Fulltext results:
- compiling_and_running_2.0 @devel
- . * Check out the [[https://github.com/skyjake/Doomsday-Engine|Doomsday-Engine]] repository from GitHub: <code bash>git clone --recursive https://github.com/skyjake/Doomsday-Engine</code> You can then switch to any release or a sp... gin) * FMOD Studio Low-Level Programmer API for Doomsday 2.1+, or FMOD Ex for Doomsday 2.0 or earlier (audio plugin) * OpenAL (audio plugin) * libXrandr and li
- version
- ===== Early years ===== The "first era" of the Doomsday Engine starts from the founding of the project in 1999 a
- devel
- Repositories ===== * [[https://git.skyjake.fi/doomsday/engine|Main Git repository]] * [[https://github.com/skyjake/Doomsday-Engine|GitHub repository]] * [[http://sourceforge.net/... e.net/|Developer blog]] * [[http://www.ohloh.net/p/deng|Analysis and details of Doomsday in Ohloh.net]]
- reference @script
- h like Python.) * [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/client/net.dengine.clie... presets script]] * [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/tests/test_script/kitchen_si... **Configuration:** * [[https://git.skyjake.fi/doomsday/engine/src/branch/master/doomsday/sdk/libcore/net.dengin... cript at startup]] * [[https://git.skyjake.fi/doomsday/engine/src/branch/master/doomsday/apps/client/net.dengin
- model @assets
- renderer ==== See: [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/client/net.dengine.client.pack/renderer.pack/shaders/model.dei|models.dei]] in th... ers for the rendering passes. They can be used in Doomsday Script to access the pass's variables: rend... ed by default. Passes can be enabled/disabled via Doomsday Script during an animation. | | ''shader''| —| Na
- 2.2 @version
- 8,2.2.0,build3272~@# ===== New features ===== **Doomsday Script rising in prominence.** The built-in scrip... and slowly it has gained wider integration in the engine internals. The Manual has now been updated with a... ] of the language, and a [[script:reference#using_doomsday_script|list of the current uses of scripting]] in Doomsday. New script bindings have been added for playing
- overview_of_resources_doomsday_1.x @modding
- = This page summarizes the usage of resources in Doomsday version 1. Most of this still applies equally well to Doomsday 2, but the introduction of [[:fs|packages]] in ve... nt. ===== Resource files and containers ===== Doomsday uses multiple kinds of resource files: * Pla... ia.org/wiki/Doom_WAD|WADs]] are the original Doom engine data container format. By default all resources s
- mods @guide
- be **C:\Users\{username}\AppData\Local\Deng Team\Doomsday Engine\runtime\**. ===== Loading mods ===== Mods that Doomsday has recognized are all shown in the Mods list in ... he game profiles. ===== About mod formats ===== Doomsday is able to load the following types of mods: *... .wad * .deh (DeHackEd patch) * .pk3 * .ded (Doomsday-specific definitions) * .box (folder containing
- readme_macos @guide:2.2
- ====== Doomsday Engine ====== ===== Introduction ===== The Doomsday Engine is a "source port" of id Software's Doom and Raven Softwar... their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/libdoomsday/net.dengine... aded, it is saved to //~/Library/Caches/Deng Team/Doomsday Engine/ //. ==== Log history and log options menu ====
- doomsday @guide:2.2:man
- each directory. ===== Introduction ===== The Doomsday Engine is a "source port" of id Software's Doom and Rave... their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/libdoomsday/net.dengine... ed Python/Ruby-like scripting language built into Doomsday 2. While it doesn't yet allow full access to all engine features, it is being improved in each release. T... ed to DOOM-based games. **Jaakko Keränen** created the Doomsday Engine and is the lead developer of the project.
- readme_windows @guide:2.2
- ====== Doomsday Engine ====== ===== Introduction ===== The Doomsday Engine is a "source port" of id Software's Doom and Raven Softwar... their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/libdoomsday/net.dengine... ed Python/Ruby-like scripting language built into Doomsday 2. While it doesn't yet allow full access to all engine features, it is being improved in each release. T
- doomsday @guide:2.3:man
- each directory. ===== Introduction ===== The Doomsday Engine is a "source port" of id Software's Doom and Rave... their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/libdoomsday/net.dengine... ed Python/Ruby-like scripting language built into Doomsday 2. While it doesn't yet allow full access to all engine features, it is being improved in each release. T... ed to DOOM-based games. **Jaakko Keränen** created the Doomsday Engine and is the lead developer of the project.
- readme_macos @guide:2.3
- ====== Doomsday Engine ====== ===== Introduction ===== The Doomsday Engine is a "source port" of id Software's Doom and Raven Softwar... their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/libdoomsday/net.dengine... aded, it is saved to //~/Library/Caches/Deng Team/Doomsday Engine/ //. ==== Log history and log options menu ====
- readme_windows @guide:2.3
- ====== Doomsday Engine ====== ===== Introduction ===== The Doomsday Engine is a "source port" of id Software's Doom and Raven Softwar... their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/libdoomsday/net.dengine... ed Python/Ruby-like scripting language built into Doomsday 2. While it doesn't yet allow full access to all engine features, it is being improved in each release. T
- clientconfig @script:module
- s run by **Config.ds**. [[https://git.skyjake.fi/doomsday/engine/src/branch/master/doomsday/apps/client/net.dengine.client.pack/modules/clientconfig.ds|clientconfig.ds]]