Fulltext results:
- directory_structure @devel
- ed under the game's own source directory. * The runtime directory structure either has to mirror this new structure, or perhaps it would be a good idea to figure out a separate runtime structure optimal for runtime operations under a runtime/ root-level directory. It might look something like this: runtime/... ee also ====== * [[http://deng.sourceforge.net/blog/?p=37|Discussion at dengDevs]] * [[runtime_directory_structure]]
- doomsday @guide:2.0:man
- screen. It is also possible to load data files at runtime by opening the Packages sidebar (see <html><a hre... mmand line options. ; ''-iwad'' : Specifies a directory where to look for IWAD files. Searches for IWADs ... the error output file. The file is written to the runtime folder. This output file is created in addition t... og output file. The file is always written to the runtime folder. This option overrides the default //dooms
- doomsday @guide:2.2:man
- games. It is also possible to load data files at runtime by opening the Packages sidebar (see <html><a hre... mmand line options. ; ''-iwad'' : Specifies a directory where to look for IWAD files. Searches for IWADs ... the error output file. The file is written to the runtime folder. This output file is created in addition t... og output file. The file is always written to the runtime folder. This option overrides the default //dooms
- doomsday @guide:2.1:man
- games. It is also possible to load data files at runtime by opening the Packages sidebar (see <html><a hre... mmand line options. ; ''-iwad'' : Specifies a directory where to look for IWAD files. Searches for IWADs ... the error output file. The file is written to the runtime folder. This output file is created in addition t... og output file. The file is always written to the runtime folder. This option overrides the default //dooms
- doomsday @guide:2.3:man
- games. It is also possible to load data files at runtime by opening the Packages sidebar (see <html><a hre... mmand line options. ; ''-iwad'' : Specifies a directory where to look for IWAD files. Searches for IWADs ... the error output file. The file is written to the runtime folder. This output file is created in addition t... og output file. The file is always written to the runtime folder. This option overrides the default //dooms
- readme_macos @guide:2.0
- like map objects, finale animations, and episode structure * Internal BSP builder (originally based on [[g... e the path to the IWAD to use, or the path of the directory under which IWADs are located. Doomsday will look... n have the IWADs for all games stored in a single directory; Doomsday will use the appropriate one for each l... screen. It is also possible to load data files at runtime by opening the Packages sidebar (see <html><a hre
- readme_windows @guide:2.0
- like map objects, finale animations, and episode structure * Internal BSP builder (originally based on [[g... e the path to the IWAD to use, or the path of the directory under which IWADs are located. Doomsday will look... n have the IWADs for all games stored in a single directory; Doomsday will use the appropriate one for each l... screen. It is also possible to load data files at runtime by opening the Packages sidebar (see <html><a hre
- readme_macos @guide:2.1
- like map objects, finale animations, and episode structure * Internal BSP builder (originally based on [[g... e the path to the IWAD to use, or the path of the directory under which IWADs are located. Doomsday will look... n have the IWADs for all games stored in a single directory; Doomsday will use the appropriate one for each l... games. It is also possible to load data files at runtime by opening the Packages sidebar (see <html><a hre
- readme_macos @guide:2.2
- like map objects, finale animations, and episode structure * Internal BSP builder (originally based on [[g... e the path to the IWAD to use, or the path of the directory under which IWADs are located. Doomsday will look... n have the IWADs for all games stored in a single directory; Doomsday will use the appropriate one for each l... games. It is also possible to load data files at runtime by opening the Packages sidebar (see <html><a hre
- readme_windows @guide:2.2
- like map objects, finale animations, and episode structure * Internal BSP builder (originally based on [[g... e the path to the IWAD to use, or the path of the directory under which IWADs are located. Doomsday will look... n have the IWADs for all games stored in a single directory; Doomsday will use the appropriate one for each l... games. It is also possible to load data files at runtime by opening the Packages sidebar (see <html><a hre
- readme_macos @guide:2.3
- like map objects, finale animations, and episode structure * Internal BSP builder (originally based on [[g... e the path to the IWAD to use, or the path of the directory under which IWADs are located. Doomsday will look... n have the IWADs for all games stored in a single directory; Doomsday will use the appropriate one for each l... games. It is also possible to load data files at runtime by opening the Packages sidebar (see <html><a hre
- readme_windows @guide:2.3
- like map objects, finale animations, and episode structure * Internal BSP builder (originally based on [[g... e the path to the IWAD to use, or the path of the directory under which IWADs are located. Doomsday will look... n have the IWADs for all games stored in a single directory; Doomsday will use the appropriate one for each l... games. It is also possible to load data files at runtime by opening the Packages sidebar (see <html><a hre
- readme_windows @guide:2.1
- like map objects, finale animations, and episode structure * Internal BSP builder (originally based on [[g... e the path to the IWAD to use, or the path of the directory under which IWADs are located. Doomsday will look... n have the IWADs for all games stored in a single directory; Doomsday will use the appropriate one for each l... games. It is also possible to load data files at runtime by opening the Packages sidebar (see <html><a hre
- 1.9.0-beta1...4 @version
- to directories * subdirectory "Auto" of the [[runtime_directory]] mapped automatically to both "Defs/<Game>/Auto"
- pk3 @fs
- at that can hold any type of file with associated directory structure. As the format is essentially an uncompressed Zip... k3 will try loading **some.pk3** first from the [[runtime_directory]] and then from the data directory. A PK3 contains a set of files organized into di... ts\=. So with that in-mind we need the following directory structure in a PK3: CoolTextures.PK3 Data\ jDoo