Fulltext results:
- state @ded
- e of Doom's Imp is "TROO". ==== Frame ==== The frame of the sprite to display 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 number by 32768. In this case A=32768, B=32769, C
- overview_of_resources_doomsday_1.x @modding
- lings) | | Patches| Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights | | M... l be scaled to match the original patch. ===== Sprite frames ===== Sprite frames are patches. They can be replaced with external resources just like all other patches. T... nal resource do not affect the actual size of the sprite frame. This means the external resources must really be
- 2.1 @version
- dio Settings). **UI internals.** The Doomsday UI framework was improved to support runtime DPI changes, ... 16:9 or wider aspect ratio.) Hexen player weapon sprites were not obeying the configured texture filter s
- 1.9.0-beta5 @version
- &atid=542099&aid=1496666&group_id=74815) <code>Cl_Frame2Received: Unknown delta type 5.</code> * Incorrect sprites drawn on clientside (e.g. bullet puffs appear as... --Yagisan ==== Renderer ==== * HUD weapons sprites are now lit similarly to world sprites. * It is no longer necessary to manually [[texreset|reset 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
- 1.9.0-beta6.1 @version
- * Fixed: [[material]] definitions referencing [[sprite]] [[patch]]es not working (http://sourceforge.net... ors are now linked into the world once per render frame and used for all viewports. Plus various other mi
- 1.9.0-beta6.3 @version
- incomplete definitions or which reference unknown sprite frames. * SIGSEGV when attempting to prepare a model... definition which requests the automatic scale-to-sprite feature but the sprite it references can not be found. * Remote vulnerability in Cl_ReadSoundDelta2 du
- 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... "normal". * DED: Mishandling of the old State frame fullbright "flag". * Auto-loading of DEH patch... , leading to shorter map setup times and less per-frame calculations. * Addressed inefficiencies relat
- detailed_list_of_changes_in_doomsday_version_1.9.10 @version
- ng a new map). * Incorrect world dimensions of sprites with high-resolution texture replacements. * ... ipped. ===== Doom ===== * Incorrect texture frames for the FIRELAV animation. * Missing "been th
- infine_script_reference @ded
- of [[games:doom]]. It's most commonly used by the sprites (all sprite frames as patches). Patches can have transparent pixels... pic-id) (patch-lump) (time-sec) : Append a new frame to the picture's animation sequence. (time-sec) is the number of seconds that the new frame will last. ; ''ImageAnim'' (pic-id) (image-lump) (time-sec) : Append a new frame to the picture's animation sequence. The frame is
- create_a_light_thing @howto
- warning light * There will be no need for any sprite graphics. * It will live forever (once spawned... ITIONS State { ID = "REDWARNLIGHT" Sprite = "CAND" Frame = 32768 Tics = 6 Next state = "REDWARNLIGHT2" } State { ID = "REDWARNLIGHT2" Sprite = "CAND" Frame = 32768 Tics = 6 Next
- generator_syntax @ded
- stance = 0.0; Spin Resistance { 0.0 0.0 } Frame = ""; End Frame = ""; Spin { 0.0 0.0 } Spin Resistance { 0.0 0.0 } Sound = ""; Volum... are rendered using reverse subtractive blending (framebuffer - particle). | | blendsub| Particles of the... e rendered using subtractive blending (particle - framebuffer). | | blendmul| Particles of the generator
- model @ded
- ffset XYZ { 0.0 0.0 0.0 }; Sprite = ""; Sprite frame = 0; Shadow radius = 0; Sub # A sub-... Affects all submodels. ==== Sprite ==== ==== Sprite frame ==== For auto-scaling: specifies the sprite and frame to scale things by. If not given, auto-scaling is done based on the sprite and frame associated with the State of this model. ==== S
- sky @ded
- use for this layer. ; Sprite : Name of the [[sprite_frame]] to use for this layer. ; System : Name of a... ssociated layer is hidden (i.e. not enabled). ; Frame interval : The number of seconds between frame changes. Sky model animation is interpolated. The model is animated by going through all its frames one by one. ; Color : RGBA color for the mod