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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>
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    <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>
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        <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>
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        <dc:format>text/html</dc:format>
        <dc:date>2019-12-07T09:19:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.2:man:doomsday</title>
        <link>https://manual.dengine.net/guide/2.2/man/doomsday?rev=1575710397&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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    <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>
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        <dc:format>text/html</dc:format>
        <dc:date>2019-12-02T01:11:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <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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    <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/2.2/readme_macos?rev=1575710397&amp;do=diff">
        <dc:format>text/html</dc:format>
        <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>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.3/man/doomsday?rev=1575249060&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-02T01:11:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.3:man:doomsday</title>
        <link>https://manual.dengine.net/guide/2.3/man/doomsday?rev=1575249060&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/2.1/man/doomsday?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: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>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.1/readme_macos?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_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>
    </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>
    <item rdf:about="https://manual.dengine.net/guide/2.0/readme_macos?rev=1490353065&amp;do=diff">
        <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>
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    <item rdf:about="https://manual.dengine.net/guide/2.0/man/doomsday?rev=1490353067&amp;do=diff">
        <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/2.0/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/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/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/assets/model?rev=1582446796&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-02-23T08:33:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>assets:model</title>
        <link>https://manual.dengine.net/assets/model?rev=1582446796&amp;do=diff</link>
        <description>3D model assets

This page is about 3D model assets that can be rendered in the game world using the GL2 model renderer. The article applies to version 2.2. 

Doomsday 1.x supports only MD2/DMD models.

Models representing things (model.thing.*)

Example:
asset model.thing.possessed {
  path = &quot;possessed.md5mesh&quot;
}</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/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/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/version/1.15?rev=1490212360&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-22T19:52:40+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.15</title>
        <link>https://manual.dengine.net/version/1.15?rev=1490212360&amp;do=diff</link>
        <description>1.14.5Versions1.15.1
Version 1.15



Highlights


Custom episodes. Episode definitions specify the structure of game episodes (including hubs) enabling entirely new episodes and modifying the originals.

MAPINFO support. Hexen MAPINFO definitions are now supported in Doom and Heretic, as well as Hexen. Note that presently only the Hexen dialect of MAPINFO is supported (ZDoom uses it's own MAPINFO dialect).</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.15?rev=1490079544&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-21T06:59:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:detailed_list_of_changes_in_doomsday_version_1.15</title>
        <link>https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.15?rev=1490079544&amp;do=diff</link>
        <description>This article lists the important changes in doomsday_version_1.15.

Fixed bugs

[


===== {{tag|UI]



	*   Map briefings should be disabled when autostarting a game session from command line.
	*   Alert displayed unnecessarily on first launch because game.cfg was not found. This file is only created when quitting the game for the first time.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.11?rev=1489436228&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T20:17:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:detailed_list_of_changes_in_doomsday_version_1.11</title>
        <link>https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.11?rev=1489436228&amp;do=diff</link>
        <description>This article lists the important changes in doomsday_version_1.11.

Fixed bugs

	*   Failure to detect the current build due to a compiler misconfiguration (in libdeng2).
	*   Updater: Printing last checked time when never actually checked.
	*   World axes transposed for the “</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/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/detailed_list_of_changes_in_doomsday_version_1.9.9?rev=1490251051&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:37:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:detailed_list_of_changes_in_doomsday_version_1.9.9</title>
        <link>https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.9.9?rev=1490251051&amp;do=diff</link>
        <description>This article lists the important changes in 1.9.9.

Fixed bugs

	*   Fatal error during startup with novideo.
	*   Parsing of spaces in command line arguments (they are now processed with libdeng2). 
	*   Crash after unloading a plugin (related to libdeng2 log entries).
	*   Correctly handle error situations (exceptions) occuring in worker threads.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.12?rev=1489407512&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T12:18:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:detailed_list_of_changes_in_doomsday_version_1.12</title>
        <link>https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.12?rev=1489407512&amp;do=diff</link>
        <description>This article lists the important changes in doomsday_version_1.12.

