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        <description>doomsday

Synopsis

doomsday -iwad (dir) -game (id) -wnd -wh (w h) -file (file ...) 

Everything following -- is ignored. @ can be used to specify a response file whose contents are added to the command line. 

Options

 -file | -f

 Specify one or more data files or packages (</description>
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        <description>doomsday

Synopsis

doomsday -iwad (dir) -game (id) -wnd -wh (w h) -file (file ...) 

Everything following -- is ignored. @ can be used to specify a response file whose contents are added to the command line. 

Options

 -file | -f

 Specify one or more data files or packages (</description>
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        <dc:date>2018-12-05T01:12:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.1:man:doomsday</title>
        <link>https://manual.dengine.net/guide/2.1/man/doomsday?rev=1543972323&amp;do=diff</link>
        <description>doomsday

Synopsis

doomsday -iwad (dir) -game (id) -wnd -wh (w h) -file (file ...) 

Everything following -- is ignored. @ can be used to specify a response file whose contents are added to the command line. 

Options

 -file | -f

 Specify one or more data files or packages (</description>
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        <dc:date>2019-12-07T09:19:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.2:readme_macos</title>
        <link>https://manual.dengine.net/guide/2.2/readme_macos?rev=1575710397&amp;do=diff</link>
        <description>Doomsday Engine

Introduction

The Doomsday Engine is a “source port” of id Software's Doom and Raven Software's Heretic and Hexen, which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with many features including 3D graphics, fully customizable controls and client/server multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia or an exciting introduction to the …</description>
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        <title>guide:2.3:readme_macos</title>
        <link>https://manual.dengine.net/guide/2.3/readme_macos?rev=1575249060&amp;do=diff</link>
        <description>Doomsday Engine

Introduction

The Doomsday Engine is a “source port” of id Software's Doom and Raven Software's Heretic and Hexen, which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with many features including 3D graphics, fully customizable controls and client/server multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia or an exciting introduction to the …</description>
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        <title>guide:2.1:readme_macos</title>
        <link>https://manual.dengine.net/guide/2.1/readme_macos?rev=1543972323&amp;do=diff</link>
        <description>Doomsday Engine

Introduction

The Doomsday Engine is a “source port” of id Software's Doom and Raven Software's Heretic and Hexen, which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with many features including 3D graphics, fully customizable controls and client/server multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia or an exciting introduction to the …</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2017-03-24T10:57:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.0:man:doomsday</title>
        <link>https://manual.dengine.net/guide/2.0/man/doomsday?rev=1490353067&amp;do=diff</link>
        <description>doomsday

Synopsis

doomsday -iwad (dir) -game (id) -wnd -wh (w h) -file (file ...) 

Everything following -- is ignored. @ can be used to specify a response file whose contents are added to the command line. 

Options

 -file | -f

 Specify one or more data files or packages (</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.3/readme_windows?rev=1575249058&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-02T01:10:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.3:readme_windows</title>
        <link>https://manual.dengine.net/guide/2.3/readme_windows?rev=1575249058&amp;do=diff</link>
        <description>Doomsday Engine

Introduction

The Doomsday Engine is a “source port” of id Software's Doom and Raven Software's Heretic and Hexen, which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with many features including 3D graphics, fully customizable controls and client/server multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia or an exciting introduction to the …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.2/readme_windows?rev=1575710396&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-07T09:19:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.2:readme_windows</title>
        <link>https://manual.dengine.net/guide/2.2/readme_windows?rev=1575710396&amp;do=diff</link>
        <description>Doomsday Engine

Introduction

The Doomsday Engine is a “source port” of id Software's Doom and Raven Software's Heretic and Hexen, which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with many features including 3D graphics, fully customizable controls and client/server multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia or an exciting introduction to the …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.1/readme_windows?rev=1543972323&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-05T01:12:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.1:readme_windows</title>
        <link>https://manual.dengine.net/guide/2.1/readme_windows?rev=1543972323&amp;do=diff</link>
        <description>Doomsday Engine

