Fulltext results:
- 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]]
- overview_of_resources_doomsday_1.x @modding
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... lings) | | Patches| Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights... 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, placi
- create_a_new_monster @howto
- you are already familar with creating and using [[ded]] files and how to load them in [[doomsday]].// ... going to be using existing resources (the barrel sprites and sounds) this process is made very easy. In fact all we need for our new monster is a DED and a WAD (containing at least one start position... o then go on to create a proper monster, with new sprites, sounds and even modified behaviour. Also you w
- create_a_light_thing @howto
- e you are already familar with creating and using DED files and how to load them in Doomsday. The tech... warning light * There will be no need for any sprite graphics. * It will live forever (once spawned... === First thing we need to do is create our new DED file. * Create a new DED file called LightThing.ded Now open LightThing.ded in your favorite text
- 1.9.0-beta6 @version
- n of automatically calculated lights and halos on sprites was broken. This resulted in halos which suggest... origin was always in the top left quarter of the sprite. * Filters and special filter drawing, affecti... n use. * Dynamic lights for palette-translated sprites were coloured according to the original (un-translated) sprites. * High resolution textures/flats/patches/mod
- 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... * Hexen: no music beyond title * replacement sprites scaled to dimensions of iwad original * serve... /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?] *
- state @ded
- ====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | flagb | flagc; Sprite = ""; Frame = 0; Tics = 0; Action ... cally calculated [[light]] and [[halo]]. | ==== Sprite ==== Name of the [[sprite]] to be used during this state. A sprite name consists of four letters or num
- 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... --Yagisan ==== Renderer ==== * HUD weapons sprites are now lit similarly to world sprites. * It
- light @ded
- ====== Light (DED) ====== A //Light// definition is used to attach a light and/or halo to a [[sprite]]'s [[state]]. As most objects are made up of mor... o this the value 32768 must be added to [[modding:sprite|Sprite]] frame number in the [[modding:state|State]] definition other wise no light will be rendered. The
- sprite @ded
- ====== Sprite (DED) ====== ===== Syntax ===== Sprite { ID = ""; # Name of the sprite. Must be four characters long. Sprite # frame lump names always begin with a sprite ID. }
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- to play add-ons using invalid Patch lumps to hide sprites. * Categorization of "addon" textures in PWAD... ps. * Renderer: applying color translation for sprites. * Renderer: take middle wall section materia... glowing material. ===== Definitions ===== * DED: Unknown Blendmodes in Reflection definitions default to "normal". * DED: Mishandling of the old State frame fullbright "f
- 1.9.0-beta1...4 @version
- rfaces). * fixed: light & halo not centered to sprite correctly ([[batman_tc]], wall torches). * fix... tring containing a comment about this flag * [[ded]] reader: the "Copy"/"*" directive (used to initi... print a list of the mobj ids + names (if set via DED) to the console. * unknown/[[missing_texture]]... ormat that supports RGBA bitmaps * cvar [[rend-sprite-mode]]: 1 = draw sprites and masked walls with ha
- sky @ded
- ====== Sky (DED, 1.9.7 →) ====== ===== Syntax ===== <Copy> Sky { ID = ""; Flags = fla... ==== Layer 1...2 ==== Only one of **Texture/Flat/Sprite/System** can be specified for a given layer. If m... : Name of the [[flat]] to use for this layer. ; Sprite : Name of the [[sprite_frame]] to use for this layer. ; System : Name of a system texture to use fo
- 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
- infine_script_reference @ded
- rings can be split onto multiple lines (like in [[DED]] files, see the [[Text]] definition). ===== Co... of [[games:doom]]. It's most commonly used by the sprites (all sprite frames as patches). Patches can have transparent pixels (e.g. all the characters of the [[ga