Fulltext results:
- 1.9.0-beta6 @version
- on map load. This led to HOM in the sky until the player moved, if said player was in the void at the end of the last map. * Algorithm used for determining the posi... 99&aid=1983920&group_id=74815). * Until a mobj moved, the angle of all models used by it was incorrec... ted console ==== * Fatal error when trying to move the Doomsday Console whilst in dedicated console
- player_controls @devel
- ction may be delayed slightly. When it comes to player movement, it is entirely up to the client: only the cl... e, the view angles. * 1-D Vector: for example, movement speeds for front, right, and up axes (values between -1... they've hit a mobj. * Server should pass the player pos/mov/dir info along to other 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 without sud
- plane_move @xg:class
- hard coded to 10 damage per tic regardless of the speed of the plane movement (Fp1). <li> pmf_abort_a: will activate the l... tor type ID number.</ul></html> | | Fp0| | Float| Move speed as units per (35 Hz) tic. A speed of 2 will move the plane 70 units per second. | | Fp1| | Float| Move speed while crushing, as units per tic. | | Fp2| | Floa... ore than one sector is being affected. | ===== Speeds of original Doom plane movements ===== A reference for when one wishes thei
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- works in singleplayer also. * Changed maximum movement speed for camera players, allowing them to move almost twice as fast as non-camera players when running. ===== DOOM ===== * Changed the default colors for the menu... not [[:cvar]] [[:hud-keys-combine]] (e.g., if the player owns both the Blue Keycard and the Blue Skull the... customization in mods. * Sequential cycling of player weapons using next/prev until the current weapon
- sector_type_syntax @ded
- = 0.0 Ceiling texmove angle = 0.0 Ceiling texmove speed = 0.0 Floor texmove angle = 0.0 Floor texmove speed = 0.0 Ceiling chain = 0 Ceiling chain flags = fl... [#Flags|tagtexmove flag]] is set. ==== Floor texmove speed ==== Speed of floor texture scrolling as map un... Flags|tagtexmove flag]] is set. ==== Ceiling texmove speed ==== Speed of ceiling texture scrolling as map
- 1.9.0-beta6.9 @version
- s not centered vertically on each character. * Movement of the player's viewpoint when riding moving platforms suggested the player was squating. * "Double press input events" ht... e correct behavior: using the chainsaw causes the player to move toward the target. While sawing, the player is un... correct behavior: using the gauntlets causes the player to move toward the target. The player is unable to back away. http://sourceforge.net/tracker/index.php?func=detai
- infine_script_reference @ded
- Scrolling means that the object is automatically moved upwards. (speed) is the number of 35 Hz tics in which the object moves upward one pixel. If (speed) is zero, the scrolling is stopped. At the speed of 1, the object will move upwards 35 pixels per second. That is the fastest speed you can achieve using this command. Note that you can scroll the text howeve... 'Rate'' (text-id) (rate-tics) : Set the typing speed of the specified text object. The typing rate is
- jdoom_version_1_15_0-beta1_.4 @games
- where monsters would forget where they heard the player(s) after loading a saved game. * Mobj->Tracer ... ever being used. ====== Changes ====== * Removed fixed limits: * Max number of boss brain sp... automatically. * Changed: [[cvar]] [[ctl-look-speed]]: Is now specified using a floating point value ... an individual weapon (as if found), f = give the player the power of flight. * Changed: [[ccmd]] [[rev
- model @assets
- d in the loaded game. ===== Models representing player weapons (model.weapon.*) ===== Example: asset... path = "wand.md5mesh" } This asset is for a player weapon model that will be drawn instead of a 2D p... e an appropriate size in world units (compared to player height, for example). ===== Common metadata for... defines the "forward" direction of the model. For player weapon models, the front vector defines the direc
- generator_syntax @ded
- mobjs involved in the operation, so that positive speed values will make the particles move away from the inflictor (in the direction of the ... ^ Description | | static| Generator will not be removed until it times out. Otherwise it might get repla... city). | | srcdir| State/Type triggered: Particle movement vector is rotated using source's direction an... for lava, water, etc..., special effects. | ==== Speed ==== Initial speed for new particles. ==== Spee
- build_stairs @xg:class
- will play its own sound! | | Fp0| | float| Build speed (units per tic). The first step will move to its destination height using this speed. A speed of 2 would move the step 70 units per second. | | Fp1| | float| Step height. ... float| Build speed delta per step. The step build speed will be modified with this value before starting to move each step (except the first one). Both positive a... ===== Line Type { ID = 5020 Flags = player_cross Flags2 = when_act | any Class = bui
- 1.9.0-beta6.8 @version
- ultbindings ===== Known issues ===== * Multiplayer games are not fully operational. The stable version 1.8.6 is recommended for multiplayer games at this time. ===== Fixes ===== ==== En... atid=542099) * Clipping issues with mobjs vs T_MovePoly-type polyobjects (e.g., the pushing wall trap... world.com/idgames/index.php?id=2803 * When the player teleports the current view was not instantly upda
- sector_type @ded
- omment = "Scroll along tag 9999"; Flags = tagtexmove | tagwind | windplayer; Act tag = 9999; Floor texmove speed = 1.8; Wind speed = 0.16875; } </code> The sector has a scrolling... the appearance that the floor is moving and will move the player with it. ===== See also ===== * [[xg:sector
- thing @ded
- n Time = 0 Pain Chance = 0 Spawn Health = 0 Speed = 0.0 Radius = 0.0 Height = 0.0 Mass = 0 ... ust have at least one spawn state or it will be removed imediately from the gameworld at map start up. ... 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
- 1.10 @version
- changes in version 1.10 are about improving multiplayer: there is now a new utility called [[multiplayer:Shell]] for operating servers and several multiplayer-related bugs have been fixed. However, even more w... ant long-term [[devel:roadmap]] items: the [[multiplayer:running_a_server]] is now its own independent exe