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  • :The name of the skin in the Player Setup menu. It's also used by the EDF [[playerclass]] '''defaultskin'''. ...letters which make the prefix of the DOOM status bar faces. By default it's '''STF'''.
    2 KB (345 words) - 04:56, 25 April 2020

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  • ...oom classic format special 242. ''Following documentation is based on Boom's BOOMREF.TXT document, updated as needed.'' ...ef of the linedef. Typical use is "deep water" that can be over the player's head.
    7 KB (902 words) - 13:41, 10 May 2018
  • ...e position of the floor and ceiling of the sector on the scrolling trigger's first sidedef. The direction of scrolling remains controlled by the directi * 245 -- Scroll Tagged Ceiling w.r.t. 1st Side's Sector
    11 KB (1,857 words) - 15:50, 25 December 2021
  • If a thing type's mnemonic is not unique, the latest definition of a thing type with that mne ::An control point that is subject to gravity. Because of this, it's not considered inert.
    44 KB (6,402 words) - 06:23, 6 November 2021
  • ...entioned in the documentation, then it's the UDMF number (for ExtraData it's preferred to use the names). :''tag'': Tag of sector to affect. If it's 0, then the sector behind the linedef will be activated, if applicable.
    50 KB (6,310 words) - 10:53, 29 December 2021
  • ...s, light level, and flat). However, since the implementation of [[dynaseg]]s, Eternity does not require a "PolyObject-aware" node builder. ...ertex to vertex, adding the first line found which shares the current line's second vertex as its first vertex. In this example, since the object is clo
    17 KB (2,620 words) - 03:10, 22 July 2016
  • ...-Bugfix] are used (the former including specific improvements for Eternity's UDMF, such as for [[linked portals]]). ...entering arbitrary integer values for the options field. Check your editor's documentation or user interface to verify if it supports this.
    30 KB (4,578 words) - 02:19, 27 May 2022
  • :If a value is not provided to this field, then this sound's mnemonic will be copied directly to this field. In this case, the default v ...ates whether to prefix the lump name with DS when searching for this sound's lump. Values of false/no/off mean that the lump will not be prefixed. Value
    27 KB (4,012 words) - 12:03, 13 February 2021
  • ...ortals to define. The drawn flats and light effects are defined by linedef's front sector. ...ls require an '''EESkyboxCam''' (doomednum 5006) thing to exist in linedef's front sector.
    10 KB (1,668 words) - 04:57, 13 April 2017
  • ...tines which can be performed by [[thingtype|things]] from [[EDF]] [[frame]]s. They are common for all games, so for example Heretic codepointers can be ||[[Lower]]||Action during a weapon's lowering sequence.||Doom
    20 KB (2,501 words) - 11:18, 9 February 2021
  • ...el must be placed under a section header that has the same name as the map's header lump. ...ity and [[SMMU]] compatible releases had level info stored inside each map's header lump. This is deprecated however, kept only for backward compatibili
    24 KB (3,927 words) - 10:19, 4 March 2023
  • ...urrent game type. Otherwise, the "mode" parameter indicates what game mode's defaults to set, with the following values: ...||||level||Information||Lists all linedef definitions from the current map's ExtraData. If no linedefs are defined or no ExtraData exists for the curren
    43 KB (6,448 words) - 12:51, 4 February 2023
  • ...possible with generalized ceilings) motion is instant, else at the ceiling's speed. If no adjacent ceiling exists the ceiling moves to -32000 units. ...cent ceiling less in height than the current, as determined by the ceiling's direction. Instant motion is not possible in this case. If no such ceiling
    8 KB (1,237 words) - 05:25, 6 March 2016
  • ...ned at this mapthing's location with properties determined by the mapthing's ExtraData/Hexen arguments list. See the '''particlefx''' field documentatio ...objects at a particular location without needing to remember the location's x/y/z coordinates.
    9 KB (1,305 words) - 07:05, 6 November 2021
  • ...ure. The '''Portal Plane''' refers to an X/Y plane that bisects the sector(s) that contain the portal. The z-position of the portal is fixed, and should ...ctor behind them. The buffer sector will never be seen in the game, but it's needed to provide a safe space behind the portal linedef for any actor to b
    16 KB (2,497 words) - 17:36, 18 April 2020
  • ...the linedef itself or the sector on its first sidedef to the tagged sector(s). None are triggered, they simply exist. 213 Ext -- Set Tagged Floor Lighting to Lighting on 1st Sidedef's Sector
    7 KB (1,027 words) - 10:36, 16 October 2021
  • ...ortal_Define]] and give it a unique portal ID (to be sure, just use editor's "find new tag" feature or pick a large number such as 1000). Then select al ...But much easier is to use classic 450 or UDMF [[Line_Horizon]] on a sector's walls to copy its floor and ceiling rendering into infinity. No tag or args
    14 KB (2,406 words) - 21:00, 25 October 2020
  • The Eternity Engine is [[Doom Wiki:Team Eternity|Team Eternity]]'s advanced [[Doom Wiki:Doom|Doom]] [[Doom Wiki:Source port|source port]] and ...a versions. The Eternity project moved to an MBF code base after that port's first release.
    13 KB (1,890 words) - 15:42, 28 April 2021
  • ||-edfenables||Causes all gamemode's definitions to be enabled. For compatibility with older projects. ...(e.g. <code>-warp 16</code>). You can also use the actual lump name if it's nonstandard (neither ExMy nor MAPxy), e.g. <code>-warp start</code>.
    9 KB (1,332 words) - 09:12, 3 May 2020
  • New to EDF 1.6, dynamic menus allow the Eternity Engine's menu system to be customized in various ways, including through the definit ::*variable - This item type allows editing of a console variable's value directly. The value editing must be done by typing in the new value.
    11 KB (1,708 words) - 18:15, 16 March 2021
  • ...ised of multiple sectors which will remain synchronized even if any sector's movement is blocked by a player or other object. ...achceiling'''. So if a master sector's ceiling moves up and a slave sector's floor will move down, set the '''ceilingid''' of master to 1 and the '''att
    4 KB (694 words) - 08:48, 26 September 2020
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