Introduction

The Doomsday Engine is a “source port” of id Software's Doom and Raven Software's Heretic and Hexen, which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with many features including 3D graphics, fully customizable controls and client/server multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia or an exciting introduction to the …</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2017-03-24T10:57:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.0:readme_macos</title>
        <link>https://manual.dengine.net/guide/2.0/readme_macos?rev=1490353065&amp;do=diff</link>
        <description>Doomsday Engine

Introduction

The Doomsday Engine is a “source port” of id Software's Doom and Raven Software's Heretic and Hexen, which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with many features including 3D graphics, fully customizable controls and client/server multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia or an exciting introduction to the …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.0/readme_windows?rev=1490353059&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-24T10:57:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.0:readme_windows</title>
        <link>https://manual.dengine.net/guide/2.0/readme_windows?rev=1490353059&amp;do=diff</link>
        <description>Doomsday Engine

Introduction

The Doomsday Engine is a “source port” of id Software's Doom and Raven Software's Heretic and Hexen, which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with many features including 3D graphics, fully customizable controls and client/server multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia or an exciting introduction to the …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/script/reference?rev=1605194998&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-11-12T15:29:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:reference</title>
        <link>https://manual.dengine.net/script/reference?rev=1605194998&amp;do=diff</link>
        <description>Doomsday Script reference guide

This article describes the Doomsday Script language and its role in Doomsday 2.

Overview

Doomsday Script is a scripting language with features such as a class-based object system, and exceptions. It is designed to harmoniously work together with Doomsday's native code and objects.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/overview_of_resources_doomsday_1.x?rev=1577799046&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-31T13:30:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:overview_of_resources_doomsday_1.x</title>
        <link>https://manual.dengine.net/modding/overview_of_resources_doomsday_1.x?rev=1577799046&amp;do=diff</link>
        <description>Resources (version 1)

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 packages in version 2 means the high-level management of resources is different.

Resource files and containers</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.0-beta1...4?rev=1490253244&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T07:14:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta1...4</title>
        <link>https://manual.dengine.net/version/1.9.0-beta1...4?rev=1490253244&amp;do=diff</link>
        <description>1.8.6Versions1.9.0-beta5
Versions 1.9.0-beta1...4









This article contains all changes between versions 1.9.0-beta1 and 1.9.0-beta4.

Release notes for 1.9.0-beta1

(by )

Development of the Doomsday Engine has continued during the first half of 2005 at an uneven pace. Other commitments, such as work and my Master's Thesis, have oftentimes required all of my time and energy. As far as the next couple of months are concerned, the situation will not change in this regard. However, the talent…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/2.2?rev=1578546734&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-01-09T05:12:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:2.2</title>
        <link>https://manual.dengine.net/version/2.2?rev=1578546734&amp;do=diff</link>
        <description>2.1.2Versions2.2.1
Version 2.2

This release has several bug fixes and modding related enhancements.



New features

Doomsday Script rising in prominence. The built-in scripting language has been in the works for many years, and slowly it has gained wider integration in the engine internals. The Manual has now been updated with a proper</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/libcore?rev=1447532552&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-11-14T20:22:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:libcore</title>
        <link>https://manual.dengine.net/devel/libcore?rev=1447532552&amp;do=diff</link>
        <description>[Note|You should also see the [[api_documentation]] for more in-depth information.]

libcore is the name of the shared library that contains the core of the doomsday_engine version 2.</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/devel/compiling_and_running_1.15_or_earlier_qmake?rev=1504189937&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-08-31T14:32:17+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:compiling_and_running_1.15_or_earlier_qmake</title>
        <link>https://manual.dengine.net/devel/compiling_and_running_1.15_or_earlier_qmake?rev=1504189937&amp;do=diff</link>
        <description>Compiling and running (1.15 or earlier, qmake)

This article contains compilation instructions for all supported platforms.

