Fulltext results:
- 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... |XG reference]] for more information on [[xg_line_type|XG Line]] and [[xg_sector_type|Sector]] types). * Type the following starting on a new line: Sector Type { # My Red Light. ID = 8000 Red fn = "z... dialog. ====== STEP 3: Attaching our red light Sector Type to a sector ====== Now we need to attach our [[
- 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
- ion affecting things in a sector. ===== Properties ===== The properties of XG sector types are documented in the [[ded:sector_type|Sector Type]] definition.
- 1.9.0-beta1...4 @version
- 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... print a list of the mobj ids + names (if set via DED) to the console. * unknown/[[missing_texture]]
- 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
- 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... by one. === XG === * Thinking for [[xg_line_type]]s and [[xg_sector_type]]s now handled using the existing thinker mechanism. ==== jDoom ==== * Greatly improved prec
- line_type_class @xg
- ion, like initiating a plane move or changing the type of a sector. The Class [[property]] of the [[ded:line_type|Line Type]] definition selects the clas... "ltc_line_type"; Value = 0x6; } Flag { ID = "ltc_sector_type"; Value = 0x7; } Flag { ID = "ltc_sector_light"; Value = 0x8; } Flag { ID = "ltc_activate"; Value = 0x9;
- flags_reference @ded
- ====== DED flags reference ====== This page is a complete listing of all Doomsday flags usable in DED definitions. Note that Doomsday Engine plugins (... their own purposes, which are also accessible via DED. Consult the documentation of the plugin for furt... endered with the maximum light level (corresponds sector light level 255) regardless of the sector it's cu
- thing @ded
- or, so there isn't any need to use this flag in a ded (the flag is present to allow a standard HeXen line type to enable and disable thing(s) being "dormant" in... sed like this at the end of each line because the DED parser replaces whitespace around newlines with a single space. * The entire script is inside a DED string token, which means double quotes need to e
- sector_wind @xg
- direction (Wind Angle) at a speed of 2 (Wind Speed) ===== See also ===== * [[ded:Sector Type]] definition
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- 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... * More robust way to look for plugins (checking type of files to see whether they are shared libraries
- sound @xg:class
- sectors. ===== Parameters ===== ^ Prm^ Name^ Type^ Meaning | | Ip0,Ip1| Target Ref,Target Num| [[xg... h the sound is to be played. | | Ip2| Sound ID| [[ded:Sound]] | Name of the sound to play. | | Ip3| Ori... ound from a specific origin within the referenced sector (1=floor, 2=ceiling) else play from the center. | ===== Example ===== Line Type { ID = 5026 Comment = "Play switch so
- 1.9.0-beta6.1 @version
- 641111&group_id=74815&atid=542099). * Fixed: [[ded]] parser would output a warning message about unk... * Fixed: "Failing to read more than one loose ded" (http://sourceforge.net/tracker2/index.php?func=... e Undead Warriors hidden behind a one-way wall in sector #83 were sometimes visible from the other side. T... e generator origin indices (for debug). Note that type-triggered and plane-triggered generators are not
- 1.9.0-beta5 @version
- _id=74815) <code>Cl_Frame2Received: Unknown delta type 5.</code> * Incorrect sprites drawn on clients... &group_id=74815&atid=542099) === XG === * [[sector]]s with floor/ceiling [[wind]] would incorrectly ... f frames in wall/texture animations defined via [[ded]] [[group]] definitions. The previous limit was 6