User contributions for Printz
From Eternity Wiki
Jump to navigationJump to search
15 August 2009
- 17:4617:46, 15 August 2009 diff hist +949 N BFG11KHit New 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 specials New page: Parameterized Floor Types ------------------------------------------------------------------------------ # Function ExtraData Name 306 Up to Highest Nei...
- 17:2717:27, 15 August 2009 diff hist +117 N Editing reference New 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 lumps New 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 types New 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 flags New 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 flags No edit summary
- 16:5816:58, 15 August 2009 diff hist +1,908 N Linedef flags New 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 types New 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 types New 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 types New 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 types No 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 types No 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 types No edit summary
- 16:3916:39, 15 August 2009 diff hist −64 m Linedef types rather
- 16:3816:38, 15 August 2009 diff hist +6 Linedef types replaced boom with eternity; emphasized on the D rather than P notation
- 16:2616:26, 15 August 2009 diff hist +4,254 N Linedef types New 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 types New 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 Polyobject New 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 types New 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 types New 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 types New 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 types New 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 types New 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 types New 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 types New 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 types New 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 types New 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 types New 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 types New 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 types New 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 specials New 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 types New 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
- 09:1409:14, 8 July 2009 diff hist +24 Getarg No edit summary
- 09:1309:13, 8 July 2009 diff hist +25 Numargs No edit summary
- 09:1309:13, 8 July 2009 diff hist +25 Funcidx No edit summary
- 09:1309:13, 8 July 2009 diff hist +27 Heapspace No edit summary
18 June 2009
- 18:0718:07, 18 June 2009 diff hist +3 Small →Functions
11 June 2009
- 14:0614:06, 11 June 2009 diff hist +95 Eternity Engine →Releases
- 14:0614:06, 11 June 2009 diff hist 0 Template:Latest No edit summary
29 May 2009
- 05:5705:57, 29 May 2009 diff hist +411 N Talk:List of codepointers New 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
- 08:2408:24, 24 May 2009 diff hist +760 N Getarg New page: ''native getarg(arg, index = 0);'' '''Found in:''' core.inc ==Description== This function allows a script that takes a variable number of arguments to access the values which were passed ...
- 08:1808:18, 24 May 2009 diff hist +387 N Numargs New page: ''native numargs();'' '''Found in:''' core.inc ==Description== This function allows the user to test how many arguments a function was invoked with. This is useful when using functions wh...
- 08:1608:16, 24 May 2009 diff hist +48 Heapspace No edit summary
- 08:1408:14, 24 May 2009 diff hist +520 N Funcidx New page: ''native funcidx(const name[]);'' '''Found in:''' core.inc ==Description== This function returns the internal index of a public Small function. This is not yet useful for anything within ...
- 07:5807:58, 24 May 2009 diff hist +354 N Heapspace New page: ''native heapspace();'' Parameters: None Return value: Number of cells available on the interpreter's heap. Found in: core.inc Description: This function allows the user to query the a...
