User contributions for Printz

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28 September 2009

25 September 2009

15 September 2009

27 August 2009

22 August 2009

18 August 2009

16 August 2009

15 August 2009

  • 18:1918:19, 15 August 2009 diff hist +818 N ThingSummonNew page: Type: Monster attack, parameterized Parameter Information: *Args1 = DeHackEd num of thing type to summon (default of 0 = thing 0) *Args2 = Prestep distance (added to distance between t...
  • 18:1918:19, 15 August 2009 diff hist +1,148 N A BulletAttackNew page: Type: Monster attack, parameterized Parameter Information: *Args1 = DeHackEd number of sound to play (default of 0 = no sound) *Args2 = Select accuracy (default of 0 = 1) **1 = Always...
  • 18:1818:18, 15 August 2009 diff hist +1,353 N MissileSpreadNew page: Type: Monster attack, parameterized Parameter Information: *Args1 = DeHackEd number of thing type to fire (no default, must be valid) *Args2 = Number of missiles to fire (MUST be great...
  • 18:1718:17, 15 August 2009 diff hist +1,182 N MissileAttackNew page: Type: Monster attack, Homing missile firing pointer, parameterized Parameter Information: *Args1 = DeHackEd number of thing type to fire (no default, must be valid) *Args2 = Select hom...
  • 18:1618:16, 15 August 2009 diff hist +1,421 N ScratchNew page: Type: Monster attack, parameterized Parameter Information: *Unknown 1 = Amount of damage to inflict (default of 0 = 0) *Unknown 2 = DeHackEd number of sound to play (default of 0 = no ...
  • 18:1618:16, 15 August 2009 diff hist +580 N BetaSkullAttackNew page: Type: Monster attack, parameterized Parameter Information: *Object's damage field = damage multiplier Purpose: If the object's target is invalid or is of the same type as this object,...
  • 18:1418:14, 15 August 2009 diff hist +678 N BrainSpitNew page: Type: Monster attack, normal Purpose: Boss brain spawn cube attack. If there are no boss spawn spots on the level, this function will do nothing. If the game is on the an easy skill level...
  • 18:1418:14, 15 August 2009 diff hist +889 N PainAttackNew page: Type: Monster attack, normal Purpose: Pain Elemental attack codepointer. If the object's target is valid, it will face toward it. If the comp_pain variable is asserted, the monster will c... current
  • 18:1418:14, 15 August 2009 diff hist +174 N CyberAttackNew page: Type: Monster attack, normal Purpose: Cyberdemon attack codepointer. If the object's target is valid, it will face toward it and fire one RocketShot projectile. Thunk: Yes.
  • 18:1318:13, 15 August 2009 diff hist +180 N BspiAttackNew page: Type: Monster attack, normal Purpose: Arachnotron attack codepointer. If the object's target is valid, it will face toward it and fire one ArachnotronShot projectile. Thunk: Yes.
  • 18:1318:13, 15 August 2009 diff hist +432 N SkullAttackNew page: Type: Monster attack, normal Purpose: Lost soul attack codepointer. If the object's target is valid, it will face toward it and, if it has an attack sound, will emit it. The object's SKUL... current
  • 18:1318:13, 15 August 2009 diff hist +377 N BruisAttackNew page: Type: Monster attack, normal Purpose: Baron attack codepointer. If the object's target is valid, it will face toward it. If the target is within melee range (64 units) of the object, the ...
  • 18:1218:12, 15 August 2009 diff hist +346 N HeadAttackNew page: Type: Monster attack, normal Purpose: Cacodemon attack codepointer. If the object's target is valid, it will face toward it. If the target is within melee range (64 units) of the object, ...
  • 18:1218:12, 15 August 2009 diff hist +237 N SargAttackNew page: Type: Monster attack, normal Purpose: Demon attack codepointer. If the object's target is valid and is within melee range (64 units) of the target, it will face the target and damage it d...
