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        <title>Doomsday Manual ded</title>
        <description></description>
        <link>https://manual.dengine.net/</link>
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       <dc:date>2026-04-11T10:45:54+00:00</dc:date>
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        <title>Doomsday Manual</title>
        <link>https://manual.dengine.net/</link>
        <url>https://manual.dengine.net/lib/tpl/dengine/images/favicon.ico</url>
    </image>
    <item rdf:about="https://manual.dengine.net/ded/altering_and_copying_definitions?rev=1489429865&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T18:31:05+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:altering_and_copying_definitions</title>
        <link>https://manual.dengine.net/ded/altering_and_copying_definitions?rev=1489429865&amp;do=diff</link>
        <description>Altering and copying definitions

Copy

The definition should be based on the preceding definition. If this directive is used, all the properties of the previous definition are copied to this one. For the first definition in a file a “Copy” has no effect.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/blendmode?rev=1490032679&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T17:57:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:blendmode</title>
        <link>https://manual.dengine.net/ded/blendmode?rev=1490032679&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/decoration?rev=1489647797&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T07:03:17+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:decoration</title>
        <link>https://manual.dengine.net/ded/decoration?rev=1489647797&amp;do=diff</link>
        <description>Decoration (DED)

Light decorations for surfaces.

You can define multiple Decorations for the same texture/flat, but only the
latest one that passes the conditions will be used. By default (if you
specify no usage flags), a Decoration is only used with resources loaded
from an IWAD.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/ded?rev=1489429436&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T18:23:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:ded</title>
        <link>https://manual.dengine.net/ded/ded?rev=1489429436&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/definitions?rev=1489429933&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T18:32:13+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:definitions</title>
        <link>https://manual.dengine.net/ded/definitions?rev=1489429933&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/dehacked?rev=1489646955&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T06:49:15+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:dehacked</title>
        <link>https://manual.dengine.net/ded/dehacked?rev=1489646955&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/detail?rev=1489648509&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T07:15:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:detail</title>
        <link>https://manual.dengine.net/ded/detail?rev=1489648509&amp;do=diff</link>
        <description>Detail (DED)

Detail textures can be assigned to specific wall textures and flats using Detail definitions.

Notes

General detail texture strength, scaling and maximum distance can be modified
with the “detail” console command. One Detail definition can be used to
assign a detail texture to one wall texture and/or one flat picture.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/doomsday_engine_definition?rev=1490011910&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T12:11:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:doomsday_engine_definition</title>
        <link>https://manual.dengine.net/ded/doomsday_engine_definition?rev=1490011910&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/environment?rev=1489647222&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T06:53:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:environment</title>
        <link>https://manual.dengine.net/ded/environment?rev=1489647222&amp;do=diff</link>
        <description>Environment

An Environment defines a group of characteristics for various purposes in a map, such as the audio characteristics used to generate the 3D sound stage.

Presently the engine predefines the following named environments:
 Id  Reverb Characteristics</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/episode_syntax?rev=1489732375&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-17T06:32:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:episode_syntax</title>
        <link>https://manual.dengine.net/ded/episode_syntax?rev=1489732375&amp;do=diff</link>
        <description>Episode {
  ID = &quot;&quot;;
  Start Map = &quot;&quot;;
  Title = &quot;&quot;;

  Menu Help Info = &quot;&quot;;
  Menu Image = &quot;&quot;;
  Menu Shortcut = &quot;&quot;;
  
  Hub {
    ID = &quot;&quot;;
    
    Map {
      ID = &quot;&quot;;
      Warp Number = 0;
      Exit {
        ID = &quot;&quot;; Target Map = &quot;&quot;;
      }      
    }         

    # Other Map definitions for the hub...
  }
    
  Map {
    ID = &quot;&quot;;
    Warp Number = 0;
    Exit {
      ID = &quot;&quot;; Target Map = &quot;&quot;;
    }      
  }
  
  # More Map definitions for the episode...
}</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/episode?rev=1489953056&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-19T19:50:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:episode</title>
        <link>https://manual.dengine.net/ded/episode?rev=1489953056&amp;do=diff</link>
        <description>Episode (DED)

An Episode definition specifies the properties of a playable episode composed from one or more maps.

