Fulltext results:
- 2.3 @version
- net/issues/2375|Doomsday Script bindings]] were added, allowing access to game, player, and thing prope... ators are now available in scripts. **Modding.** Sprite renaming is supported via DeHackEd. In Heretic, a... sequences can be redefined and new ones can be added via the [[script:module:audio#setAmbientSequence|... er the appearance, for instance to replicate a 2D sprite appearance more faithfully. ===== Fixes =====
- state @ded
- lay during this state. Note that while the actual sprite frames are letter coded, here you enter a number. If you want to use the A frame of the TROO sprite, you would enter 0 in this field. If you want to ... eft, 5 is back and 7 right. You can also set the sprite to be full bright here by offsetting the frame nu... parsed as a script and executed when a thing or psprite enters the state. Variables available in the scri
- model @assets
- n [[version:2.2]]. Doomsday 1.x supports only [[ded:model|MD2/DMD models]]. ===== Models representin... as "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". Th... must be one of the thing types defined in the loaded game. ===== Models representing player weapons ... weapon model that will be drawn instead of a 2D psprite. The weapon identifiers (e.g., "wand") are define
- overview_of_resources_doomsday_1.x @modding
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... fonts, background music and sound effects are loaded from WAD files. Doomsday has a mechanism that all... oad and use it automatically. Resources are divided into a number of classes. Each class has its own ... lings) | | Patches| Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights
- player_controls @devel
- y that the old concept of ticcmds is no longer needed in this system. We are focusing on providing a ... s stored. When the acceleration threshold is exceeded, the appropriate acceleration factor is then appl... e being stored for processing. The impulses are added to the buffer by the console, so the control mana... e not able to damage their mobjs locally. * Psprite animations and sounds need to be played on the cl
- 2.1 @version
- ecognized as available games, as well as the included "No Rest for the Living" expansion. Also, the lat... nd simpler. A few foldable settings groups were added in the larger dialogs (like Audio Settings). **U... you edit a mod/package at runtime while it is loaded, Doomsday will automatically unload the package w... updated. This happens for instance when editing a DED file while it is loaded as an individual mod. Pre
- ded
- |:::| [[ded:decoration|Decoration]] | | | |:::| [[ded:sprite|Sprite Name]] | | | See also: [[ded:altering_and_copying_definitions|Altering and copying definitions]] ==... dd_defns|Automatically from a WAD]] add-on * [[ded:include|Included]] dynamically from another .DED file See also: [[guide:Paths on the command line]]
- 1.9.0-beta1...4 @version
- smoothed sector lights. Once finished, it is intended to be the new default lighting model for Doomsday... rfaces). * fixed: light & halo not centered to sprite correctly ([[batman_tc]], wall torches). * fix... map setup times significantly * changed: expanded map structure element limits. * changed: expanded blockmap limits by enlarging BLOCKMAP data at run
- 1.9.0-beta5 @version
- ived: Unknown delta type 5.</code> * Incorrect sprites drawn on clientside (e.g. bullet puffs appear as... 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... id=74815&atid=542099) * Invalid character appended to message-response strings. (http://sourceforge.
- 1.9.0-beta6 @version
- ht attenuation distance (default is 1024). * Added [[rend-dev-nosprite]]:[[cvar]] Disable drawing of sprites and masked walls (default is off), not archived. * Added [[rend-dev-surface-show-normals]]:[[cvar]] Enable... ce normals (default is off), not archived. * Added [[rend-dev-vertex-show-indices]]:[[cvar]] Enable ... ex indices (default is off), not archived. * Added [[rend-dev-vertex-show-bars]]:[[cvar]] Enable dra
- 1.9.0-beta6.1 @version
- 641111&group_id=74815&atid=542099). * Fixed: [[ded]] parser would output a warning message about unk... * Fixed: [[material]] definitions referencing [[sprite]] [[patch]]es not working (http://sourceforge.net... * Fixed: "Failing to read more than one loose ded" (http://sourceforge.net/tracker2/index.php?func=... =542099). * Fixed: [[material]] changes on [[sidedef]] [[surface]]s as a result of [[xg]]'s automati
- 1.9.0-beta6.3 @version
- incomplete definitions or which reference unknown sprite frames. * SIGSEGV when attempting to prepare a... definition which requests the automatic scale-to-sprite feature but the sprite it references can not be found. * Remote vulnerability in Cl_ReadSoundDelta2 du... === Definitions === * File names specified in DED definitions that include a file extension not wor
- 1.9.0-beta6.6 @version
- lumps smaller than eight bytes when building the sprite table during startup. Mods such as 22ventry.zip a... ail&aid=2818724&group_id=74815&atid=542099 * Added missing default event bindings for //viewsize -/+... y line attacks could be activated if used on onesided linedefs and hitting them from the wrong side. Fo... to hit targets within. ==== DOOM ==== * Amended in-menu label for compatibility option "PE LIMITE
- 1.9.0-beta6.8 @version
- operational. The stable version 1.8.6 is recommended for multiplayer games at this time. ===== Fixes... onger case sensitive. * Revised lighting of [[psprite]]s when using the DOOM lighting model to more clo... === New features ===== ==== Engine ==== * Added [[cvar]] [[rend-dev-sky-always]]: 1= Always rende... isible. For debug. ==== DEH Reader ==== * Added support for the Eternity extension which allows s
- 1.9.0-beta6.9 @version
- operational. The stable version 1.8.6 is recommended for multiplayer games at this time. * Demo rec... ng segs in a visible subsector drawn even if occluded according to the clipper. This manifested the sym... il&aid=2941879&group_id=74815&atid=542099 * Vissprites produced for mobjs whose origin sector is of zero height. * Opaque materials on twosided linedefs that fill the gap between floor and ceil