Getting started

You should first read the getting_started page.

Regardless of which platform is being used, you'll need to install the Qt libraries and qmake in order to build Doomsday.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/developer_guidelines?rev=1490013241&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T12:34:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:developer_guidelines</title>
        <link>https://manual.dengine.net/devel/developer_guidelines?rev=1490013241&amp;do=diff</link>
        <description>Developer guidelines

Doomsday Engine is a diverse project that is free and open-source. 
As such, one of many ways to give back to Doomsday is by contributing code.

Be it a bugfix, new feature, or even just cleanup, your work can help make Doomsday the most
technically advanced Doom engine available today.</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/guide/configuration?rev=1544961720&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-16T12:02:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:configuration</title>
        <link>https://manual.dengine.net/guide/configuration?rev=1544961720&amp;do=diff</link>
        <description>Task bar and consoleUser Guide Renderer settings
Configuration

Basic settings

The default settings are reasonable for most users. Doomsday has many configuration options if something is not working quite to your liking.

FOV and pixel density

DOOM (1993) and other games based on it were designed to run on VGA</description>
    </item>
    <item rdf:about="https://manual.dengine.net/script/walkthrough/records?rev=1574537924&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-23T19:38:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:walkthrough:records</title>
        <link>https://manual.dengine.net/script/walkthrough/records?rev=1574537924&amp;do=diff</link>
        <description>ExceptionsstartFunctions
Records

Records are the foundation of Doomsday Script. Each namespace and module is a record, each object is a record, and classes are records, too.

The ownership model of records is that there is always a single owner for a record, and if that owner gets destroyed, all records owned by it will get destroyed, too. Many records are owned by native code (e.g., built-in modules like</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/version/1.12?rev=1540022126&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-20T07:55:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.12</title>
        <link>https://manual.dengine.net/version/1.12?rev=1540022126&amp;do=diff</link>
        <description>1.11.2Versions1.12.1
Version 1.12



Overview

In 1.12 we are continuing to build on the big changes introduced in 1.11: new UI framework and internal map data improvements. The old control panel has been removed with new functionality being added to the task bar.

Highlights

 id Tech 1 map hacks support.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.9.10?rev=1490250788&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:33:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:detailed_list_of_changes_in_doomsday_version_1.9.10</title>
        <link>https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.9.10?rev=1490250788&amp;do=diff</link>
        <description>This article lists the important changes in 1.9.10.

Fixed bugs

	*   Crash when locating a fallback skin for a model without skins (out of bounds memory access).
	*   Crash when replacing text definitions (null pointer access).
	*   Crashes with add-ons using the HI_START/HI_END method of texture replacement.</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?rev=1540022062&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-20T07:54:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded</title>
        <link>https://manual.dengine.net/ded?rev=1540022062&amp;do=diff</link>
        <description>DED reference guide

DED (Doomsday Engine Definition) is the name of the textual definition language of Doomsday 1.x. One  to define everything from Particle Generators to Things, in an easy to edit plain text format.

Files in this format are conventionally given the .DED file name extension.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.0-beta6?rev=1490252873&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T07:07:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta6</title>
        <link>https://manual.dengine.net/version/1.9.0-beta6?rev=1490252873&amp;do=diff</link>
        <description>1.9.0-beta5.1Versions1.9.0-beta6.1
Version 1.9.0-beta6



These are the release notes for version 1.9.0-beta6 of the doomsday_engine. Beta 6 represents almost two years' worth of work toward the 1.9 series. A lot has changed under the hood, and there are quite a few visible changes as well. However, our work is still ongoing, so this release unfortunately has some</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/start?rev=1574008658&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-17T16:37:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:start</title>
        <link>https://manual.dengine.net/modding/start?rev=1574008658&amp;do=diff</link>
        <description>Modding

This is the Doomsday Modding Guide.