  • 18:1218:12, 15 August 2009 diff hist +370 N TroopAttackNew page: Type: Monster attack, normal Purpose: Imp attack codepointer. If the object's target is valid, it will face toward it. If the target is within melee range (64 units) of the object, the ob...
  • 18:1118:11, 15 August 2009 diff hist +312 N CPosAttackNew page: Type: Monster attack, normal Purpose: Causes a Chaingunner chaingun attack. If the object's target is valid, it will turn to face it, play the "chgun" sound effect, and fire a single trac...
  • 18:1118:11, 15 August 2009 diff hist +220 N FatAttack3New page: Type: Monster attack normal Purpose: If the object's target is valid, it will face it and fire two MancubusShot missiles, one at its angle plus 5.625 degrees, and the other at its angle m...
  • 18:1118:11, 15 August 2009 diff hist +244 N FatAttack2New page: Type: Monster attack, normal Purpose: If the object's target is valid, it will face it, and then turn an additional -11.25 degrees. It will fire two MancubusShot missiles, one directly at...
  • 18:1018:10, 15 August 2009 diff hist +244 N FatAttack1New page: Type: Monster attack, normal Purpose: If the object's target is valid, it will face it, and then turn an additional +11.25 degrees. It will fire two MancubusShot missiles, one directly at...
  • 18:1018:10, 15 August 2009 diff hist +356 N SkelMissileNew page: Type: Monster attack, Homing missile firing pointer, normal Purpose: If the object's target is valid, it will face toward it and fire a TracerShot missile at it. The missile's tracer targ... current
  • 18:1018:10, 15 August 2009 diff hist +244 N SkelFistNew page: Type: Monster attack, normal Purpose: If the object's target is valid and is within melee range (64 units) of the object, it will face its target, emit the DSSKEPCH sound and damage its t... current
  • 18:0918:09, 15 August 2009 diff hist +627 N VileAttackNew page: Type: Monster attack, normal Purpose: If the object's target is valid and can currently be seen by the object, an Archvile explosion attack will occur. The object will face its target, em... current
  • 18:0918:09, 15 August 2009 diff hist +211 N VileTargetNew page: Type: Monster attack, normal Purpose: Causes the object to face its target, and spawns a VileFire object at the target's location. The Fire codepointer will be called on the VileFire obje...
  • 18:0918:09, 15 August 2009 diff hist +273 N SPosAttackNew page: Type: Monster attack, normal Purpose: Causes a Sergeant shotgun attack. If the object's target is valid, it will turn to face it, play the "shotgn" sound effect, and fire 3 tracers with "...
  • 18:0818:08, 15 August 2009 diff hist +309 N PosAttackNew page: Type: Monster attack, normal Purpose: Causes a Zombieman pistol attack. If the object's target is valid, it will turn to face it, play the "pistol" sound effect, and fire a single tracer ... current
  • 18:0818:08, 15 August 2009 diff hist +237 N DetonateNew page: Type: Blast radius attack, normal Purpose: Spawns a blast radius at the object's location with a radius and maximum damage value equal to the object's missile damage value. Other effects ...
  • 18:0718:07, 15 August 2009 diff hist +189 N HoofNew page: Type: AI pointer / Walking sound, normal Purpose: The object will emit the "hoof" sound effect, and then control will transfer to the Chase codepointer for normal walking and attack logic... current
  • 18:0718:07, 15 August 2009 diff hist +191 N BabyMetalNew page: Type: AI pointer / Walking sound, normal Purpose: The object will emit the "bspwlk" sound effect, and then control will transfer to the Chase codepointer for normal walking and attack log...
  • 18:0718:07, 15 August 2009 diff hist +190 N MetalNew page: Type: AI pointer / Walking sound, normal Purpose: The object will emit the "metal" sound effect, and then control will transfer to the Chase codepointer for normal walking and attack logi... current
