![]() Where picture is the name of the graphic, tics is how long to wait before If YAH1 doesn't fit on the page, this pic will be used instead - Used in Doom and Ultimate Doom episodes.Ī frame in the animation is specified by: picture:tics:x:y (You are Here) - Used in Doom and Ultimate Doom episodes. This is the picture placed over the level you are at. Specifies how long to leave the titlepic graphic/s displayed before Game is assumed not to exist if this music does not exist, Some music to play when the TITLE_GRAPHIC is displayed. YouĬan specify more than one graphic, separated commas. Specifies a picture to add to the sequence when the game starts. This allows a new DDF entry to be based off an existing one. This is the picture placed over levels that are finished - Used in Doom and Ultimate Doom episodes. Sound played during the intermission screen while scoring kills, items and secrets etc. Sound played during the intermission screen before loading the next map. Specifies a picture of the episodes's name to go into the start new Specifies where to place SPLATs for levels completed - Used in Doom and Ultimate Doom episodes. ![]() Options are DOOM, DOOMISH(no special treatment of E/W and N/S walls) or FLAT.(Possibly VERTEX as well?) The music to play during this intermission, refer to [ENTRY This is the background picture for intermissions. Your camera is tagged as NOBLOCKMAP and NOSECTOR in things.ddf (so it (similar to the camera views seen in quake) If no such object exists, The first thing in the map to have this DDF name will be used as aĬamera to generate the intermission screen at the end of the level. Sound played during the intermission screen when scoring frags in a multiplayer game. However, the limits on the number of maps that can appear However creating non standard map names usually creates problems with Level name is limited to an 8 letter string. (Does not have to be inĮ1m1 or map01 format). Sound played during the intermission screen when the map is completed. Sound played during the intermission screen when the scoring finishes. If unspecified it will just use the Game entry name itself. ![]() The text name displayed on the "Choose Episode" screen. ![]() Sound played during the intermission screen.Īn animation to play - Used in Doom and Ultimate Doom episodes. The commands used for game entries are as follows: The episode name should be descriptive and is referred to in the levels.ddf file. Stored in games.ddf file or in the DDFGAME data lump.Įach entry represents an episode of Doom, for example the four 9-level episodes of Doom or the 30 level episodes of Doom 2, TNT or Plutonia, and consists of a unique name enclosed in square brackets, plus a series of commands that specify the intermission screens, title graphics, sounds and levels of the episode. ![]()
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