Fulltext results:
- compiling_and_running_2.0 @devel
- ibraries are required for compilation: * Qt 5 (modules: Core, Network, Gui, OpenGLExtensions, Widgets) * Qt 5 X11Extras module (on Unix/X11) * DirectX (on Windows) The follo... use (unless autodetected). This determines which version of Qt will be used in the build. * ''DENG_ENABL
- world @script:module
- ====== World (Module) ====== Native module that provides bindings to objects in the game world. ===== Functions ===== #@Id... fier_HTML~angle~@# ( ) (Availability: added in [[version:2.3.2]]) Returns the angle of the thing: 0 = Eas... #@Arg_HTML~Text,missileId~@# ) (Availability: [[version:2.2]], only in Heretic.) Starts the attack actio
- 2.3 @version
- <- 2.2.2 ^ Versions ^ 2.3.1 -> ====== Version 2.3 ====== This release enhances vanilla DOOM render hack support and adds ne... efined and new ones can be added via the [[script:module:audio#setAmbientSequence|Audio module]]. Changing the sequences is also possible during gameplay. The ear
- audio @script:module
- ====== Audio (Module) ====== Module for the audio subsystem. ===== Functions ===== #@Identifier_HTML~localSound~@# ( #@Arg... or example for UI/HUD sound effects. Use [[script:module:world#World.Thing|World.Thing.startSound()]] to p... mmands~@# ) (Availability: Heretic only; since [[version:2.3]]). In Heretic, ambient sound effects are li
- reference @script
- ster/doomsday/apps/client/net.dengine.client.pack/modules/controllers.ds|Game controller presets script]] ... ipt]] ===== Using Doomsday Script ===== As of [[version:2.3]], scripts can be used for the following: ... acks for game load/unload * **Audio:** * [[.module:audio|Start local sounds]] * **Configuration:**... ster/doomsday/sdk/libcore/net.dengine.stdlib.pack/modules/Config.ds|Applications run a Config.ds script at
- state @ded
- wn set of action routines (native code). Since [[version:2.2]], the action may also be defined using Dooms... player mobj in case of a psprite action ([[script:module:world#worldthing|World.Thing]]) * //player// refers to the current player ([[script:module:app#appplayer|App.Player]], psprite actions only)
- language @script
- ion]] : routines for manipulating savegames ; [[.module:Version]] : version information ; [[.module:World]] : game world
- gui @script:module
- ====== gui (Module) ====== Utilities for GUI applications. ===== Functions ===== #@Identifier_HTML~colo... agePath~@# ( #@Arg_HTML~Text,path~@# ) Returns a version of //path// where "@2x" is appended to the end if
- savedsession @script:module
- ====== SavedSession (Module) ====== Module that provides access to the savegame manipulation features of the resource subsystem. =... #, #@Arg_HTML~Text,savegamePath~@# ) Performs conversion of a single legacy savegame into the native **.sa... converter plugin in turn. If a plugin supports conversion of the given file type a conversion attempt is ma
- packages @fs
- following contents: title: GLSandbox Test version: 1.0 license: GPL 3+ tags: test ==== File n... score is a special character (separates name from version number) * Must have at least two components (do... mple.pack** and **example.pack**.) **Alternative versions of packages.** Consider the package file name: *... ngine.test.glsandbox.pack**. What if you have two versions of this package that need to co-exist in the sam
- 1.12 @version
- <- 1.11.2 ^ Versions ^ 1.12.1 -> ====== Version 1.12 ====== #@Release_HTML~2013-10-03,1.12.0,build1006~@# ===== Overview ==... nuing to build on the big changes introduced in [[version:1.11]]: new UI framework and internal map data im... many [[doomsday_script_reference#Standard_library_modules|Doomsday Script bindings]] for engine functional
- doomsday_engine
- have been under development since 1999. The first versions were released in late 1999 and early 2000. Most ... kyjake). The purpose of the project is to create versions of Doom, Heretic and Hexen that feel the same as... s the engine to be used with different game logic modules. The currently available ones are ports of vanil... ct is to make it possible to write new game logic modules with minimal effort, either completely from scra
- persist.pack @guide
- ription | | Info| Metadata about the package. | | modules/Config| Serialized ''Config'' namespace: configu... Info ==== [[fs:package|Package metadata]]. ==== modules/Config ==== The ''Config'' [[script:record|name... ved in persist.pack, that is.) The ''-reset'' option can also be used to do this. ([[version:1.11]] →)
- detailed_list_of_changes_in_doomsday_version_1.14 @version
- This article lists the important changes in [[version:1.14]]. ===== Fixed bugs ===== ==== UI ==== * ... tc...). * No longer dependent on external LZSS module. ==== Renderer ==== * Added bloom as a new... r the current game. * Automatic, background conversion of old savegames. * Old savegame conversion tool and plugin. * Current game rules for the session us
- detailed_list_of_changes_in_doomsday_version_1.9.10 @version
- ative functions from scripts. * Script: native modules [[:display_mode_module|DisplayMode]] and [[:version_module|Version]]. * Replaced deng.de script => Config.de, add... onfig stored persistently in **/home/persist.pack/modules/Config** instead of **/home/deng.config**. * Serialization versioning. ====== Contributors ====== * [[http://d