Core concepts

Episode. An episode is an independently playable campaign for use by the game plugin. Each Episode definition groups together one or more maps (possibly using</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/finale?rev=1489433586&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T19:33:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:finale</title>
        <link>https://manual.dengine.net/ded/finale?rev=1489433586&amp;do=diff</link>
        <description>Finale (InFine)

The InFine definition (also known as Finales) is used to define intros,
interludes, finale animations and all manner of scriptable 2D animation
sequences and title sequences. You can play demos, animations, print
text to the screen and a lot more.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/flag?rev=1490032916&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T18:01:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:flag</title>
        <link>https://manual.dengine.net/ded/flag?rev=1490032916&amp;do=diff</link>
        <description>Flag

General purpose flag definition.

Syntax
Flag {
  ID = &quot;&quot;;
  Value = 0;
  Info = &quot;&quot;;
}

ID

Unique identifying name by which the flag will be known.

Value

Unsigned value (i.e., &gt;= 0) associated with the flag.

Info

Short text string intended for describing the flag's purpose. (Doomsday ignores this).</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/flags_reference?rev=1490032866&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T18:01:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:flags_reference</title>
        <link>https://manual.dengine.net/ded/flags_reference?rev=1490032866&amp;do=diff</link>
        <description>DED flags reference

This page is a complete listing of all Doomsday flags usable in DED definitions.

Note that Doomsday Engine plugins (e.g., games) may contain additional flags defined for their own purposes, which are also accessible via DED. Consult the documentation of the plugin for further details.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/generator_syntax?rev=1489991657&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T06:34:17+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:generator_syntax</title>
        <link>https://manual.dengine.net/ded/generator_syntax?rev=1489991657&amp;do=diff</link>
        <description>[Copy] Generator {
  State = &quot;&quot;;
  Flat = &quot;&quot;;
  Mobj = &quot;&quot;;
  Alt Mobj = &quot;&quot;;
  Damage Mobj = &quot;&quot;;
  Map = &quot;&quot;;
  Flags = flaga | flagb | flagc;
  Speed = 0.0;
  Speed Rnd = 0.0;
  Vector { 0.0 0.0 0.0 }
  Vector Rnd { 0.0 0.0 0.0 }
  Init Vector Rnd = 0.0;
  Center { 0.0 0.0 0.0 }
  Submodel = -1;
  Spawn Radius = 0.0;
  Min Spawn Radius = 0.0;
  Distance = 0.0;
  Spawn Age = 0;
  Max Age = 0;
  Particles = 0;
  Spawn Rate { 0.0 0.0 0.0 }
  Spawn Rnd = 0.0;
  Presim = 0;
  Alt Start = 0;
  Alt Rnd …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/generator_triggers?rev=1489989768&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T06:02:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:generator_triggers</title>
        <link>https://manual.dengine.net/ded/generator_triggers?rev=1489989768&amp;do=diff</link>
        <description>Particle generator triggers

State triggered

State triggering means that the generator is spawned when any mobj enters the state the generator has been associated with. The mobj in question will become the source of the generator. State triggering is especially useful with</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/generator?rev=1489991774&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T06:36:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:generator</title>
        <link>https://manual.dengine.net/ded/generator?rev=1489991774&amp;do=diff</link>
        <description>Generator (DED)

In Doomsday all particle effects are controlled by the particle subsystem. The particle subsystem's job is to keep track of all the particle effects. Each effect can be made up of one or more particle generators that are bound to a source. Doomsday offers several different choices for the source (e.g., mobj), which is used by the particle system to</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/group?rev=1489648578&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T07:16:18+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:group</title>
        <link>https://manual.dengine.net/ded/group?rev=1489648578&amp;do=diff</link>
        <description>Texture animation group (DED)

Group definitions can be used to define texture animations such as the animated water in Doom. Alternatively they can also be used to tell the engine to cache all the textures of a group at the same time (e.g., switch textures) if they are likely to be needed quickly.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/header?rev=1489649397&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T07:29:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:header</title>
        <link>https://manual.dengine.net/ded/header?rev=1489649397&amp;do=diff</link>
        <description>Header (DED)

Specifies metadata about the definition file.

