomsday_version_1.12 @version
- nds" (return to original height). * **Hexen:** Player spawning under 3D bridge object failed. * **XG... ommand line autocompletion (when pressing the Tab key) shows a popup with all the possible completions.... hing unambiguous to add to the command line. * Key modifiers can be used for word jumping. * The ... Qt 4.8.5. | ===== {{tag|Updater}} ===== * Redesigned automatic updater's UI using Doomsday's ow
- troubleshooting @guide
- . ===== 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... do to see what is triggering the slowdown: * If reducing pixel density or window resolution/size incr
- 1.9.0-beta5 @version
- the new client was denied access due to a "ghost" player left behind by a client that had previously exite... ing the render lists should ignore changes to the player's "in-void" status (sky "flashing" when moving be... In message-response mode, the 'y', 'n' and Escape keys were not recognised. (http://sourceforge.net/tra... Misc ==== * Map load times have been further reduced. * Re-implemented the entire threading sys
- 1.9.0-beta6.1 @version
- awn if the render lists are frozen or if the view player is in the void. * Fixed: "jHexen: Savegame Cra... 099. * Fixed: "jHexen: Winnowing Hall (Emerald Key Room): Walls don't rise" http://sourceforge.net/t... side bolt projectiles not fired in line with the player's angle and lookdir when autoaim is disabled. *... ptimize: Separate thinkers into multiple lists to reduce search time. * Optimize: Particle generator
- detailed_list_of_changes_in_doomsday_version_1.15 @version
- === * Fatal error when attempting to rebind ''key-delete-down''. ===== {{tag|Doom}} ===== * M... lar of its cave. * Cough sound playback when a player in god mode collides with a PoisonCloud. ===== ... on Retina displays even if the game resolution is reduced. ===== {{tag|Windows}} ===== * The Menu key shows and hides the task bar (added to default se
- cannot_progress_after_going_through_axe_key_door_hexen @games
- cript will not activate. Needless to say, if the player reduces the number of serpents to less than three wit