Fulltext results:
- ded
- [ded:generator|Particle generator]] | | | |:::| [[ded:sky|Sky]] | [[version:1.9.7]] | | |:::| [[ded:reflection|Reflection]] | [[version:1.8.5]] | | ^ Deprecated |||| |:::| [[ded:decoration|Decoration]] | | | |:::| [[ded:sprite|Sprite Name]] | | | See also: [[ded:altering_and_cop
- sky @ded
- ====== Sky (DED, 1.9.7 →) ====== ===== Syntax ===== <Copy> Sky { ID = ""; Flags = flaga | flagb | fl... of this definition. This is used when referencing sky definitions from Map Info definitions. ==== Fla... s ==== ^ Name^ Description | | sphere| Draw the sky sphere even when sky models have been set up. |
- use_deds_in_doom_builder @howto
- .com|DoomBuilder's]] script editor to include a [[ded]] with your map.// There are various different ways that [[ded]] and [[xg]] definitions can be included with you... You can either supply them seperately in a mywad.ded (pure text file editable in any text editor), emb... wad into a [[pk3]] file. If you use purely XG (no DED's) you also have another option of compiling your
- overview_of_resources_doomsday_1.x @modding
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... e subdirectories of the //auto// directory. All DED files placed in the //defs/<game>/auto/// directo... P/LMP/WAD are mapped to //data/<game>/auto/// and DED goes to //defs/<game>/auto///. For example, placing //test.ded// into the root of a PK3 has the same end result
- 1.9.0-beta6 @version
- Added [[sky]] definitions. Rather than define the sky properties for every map, each time directly in a [[map_info_ded_]] definition, instead; use a Sky definition, giving it a unique ID which is then used in the Map Info... he two. This allows mod authors to patch just the Sky definitions without needing to touch/create Map I
- reference @script
- Very much like Python.) * [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/cli... troller presets script]] * [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/tests/te... unds]] * **Configuration:** * [[https://git.skyjake.fi/doomsday/engine/src/branch/master/doomsday... Config.ds script at startup]] * [[https://git.skyjake.fi/doomsday/engine/src/branch/master/doomsday
- packages @fs
- d to have at least two components. For example: //skyjake.example// is a valid identifier, but //exampl... is not. (The corresponding files might be named **skyjake.example.pack** and **example.pack**.) **Alte... iers|Asset identifiers]] for more details. ==== DED definitions ==== Packages can contain [[:DED]] definitions that are only in effect when the package
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- ir * material subsystem causes fatal errors in dedicated mode * clientside InFine [with client sk... automap: missing "All marks cleared" message * sky models not rendered * [395] regression: HacX f... /flats not found from .pk3 * [402] regression: dedicated server resource access failures [loads fonts; fails to find doomsday.ded; when installed to a non-system directory?] *
- 1.9.0-beta5 @version
- 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... ignore changes to the player's "in-void" status (sky "flashing" when moving between indoor/outdoor are... f frames in wall/texture animations defined via [[ded]] [[group]] definitions. The previous limit was 6
- 1.9.7 @version
- ltiplayer ===== ==== Hosting a game ==== Only [[dedicated_server]]s are supported. You can start one on your own system via the Doomsday Frontend. In dedicated mode, the engine only shows a text mode con... onfiguration and automatically open the server ([[dedicated_server|see the example here]]). If your se... ([[server-public]]), a client can connect to the dedicated server using a custom address search: *
- doomsday @guide:2.2:man
- tem * 3D models for world objects, [[skies]], [[skyboxes]], and [[particles]] * Environmental mappi... based on their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/lib... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https
- readme_windows @guide:2.3
- tem * 3D models for world objects, [[skies]], [[skyboxes]], and [[particles]] * Environmental mappi... based on their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/lib... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https
- readme_macos @guide:2.3
- tem * 3D models for world objects, [[skies]], [[skyboxes]], and [[particles]] * Environmental mappi... based on their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/lib... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https
- readme_windows @guide:2.2
- tem * 3D models for world objects, [[skies]], [[skyboxes]], and [[particles]] * Environmental mappi... based on their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/lib... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https
- readme_macos @guide:2.2
- tem * 3D models for world objects, [[skies]], [[skyboxes]], and [[particles]] * Environmental mappi... based on their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/lib... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https