Fulltext results:
- 1.9.0-beta6 @version
- 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... by one. === XG === * Thinking for [[xg_line_type]]s and [[xg_sector_type]]s now handled using the existing thinker me
- 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. ... 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
- 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... //Sector-plane references// or //sprefs// are [[sector]] //to// [[plane]] references. They are used when [[line_type]]s need to reference one or more [[plane]]s in sp... Reference to nothing. With some line classes this type of reference has a special meaning. | | [[.refs: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"... can now be used with [[thing]], [[state]], [[line_type]] and [[sector_type]] definitions. * [[thing]]:Flags2 'mf2_radiusattacknomaxz': z dimension is ignored when calcula
- 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|In
- 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... two stage process, we need to create a new SectorType then we need to attach it to our sector. Note the line that says **ID = 8000**, this is the number we'll use to attach our SectorType to our sector, so remember it for latter. Again this will look... |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
- 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... and will appear to emanate from the middle of all sector(s) with this type. ==== Angles ==== All angles are specified in... ed range automatically. ==== Chains ==== Each sector type may specify up to four different chains; [[#Ceili
- 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,
- reference_guide @xg
- ==== XG reference guide ====== **XG** (E**x**tended **G**eneralised Line/Sector Types) is a powerful, flexible addition to the ma... ion ===== [[games:Doom]] has a number of hard-coded line and sector types, each of which are programmed to do certain... p behind a single [[modding:line special]]. [[xg:sector_type|Sector type]]s define various physical characteristics of a s... s is also possible through sectors). XG line and sector types are entirely separate from the original Doom types. Both the extended and the standard types can be used in a map. ==
- 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_1.12 @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
- generator_syntax @ded
- 0.0 } Force Axis { 0.0 0.0 0.0 } Stage { Type = ""; Tics = 0; Rnd = 0.0; Color { 0.... actually spawned. ==== Mobj ==== Makes this a [[type triggered generator]]. The value must be a defined thing ID (e.g., "PLAYER"). All type triggered generators are spawned in the beginning... hey create particles using all mobjs of the given type as sources. Use the static flag to prevent the ge