Fulltext results:
- map_object_reference @xg
- ct, just about every time you create a new [[line_type|line]] or [[sector_type]] you will need to use at least one of them.... needs to perform an action on either itself, a [[sector]], another line or something else, a reference is needed. For example a switch that opens a door needs som... ome //special// action. In order to provide extended functionality, lines, [[plane]]s (floors and ceilings) and sectors need to refer to each other in some way. In XG, ... ors|thing_exist_floors]]| All floor planes of all sectors which currently have at least one of a mobj type within them. | | [[.refs:lpref_thing_noexist_floo
- 1.9.0-beta6 @version
- 1714610&group_id=74815). Relationships between subsectors/segs/sidedefs/linedefs read from the map data lumps are not ... t in a segfault when trying to dereference a NULL sector ptr to determine its type in DMU. * Potential buffer overflow vulnerabil... g so. For example, if the referenced object is of type DMU_SUBSECTOR the properties of DMU_SECTOR are available without having to first retrieve ei... es for environmental audio effects. * Vertex sector owners are no longer needed and have been removed. * Only look up surfac
- sector_type_syntax @ded
- e used instead.</note> ==== Comment ==== Intended for a textual description of what the sector type does and used as a development aid for mod author... ==== Act tag ==== Activation tag number for the sector type. Several types can have the same activation tag. This number ca... sound ==== ID of the [[:sound]] to be played in sectors with this type. See [[:sector_type#Ambient_sounds]] ==== Ambient min interval ====... = Ceiling chain ==== ID number of an XG [[:line_type]]. See [[:sector_type#Chains]] ==== Ceiling chain flags ==== S
- 1.9.0-beta1...4 @version
- ion of manually-placed light sources and smoothed sector lights. Once finished, it is intended to be the new default lighting model for Doomsday... e reference WAS found. * fixed: ltc_plane_move sector type was incorrectly being set to type 0 when the move finished if no end type change was specified. Result was sectors "losing" their type after a plane move. * fixed: XS_GetPlane - when a act_tag refe... can now be used with [[thing]], [[state]], [[line_type]] and [[sector_type]] definitions. * [[thing]]:Flags2 'mf2_ra
- ded
- e_type|Line Type]] | | Used in [[:XG]]. | |:::| [[ded:sector_type|Sector Type]] | | Used in [[:XG]]. | |:::| [[ded:state|State]] | | | |:::| [[ded:thing|Thing]] | | Defines map object (mobj) types. | ^ Scripts |||| |:::| [[ded:Finale]] | | See [[ded:infine_script_reference|InFine script reference]]. | ^ Audio |||| |:::| [[ded:m
- use_deds_in_doom_builder @howto
- ** button. This is where you can insert all your DED definitions and your XG line/sector classes. The first thing we are going to do is ad... s is a two stage process, we need to create a new SectorType then we need to attach it to our sector. Note the... 000**, this is the number we'll use to attach our SectorType to our sector, so remember it for latter. Again ... |XG reference]] for more information on [[xg_line_type|XG Line]] and [[xg_sector_type|Sector]] types). * Type the following starting on a
- particle_generator_examples @modding
- les ====== This articles contains a number of [[ded:generator|particle generator definition]] examples. (The syntax of these DED examples is not the most exemplary. The Stages in... or the Lost Soul in jDRP 1.1 I have used the Mobj type so that all Lost Souls share the same number of p... imit (256 active generators) I have used the mobj type as Doomsday treats all Lost Souls as THE SAME gen
- reference_guide @xg
- ==== XG reference guide ====== **XG** (E**x**tended **G**eneralised Line/Sector Types) is a powerful, flexible addition to the mapper'... ion ===== [[games:Doom]] has a number of hard-coded line and sector types, each of which are programmed to do certain effe... eveloped to allow you to create your own line and sector types for use in [[fs:pwad]]s. If you are new to XG y... p behind a single [[modding:line special]]. [[xg:sector_type|Sector type]]s define various physical characteristics of a s
- sector_type @xg
- ector_chain|chains]] that are used to define extended functionality. Note that [[sector chain]]s refer to [[line type]]s, so anything that can be achieved with line ty... ion affecting things in a sector. ===== Properties ===== The properties of XG sector types are documented in the [[ded:sector_type|Sector Type]] definition.
- chains @xg
- a given amount of time has passed. The door line type's activation chain would move the ceiling of the tagged sector to some reasonable height, like to the lowest adj... hods/requirements for a single line type. ===== Sector Type Chains ===== Each [[xg:sector_type|XG sector type]] has four chains: the floor, ceiling, inside and ticker chain. Like with... emporary line is set up as follows: it is a one-sided line, whose front sector is the sector the chain belongs to. It has no sidedefs, so oper
- sector_type @ded
- ====== Sector Type (DED, XG) ====== A //Sector Type// definition specifies the properties of a generalized sector type, for use with the [[:XG]] system. XG is a complex topic, with many core concepts... ==== Sounds can be played for ambient effect in sectors with this type. [[#Ambient sound]]s are played at the interval s... and will appear to emanate from the middle of all sector(s) with this type. ==== Angles ==== All angles are specified in
- plane_move @xg:class
- t a given interval while the plane is moving. The type of the sector whose plane is being moved can be changed in the ... s the plane crush things if they won't fit in the sector. Currently this is a hard coded to 10 damage per tic regardless of the speed of t... p9 is set to spref_special . | | Ip11,Ip12| Start Type Ref, Start Type Num| [[lpref]], [[lprefd]]| Reference to the sector whose type will be used for the moving plane's sector after the move is begun. * lpref_special treats Ip12 as a sector type ID number. | | Ip13,
- detailed_list_of_changes_in_doomsday_version_1.12 @version
- d at incorrect height. * **Doom:** Behavior of sector type 10 "close in 30 seconds" (return to original heig... level using the half-edge data structure. * Added sector plane mapping and separate physical/visual planes... rces in the void are dynamically occluded. * Added cvar {{:var|rend-dev-sector-show-indices}}, enable drawing of sector indices for visual BSP builder debugging. =====... he current word. ===== Scripting ===== * Added [[:appconfig.de]]: configuration for the applicat
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- were not in sync. * Game’s color palettes reloaded after engine reset. * Doom: Failed to locate m... elf-referencing" lines when choosing a BSP leaf's sector. * Bsp Builder: precision issues in the partit... glowing material. ===== Definitions ===== * DED: Unknown Blendmodes in Reflection definitions default to "normal". * DED: Mishandling of the old State frame fullbright "f
- detailed_list_of_changes_in_doomsday_version_1.15 @version
- texture class gives new flat a tint of 0. * XG sector ambient sounds not saved/loaded. * Broken stair build spreading algorithm. * XG line/sector types should override built-in types. ===== {{tag|All Games}} ===== * Fatal err... y (not from the log file on disk, though). * Added a native dialog for selecting the SF2/DLS [[:soun... gine is reset. This allows customized episodes loaded at runtime to be reflected in the menu. * {{:c