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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

Page text matches

  • ...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
  • ...rom the back side sector portal. It's also limited to appear on front side's edge, not the back side. ...property set to true (in some editors it's called "line copies back sector's floor/ceiling portal"). You do ''not'' set the '''portal''' property: this
    4 KB (652 words) - 14:42, 19 March 2019
  • ...cognize it. If a string has C language printf() characters in it, such as %s or %d, you should be sure that your replacement string either contains the "quicksave over your game named\n\n'%s'?"
    35 KB (4,103 words) - 14:44, 3 March 2012
  • cSn change texture and sector type to model's, numeric model change cSt change texture and sector type to model's, trigger model change
    12 KB (1,470 words) - 09:07, 14 March 2012
  • Here's an example, the Sergeant's DECORATE state (from base/doom/things.edf): ...ich for any reasons must not respawn, such as individual dropped items. It's a property of the particular item, not of the entire thingtype class, so be
    10 KB (1,451 words) - 11:13, 3 May 2020
  • ...sure to either rename or delete all the EDF files currently present (as it's already completed). flags SPECIAL // Sets flags for item, which in this case means it's a collectable item.
    11 KB (1,677 words) - 14:06, 29 December 2018
  • The DeHackEd Thing block allows you to edit the properties of DOOM's map object types. Map objects are what comprise anything you see with a spr Sets a thing's maximum amount of life. It is only used for things which can be shot.
    26 KB (3,757 words) - 16:03, 29 November 2021
  • ...player speed and initial health, you can do so in mods by redefining game's default class. :Required. The avatar [[thingtype]] associated with the player class. It's usually the "player" thing of the game, with states supporting movement, at
    7 KB (1,017 words) - 05:51, 11 October 2020
  • Use of include files is critical for several purposes. First, it's unorganized and difficult to maintain EDF files when everything is put haph ...ndard, default EDF files into your own. To include the files from Eternity's ''base'' directory, use the '''stdinclude''' function:
    21 KB (3,215 words) - 14:54, 16 November 2020
  • Static special that sets a current on tagged sector(s). This is similar to [[Sector_SetWind]], but a current only affects things ...eralized '''special''' field set. Under [[UDMF]], it's 4096. Under Boom it's 512.
    1 KB (197 words) - 03:27, 25 February 2019
  • Static special that sets wind on tagged sector(s). This is similar to [[Sector_SetCurrent]], but also affects things above g ...eralized '''special''' field set. Under [[UDMF]], it's 4096. Under Boom it's 512.
    1 KB (182 words) - 03:26, 25 February 2019
  • ...ot is quite relevant. A value such as 128.0 is ''not'' the same as 128: it's actually equal to 8388608 (no decimal point). :Returns true if there's a line of sight between at least one thing tagged as source and one thing t
    7 KB (888 words) - 11:16, 2 January 2022
  • ...the UDMF article at doomwiki.org. Each game and port has its own namespace(s), for example we have these namespaces: "doom", "heretic", "hexen", "strife ...namespace can define its own set, which is typically hard-coded, though it's also possible for the user to add their own fields (which have to be preced
    14 KB (1,835 words) - 06:02, 11 February 2024
  • If a weapon info's mnemonic is not unique, the latest definition of a weapon info with that mn ...'' of this actor for [[EDF delta structures|framedelta]] compatibility. It's not required unless the intention is to make the Decorate states of this we
    12 KB (1,752 words) - 15:54, 22 July 2020
  • ...setting "comp_overunder 0" in order to work, and in addition, due to Doom's default definition of solid static decorations, it is recommended to also s ...ternity.cfg file provides user-friendly explanation on each flag and if it's allowed to be set in wads. At the end of this document there is an excerpt
    14 KB (1,654 words) - 14:35, 13 November 2021
  • Defines the type of damage inflicted by a thing. It's useful for implementing such features as damage resistance and immunity (se ==Gameplay features and codepointers which use the thing's mod field==
    4 KB (487 words) - 15:42, 22 July 2020
  • For explanation of the fields, see the sprite-based block definition's corresponding fields. :*'''NOSCREENFLASH''': if picked up, item will not flash player's screen.
