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
- 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
- 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 option, or put the new palette file to your defaultWa
- 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 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
- detailed_list_of_changes_in_doomsday_version_1.14 @version
- s, resulting in a corrupt ZIP file. * ANIMATED data interpreter incompatibility with ZDoom's "No Deca... exLex parser for reading of Hexen specific script lumps (ANIMDEFS, etc...). * No longer dependent on ... data and multiple files for serialized game state data. * Significantly more intelligent savegame man
- 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
- 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-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
- 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
- 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_1.15 @version
- e and/or resource finder. * Handle zero-length lumps between S(*)_START/_END markers. | ===== {{tag|... Hexen}} ===== * Misinterpretation of savegame data related to ACS state (de-serialization error). Ex... renderer to store object-specific animation state data. ===== {{tag|All Games}} ===== * External m... s can now be attributed with a [[:mapinfo_hexen]] data path. Any definition data on this path will be tr