Use of the Header block is optional. 

Syntax

Header { Version = 6 }
About DED versions

In DED version 5, there must be a semicolon after each statement, including blocks inside definition blocks. In version 6, semicolons are optional. In the same way, in version 6, the header block is optional. If you don't include a version declaration, version 6 is assumed.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/include?rev=1489649039&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T07:23:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:include</title>
        <link>https://manual.dengine.net/ded/include?rev=1489649039&amp;do=diff</link>
        <description>Include directive

Syntax
Include &quot;filepath&quot;

IncludeIf [Not] -option|gamemode &quot;filepath&quot;
The Include directive causes the parser to read the specified DED file. The contents of the included file are read immediately after the directive has been parsed.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/infine_script_reference?rev=1490166419&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-22T07:06:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:infine_script_reference</title>
        <link>https://manual.dengine.net/ded/infine_script_reference?rev=1490166419&amp;do=diff</link>
        <description>InFine script reference

InFine

is a very simple scripting language used to describe the animations that are played as interludes and finales. The scripts are written in InFine definitions. It can also be used to define introductory animations (InFine scripts can be played before or after any map); briefings and debriefings if you will.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/infine?rev=1489433048&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T19:24:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:infine</title>
        <link>https://manual.dengine.net/ded/infine?rev=1489433048&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/light?rev=1489648701&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T07:18:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:light</title>
        <link>https://manual.dengine.net/ded/light?rev=1489648701&amp;do=diff</link>
        <description>Light (DED)

A Light definition is used to attach a light and/or halo to a sprite's state. As most objects are made up of more than one state this enables us to have “animated” lights that pulse in colour, change size etc etc.

If you want to attach a light to a texture or flat please check the section on texture</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/line_type?rev=1489411456&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T13:24:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:line_type</title>
        <link>https://manual.dengine.net/ded/line_type?rev=1489411456&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/map_info_syntax?rev=1605194579&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-11-12T15:22:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:map_info_syntax</title>
        <link>https://manual.dengine.net/ded/map_info_syntax?rev=1605194579&amp;do=diff</link>
        <description>Map Info {
  ID = &quot;&quot;;
  Name = &quot;&quot;;
  Author = &quot;&quot;;

  Flags = flag1 | flag2;
  Gravity = 1.0;
  Music = &quot;&quot;;
  Par time = 0.0;       # Seconds

  Ambient light = 0.0;  # 0...1

  Fog color R = 0.0;    # 0...1
  Fog color G = 0.0;    # 0...1
  Fog color B = 0.0;    # 0...1
  Fog density = 0.0;
  Fog start = 0.0;
  Fog end = 0.0;

  Sky = &quot;&quot;;
  Execute = &quot;&quot;;
  On setup = &quot;&quot;;  # Doomsday Script (since 2.3)

  # As of version 1.9.7, linking a Sky definition to the Map Info
  # is the preferred method …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/map_info?rev=1489732631&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-17T06:37:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:map_info</title>
        <link>https://manual.dengine.net/ded/map_info?rev=1489732631&amp;do=diff</link>
        <description>Map Info (DED)

A Map Info definition specifies the properties of a map.

Core concepts

Map Info is a mechanism for defining the metadata and properties of a playable map. During the map authoring process, a map is given an identifier. This identifier is used to associate a Map Info definition with the map, thereby separating the metadata from the map data itself (geometry, spawn-spot information, etc</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/material_syntax?rev=1489957994&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-19T21:13:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:material_syntax</title>
        <link>https://manual.dengine.net/ded/material_syntax?rev=1489957994&amp;do=diff</link>
        <description>Material {
  ID = &quot;&quot;
  Width = 0.0
  Height = 0.0
  Flags = flag1 | flag2

  Layer {
    Stage {
      Texture = &quot;&quot;
      Offset { 0 0 }      
      Tics = 0
      Rnd = 0
      Glow = 0.0
      Glow Rnd = 0.0
    }
  }

