Fulltext results:
- version
- | ::: | [[version:1.14.1]] | 1212 | | | ::: | [[version:1.14]] | 1201 |Home 1.0, bloom effect | ^ |||| | 1.13 | [[version:1.13... ocessing FX, stereoscopic rendering | ^ |||| | 1.12 | [[version:1.12.2]] | 1036 | | | ::: | [[version:1.12.1]] | 1030 | | | ::: | [[version:1.12]] | 1006 |Control Panel replaced | ^ |||| | 1.11 | [[version:1.11.2]] | 971 | | | :::
- 2.3 @version
- <- 2.2.2 ^ Versions ^ 2.3.1 -> ====== Version 2.3 ====== This release enhances vanilla DOOM render hack support and adds new Doomsday Script bindings. #@Release_HTML~2020-12-30,2.3.0,build3650~@# ===== New features ===== **DOOM ren
- 2.2 @version
- odding related enhancements. #@Release_HTML~2019-12-18,2.2.0,build3272~@# ===== New features ===== **... d to the old DEB and RPM packages. **Freedoom.** Doomsday now detects [[https://freedoom.github.io/|Freedoom]] v0.12.1, and any future releases will be detected as Freedoom but lacking any specific version numbering. This will allow using the IWADs more conveniently without waiting for a Doomsday update. ===== Fixes ===== * [[ded:material#li
- 2.1 @version
- graphics are rendered via OpenGL 3.3. Previously Doomsday has been using the obsolete OpenGL 2.1 compatibility API. Thanks to the new version, graphics can be drawn more efficiently, although... ovements.** See [[https://tracker.dengine.net/versions/64|version 2.1 in the tracker]] for the list of issues.
- 1.12 @version
- ist of open bugs in the Bug Tracker]] ===== See also ===== * [[detailed_list_of_changes_in_doomsday_version_1.12]]
- 1.13 @version
- See also ==== * [[detailed_list_of_changes_in_doomsday_version_1.13]] * [[http://tracker.dengine.net/versions/2|R... 5D=fixed_version_id&f%5B%5D=&group_by=&op%5Bfixed_version_id%5D=%3D&op%5Bstatus_id%5D=c&op%5Btracker_id%5D=%3D&set_filter=1&sort=priority%3Adesc%2Cid%3Adesc&utf8=✓&v%5Bfixed_version_id%5D%5B%5D=2&v%5Btracker_id%5D%5B%5D=1|Closed bugs for 1.13]] * [[http://tracker.dengine.net/projects/den... %5Bstatus_id%5D=o&op%5Btracker_id%5D=%3D&per_page=100&set_filter=1&utf8=✓&v%5Btracker_id%5D%5B%5D=1|K
- create_a_new_monster @howto
- article describes how to create a new monster in Doomsday. A mobj in Doomsday is defined with a [[thing|thing definition]] and one or more [[state|states]]. The be... and using [[ded]] files and how to load them in [[doomsday]].// ====== Using existing resources to create ... ld be fitting to recreate this fearsome foe using Doomsday. Now because we're going to be using existing re
- use_hires_textures_in_your_map @howto
- p}} {{ file:hirestextutor.jpg?300x0}} {{SideBox|1=The original version of this article by David "Tolwyn" Shaw, as first ... cover the entire canvas. When loading a texture, Doomsday will first look for a hires version and if found, it will be used in it's place. All ... about flats quickly. If you're using Doom Builder version 1.5 or higher, you can use XWE to create zero-lengt... *Notes:** //I have noticed a small issue with XWE version 1.12. Sometimes it will actually make your FF_END mar