  • 18:0618:06, 15 August 2009 diff hist +452 N Sor1ChaseNew page: Type: AI pointer, normal Purpose: D'Sparil first form walking logic. If the object's Counter 0 field has been set to a positive value by the Sor1Pain codepointer, the object will subtract...
  • 18:0618:06, 15 August 2009 diff hist +1,122 N RandomWalkNew page: Type: AI pointer, normal Purpose: Causes an object to walk around in randomly chosen directions, whether it has no target or has acquired a target via being damaged. Neither friends nor e...
  • 18:0518:05, 15 August 2009 diff hist +345 N KeepChasingNew page: Type: AI pointer, normal Purpose: Allows a monster to keep walking during its attack frames. Chase cannot be used in this context because it may cause the monster to acquire a new target ...
  • 18:0518:05, 15 August 2009 diff hist +361 N FaceTargetNew page: Type: AI pointer, normal Purpose: Makes an object face its target, if it has one. If the object's target is partially invisible (Bits field SHADOW), totally invisible (Bits2 field DONTDRA...
  • 18:0518:05, 15 August 2009 diff hist +935 N VileChaseNew page: Type: AI pointer, normal Purpose: Causes an object to look for monster corpses as it walks. When a corpse is encountered which has a resurrection state, is currently in a frame with a -1 ...
  • 18:0418:04, 15 August 2009 diff hist +2,316 N ChaseNew page: Type: AI pointer, normal Purpose: Causes an object to pursue its target. *If the object has lost its target (ie. it has died or been removed), the object will look for a new target (pos...
  • 18:0218:02, 15 August 2009 diff hist +90 N VileStartNew page: Type: Object sound pointer, normal Purpose: Plays the "vilatk" sound effect. Thunk: Yes. current
  • 18:0218:02, 15 August 2009 diff hist +442 N BrainAwakeNew page: Type: Object sound pointer, normal Purpose: Plays the "bossit" sound effect at full volume. Notes: In DOOM, this codepointer was also responsible for initializing the internal list of Bo... current
  • 18:0218:02, 15 August 2009 diff hist +104 N BrainPainNew page: Type: Object sound pointer, normal Purpose: Plays the "bospn" sound effect at full volume. Thunk: Yes. current
  • 18:0118:01, 15 August 2009 diff hist +601 N ScreamNew page: Type: Object sound pointer, normal Purpose: Plays the object's death sound, if it has one. If the object uses certain sounds as its death sound, it may play one of a set of random sounds ... current
  • 18:0118:01, 15 August 2009 diff hist +558 N PlaySoundNew page: Type: Object sound pointer, parameterized Parameter Information: *Unknown 1 = Sound DeHackEd number to play (must be valid, no default) *Unknown 2 = Select sound volume **0 = normal (...
  • 18:0018:00, 15 August 2009 diff hist +259 N Sor1PainNew page: Type: Miscellaneous / sound, normal Purpose: The object's Counter 0 field will be set to 20, so that it will walk faster when using the Sor1Chase codepointer. Control will then transfer t...
  • 18:0018:00, 15 August 2009 diff hist +153 N SpawnSoundNew page: Type: Miscellaneous / sound, normal Purpose: The object will emit the "boscub" sound effect, and then control will transfer to the SpawnFly codepointer. current
  • 18:0018:00, 15 August 2009 diff hist +131 N FatRaiseNew page: Type: Miscellaneous / sound, normal Purpose: Causes the object to face its target and play the "manatk" sound effect. Thunk: Yes.
  • 17:5917:59, 15 August 2009 diff hist +131 N SkelWhooshNew page: Type: Miscellaneous / sound, normal Purpose: Causes the object to face its target and play the "skeswg" sound effect. Thunk: Yes.
  • 17:5917:59, 15 August 2009 diff hist +159 N FireCrackleNew page: Type: Miscellaneous / sound, normal Purpose: Plays the "flame" sound and calls the Fire codepointer on the object. Part of the Archvile flame attack sequence.
  • 17:5917:59, 15 August 2009 diff hist +160 N StartFireNew page: Type: Miscellaneous / sound, normal Purpose: Plays the "flamst" sound and calls the Fire codepointer on the object. Part of the Archvile flame attack sequence.