  Light {
    Pattern offset { 0 0 }
    Pattern skip { 0 0 }  
    Stage {
      Offset { 0 0 }
      Distance = 0.0
      Tics = 0
      Rnd = 0.0
      Color { 0 0 0 }
      Levels { 0 0 }
      Radius = 0.0
      Bottom map = &quot;&quot;
      Side map = &quot;&quot;
      Top map = &quot;&quot;
      H…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/material?rev=1489647962&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T07:06:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:material</title>
        <link>https://manual.dengine.net/ded/material?rev=1489647962&amp;do=diff</link>
        <description>Material (DED)

Definitions specify the properties of a material built from one or more textures, for use on the surfaces of world maps (floors, walls etc...).

The focus of this article is to detail how these properties are exposed to mod authors and the specifics of the syntax.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/model_path?rev=1489740288&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-17T08:44:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:model_path</title>
        <link>https://manual.dengine.net/ded/model_path?rev=1489740288&amp;do=diff</link>
        <description>MD2 model search path

Syntax
ModelPath &quot;path&quot;
The ModelPath directive appends a new path to the list of MD2 model search paths. This directive has no scope; it affects all the definitions that come before and after it.
ModelPath “MD2\Game\Path\”</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/model?rev=1489955560&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-19T20:32:40+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:model</title>
        <link>https://manual.dengine.net/ded/model?rev=1489955560&amp;do=diff</link>
        <description>MD2/DMD model definition (Doomsday 1.x)

A single 3D model is represented by a collection of one to eight “sub-models”. Each Sub{}-model may be assigned it's own 3d model file. Sub-model indices are specified according to their position in the definition, sequentially (starting from zero). The engine treats sub-models separately, allowing independent animation interpolation.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/music?rev=1489646686&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T06:44:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:music</title>
        <link>https://manual.dengine.net/ded/music?rev=1489646686&amp;do=diff</link>
        <description>Music (DED)

Syntax

Music
{
  Id = &quot;&quot;;
  Lump = &quot;&quot;;
  Ext = &quot;&quot;;
  File = &quot;&quot;; 
  File Name = &quot;&quot;;  
  CD track = 0;
}
Id

The ID of the song. Used to call the song in game (i.e. the console command “playmusic “ID here””). There is no limit on length, spaces etc.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/reflection?rev=1489648410&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T07:13:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:reflection</title>
        <link>https://manual.dengine.net/ded/reflection?rev=1489648410&amp;do=diff</link>
        <description>Reflection (DED)

Any surface (flats or walls) can be rendered with shiny surface properties. This allows for some very interesting tricks to be created such as specular “reflections”. You can use a mask with the shiny surfaces to mask out areas of shininess but a mask can be used to also increase the effect of shininess on areas of a texture. Reflection definitions support the use of any of the new blending mode flags such as add and subtract.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/sector_type_syntax?rev=1489953807&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-19T20:03:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:sector_type_syntax</title>
        <link>https://manual.dengine.net/ded/sector_type_syntax?rev=1489953807&amp;do=diff</link>
        <description>Sector Type {
  ID = 0
  Comment = &quot;&quot;
  Flags = flag1 | flag2
  Friction = 0.0
  Gravity = 0.0
  Act tag = 0

  Ambient sound = &quot;&quot;
  Ambient min interval = 0.0
  Ambient max interval = 0.0

  Wind angle = 0.0
  Wind speed = 0.0
  Vertical wind = 0.0

  Ceiling texmove angle = 0.0
  Ceiling texmove speed = 0.0
  Floor texmove angle = 0.0
  Floor texmove speed = 0.0

  Ceiling chain = 0
  Ceiling chain flags = flag1 | flag2
  Ceiling chain start time = 0.0
  Ceiling chain end time = 0.0
  Ceiling …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/sector_type?rev=1540021978&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-20T07:52:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:sector_type</title>
        <link>https://manual.dengine.net/ded/sector_type?rev=1540021978&amp;do=diff</link>
        <description>Sector Type (DED, XG)

A Sector Type definition specifies the properties of a generalized sector type, for use with the XG system. XG is a complex topic, with many core concepts which the mod author must be familiar with in order to use the system effectively. See the</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/skip?rev=1489740148&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-17T08:42:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:skip</title>
        <link>https://manual.dengine.net/ded/skip?rev=1489740148&amp;do=diff</link>
        <description>SkipIf directive

Syntax
SkipIf [Not] -option|gamemode
The rest of the file is skipped if the condition statement is true.

