Fulltext results:
- overview_of_resources_doomsday_1.x @modding
- lised to load directories that contain individual data lumps. This kind of a directory is called a "lump assembly" and it can be used instead of a WAD fil... loaded manually). By default the contents of a lump assembly are loaded in alphabetical order. However, some kinds of data require that the lumps are in a specific order (f... extures// directory), or PCX images and raw image data stored inside a WAD lump. When using the ''[[-file]]'' option to load deta... directory is enough. The file name must match the lump name of the original music data lump. For example, to replace the music for Doom'
- 1.9.0-beta1...4 @version
- virtual mapping from ''(runtime)/Auto'' to both ''Data/(game)/Auto'' and ''Defs/(game)/Auto''. * Gen... fixed: minor memory leaks concerning definition data ===== File system ===== * removed fixed lim... ks to CRC32 in Dir_FileID * fixed: [[auxiliary_lump_cache]] not checked for [[lump_name]]s when searching ===== Map data ===== * fixed: missing textu
- use_hires_textures_in_your_map @howto
- Patches are the actual graphic; the [[texture]] [[lump]]s are really just lists that define which patch ... * //In jDoom's case this location would be //**///data/jdoom/textures//**//.// Another important thing ... ssible to use a patch name which is a zero-length lump and Doomsday will not care. This means you can sa... ar: | **Notes:** //The DOOM WAD format requires lump names to be at most eight characters in length.//
- lump_assembly @fs
- sed to load directories that contain individual [[data_lump]]s. This kind of a directory is called a "lump assembly" and it can be used instead of a [[wad]] file. Note that a lump assembly can only be loaded via the [[autoload]] ... tents of a [[pk3]] might be: #assembly/ data1.lmp data2.lmp powerplant.2/ a-
- 1.9.0-beta6 @version
- egrated into the engine. Existing BSP and gl node data present in maps is now ignored, we opt to always ... been changed in this release. Doomsday now stores data separately for each user account. ===== Known p... nd subsector tables for maps with damaged/invalid data structures (e.g. STARGATE.wad http://sourceforge.... bsectors/segs/sidedefs/linedefs read from the map data lumps are not assumed to be valid. Instead, deter
- detailed_list_of_changes_in_doomsday_version_1.11 @version
- ll be the index of the definition in the SIDEDEFS data lump. ===== Scripting ===== * Added [[:app_modu
- use_deds_in_doom_builder @howto
- text file editable in any text editor), embed the data into the [[dd_defns]] lump in your wad or put all the data files for your wa... you also have another option of compiling your XG data into a special lump called [[dd_xgdata]]. The method I'm going to de... is achieved by including your DED into a special lump called DD_DEFNS. This might look a bit long wind... ck **OK**. ====== STEP 2: Creating the DD_DEFNS lump ====== Now we're ready to start writing our DED
- dd_defns @modding
- pecial [[lump]] recognised only by Doomsday. This lump can be used to include [[:DED]] and [[xg:reference_guide]] data within your wad to make distribution easier. Aft... ted in any text editor such as Notepad. However a lump editor is then required to extract or insert this data into a WAD. Some editors capable of inserting DED definition files into a DD_DEFNS lump include: * [[http://www.sbsoftware.com|DeePse
- dd_direc @modding
- ====== DD_DIREC lump ====== //DD_DIREC// is a special lump recognised only by Doomsday. It contains a table that translates file paths to lump names. An example is shown below: <code>FILE001 ... rom real files. Each line in DD_DIREC contains a lump/path pair. The paths that begin with a (back)slas
- sound @ded
- es ==== A reference is used to link actual sound data samples to a //Sound// definition. Only one sampl... ing order (top to bottom): * [[#Ext]] * [[#Lump]] ==== Linked Sounds ==== The [[#Link]], [[#Li... d { Id = ""; Name = ""; Ext = ""; Lump = ""; File = ""; File Name = ""; ... in a [[ZIP]]). See [[#Sample References]] ==== Lump ==== Name of a sound [[lump]]. Used to locate th
- 1.9.0-beta6.4 @version
- more period '.' characters. * Invalid PAL18TO8 data being used when the [[playpal]] it was generated ... enerators had not been reached. * Instances of lump cache abuse (writing back to cached lump memory). * 64bit portability issues in the WAV file/lump loader. * "Position of particles spawned using
- automatic_file_mapping_in_pk3 @modding
- ollowing extensions are automatically mapped to //data\<gamecomponent>\auto\// * [[:pk3]]/[[:zip]] * [[modding:lmp]] (Lump) * [[:wad]] * [[:deh]] {{:veradd|1.9.0-beta... ddon. For example instead of the virtual folder //data/jdoom/textures/// you only need a folder named //... ^ Prefix^ ^ Virtual Directory | | # (hash)| ⇒| data/[[:game_component|<gamecomponent>]]/auto/ | | @ (
- graphic_patch @modding
- es resource class directory is searched using the lump names of the original patches. For example, to re... _doom.png to the Patches directory. The original data lumps are required even if an external resource is found, because the original data includes information about offsets and the on-scr... om 1 you may place all your patches in the root **Data\jDoom\Patches** folder whereas for Doom 2 you can
- detail @ded
- Copy> Detail { # If "Copy" is found all the data of the previous definition is # copied to thi... # Deprecated. An alias of Texture = "". Lump = "" # Lump name of the detail texture (e.g. "DTLROUGH"). This must # be a 64x64, 128x128 o... white image). This means the size of # the lump can be either 4096, 16384 or 65536 bytes.
- hexen_mapinfo @modding
- ====== Hexen MAPINFO data lump ====== MAPINFO is a WAD data lump that contains text-format metadata for one or more maps. ===== Dialects =