  • 17:5817:58, 15 August 2009 diff hist +255 N DripBloodNew page: Type: Miscellaneous, normal Purpose: A HereticBlood object will be spawned at a random location within a small distance of the source object, will be given randomized x and y momenta, and... current
  • 17:5817:58, 15 August 2009 diff hist +874 N MakePodNew page: Type: Miscellaneous, normal Purpose: Part of pod generator code, called by pod generators to spawn pods. The object's Counter 0 field is used to track the number of pods currently owned ... current
  • 17:5717:57, 15 August 2009 diff hist +377 N RemovePodNew page: Type: Miscellaneous, normal Purpose: Part of pod generator code, called when a pod is destroyed. This codepointer uses an internal field of the object to find the pod generator which spaw...
  • 17:5717:57, 15 August 2009 diff hist +491 N PodPainNew page: Type: Miscellaneous, normal Purpose: Called when pods are damaged. There is a 50% chance that this codepointer will do nothing. Provided it takes action, there is a 16/256 chance that the...
  • 17:5617:56, 15 August 2009 diff hist +336 N Sor2DthLoopNew page: Type: Miscellaneous, normal Purpose: Part of D'Sparil (2nd form) death sequence. Each call to this codepointer decrements Counter 0 field set by Sor2DthInit by one. If the field is still ... current
  • 17:5617:56, 15 August 2009 diff hist +399 N Sor2DthInitNew page: Type: Miscellaneous, normal Purpose: Part of D'Sparil (2nd form) death sequence. The object's Counter 0 field will be set to 7 so that the death frame sequence loops 7 times, and all livi... current
  • 17:5617:56, 15 August 2009 diff hist +603 N GenWizardNew page: Type: Miscellaneous, normal Purpose: DsparilShot2 Disciple spawning pointer. The pointer will attempt to spawn a Disciple object at its (x,y) location and at its z minus 1/2 the height of...
  • 17:5517:55, 15 August 2009 diff hist +222 N BlueSparkNew page: Type: Miscellaneous, normal Purpose: Spawns D'Sparil's blue projectile spark trail. Two DsparilSpark objects are spawned at the object's location and are given randomized x, y, and z mome...
  • 17:5517:55, 15 August 2009 diff hist +159 N MummySoulNew page: Type: Miscellaneous, normal Purpose: Spawns a GolemSoul object 10 units above the object and gives it upward momentum of 1 unit. New to Eternity. Thunk: Yes. current
  • 17:5417:54, 15 August 2009 diff hist +985 N LineEffectNew page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = Line special (default of 0 = 0) *Unknown 2 = Sector tag (default of 0 = 0) Purpose: Allows objects to trigger l...
  • 17:5417:54, 15 August 2009 diff hist +297 N FaceNew page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = Integer angle to face (default of 0 = 0 degrees) Purpose: Makes the object face toward the indicated angle. New ...
  • 17:5417:54, 15 August 2009 diff hist +246 N TurnNew page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = Integer number of degrees to turn (default of 0 = 0 degrees) Purpose: The object will turn from its present angl...
  • 17:5317:53, 15 August 2009 diff hist +780 N SpawnNew page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = DeHackEd number of thing type to spawn (must be valid, no default) *Unknown 2 = Integer amount of units to add to...
  • 17:5317:53, 15 August 2009 diff hist +262 N FireNew page: Type: Miscellaneous, normal Purpose: Moves the object in front of the object it is tracing, if the object which it was spawned by has not lost sight of the traced object. This object must...
  • 17:5217:52, 15 August 2009 diff hist +1,914 N SpawnFlyNew page: Type: Miscellaneous, normal Purpose: Boss spawn cube spawning function. If the spawn cube has not reached its target spot, which is judged by a precomputed amount of time having passed, n...
