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    <image rdf:about="https://manual.dengine.net/lib/tpl/dengine/images/favicon.ico">
        <title>Doomsday Manual</title>
        <link>https://manual.dengine.net/</link>
        <url>https://manual.dengine.net/lib/tpl/dengine/images/favicon.ico</url>
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        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:3d_model_particles</title>
        <link>https://manual.dengine.net/howto/3d_model_particles?rev=1489955471&amp;do=diff</link>
        <description>3D model particles

3D models can be used as particles in a particle generator. There are two things that need to be done. In the particle generator definition, set the particle stage's type to one of the pt_model flags. The following would make the stage use particle model number 13:

Type = &quot;pt_model13&quot;;</description>
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        <dc:date>2018-10-20T07:58:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:build</title>
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        <description></description>
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        <dc:format>text/html</dc:format>
        <dc:date>2011-02-15T20:26:05+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:change_sound_effects</title>
        <link>https://manual.dengine.net/howto/change_sound_effects?rev=1297801565&amp;do=diff</link>
        <description>*  redirect how_to_use_custom_sound_effects</description>
    </item>
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        <dc:date>2017-03-20T16:20:12+00:00</dc:date>
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        <title>howto:combination_lock</title>
        <link>https://manual.dengine.net/howto/combination_lock?rev=1490026812&amp;do=diff</link>
        <description>How to create a combination lock using XG

Work In Progress: This tutorial is not yet complete. It is published in the hopes that it might be of use but errors and omissions should be expected --danij, 12 October 2007

Overview

Chances are, you have felt somewhat limited by</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2017-04-06T06:14:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:compile</title>
        <link>https://manual.dengine.net/howto/compile?rev=1491459278&amp;do=diff</link>
        <description></description>
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        <dc:date>2017-08-18T18:37:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:create_a_barrel_monster</title>
        <link>https://manual.dengine.net/howto/create_a_barrel_monster?rev=1503081455&amp;do=diff</link>
        <description></description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T06:45:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:create_a_light_thing</title>
        <link>https://manual.dengine.net/howto/create_a_light_thing?rev=1489992327&amp;do=diff</link>
        <description>How to create a Light Thing

For this HOW TO, I'm going to guide you through the process of creating a new placeable Light Thing for use in your wads. Doomsday offers many ways to create lighting in your custom wads. Lights can be attached to surfaces using Decoration definitions, however this has a potential draw back in that every time you use a texture with a Decoration you'll get a light whether you wanted one or not.</description>
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    <item rdf:about="https://manual.dengine.net/howto/create_a_model_pack?rev=1153494506&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2006-07-21T15:08:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:create_a_model_pack</title>
        <link>https://manual.dengine.net/howto/create_a_model_pack?rev=1153494506&amp;do=diff</link>
        <description>*  REDIRECT creating_a_model_pack</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/create_a_new_monster?rev=1297866001&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-02-16T14:20:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:create_a_new_monster</title>
        <link>https://manual.dengine.net/howto/create_a_new_monster?rev=1297866001&amp;do=diff</link>
        <description>This article describes how to create a new monster in Doomsday.

A mobj in Doomsday is defined with a thing definition and one or more states.

The below will explain how to use these to create a new monster.

Notes: For this HOW TO I'm going to assume you are already familar with creating and using</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/create_a_windows_shortcut_for_doomsday?rev=1351792482&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-11-01T17:54:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:create_a_windows_shortcut_for_doomsday</title>
        <link>https://manual.dengine.net/howto/create_a_windows_shortcut_for_doomsday?rev=1351792482&amp;do=diff</link>
        <description>This is a tutorial for making a custom Windows shortcut for Doomsday, courtesy of code120

	*   Open the Doomsday Frontend, press Alt+C to get the command line (“Preview command line”).
	*   Paste everything in a text editor (e.g., Notepad 2) and join all lines (select all &amp;</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:08:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:create_custom_sprites</title>
        <link>https://manual.dengine.net/howto/create_custom_sprites?rev=1250176084&amp;do=diff</link>
        <description>How can I make my own Sprites for Doom?

