Fulltext results:
- thing @ded
- t| | Yes| Yes| The thing will be affected by wind sectors (both Heretic/HeXen default sector types and XG). | | floorbounce| Yes| Yes| Yes| The thi... 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
- sound @xg:class
- = Class = sound Plays a sound in one or more sectors. ===== Parameters ===== ^ Prm^ Name^ Type^ Meaning | | Ip0,Ip1| Target Ref,Target Num| [[xg:refs:lsref]] | Reference to one or more sectors. These are the sectors in which the sound is to be played. | | Ip2| Sound ID| [[ded:Sound]] | Name of th
- 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.
- modding @modding
- )]] * [[xg:reference_guide|XG reference (generalized line/sector types)]] * [[script:reference|Scripting]]
- 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
- 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
- sector_wind @xg
- direction (Wind Angle) at a speed of 2 (Wind Speed) ===== See also ===== * [[ded: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" 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_radiusattacknomaxz': z dimension is ignored when calcula
- 1.9.0-beta5 @version
- _id=74815) <code>Cl_Frame2Received: Unknown delta type 5.</code> * Incorrect sprites drawn on clients... hich prevented <code>Cl_MovePlayer()</code>. * Dedicated server issues http://sourceforge.net/tracke... nc=detail&aid=1538861&group_id=74815&atid=542099: dedicated server tried to enable fog. * Fixed serv... &group_id=74815&atid=542099) === XG === * [[sector]]s with floor/ceiling [[wind]] would incorrectly
- 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
- 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
- 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
- detailed_list_of_changes_in_doomsday_version_1.15 @version
- ken stair build spreading algorithm. * XG line/sector types should override built-in types. ===== {{tag|All Games}} ===== * Fatal err... * Added ''TitleImage'' property to [[:map_info_ded]] for specifying a title image in place of a text... efinition data on this path will be translated to DED during game init. ===== {{tag|Scripting}} =====
- 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
- 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