Fulltext results:
- thing @ded
- ====== Thing (DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = "" Spawn St... ee/Pain... State ==== A [[state]] defines what a thing will be doing and looks like at any given time in... kup things will usually only have spawn states. A thing must have at least one spawn state or it will be
- world @script:module
- type //thingId// and returns an array of [[#World.Thing]] references. #@Identifier_HTML~spawnThing~@# ( #@Arg_HTML~Text,type~@#, #@Arg_HTML~Array,pos~@#, #... #@Arg_HTML~Number,flags~@# = 0 ) Spawns a new thing at the specified coordinates //pos//. The //type// must be an existing [[ded:Thing]] ID, for example "POSSESSED". The //pos// can b
- create_a_light_thing @howto
- ====== How to create a Light Thing ====== For this HOW TO, I'm going to guide you through the process of creating a new placeable Light Thing for use in your wads. Doomsday offers many ways t... or that). So what are the qualities of the light thing we are going to create? * It will be spawned ... , etc, etc... Also because we have created a NEW Thing it becomes entirely possible to create interactiv
- create_a_new_monster @howto
- Doomsday. A mobj in Doomsday is defined with a [[thing|thing definition]] and one or more [[state|states]]. The below will explain how to use these to create ... WAD editor capable of editing the ID number of a THING, I will be using DoomBuilder but there are many o... = Designing the Barrel Monster ====== The first thing we need to do is to decide exactly how our new mo
- map_object_reference @xg
- either itself, a [[sector]], another line or something else, a reference is needed. For example a switch... ary | | [[.refs:lightref_none|none]]| Refers to nothing. Has a special meaning depending on the context. ... Summary | | [[.refs:lref_none|none]]| Refers to nothing. Has a special meaning depending on the context. ... ummary | | [[.refs:lpref_none|none]]| Refers to nothing. Has a special meaning depending on the context.
- developer_guidelines @devel
- ordance with the scope: <code c++> class Something : public Thing { public: // Implementation Something(string param) : Thing(param) { // Do things } private:
- model @assets
- odels]]. ===== Models representing things (model.thing.*) ===== Example: asset model.thing.possessed { path = "possessed.md5mesh" } This asset defin... "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". The thing type must be one of the thing types defined in the lo
- infine_script_reference @ded
- n only occurs while the script is waiting for something. Otherwise the script commands are executed one a... nes that begin with the hash character (#), or anything that begins with ''#>'' and ends in ''<#''. The ... an't be scrolled. * Filter always affects everything. ===== Commands ===== ==== Control flow ====... of the script will continue non-interactively. Nothing happens even if the player presses a key or a but
- 1.9.0-beta6 @version
- h zero [[things]]. In this instance, a new player thing will be added to the map, located at [0, 0] on th... exture]]s similarly to [[sprite]]s. * Changed, thing shadows are no longer drawn if the world is being drawn fully bright. * Changed, thing shadows are no longer drawn if the surface they w... up items flagged as "special" lead to a "P_SpecialThing:Unknown gettable thing" critical error. Unknown i
- 1.9.0-beta1...4 @version
- ms: Windows, Mac OS X, and Linux. * The first thing Windows users will notice is the new installer, p... th the values of the last) can now be used with [[thing]], [[state]], [[line_type]] and [[sector_type]] definitions. * [[thing]]:Flags2 'mf2_radiusattacknomaxz': z dimension is... back_floor * lpref_back_ceiling * lpref_thing_exist_floors * lpref_thing_exist_ceilings
- scripting_with_stateanimator @assets
- rsed. For example, in a model asset called "model.thing.misc3", it could look like this:<code> script { record model.thing.misc3 () def onStateChange (animator, sta... the file could look like this:<code>record model.thing.misc3 () def onStateChange (animator, state) ... xt string with the asset identifier (e.g., "model.thing.possessed"). | | ''<nowiki>__asset__</nowiki>''|
- state @ded
- Action ==== The action to be performed when a [[thing]] enters this state. Each game plugin defines its... string are parsed as a script and executed when a thing or psprite enters the state. Variables available in the script: * //self// refers to the thing itself, or the player mobj in case of a psprite action ([[script:module:world#worldthing|World.Thing]]) * //player// refers to the curre
- ded
- omsday 1.x. One [[#Syntax|syntax]] to define everything from [[ded:generator|Particle Generators]] to [[ded:Thing]]s, in an easy to edit [[http://en.wikipedia.org/... ]]. | |:::| [[ded:state|State]] | | | |:::| [[ded:thing|Thing]] | | Defines map object (mobj) types. | ^ Scripts |||| |:::| [[ded:Finale]] | | See [[ded:infine_
- use_hires_textures_in_your_map @howto
- //data/jdoom/textures//**//.// Another important thing to realize is that the engine will scale your hir... t about the editing process? Shouldn't I have something in there when doing texture alignment and stuff?"... you put in a 24 bit patch (from a PNG file or something), it'll take that too—it just won't display it ... r6.png?175x0}}After this step, you should see something that looks like this: | XWE has done a few thin
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- 7] regression: blank screen on client * player thing angle not updating in automap * [367] regressi... resource mods] * Doom: Archvile resurrects something => engine shutdown [needs percent-encoded de::Uri... 16) rather than hq2x. The hq2x algorithm can do nothing to help graphics this small and better results ca... ginal aspect ratio. This means that by default anything between 4:3 and 16:10 will be stretched while eve