First get yourself a Wad editor (doesn't matter which check the WAD file section for more information on editors) and find the sprites you are trying to replace - extract them and open them in a graphics editor now resize the image to at least 4x (8x might be better) the original size keeping the aspect ratio (this should mean Doomsday won't distort your sprite frame when it's placed in engine).</description>
    </item>
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        <dc:date>2009-08-13T15:02:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:custom_music</title>
        <link>https://manual.dengine.net/howto/custom_music?rev=1250175744&amp;do=diff</link>
        <description>This article is about using custom music resources with doomsday.

How do I Use External Music (MP3, CD etc‚Ä¶)?

Doomsday can play various external music files using the FMOD library. FMOD supports many music file formats including MP3, OGG, MOD and S3M (mods are a good choice due to their good quality/size ratio). External music files can be played at any time using the playext console command.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/customize_lens_flares?rev=1250176094&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:08:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:customize_lens_flares</title>
        <link>https://manual.dengine.net/howto/customize_lens_flares?rev=1250176094&amp;do=diff</link>
        <description>The console command flareconfig 0 tex 2 activates the flares that have rings (put that in autoexec.cfg for it to run automatically; remember that autoexec.cfg should be in your runtime directory Run\jDoom\). The default lens flares are activated with the command flareconfig 0 tex -1.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/frame_rate?rev=1250175964&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:06:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:frame_rate</title>
        <link>https://manual.dengine.net/howto/frame_rate?rev=1250175964&amp;do=diff</link>
        <description>How do I uncap the frame rate in Doomsday?

Originally Doom based game ran at 35FPS (Frames Per Second), doomsday can smooth camera, and sprite and object movement: go to Graphics Options in the control panel and select ‚ÄòSmooth Camera Movement', to smooth Actor movement go to Objects and enable ‚ÄòSmooth Actor Rotation' and choose to smooth sprite and object  Movement, as required, from the ‚ÄòSmooth Actor Movement'.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/install_an_addon?rev=1153778631&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2006-07-24T22:03:51+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:install_an_addon</title>
        <link>https://manual.dengine.net/howto/install_an_addon?rev=1153778631&amp;do=diff</link>
        <description>See also

	*   managing_addons</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/kill_counters?rev=1153567829&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2006-07-22T11:30:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:kill_counters</title>
        <link>https://manual.dengine.net/howto/kill_counters?rev=1153567829&amp;do=diff</link>
        <description>How can I get a list of how many enemies killed, secrets found and items collected?

Simply type:

map-cheat-counter 63


for all the above at the console or for hust number of kills type:

map-cheat-counter 1</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/load_resources_from_command_line?rev=1168299556&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2007-01-08T23:39:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:load_resources_from_command_line</title>
        <link>https://manual.dengine.net/howto/load_resources_from_command_line?rev=1168299556&amp;do=diff</link>
        <description>This page explains how to load 3D models and other enhancements using command line options (in Linux).

Assuming Doomsday (deng) is installed in /usr/local/share/deng, and my WAD files in ~/wads/, do the following:

Instructions

	*   Download the</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/record_movies?rev=1250176104&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:08:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:record_movies</title>
        <link>https://manual.dengine.net/howto/record_movies?rev=1250176104&amp;do=diff</link>
        <description>How can I record movies (Doom Demos)?

First of all, cameras are just invisible players so if you want to have a camera and a real player, you must be running a server. Clients are only able to record what they're seeing. Useful commands:

recorddemo: Starts recording a demo. As arguments the command takes the file name of the demo (.CDM) and optionally the console number to record. Example: recorddemo my.cdm 2 will begin recording player number 2 into the file my.cdm. A flashing message appears…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/run_doomsday_on_old_hardware?rev=1153831104&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2006-07-25T12:38:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:run_doomsday_on_old_hardware</title>
        <link>https://manual.dengine.net/howto/run_doomsday_on_old_hardware?rev=1153831104&amp;do=diff</link>
        <description>This article contains tips about optimizing doomsday for older hardware.

Slow CPU

Disabling or lowering these CPU-intensive settings will help improve performance on slow CPUs.