  • 17:5217:52, 15 August 2009 diff hist +490 N BrainExplodeNew page: Type: Miscellaneous, normal Purpose: Boss Brain Explosion, called by rockets spawned by BrainScream. Another RocketShot object will be spawned within a small distance of the one calling t...
  • 17:5117:51, 15 August 2009 diff hist +621 N BrainScreamNew page: Type: Miscellaneous, normal Purpose: Boss Brain Explosion. Spawns RocketShot objects from the point (object.x - 196, object.y - 320, z) to the point (object.x + 320, object.y - 320, z), s...
  • 17:5117:51, 15 August 2009 diff hist +146 N DieNew page: Type: Miscellaneous, normal Purpose: Causes the object to die by damaging it for its current health. This codepointer is new to MBF. Thunk: Yes.
  • 17:5017:50, 15 August 2009 diff hist +393 N UnSetFlagsNew page: Type: Miscellaneous, parameterized Parameter Information: * Args1 = Select Bits Field (no default) **1 = Bits **2 = Bits2 **3 = Bits3 *Args2 = Value to Inverse-Logical-AND with sele...
  • 17:5017:50, 15 August 2009 diff hist +382 N SetFlagsNew page: Type: Miscellaneous, parameterized Parameter Information: * Args1 = Select Bits Field (no default) ** 1 = Bits ** 2 = Bits2 ** 3 = Bits3 * Args2 = Value to Logical-OR with selected ...
  • 17:4917:49, 15 August 2009 diff hist +207 N A NailbombNew page: Type: Miscellaneous, normal Purpose: Causes a blast radius attack with radius and max damage value of 128, and then fires 30 bullet tracers in a circular spread for 10 damage each. New to...
  • 17:4917:49, 15 August 2009 diff hist +903 N MushroomNew page: Type: Miscellaneous, parameterized Parameter Information: * Unknown 1 = Fixed-point launch angle factor (default of 0 = 4 units) * Unknown 2 = Fixed-point missile momentum factor (defa...
  • 17:4817:48, 15 August 2009 diff hist +508 N BFGBurstNew page: Type: Miscellaneous, normal Purpose: Explosion effect of the Plasma Burst BFG weapon. This BFG does not do tracer-based damage. Instead, 40 EEBetaPlasma3 projectiles will be fired from th...
  • 17:4717:47, 15 August 2009 diff hist +867 N BouncingBFGNew page: Type: Miscellaneous, normal Purpose: Explosion effect of Bouncing BFG weapon. This BFG does not do any tracer-based damage. Instead, 40 test traces are fired in a circular pattern from th...
  • 17:4617:46, 15 August 2009 diff hist +949 N BFG11KHitNew page: Type: Miscellaneous, normal Purpose: Explosion effect of BFG 11k weapon. Designed for more balanced play in deathmatch, this BFG works very differently. First, if the BFG ball explodes cl...
  • 17:4017:40, 15 August 2009 diff hist +17,967 N Parameterized linedef specialsNew page: Parameterized Floor Types ------------------------------------------------------------------------------ # Function ExtraData Name 306 Up to Highest Nei...
  • 17:2717:27, 15 August 2009 diff hist +117 N Editing referenceNew page: * Linedef types * Sector types * Linedef flags * Thing flags * Thing types * Predefined lumps
  • 17:1917:19, 15 August 2009 diff hist +11,689 N Predefined lumpsNew page: Most predefined lumps used in BOOM and MBF are still present in Eternity, although not all are used. These lumps can be found in eternity.wad and are no longer stored inside the executable...
  • 17:0317:03, 15 August 2009 diff hist +6,191 N Thing typesNew page: == New to BOOM == BOOM has implemented two new thing types as well, BoomPushPoint (5001), and BoomPullPoint (5002). These control the origin of the point source wind effect controlled by l...
  • 16:5916:59, 15 August 2009 diff hist +1,498 N Thing flagsNew page: === New to BOOM === BOOM has implemented two new thing flags, "not in DM" and "not in COOP", which in combination with the existing "not in Single" flag, usually called "Multiplayer", allo...
  • 16:5916:59, 15 August 2009 diff hist −9 Linedef flagsNo edit summary
  • 16:5816:58, 15 August 2009 diff hist +1,908 N Linedef flagsNew page: === Introduced with BOOM === Only one new linedef flag is added by BOOM, called PassThru, which allows a push or switch linedef trigger to pass the push action thru it to ones within range...