Table of contents

	*  Doomsday 1 resources
	*  Doomsday 2 file system
		*  Packages
		*  Assets

	*  DED reference (Doomsday Engine Definitions)
	*  XG reference (generalized line/sector types)
	*  Scripting</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.10?rev=1490250794&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:33:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.10</title>
        <link>https://manual.dengine.net/version/1.9.10?rev=1490250794&amp;do=diff</link>
        <description>1.9.9Versions1.9.10-1
Version 1.9.10



Overview

In version 1.9.10 we are taking concrete steps forward in pursuit of several long-term objectives. A guiding principle has been to bring a new level of clarity into the internal structure of the engine while also preparing the next-generation incarnations of key subsystems: file system, resource management, and scripting. This means, though, that the number of visible changes is still significantly smaller than the number of internal changes. We …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.9.7?rev=1490251549&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:45:49+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:detailed_list_of_changes_in_doomsday_version_1.9.7</title>
        <link>https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.9.7?rev=1490251549&amp;do=diff</link>
        <description>This article lists the important changes in 1.9.7.

Fixes during Candidate phase

	*   [367] regression: blank screen on client
	*   player thing angle not updating in automap
	*   [367] regression: missing/hidden automap [scale initialization issue]
	*   Hexen: pottery explode sound gets a channel but doesn't play [sf_dontstop]</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/quick_guide_to_amethyst?rev=1447588610&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-11-15T11:56:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:quick_guide_to_amethyst</title>
        <link>https://manual.dengine.net/devel/quick_guide_to_amethyst?rev=1447588610&amp;do=diff</link>
        <description>Introduction

Amethyst is a macro-based text document processor that allows you to write documents using a simple, generic syntax and convert them to plain text, HTML, rich text, Unix manual page, or Mediawiki source format. It has been implemented as a Unix-style command line tool.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/sidebar?rev=1581051968&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-02-07T05:06:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sidebar</title>
        <link>https://manual.dengine.net/sidebar?rev=1581051968&amp;do=diff</link>
        <description>Doomsday Manual

User Guide

	*  Introduction
	*  Getting started
	*  Game library
	*  Mods
	*  Task bar and console
	*  Configuration
	*  Renderer settings
	*  Multiplayer
		*  Running a server
		*  Shell

	*  Troubleshooting
	*  Index

Quick Reference

	*  Readme
	*  Version history

Modding

	*  Introduction
	*  Resources (v1)
	*  File system
		*  Packages
		*  Assets

	*  DED reference
	*  XG reference
	*  Scripting

Development

	*  Getting started
	*  Compiling
	*  Contributing</description>
    </item>
    <item rdf:about="https://manual.dengine.net/script/walkthrough/basic_expressions?rev=1574227808&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-20T05:30:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:walkthrough:basic_expressions</title>
        <link>https://manual.dengine.net/script/walkthrough/basic_expressions?rev=1574227808&amp;do=diff</link>
        <description>Reference guide startOperator expressions
Basic expressions

Numbers and strings

All numbers are internally stored as 64-bit floats.
$ print 5, 5.5, -3.141592657
5 5.5 -3.14159
Hexadecimal numbers use the “0x” prefix.
$ print 0x100, 0X123
256 291
Underscores can be inserted in numbers at any points. This is only to improve readability for humans; the parser ignores them.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.11?rev=1490213608&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-22T20:13:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.11</title>
        <link>https://manual.dengine.net/version/1.11?rev=1490213608&amp;do=diff</link>
        <description>1.10.4Versions1.11.1
Version 1.11



Overview


The last couple of years have been mostly about revitalizing the internal parts of Doomsday. While this work is still ongoing, we have now reached a point where we are able to make changes also in the user-facing parts. The highlight of this release is the introduction of a completely new, OpenGL 2 based UI framework that is used for replacing the old in-game console and for providing an easier way to select a game to play in</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.14?rev=1490268267&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T11:24:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:detailed_list_of_changes_in_doomsday_version_1.14</title>
        <link>https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.14?rev=1490268267&amp;do=diff</link>
        <description>This article lists the important changes in 1.14.

