Fulltext results:
- 2.2
- .** Newly introduced scripting use cases are mobj state [[ded:state#action|action functions]] that execute scripts, and (for Heretic) an [[ded:thing#ontouch|“On touch”]] script that gets run when a mobj is touched. The latter could be used f... able menu labels, enhanced intermission screen, [[ded:values_for_heretic|Values]] for ammo per shot, su... for a Doomsday update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not b
- 1.9.0-beta1...4
- tring containing a comment about this flag * [[ded]] reader: the "Copy"/"*" directive (used to initi... es of the last) can now be used with [[thing]], [[state]], [[line_type]] and [[sector_type]] definitions.... print a list of the mobj ids + names (if set via DED) to the console. * unknown/[[missing_texture]]
- 1.9.0-beta5
- s was fixed by making sure that mobjs in the NULL state (state zero) or whose state really is a NULL pointer never get rendered. * Invisible monsters and objects. C... hich prevented <code>Cl_MovePlayer()</code>. * Dedicated server issues http://sourceforge.net/tracke
- 1.9.0-beta6
- for multiple things depending on the game and UI state (see [[listbcontexts]]:[[ccmd]]). * UI graphic... t scaled correctly according to font size. ==== Dedicated console ==== * Fatal error when trying to move the Doomsday Console whilst in dedicated console mode. ==== Misc ==== * Segmen... hen a mobj attempts to change to a undefined pain state (http://sourceforge.net/tracker/?func=detail&atid
- 1.9.0-beta6.2
- re. ==== Common code library ==== * Fixed: "DED Reader: Failing to locate State definition" (http://sourceforge.net/tracker/index... InFine === * Fixed: When clearing the InFine state stack before beginning a new game, always change the game state to GS_WAITING. This fixes the problem of "Before"
- 1.9.0-beta6.3
- gine ==== * SIGSEGV when attempting to create states from incomplete definitions or which reference u... === Definitions === * File names specified in DED definitions that include a file extension not wor... n they should not be. * Subtle render list/ GL state issue which could result in shiny surfaces someti
- detailed_list_of_changes_in_doomsday_version_1.9.7
- regression: HacX: Password map object is broken [state lookup logic mismatches, DED Reader vs DEH Reader] * Doom: don't let floati... of Doomsday install dir * investigate possible dedicated server memory leak [disabled fast zmallocs]... as drawing these graphics necesitated the use of dedicated methods for the purpose. Today with maximum
- detailed_list_of_changes_in_doomsday_version_1.9.9
- Reflection definitions default to "normal". * DED: Mishandling of the old State frame fullbright "flag". * Auto-loading of DEH... d: Failed to locate object with id 7"). * Game state change/notification messages should not be hidden... same directory as the model file. * Save FSAA state persistently so it can be restored immediately at... FSAA mode (removes flicker during startup). * DED: log a warning about unknown Blendmodes. * DeH
- detailed_list_of_changes_in_doomsday_version_1.9.10
- ===== * Server: connecting to one’s own local dedicated server shouldn’t cause a duplicate client I... : parser bug concerning ‘:’ appearing inside “if” statement’s condition. ===== Deh Reader ===== * P... stead of “1” and “0”. * Script: added “export” statement and keyword. * Script: calling native func... kage [[:persist.pack]] for storing all persistent state into. * Config stored persistently in **/home/
- 1.15
- custom_episode.jpg?320x0}} **Custom episodes.** [[ded:Episode]] definitions specify the structure of ga... start from 0. The episode IDs are now defined in DEDs, and the map is identified as "E1M1", "MAP03", e... expanded to cover all relevant native classes. **DEDs visible in Doomsday Script.** The built-in [[scr... efs]] module exposes many of the currently loaded DED definitions: <code>$ dir(Defs) ⇒ [ decorations, e
- detailed_list_of_changes_in_doomsday_version_1.15
- Misinterpretation of savegame data related to ACS state (de-serialization error). Existing **.save** file... model renderer to store object-specific animation state data. ===== {{tag|All Games}} ===== * Exter... * 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}} =====
- detailed_list_of_changes_in_doomsday_version_1.10
- after Seven Portals). * Hexen|[[:in_fine]]: [[ded:infine_script_reference#Commands|"If" conditions]... in [[:in_fine]] scripts. * Hexen: Added values.ded, with [[:values]] defined for the amount of mana ... frame materials). * Context specific animation states, allowing multiple versions of a material to ani
- 1.9.0-beta_x
- and the game.}} In the status tables below, the state of each proposal is listed as it relates to that particular release, not the state of the entire proposal. Many proposals will be gr... e 2.0.0 ====== ===== Beta7 ===== ^ Proposal^ State^ Comments for this release | | [[internal_file_sy... | Planning| Transmission of game object and world state changes from server to clients. | | [[engine-cont