- 07:5307:53, 24 May 2009 diff hist +64 Small →Functions
- 07:5107:51, 24 May 2009 diff hist +2,626 Small →Random number generators
- 06:2206:22, 24 May 2009 diff hist +62 Small →Functions
- 05:4205:42, 24 May 2009 diff hist +731 Small →Triggering by Thing codepointer
- 04:4604:46, 24 May 2009 diff hist +333 N Talk:Small New page: I'd like to add "Small" functions to this article... they're a real useful map editing feature that must not be missed. What I'm asking: what's new in Nekhbet (last) version since Phoenix ... current
- 03:0503:05, 24 May 2009 diff hist +4 Fall →Usage
- 03:0403:04, 24 May 2009 diff hist +74 Fall →Usage
21 May 2009
- 12:4112:41, 21 May 2009 diff hist +18 List of codepointers →Hexen AI pointers
- 12:3912:39, 21 May 2009 diff hist +24 List of codepointers →Hexen miscellaneous pointers
- 12:3812:38, 21 May 2009 diff hist −18 List of codepointers →Hexen monster attack pointers
- 12:3812:38, 21 May 2009 diff hist +18 List of codepointers →Hexen monster attack pointers
- 12:3312:33, 21 May 2009 diff hist +19 List of codepointers →Hexen AI pointers
- 12:2912:29, 21 May 2009 diff hist +19 List of codepointers →Hexen miscellaneous pointers
- 12:2512:25, 21 May 2009 diff hist +55 List of codepointers →Heretic Monster Attack Pointers
- 12:2312:23, 21 May 2009 diff hist +3 List of codepointers →Frame scripting pointers
- 12:2212:22, 21 May 2009 diff hist +47 List of codepointers →Frame Scripting Pointers
- 12:1712:17, 21 May 2009 diff hist +159 List of codepointers →Heretic Miscellaneous Pointers
- 12:1712:17, 21 May 2009 diff hist −84 List of codepointers →Miscellaneous Pointers
- 12:1312:13, 21 May 2009 diff hist +36 List of codepointers →Hexen AI pointers
- 12:1112:11, 21 May 2009 diff hist +34 List of codepointers →Object Sound Pointers
- 12:0912:09, 21 May 2009 diff hist +13 List of codepointers →Object Sound Pointers
- 12:0712:07, 21 May 2009 diff hist −13 List of codepointers →Hexen AI pointers
- 12:0712:07, 21 May 2009 diff hist +64 List of codepointers →Heretic AI Pointers
- 12:0512:05, 21 May 2009 diff hist +40 List of codepointers →Miscellaneous Pointers
- 12:0012:00, 21 May 2009 diff hist +44 List of codepointers →Miscellaneous Pointers
- 11:5611:56, 21 May 2009 diff hist +433 N PlayerSkull New page: '''PlayerSkull''' (void) ==Usage== Spawns a HereticPlayerSkull thing at 48 units above activating player's origin, then transfers player's viewport and data to the skull, makes the screen ...
- 11:5111:51, 21 May 2009 diff hist +17 List of codepointers →Heretic Miscellaneous Pointers
- 11:3711:37, 21 May 2009 diff hist +1,181 N Look New page: '''Look''' (void) ==Usage== Causes the object to look for targets. Various gameplay elements have an effect on acquiring a target. Friendly monsters will look for enemies first, but if the... current
- 11:3211:32, 21 May 2009 diff hist +288 N XScream New page: '''XScream''' (void) ==Usage== Plays the "slop" sound. If the object is a player, falling damage is active, and the player has died from falling, the "fallht" sound will be played (this so... current
- 11:3111:31, 21 May 2009 diff hist +194 N Fall New page: '''Fall''' (void) ==Usage== Clears the SOLID flag of the calling actor, allowing it to be stepped through. Typically used for dying actors. Thunk: yes. [[category:Codepoin...
- 11:2711:27, 21 May 2009 diff hist +28 PlayerScream →Usage current
- 11:2611:26, 21 May 2009 diff hist +545 N PlayerScream New page: '''PlayerScream''' (void) ==Usage== Plays player death sounds. Normally plays "pldeth" sound. If the player skin supports the "wimpy" death sound, it may play that instead. However, in gam...
- 11:2311:23, 21 May 2009 diff hist +29 Pain No edit summary current
- 11:2011:20, 21 May 2009 diff hist +87 N Pain New page: '''Pain''' (void) ==Usage== Plays calling actor's pain sound. category:Codepointers
- 11:1811:18, 21 May 2009 diff hist +325 N Explode New page: '''Explode''' (void) ==Usage== Spawns a blast radius at the object's location 128 units in radius, with maximum damage of 128, decreasing linearly with distance from the blast point. If th...
- 11:1511:15, 21 May 2009 diff hist +368 N FireShotgun2 New page: '''FireShotgun2''' (void) ==Usage== Fires player super shotgun attack. Twenty tracers are fired using "ssg" accuracy (wide horizontal spread combined with moderate vertical error), each tr...
- 11:1211:12, 21 May 2009 diff hist +9 FireShotgun No edit summary
- 11:1211:12, 21 May 2009 diff hist +53 FireShotgun No edit summary
- 11:1111:11, 21 May 2009 diff hist +318 N FireShotgun New page: Fires player shotgun attack. Seven tracers are fired using "never" accuracy (a moderate horizontal spread with no vertical error), each doing standard bullet damage of (rnd%3 + 1) * 5. The...