Fulltext results:
- 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
- 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'
- wad @guide
- ] ===== See also ===== * [[modding:PWAD]] * [[modding:Data lump]] * [[modding:WAD directory]]
- adjusting_color_settings @guide
- to create a WAD file out of the modified palette lump, the engine can read single data lumps as well. You can use the -file command line
- 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
- 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-
- 1.8.5 @version
- [[external_resource_file]]s instead of [[wad]] [[lump]]s ([[detail]]:File) * [[external_resource_fil... tion to Doomsday [[base_path]] (e.g. Shiny map = "Data/LightMaps/Shine") ==== Win32 ==== * crashes
- 1.8.6 @version
- * [[external_flat]]s are searched first from "Data/Game/Flats/" * [[pk3]]s can now be compressed ... ats" [[external_resource_category]]: defaults to "Data/Game/Flats/" * [[automatic_file_mapping_in_pk3... a [[pk3]] mapped to the [[auto_folders]] * [[lump_assembly]] prefixes * [[reflection]]:Min color
- 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
- 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
- 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
- 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
- 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/ | | @ (
- 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