	*   Disable 3_d_models.
	*   Disable simulated radiosity (fake_radio). Set the cvar rend-fakeradio to zero.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/start_doomsday_from_steam?rev=1351791963&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-11-01T17:46:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:start_doomsday_from_steam</title>
        <link>https://manual.dengine.net/howto/start_doomsday_from_steam?rev=1351791963&amp;do=diff</link>
        <description>In this tutorial we will show you how to make multiple non-Steam shortcuts in Steam with seems simple enough but do to how steam is it's not also i will be showing you how to set up an RSP file and using the -vdmap command line as if you do not then you will not be able to use your resources you have downloaded like the Heretic resource pack.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/take_a_screenshot?rev=1347570541&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-09-13T21:09:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:take_a_screenshot</title>
        <link>https://manual.dengine.net/howto/take_a_screenshot?rev=1347570541&amp;do=diff</link>
        <description>How do I take screenshots?

The default screenshot control binding is f12.

Screenshots may also be taken by bringing down the console and entering “screenshot” (though, using this method the console will obscure the screen).

Screenshots are saved as PNG images in the</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/uninstall_an_addon?rev=1178286662&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2007-05-04T13:51:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:uninstall_an_addon</title>
        <link>https://manual.dengine.net/howto/uninstall_an_addon?rev=1178286662&amp;do=diff</link>
        <description>See also

	*   managing_addons</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/use_custom_sound_effects?rev=1288886909&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-04T16:08:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:use_custom_sound_effects</title>
        <link>https://manual.dengine.net/howto/use_custom_sound_effects?rev=1288886909&amp;do=diff</link>
        <description>Sound samples can be replaced with wav files. The supported formats are 8-bit and 16-bit mono PCM with no compression. The Sfx resource_category directory is searched using the lump names of the original samples. For example, to replace j_doom's rocket launcher sound, the file</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/use_deds_in_doom_builder?rev=1433285321&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-06-02T22:48:41+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:use_deds_in_doom_builder</title>
        <link>https://manual.dengine.net/howto/use_deds_in_doom_builder?rev=1433285321&amp;do=diff</link>
        <description>*   Using DoomBuilder's script editor to include a ded with your map.

There are various different ways that ded and xg definitions can be included with your map. You can either supply them seperately in a mywad.ded (pure text file editable in any text editor), embed the data into the</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/use_dehacked_patches?rev=1490027120&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T16:25:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:use_dehacked_patches</title>
        <link>https://manual.dengine.net/howto/use_dehacked_patches?rev=1490027120&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/use_hires_textures_in_your_map?rev=1250176135&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:08:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:use_hires_textures_in_your_map</title>
        <link>https://manual.dengine.net/howto/use_hires_textures_in_your_map?rev=1250176135&amp;do=diff</link>
        <description>[1=The original version of this article by David &quot;Tolwyn&quot; Shaw, as first submitted to Dr Sleep's DOOM Apothecaryhttp://drsleep.newdoom.com/index.shtml  is also available, in   
[[http://files.dengine.net/How%20To%20Use%20Hi-Res%20Textures%20in%20jDOOM1.pdf|PDF format]]]

Preface

This article focuses on how to create a texture resource pwad for use when mapping that takes advantage of the doomsday engine's high resolution (hi-res) texture features. The method presented here can be used for all g…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/use_oculus_rift?rev=1540020648&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-20T07:30:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:use_oculus_rift</title>
        <link>https://manual.dengine.net/howto/use_oculus_rift?rev=1540020648&amp;do=diff</link>
        <description>How to use Oculus Rift with Doomsday

This article contains some helpful tips about how to use Oculus Rift with Doomsday. 

Doomsday supports Oculus Rift starting with 1.13. DK2 is supported in 1.15. 

Oculus Rift support was discontinued in 2.0 (pending further changes in the renderer).</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/zoom_script?rev=1491458967&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-04-06T06:09:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:zoom_script</title>
        <link>https://manual.dengine.net/howto/zoom_script?rev=1491458967&amp;do=diff</link>
        <description>How to do camera zooming with keys

Tolwyn wrote:

	&quot; Thought I'd share this script that I've been using for years on zooming in and out in Doomsday.
 
 Yes, you could create an alias that references the x and y factor by themselves, but I got a little lazy. Just change the factors to suit your setup. When zoomed in, the idea is that mouse sensitivity decreases for more precise aiming (or just looking around) and when you zoom out, your default sensitivity resumes.</description>
    </item>
</rdf:RDF>
