Fulltext results:
- overview_of_resources_doomsday_1.x @modding
- instead of WADs ===== The automatic loading of data files can be utilised to load directories that contain individual data lumps. This kind of a directory is called a "lump asse... 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 (for instance map data). You have two options if you want to enforce a specific order: * You can us... xample that uses a prefix with 3 characters: //Data/Game/Auto/DirWithPrefix.3/01_LUMPNAME.lmp// The first three characters of the fil
- lump_assembly @fs
- sed to load directories that contain individual [[data_lump]]s. This kind of a directory is called a "lump a... ed in alphabetical order. However, some kinds of data require that the lumps are in a specific order (for instance map data).... mple that uses a prefix with 3 characters: <code> Data\Game\Auto\DirWithPrefix.3\01_LUMPNAME.lmp </code> The first three characters of the file name are ignored ("01_") and **LUMPNAME** becomes the name of the lump. ===== As
- 1.9.0-beta6 @version
- bsectors/segs/sidedefs/linedefs read from the map data lumps are not assumed to be valid. Instead, determine ... port the original DOOM engine behaviour. * The lumps [[lump_pnames|PNAMES]] and [[lump_texture|TEXTURE1/2]] are no longer required. ==== DMU ==== * Runtime a
- 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... textures ===== ==== Creating the patch marker lumps ==== | {{ file:hirestextutor1.png?175x0}}DOOM
- tex_c @modding
- ate the [[pnames]], [[texture1]] and [[texture2]] data from a texture definition source file. Texture so... TexC is also capable of reading existing texture data from a WAD file and producing a TX file out of it... nd then adding the compiled PNAMES and TEXTURE1/2 lumps into the map's WAD. Note that some map editors ... [[dee_psea]]) have an option to edit the texture data. When using such an editor, TexC is rendered some
- 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
- 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_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
- graphic_patch @modding
- _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 place it's unique patches in **Data\jDoom\Patches\doom2**. ===== See also =====
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- * Mishandling of malformed Doom-format sound lumps. ===== Console ===== * Potential crash fro... or attempting to play add-ons using invalid Patch lumps to hide sprites. * Categorization of "addon" textures in PWAD TEXTURE1/2 lumps. * Plane glows were not drawn while a plane w... ter engine reset. * Doom: Failed to locate map data from Memento Mori add-on. * Hexen: loading of
- 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
- 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.