Fixed bugs

UI

	*   Ugly layout updates when opening popups. Caused by their contents becoming available for GL drawing at different times during the opening animation, resulting in repeated resizing of the popup.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.0-beta6.3?rev=1490252340&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:59:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta6.3</title>
        <link>https://manual.dengine.net/version/1.9.0-beta6.3?rev=1490252340&amp;do=diff</link>
        <description>1.9.0-beta6.2Versions1.9.0-beta6.4
Version 1.9.0-beta6.3

Third patch release for Beta 6.



Upgrading

If you are upgrading an existing installation of Doomsday, note the following:

	*   There have been changes to the game controls and some default bindings have changed also. We recommend resetting your old bindings with the following console command:</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.0-beta_x?rev=1489395122&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T08:52:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta_x</title>
        <link>https://manual.dengine.net/version/1.9.0-beta_x?rev=1489395122&amp;do=diff</link>
        <description>&lt;noinclude&gt;


[Doomsday|1.9.0-beta7|1.9.0-betaX|2.0.0]
&lt;/noinclude&gt;

About the 1.9 betas

The goal of the 1.9.0-betaX series is to complete the transformation to the 2.0 architecture.

Over time, subsystems will be migrated from libdeng to libdeng2 and revised accordingly, ultimately converting libdeng into a C wrapper</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/persist.pack?rev=1490337390&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-24T06:36:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:persist.pack</title>
        <link>https://manual.dengine.net/guide/persist.pack?rev=1490337390&amp;do=diff</link>
        <description>persist.pack

persist.pack is the name of the special resource package where Doomsday 2 keeps all persistent application data. The package is stored in the user's runtime folder.

The package uses the standard Doomsday resource package format (ZIP/PK3 with Info metadata).</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.10?rev=1489436224&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T20:17:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:detailed_list_of_changes_in_doomsday_version_1.10</title>
        <link>https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.10?rev=1489436224&amp;do=diff</link>
        <description>This article lists the important changes in doomsday_version_1.10.

Fixed bugs

Gameplay

	*   Savegame: Interpretation error deserializing material archive version #0.
	*   Savegame: Interpretation error deserializing invalid material references.
	*   XG: Broken material change line types which specify the material in their definition.</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/script/record?rev=1574672015&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-25T08:53:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:record</title>
        <link>https://manual.dengine.net/script/record?rev=1574672015&amp;do=diff</link>
        <description>Record

Records are simple data structures in Doomsday Script that contain a set of unordered, named variables and subrecords. Records can be nested inside other records up to arbitrary depth.

Records are fully serializable (which the exception that RefValues are dereferenced when serialized, as they can point to any variable in the application).</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>
    <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/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/modding/dd_defns?rev=1540021621&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-20T07:47:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:dd_defns</title>
        <link>https://manual.dengine.net/modding/dd_defns?rev=1540021621&amp;do=diff</link>
        <description>DD_DEFNS lump

DD_DEFNS is a special lump recognised only by Doomsday. This lump can be used to include DED and reference_guide data within your wad to make distribution easier.

After all DED files (physical and virtual) have been processed, the engine will check through all the loaded WAD files for lumps named DD_DEFNS. All the lumps with that name are processed just as if they were DED files, i.e. they should contain a DED file in plain text format. The DD_DEFNS lumps are applied in the order…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/console?rev=1544960613&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-16T11:43:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:console</title>
        <link>https://manual.dengine.net/guide/console?rev=1544960613&amp;do=diff</link>
        <description>Console

Doomsday has an interactive text-based command console that is available in all games running on the engine. The console can be used to change configuration settings and issue commands.

This page presents an outline of the basic functionality of the console and  introduces some of the most useful features.</description>
    </item>
</rdf:RDF>
