Table of Contents

DED reference guide

DED (Doomsday Engine Definition) is the name of the textual definition language of Doomsday 1.x. One syntax to define everything from Particle Generators to Things, in an easy to edit plain text format.

Files in this format are conventionally given the .DED file name extension.

Introduction

This article provides a high level overview of the definition language, including the most important elements in a .ded file — the definition types themselves.

Typically a .ded file consists of a collection of definitions, either loosely related, or, grouped together according to some organizational structure (usually decided by the mod author).

Note that the order of the definitions in the .ded file affects how Doomsday uses them.

Syntax

All definition files share a single common syntax in Doomsday. Once learned, the same knowledge can be applied across the board to all definition types.

If you are new to Doomsday modding you'll want to familiarize yourself with DED syntax before going further. (It won't take long as its fairly standard/straightforward).

Definition types

Domain
Definition Since Notes
General
Header May be omitted.
Flag
Text
Values
Game data
Episode 1.15
Map Info
Line Type Used in XG.
Sector Type Used in XG.
State
Thing Defines map object (mobj) types.
Scripts
Finale See InFine script reference.
Audio
Music
Sound
Texture Environment
Visual
Detail texture
Group Used for texture animations and material precaching.
Light
Material 1.9.7
Model
Particle generator
Sky 1.9.7
Reflection 1.8.5
Deprecated
Decoration
Sprite Name

See also: Altering and copying definitions

Tutorial

Loading definitions

Definition files may be specified to the engine for loading in a variety of ways:

See also: Paths on the command line

How-tos

These articles offer complete walk throughs on how to achieve something very specific within the realms of editing for Doomsday with step-by-step guidance. Plus background information on “why” a certain method has been used.