  • 16:5516:55, 15 August 2009 diff hist +2,705 N Generalized sector typesNew page: Eternity also provides generalized sector types, based on bit fields, that allow several sector type properties to be independently specified for a sector. Texture change linedefs can be u...
  • 16:5316:53, 15 August 2009 diff hist +1,483 N Regular sector typesNew page: From Matt Fell's [http://www.doomworld.com/idgames/index.php?id=1138 Unofficial DOOM Spec] the DOOM sector types are: Dec Hex Class Description ---------------------------------------...
  • 16:4916:49, 15 August 2009 diff hist +382 N Sector typesNew page: Eternity is backward compatible with DOOM's sector types. All types 0-17 have the same meaning they did under DOOM. Types 18-31 are reserved for extended sector types, that work like DOOM'...
  • 16:4716:47, 15 August 2009 diff hist +31 Pillar linedef types→‎Pillar linedef types
  • 16:4716:47, 15 August 2009 diff hist +31 Polyobject→‎PolyObject Doors
  • 16:4616:46, 15 August 2009 diff hist +31 Script control linedef typesNo edit summary
  • 16:4616:46, 15 August 2009 diff hist +37 Portal linedef types→‎Linked portals
  • 16:4616:46, 15 August 2009 diff hist +31 Scroller linedef types→‎Accelerative Scrollers
  • 16:4516:45, 15 August 2009 diff hist +31 Property transfer linedef types→‎Heretic wind/current transfer
  • 16:4416:44, 15 August 2009 diff hist +31 Teleport linedef types→‎Teleport Linedef types
  • 16:4416:44, 15 August 2009 diff hist +31 Exit linedef types→‎Exit Linedef Types
  • 16:4416:44, 15 August 2009 diff hist +31 Lighting linedef types→‎Lighting Linedef Types
  • 16:4416:44, 15 August 2009 diff hist +31 Elevator linedef types→‎Elevator Linedef Types
  • 16:4316:43, 15 August 2009 diff hist +31 Stair builder linedef types→‎Regular and Extended Stair Builder Types
  • 16:4316:43, 15 August 2009 diff hist +31 Crushing ceiling linedef types→‎Crusher Linedef Types
  • 16:4316:43, 15 August 2009 diff hist +31 Platform linedef types→‎Platform Linedef types
  • 16:4216:42, 15 August 2009 diff hist +31 Ceiling linedef types→‎Ceiling linedef types
  • 16:4116:41, 15 August 2009 diff hist +31 Floor movement classic specials→‎Floor linedef types
  • 16:4116:41, 15 August 2009 diff hist +31 Door linedef typesNo edit summary
  • 16:4016:40, 15 August 2009 diff hist 0 Door linedef types→‎Door linedef types
  • 16:3916:39, 15 August 2009 diff hist 0 Linedef typesNo edit summary
  • 16:3916:39, 15 August 2009 diff hist −64 m Linedef typesrather
  • 16:3816:38, 15 August 2009 diff hist +6 Linedef typesreplaced boom with eternity; emphasized on the D rather than P notation
  • 16:2616:26, 15 August 2009 diff hist +4,254 N Linedef typesNew page: In BOOM actions are caused to happen in the game thru linedef types. BOOM has three kinds of linedef types: * Regular - the linedef types that were already in DOOM II v1.9 * Extended - li...
  • 16:2616:26, 15 August 2009 diff hist +2,273 N Pillar linedef typesNew page: A pillar is a linedef type that moves both floor and ceiling in opposite directions. All pillar linedefs are parameterized; there are no regular, extended, or generalized pillar types. Ins...
  • 16:2616:26, 15 August 2009 diff hist +14,626 N PolyobjectNew page: PolyObjects are special sets of one-sided linedefs which, unlike any other lines, can be moved on the map during gameplay. Unlike the Hexen and zdoom implementation of PolyObjects, Eternit...
  • 16:2616:26, 15 August 2009 diff hist +756 N Script control linedef typesNew page: These linedefs are used to start Small Levelscripts. See the Small Usage Documentation for full information on how to use these linedefs along with a Small script to add dynamic actions to...