Fixed bugs

[


===== Resources =====


  *  Fatal error playing **Icarus: Alien Vanguard** MAP16, due to an oversight in the line-of-sight algorithm when dealing with maps with overlapped lines.
  *  Fatal error playing **Astrostein** when firing the &quot;BFG&quot;, due to misinterpretation of truncated Patch format images.
  *  Fatal error playing **Eternal Doom** MAP10, due to mishandling of overlapped sectors in the BSP builder.
  * …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.0-beta6.9?rev=1490251714&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:48:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta6.9</title>
        <link>https://manual.dengine.net/version/1.9.0-beta6.9?rev=1490251714&amp;do=diff</link>
        <description>1.9.0-beta6.8Versions1.9.7
Version 1.9.0-beta6.9

9th patch release for Beta 6.



Known issues

	*   Multiplayer games are not fully operational. The stable version 1.8.6 is recommended for multiplayer games at this time.
	*   Demo recording/playback is not functional. Demo support will return in a future release.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/hexen_mapinfo?rev=1489731344&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-17T06:15:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:hexen_mapinfo</title>
        <link>https://manual.dengine.net/modding/hexen_mapinfo?rev=1489731344&amp;do=diff</link>
        <description>Hexen MAPINFO data lump

MAPINFO is a WAD data lump that contains text-format metadata for one or more maps.

Dialects

Since its introduction in Hexen, the MAPINFO definition language has seen many extensions and expanded syntaxes in other Doom source ports. These extensions have resulted in a set of somewhat conflicting</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.13?rev=1489436232&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T20:17:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:detailed_list_of_changes_in_doomsday_version_1.13</title>
        <link>https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.13?rev=1489436232&amp;do=diff</link>
        <description>This article lists the important changes in doomsday_version_1.13.

Fixed bugs

[


===== {{tag|Updater]



	*   Downloading files from SourceForge.

{{tag|UI}}

	*   A dialog will not flash its borders when pressing Shift (for instance when entering text).
	*   Partially transparent toggles still show their on/off state in a clear way.</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/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/version/1.9.0-beta6.8?rev=1490251960&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:52:40+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta6.8</title>
        <link>https://manual.dengine.net/version/1.9.0-beta6.8?rev=1490251960&amp;do=diff</link>
        <description>1.9.0-beta6.7Versions1.9.0-beta6.9
Version 1.9.0-beta6.8

8th patch release for Beta 6.



The 10th Anniversary

This release, 1.9.0-beta6.8, is the special 10th anniversary release. We've focused particularly on fixing all sorts of gameplay related glitches with the aim of improving the overall experience.</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/modding/addon_bundle?rev=1490041063&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T20:17:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:addon_bundle</title>
        <link>https://manual.dengine.net/modding/addon_bundle?rev=1490041063&amp;do=diff</link>
        <description>Add-on bundle

An addon bundle is a format first introduced by Snowberry. As a regular folder, such bundles are designed to be easy to produce, requiring no specialist tools (only a text editor, for writing Info metadata).

Anatomy

The high-level structure of an .addon</description>
    </item>
    <item rdf:about="https://manual.dengine.net/fs/pk3?rev=1578653710&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-01-10T10:55:10+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>fs:pk3</title>
        <link>https://manual.dengine.net/fs/pk3?rev=1578653710&amp;do=diff</link>
        <description>PK3 format

This article provides an overview of the usage of PK3s with Doomsday.
PK3 is the recommended container format to use when creating addons for Doomsday that contain a lot of resources (hires textures, MP3's, models, etc.).

Overview

PK3 or PAK3 is the format used by</description>
    </item>
    <item rdf:about="https://manual.dengine.net/multiplayer/running_a_server?rev=1544962407&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-16T12:13:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>multiplayer:running_a_server</title>
        <link>https://manual.dengine.net/multiplayer/running_a_server?rev=1544962407&amp;do=diff</link>
        <description>MultiplayerShell 
Running a multiplayer server

A multiplayer server is an instance of doomsday-server running as a background process.