Examples

Skip if the option '-nosound' is found on the command line:
SkipIf -nosound;

Skip if the identity key for the current game does not match 'doom2':</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/sky?rev=1489954776&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-19T20:19:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:sky</title>
        <link>https://manual.dengine.net/ded/sky?rev=1489954776&amp;do=diff</link>
        <description>Sky (DED, 1.9.7 →)

Syntax
&lt;Copy&gt; Sky
{
    ID = &quot;&quot;;
    Flags = flaga | flagb | flagc;
    Height = 0.666667;
    Horizon offset = 0.0;
    Light color { 1.0  1.0  1.0 };

    Layer 1/2
    {
        Flags = flaga | flagb | flagc;
        Texture = &quot;&quot;;
        Offset = 0.0;
        Color limit = 0.0;
    };

    Model
    {
        ID = &quot;&quot;;
        Layer = 0;
        Frame interval = 1.0;
        Color { 1.0 1.0 1.0 1.0 };
        Offset factor { 0.0 0.0 0.0 };
        Rotate { 0.0 0.0 };
     …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/sound?rev=1606452110&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-11-27T04:41:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:sound</title>
        <link>https://manual.dengine.net/ded/sound?rev=1606452110&amp;do=diff</link>
        <description>Sound (DED)

A Sound definition is used to define the presence and in-game playback characteristics of a sound effect sample.

Core Concepts

Sample References

A reference is used to link actual sound data samples to a Sound definition. Only one sample reference is actually required and in general, only one is specified in each definition. If multiple references are specified they will be tried sequentially until one succeeds, in the following order (top to bottom):</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/sprite?rev=1489648376&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T07:12:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:sprite</title>
        <link>https://manual.dengine.net/ded/sprite?rev=1489648376&amp;do=diff</link>
        <description>Sprite (DED)

Syntax
Sprite
{
   ID = &quot;&quot;;
       # Name of the sprite. Must be four characters long. Sprite
       # frame lump names always begin with a sprite ID.
}</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/state?rev=1586490814&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-04-10T03:53:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:state</title>
        <link>https://manual.dengine.net/ded/state?rev=1586490814&amp;do=diff</link>
        <description>State (DED)

Syntax
&lt;Copy&gt; State
{
   ID = &quot;&quot;;
   Flags = flaga | flagb | flagc;
   Sprite = &quot;&quot;;
   Frame = 0;
   Tics = 0;
   Action = &quot;&quot;;
   Next State = &quot;&quot;;
   Execute = &quot;&quot;;
 }
Id

The name of the state, case sensitive. Contrary to the uniformity of the original games state names, this field can actually contain any combination of letters, numbers or symbols (i.e. you can name a state</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/syntax?rev=1490076416&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-21T06:06:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:syntax</title>
        <link>https://manual.dengine.net/ded/syntax?rev=1490076416&amp;do=diff</link>
        <description>DED syntax

This page describes the common syntax elements of the ded (Doomsday Engine Definition) language.

Directives

Directives instruct the DED parser to perform special actions when encountered.
 Keyword Description  Include Include the specified .DED file.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/text?rev=1489649603&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T07:33:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:text</title>
        <link>https://manual.dengine.net/ded/text?rev=1489649603&amp;do=diff</link>
        <description>Text (DED)

Defines a text string.

Do not change the order of existing Text definitions; always add new
definitions to the end of the list. This is because Games access strings
using the index numbers of the strings, and the indices are assigned based
on the order of the Text definitions.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/texture_environment?rev=1489647029&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T06:50:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:texture_environment</title>
        <link>https://manual.dengine.net/ded/texture_environment?rev=1489647029&amp;do=diff</link>
        <description>Texture Environment (DED)

A Texture Environment definition is used to link a set of Materials with an Environment.