  • 16:2616:26, 15 August 2009 diff hist +7,765 N Portal linedef typesNew page: Portals turn a set of floors, ceilings, or linedefs into "windows" onto another part of the map, allowing for some otherwise impossible visual effects. Portals are not interactive, however...
  • 16:2616:26, 15 August 2009 diff hist +9,519 N Scroller linedef typesNew page: =Static Scrollers= The most basic kind of scrolling linedef causes some part of the tagged sector or tagged wall to scroll, in proportion to the length of the linedef the trigger is on, a...
  • 16:2516:25, 15 August 2009 diff hist +17,136 N Property transfer linedef typesNew page: These linedefs are special purpose and are used to transfer properties from the linedef itself or the sector on its first sidedef to the tagged sector(s). None are triggered, they simply e...
  • 16:2516:25, 15 August 2009 diff hist +4,022 N Teleport linedef typesNew page: A teleporter is a linedef that when crossed or switched makes the player or monster appear elsewhere in the level. There are only regular and extended teleporters, no generalized teleporte...
  • 16:2516:25, 15 August 2009 diff hist +1,360 N Exit linedef typesNew page: An exit linedef type ends the current level bringing up the intermission screen with its report of kills/items/secrets or frags in the case of deathmatch. Obviously, none are retriggerable...
  • 16:2516:25, 15 August 2009 diff hist +2,012 N Lighting linedef typesNew page: The lighting linedef types change the lighting in the tagged sector. All are regular or extended types, there are no generalized lighting types. All are switched or walkovers. =Lighting ...
  • 16:2516:25, 15 August 2009 diff hist +1,620 N Elevator linedef typesNew page: An elevator is a linedef type that moves both floor and ceiling together. All elevator linedefs are extended, there are no regular or generalized elevator types. Instant elevator motion is...
  • 16:2516:25, 15 August 2009 diff hist +4,476 N Stair builder linedef typesNew page: A stair builder is a linedef type that sets a sequence of sectors defined by a complex rule to an ascending or descending sequence of heights. The rule for stair building is as follows: ...
  • 16:2516:25, 15 August 2009 diff hist +2,740 N Crushing ceiling linedef typesNew page: A crusher ceiling is a linedef type that causes the ceiling to cycle between its starting height and 8 above the floor, damaging monsters and players that happen to be in between. Barrels ...
  • 16:2416:24, 15 August 2009 diff hist +6,346 N Platform linedef typesNew page: A platform is basically a floor action involving two heights. The simple raise platform actions, for example, differ from the corresponding floor actions in that if they encounter an obsta...
  • 16:2416:24, 15 August 2009 diff hist +9,575 N Ceiling linedef typesNew page: =Ceiling Targets= * Highest Neighbor Ceiling (HnC) This means that the ceiling moves to the height of the highest neighboring ceiling NOT including the ceiling itself. If the ceiling dir...
  • 16:2416:24, 15 August 2009 diff hist +13,111 N Floor movement classic specialsNew page: =Floor targets= * Lowest Neighbor Floor (LnF) This means that the floor moves to the height of the lowest neighboring floor including the floor itself. If the floor direction is up (only...
  • 16:2416:24, 15 August 2009 diff hist +9,342 N Door linedef typesNew page: A door is a sector, usually placed between two rooms, whose ceiling raises to open, and lowers to close. A door is fully closed when its ceiling height is equal to its floor height. A ...

8 July 2009

18 June 2009

11 June 2009

29 May 2009

  • 05:5705:57, 29 May 2009 diff hist +411 N Talk:List of codepointersNew page: I noticed some codepointers, mainly the ones with parameters, have been documented here with type specifiers in them (int, float, string...). While I know they're there for information pur...

24 May 2009

21 May 2009

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