Category:Dynamic light

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Center Warning: This feature does not work in ZDoom but in its OpenGL children ports.

Direct sources of actual light. They require an OpenGL renderer to work and will have no effect in ZDoom, except maybe being replaced by an error marker.

Categories by type

  • Artifact: Items that can be used after having been picked up.
  • Ammo: Ammunition for the various weapons.
  • Armor: Protective gear.
  • Breakable: Decoration that can be destroyed.
  • Bridge: Visible or invisible objects that can be walked upon.
  • Decoration: Sundry clutter and obstacles.
  • Dynamic light: Things that emit light. OpenGL.png (OpenGL only: not supported by ZDoom)
  • Explosive: Projectiles and puffs from traps, monsters and weapons.
  • Health: Restorative items.
  • Interactive object: Objects that can be interacted with, not just destroyed.
  • Gibs: Meat chunks, blood and guts, created during game.
  • Gore: Corpses and fleshy bits used as decoration.
  • Hazard: Traps and other dangerous objects.
  • Internal: Classes used by the engine to do various stuff.
  • Key: For opening locked doors.
  • Light sources: A type of decoration that is supposed to emit light.
  • Map spot: Invisible things that achieve certain special effects.
  • Monster: Enemies and allies that aren't controlled by a player.
  • Player: Enemies and allies that are controlled by a player.
  • Powerup: Items (other than health or armor) that are used on pickup.
  • Power: Effects and abilities gained by using an artifact or powerup.
  • Puzzle item: In practice, a type of key that is lost when used.
  • Quest item: An item that must be in the inventory to progress in Strife quests.
  • Script thing: For scripting actors and points of view.
  • Token: An hidden item placed in the inventory to help the engine keep track of things.
  • SFX: Special effects such as projectile trails, sparks, dripping water and so on.
  • Vegetation: Trees, mushrooms, mosses and lichens.
  • Weapon: What can go in a player's arsenal.

Subcategories

This category has the following 2 subcategories, out of 2 total.

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