Fulltext results:
- overview_of_resources_doomsday_1.x @modding
- | Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights | | Music| Background music | | Sfx| Sound effects | Another example... s directory can have a subdirectory for each game mode. For example, textures meant only for Final Doom... ternal resource, it first checks the current game mode's subdirectory. If no suitable resource is found
- readme_macos @guide:2.2
- inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and parallel... eserved for advanced settings that are useful for developers and modding. **Renderer settings.** Most of the rendere... xt field. Here you can enter console commands and modify console variables manually. This is typically most useful for developers, modders, and other advanced users. **Co... mmand prompt is then run as Doomsday Script. This mode is intended only for developers. ===== Command line usage ===== It is
- doomsday @guide:2.2:man
- inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and parallel... eserved for advanced settings that are useful for developers and modding. **Renderer settings.** Most of the rendere... xt field. Here you can enter console commands and modify console variables manually. This is typically most useful for developers, modders, and other advanced users. **Co... mmand prompt is then run as Doomsday Script. This mode is intended only for developers. ===== Bugs and known issues ===== Doo
- readme_windows @guide:2.2
- inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and parallel... eserved for advanced settings that are useful for developers and modding. **Renderer settings.** Most of the rendere... xt field. Here you can enter console commands and modify console variables manually. This is typically most useful for developers, modders, and other advanced users. **Co... mmand prompt is then run as Doomsday Script. This mode is intended only for developers. ===== Command line usage ===== It is
- readme_macos @guide:2.3
- inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and parallel... eserved for advanced settings that are useful for developers and modding. **Renderer settings.** Most of the rendere... xt field. Here you can enter console commands and modify console variables manually. This is typically most useful for developers, modders, and other advanced users. **Co... mmand prompt is then run as Doomsday Script. This mode is intended only for developers. ===== Command line usage ===== It is
- doomsday @guide:2.3:man
- inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and parallel... eserved for advanced settings that are useful for developers and modding. **Renderer settings.** Most of the rendere... xt field. Here you can enter console commands and modify console variables manually. This is typically most useful for developers, modders, and other advanced users. **Co... mmand prompt is then run as Doomsday Script. This mode is intended only for developers. ===== Bugs and known issues ===== Doo
- readme_windows @guide:2.3
- inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and parallel... eserved for advanced settings that are useful for developers and modding. **Renderer settings.** Most of the rendere... xt field. Here you can enter console commands and modify console variables manually. This is typically most useful for developers, modders, and other advanced users. **Co... mmand prompt is then run as Doomsday Script. This mode is intended only for developers. ===== Command line usage ===== It is
- readme_macos @guide:2.1
- inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and parallel... ld objects * [[Particle effects]] system * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particle... eserved for advanced settings that are useful for developers and modding. **Renderer settings.** Most of the rendere... xt field. Here you can enter console commands and modify console variables manually. This is typically most useful for developers, modders, and other advanced users. **Co
- readme_windows @guide:2.1
- inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and parallel... ld objects * [[Particle effects]] system * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particle... eserved for advanced settings that are useful for developers and modding. **Renderer settings.** Most of the rendere... xt field. Here you can enter console commands and modify console variables manually. This is typically most useful for developers, modders, and other advanced users. **Co
- doomsday @guide:2.1:man
- inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and parallel... ld objects * [[Particle effects]] system * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particle... eserved for advanced settings that are useful for developers and modding. **Renderer settings.** Most of the rendere... xt field. Here you can enter console commands and modify console variables manually. This is typically most useful for developers, modders, and other advanced users. **Co
- doomsday_engine
- aced on good-looking graphics. The engine uses a modular structure to separate game logic from the renderer, sound, network and other such subsystems. Th... been written in C and C++. It uses [[open_gl]] to render graphics with 3D objects, particle effects and dynamic lights. It supports DirectSound3D and for 3D sound effe... eing accessed directly, for instance the graphics rendering code. Since Win32 was going to be the projec... irst subsystem to be completely rewritten was the renderer. During the summer of 1999, new texture handl
- doomsday @guide:2.0:man
- inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and parallel... ld objects * [[Particle effects]] system * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particle... eserved for advanced settings that are useful for developers and modding. **Renderer settings.** Most of the rendere... xt field. Here you can enter console commands and modify console variables manually. This is typically most useful for developers, modders, and other advanced users. **Co
- readme_macos @guide:2.0
- inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and parallel... ld objects * [[Particle effects]] system * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particle... eserved for advanced settings that are useful for developers and modding. **Renderer settings.** Most of the rendere... xt field. Here you can enter console commands and modify console variables manually. This is typically most useful for developers, modders, and other advanced users. **Co
- readme_windows @guide:2.0
- inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and parallel... ld objects * [[Particle effects]] system * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particle... eserved for advanced settings that are useful for developers and modding. **Renderer settings.** Most of the rendere... xt field. Here you can enter console commands and modify console variables manually. This is typically most useful for developers, modders, and other advanced users. **Co
- detailed_list_of_changes_in_doomsday_version_1.14 @version
- weight selection issues by utilizing native font rendering routines. Normal, bold, and light fonts are all now correctly drawn. ==== Console... ignette effect drawn while no map is loaded. * Model particles were not affected by dynamic lights. * Missing 3D models referenced by ID (particles, skies). * Sky spheres with multiple layers dr... idgets that cannot be seen will be skipped during rendering of the UI; images shared by multiple widgets