Fulltext results:
- app @script:module
- _INVULNERABILITY * App.Player.PT_SHIELD * App.Player.PT_WEAPONLEVEL2 #@Identifier_HTML~health~@# ( ) Returns ... ix Rod flame thrower. The default is 350 tics (10 seconds). After this duration, ammo will be depleted and the player must start a new attack. This behavior is define... d of ammo according to the "per shot" ammo of the player's current weapon. #@Identifier_HTML~thing~@# ( ) Returns the player mobj as a [[script:module:world#worldthing|World.Th
- model @assets
- d in the loaded game. ===== Models representing player weapons (model.weapon.*) ===== Example: asset model.weapon.wand { ... path = "wand.md5mesh" } This asset is for a player weapon model that will be drawn instead of a 2D psprite. The weapon identifiers (e.g., "wand") are defined by the gam... itions ("Weapon Info" section). You should scale weapon models so that they have 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 direction the weapon is being pointed at (away from the eye). <code>fr
- triggers @xg
- ; player_shoot : Shoot events (caused by impact weapons: fist, chainsaw, pistol, shotguns, chaingun) whose originator is a player can activate/deactivate the line. ; other_shoot : Shoot events (caused by impact weapons: fist, chainsaw, pistol, shotguns, chaingun) whose originator is not a player mobj can activate/deactivate the line. ; any_cr... kill]] flag can activate/deactivate the line. ; player_cross : Cross events (mobj origin crosses the line while moving) from player mobjs can activate/deactivate the line. ; missi
- player_controls @devel
- situation. For instance, the server will execute player actions (such as firing a weapon or opening a door) at the coordinates which the c... h clients. We could make an exception for missile weapons, so that the player experience is not negatively impacted by latency: the missile mobjs spawned by the weapon could be spawned immediately by the client on cli... they've hit a mobj. * Server should pass the player pos/mov/dir info along to other clients so that t
- 2.1 @version
- display has a 16:9 or wider aspect ratio.) Hexen player weapon sprites were not obeying the configured texture f
- detailed_list_of_changes_in_doomsday_version_1.14 @version
- ow. * Removed invalid console variables (like "player-weapon-order8" in Heretic). ==== Renderer ==== * ... ce profiles, and the console. * Task bar: multiplayer menu providing an easy method of leaving the curr... n (Ring Zero) ==== * Automatically shows multiplayer servers and all saved games. * Unplayable game... . * Warnings and errors can be duplicated to a secondary output file with the [[:errors]] option (simil
- 1.9.0-beta6 @version
- when not in-game. * Fatal error if all of the player's weapons are changed so that they require ammo and the pl... 7911&group_id=74815). * Infinite loop when the player has no ammo of any kind and all player weapons require ammo. * Blood spawned by P_DamageMobj... 0910&group_id=74815). * Infinite loop when the player has no ammo of any kind and all player weapons require ammo. * Fatal error when attempting t... r own throwing bombs. * Infinite loop when the player has no ammo of any kind and all player weapons require ammo. * Fatal error when attempting t
- 1.9.0-beta6.2 @version
- beta6.3 -> ====== Versions 1.9.0-beta6.2 ====== Second patch release for Beta 6. #@Release_HTML~2009-05... or the first map. ==== jDoom ==== * Fixed: "Weapon controls wrong selection" (http://sourceforge.net... 5&atid=542099). * Fixed: Changes to [[cvar]] [[player-eyeheight]] not effective immediately. * Fixed... d=74815&atid=542099). * Fixed: "Using diffrent weapon ammo bug" (http://sourceforge.net/tracker/index.p
- 1.9.0-beta6.8 @version
- atid=542099 ==== Common code library ==== * Player view/weapon bobbing was twice as strong as it should be. http... id=74815&atid=542099 * "Heretic and HeXen: hud weapon graphics set too low". http://sourceforge.net/tra... 5&atid=542099 * Upon spawning into the map the player's viewheight would be set at zero. === Automap ... * On Unix and Mac OS X, selecting the Random player class caused the game to crash. * "Disc of rep
- using_blender_to_create_a_model_for_doomsday @modding
- he sequence won't load ==== orientation ==== **player weapon model** //The below settings have the player weapon model facing away from the play (what we want)// <code> fr