    9 KB (1,266 words) - 10:32, 1 January 2022
  • ...// This declares that the following block is the thingtype's states. ...// has a finite duration (not -1), then it will disappear. otherwise it's often
    11 KB (1,474 words) - 03:48, 2 October 2016
  • IDDQD sets the player's health to 100 and toggles god mode. DQD stands for Delta-Q-Delta, a suppose These two cheats have identical functionality, which is turning off the game's clipping code for the player. This allows you to walk through walls and sol
    7 KB (1,211 words) - 04:38, 9 March 2012
  • ...l'': whether to apply displacement or accelerative scrolling, with linedef's front sector as reference: ...g: cause the tagged walls to scroll as long as this linedef's front sector's floor or ceiling is moving.
    1 KB (220 words) - 10:53, 29 December 2021
  • A ''speed'' of 8 is equivalent to most of Doom's specials. 32 is equivalent to a few others and is the same speed as that of ''Change'''s purpose is to modify the floor textures of the moved sectors and to add or
    2 KB (318 words) - 09:53, 25 February 2019
  • ...he fire key, the weapon will try to fire again without entering the weapon's ready state first.|usage='''ReFire''' |notes=The most obvious example is the plasma rifle's cooldown animation, which only gets visible when player releases fire. Othe
    2 KB (267 words) - 03:32, 17 April 2020
  • PLAY S 5 A_[[Fall]] ...it will play skin's '''pdiehi'''. If falling damage is enabled, play skin's '''fallht'''.
    740 bytes (100 words) - 05:01, 25 April 2020
  • ...te file path to the desired GFS file. If the GFS file is in the executable's directory, it is not necessary for the path to be absolute, but otherwise G GFS files can also be loaded by drag-and-drop or typing the name(s) directly after the "eternity" executable (without the <code>-gfs</code> pa
    7 KB (1,210 words) - 03:33, 18 February 2021
  • ...nce). The EDF name is provided for display, and is usually defined in base's sounds.edf, either from the root or from one of the games. ! Name's originator
    3 KB (397 words) - 12:11, 13 June 2020
  • ...be seen at their real, fixed distance from that point, although the player's viewing angle will still be applied (so the scenery will turn, but not move ...efine a portal similar to a skybox, but which moves relative to the player's point of view. This allows an anchored portal to appear as if it is a seaml
    8 KB (1,260 words) - 14:24, 6 October 2021
  • ...eed of the surface which must move the greater distance. The other surface's speed will be set such that it arrives at the destination at the same time. ...shing damage will be inflicted on all objects that are blocking the pillar's motion.
    2 KB (341 words) - 05:54, 4 March 2012
  • MBFTEXT Marine's Best Friend menu graphic (new to MBF, currently unused) DIGS HUD font S char
    12 KB (1,888 words) - 18:32, 16 March 2021
  • '''thinggroup''' is an [[EDF]] block which groups separate [[thingtype]]s into categories and gives them special flags, without also subjecting them ''Name'' is the name of this category. Currently it's merely descriptive, but must be unique per '''thinggroup'''.
    3 KB (494 words) - 12:49, 29 November 2021
  • ...ide the '''cmp''' field, but unless Dehacked patch support is intended, it's not required. ...to write the sprite name exactly as the four-letter lump stem, because it's case sensitive.
    10 KB (1,569 words) - 06:08, 13 February 2021
  • ...also have the side effects (if ''flags'' set this way) to change a monster's target, among other things. ...effect of changing tagged thing's "target" (monster's enemy or projectile's originator) to one of the encountered actors. Combine this with '''CPXF_FAR
    3 KB (379 words) - 11:51, 21 November 2020
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