Syntax

Texture Environment {
  Id = &quot;&quot;;
  &lt;material namespace&gt; {
    Id = &quot;&quot;;
  }
}
Id

Identifier of the environment. See Environment

&lt;material namespace&gt;

There can be any number of namespace groups inside each texture environment definition of multiple types. See</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/thing?rev=1592992955&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-06-24T10:02:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:thing</title>
        <link>https://manual.dengine.net/ded/thing?rev=1592992955&amp;do=diff</link>
        <description>Thing (DED)

Syntax


Thing
{
  ID = &quot;&quot;
  Doomed Number = 0
  Name = &quot;&quot;
  
  Spawn State = &quot;&quot;
  See State = &quot;&quot;
  Pain State = &quot;&quot;
  Melee State = &quot;&quot;
  Missile State = &quot;&quot;
  Crash State = &quot;&quot;
  Death State = &quot;&quot;
  Xdeath State = &quot;&quot;
  Raise State = &quot;&quot;
  
  See Sound = &quot;&quot;
  Attack Sound = &quot;&quot;
  Pain Sound = &quot;&quot;
  Death Sound = &quot;&quot;
  Active Sound = &quot;&quot;
  
  Reaction Time = 0
  Pain Chance = 0
  Spawn Health = 0
  Speed = 0.0
  Radius = 0.0
  Height = 0.0
  Mass = 0
  Damage = 0
  Flags = &quot;&quot;
  Flags2 = &quot;&quot;
  …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/values_for_doom?rev=1489650148&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T07:42:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:values_for_doom</title>
        <link>https://manual.dengine.net/ded/values_for_doom?rev=1489650148&amp;do=diff</link>
        <description>Values for Doom

When using the Doom Plugin, the following values can be edited in a Values definition:

Syntax

Values
{
  Player {
    Health = &quot;0&quot;;
    Max health = &quot;0&quot;;
    Health limit = &quot;0&quot;;
    Weapon = &quot;&lt;weaponnumber&gt;&quot;;

    Green armor = &quot;0&quot;;
    Blue armor = &quot;0&quot;;

    Max ammo {
      &lt;ammoname&gt; = &quot;0&quot;;
    };

    Clip ammo {
      &lt;ammoname&gt; = &quot;0&quot;;
    };

    Init ammo {
      &lt;ammoname&gt; = &quot;0&quot;;
    };
  };

  AI {
    Infight = &quot;0&quot;;
  };

  Weapon Info {
    &lt;weaponnumber&gt; {
      Ty…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/values_for_heretic?rev=1606046523&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-11-22T12:02:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:values_for_heretic</title>
        <link>https://manual.dengine.net/ded/values_for_heretic?rev=1606046523&amp;do=diff</link>
        <description>Values for Heretic

When using the Heretic Plugin, the following values can be edited in a Values definition:

Syntax

Values
{
  Menu Label {
    &lt;label text&gt; = &quot;&lt;replacement&gt;&quot;;
  }
  
  Intermission Label {
    &lt;label text&gt; = &quot;&lt;replacement&gt;&quot;;
  }

  AI {
    Infight = &quot;0&quot;;
  };

  Player {
    Max ammo {
      &lt;ammoname&gt; = &quot;0&quot;;
    };
    Max health = &quot;100&quot;;
  };
  
  Weapon Info {
    &lt;weaponnumber&gt; {
      Id = &quot;&lt;weaponid&gt;&quot;;
      Static = &quot;0&quot;;
      Per shot {
        &lt;ammoname&gt; = &quot;&lt;amount&gt;…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/values?rev=1489691776&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T19:16:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:values</title>
        <link>https://manual.dengine.net/ded/values?rev=1489691776&amp;do=diff</link>
        <description>Values (DED)

The Values block allows modifying many of the values used internally in a game. Each game has a different set of values that can be modified, see below for details of the available values.

The Values block can also be used to set up patch replacements (where applicable) which allows an internal patch to be replaced with a string of text.</description>
    </item>
</rdf:RDF>