This page focuses on starting and running a server via the command line. For a GUI approach, see Running a server using the Shell.

How to set up a server

Requirements

	*   Both client and server should have the same WAD file. For instance: the identification number for</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.0-beta6.4?rev=1490252245&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:57:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta6.4</title>
        <link>https://manual.dengine.net/version/1.9.0-beta6.4?rev=1490252245&amp;do=diff</link>
        <description>1.9.0-beta6.3Versions1.9.0-beta6.5
Version 1.9.0-beta6.4

4th patch release for Beta 6.



Fixes

Engine

	*   SIGSEGV when attempting to draw surface reflections if the textures for which had not been located. 
	*   Resource locator unable to find the shinemaps and associated masks when using the mod</description>
    </item>
    <item rdf:about="https://manual.dengine.net/script/module/audio?rev=1605198304&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-11-12T16:25:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:module:audio</title>
        <link>https://manual.dengine.net/script/module/audio?rev=1605198304&amp;do=diff</link>
        <description>Audio (Module)

Module for the audio subsystem.

Functions

 (
 ,
  )

Start playing a local sound without any particular emitter object. sound must be a valid ID of a Sound definition. volume is the volume of the sound in the range 0...1.

This is useful for example for UI/HUD sound effects. Use</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.0-beta5?rev=1490253032&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T07:10:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta5</title>
        <link>https://manual.dengine.net/version/1.9.0-beta5?rev=1490253032&amp;do=diff</link>
        <description>1.9.0-beta1...4Versions1.9.0-beta5.1
Version 1.9.0-beta5



1.9.0-beta5 has a dual focus. One priority is to fix longstanding multiplayer and networking bugs. The other priority is to refactor the engine and its public API to be more clearly separated from the games, and to allow future development of the engine without breaking</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/modding/tex_c?rev=1355847909&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-12-18T16:25:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:tex_c</title>
        <link>https://manual.dengine.net/modding/tex_c?rev=1355847909&amp;do=diff</link>
        <description>TexC (Doomsday Texture Compiler) is a tool written by  in 2002.

What is TexC?

TexC, or the Doomsday Texture Compiler, is a program that can generate
the pnames, texture1 and texture2 data from a texture definition
source file. Texture sources (TX files) define a number of textures in
the DOOM engine format, which means each texture is composed of one or
more patches. TexC is also capable of reading existing texture data
from a WAD file and producing a TX file out of it.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/fs/addon_box?rev=1578653798&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-01-10T10:56:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>fs:addon_box</title>
        <link>https://manual.dengine.net/fs/addon_box?rev=1578653798&amp;do=diff</link>
        <description>Box (add-on format)

Sometimes it is necessary to combine multiple addons into a single 'mod' package for distribution. A mod consisting of multiple  (perhaps by different authors) can be packaged together into a single folder.

The .box format was initially created for the Snowberry launcher app. Recent versions of Doomsday support it, too.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/assets/shader?rev=1503766736&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-08-26T16:58:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>assets:shader</title>
        <link>https://manual.dengine.net/assets/shader?rev=1503766736&amp;do=diff</link>
        <description>Shader

This article is about shader programs. Shaders are defined in ScriptedInfo files named shaders.dei.

Variables

Declaring a variable

Shader variables are uniforms, i.e, constants that can be changed at runtime without recompiling the shader.

Variables must be declared separately from their declaration in the shader source code. This lets Doomsday know which uniforms are intended to be externally modifiable. Also, Doomsday can initialize the variables to a specified initial values — use…</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/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/1.11?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/games/jdoom_version_1_15_0-beta1_.4?rev=1185676665&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2007-07-29T02:37:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>games:jdoom_version_1_15_0-beta1_.4</title>
        <link>https://manual.dengine.net/games/jdoom_version_1_15_0-beta1_.4?rev=1185676665&amp;do=diff</link>
        <description>&lt;noinclude&gt;
[jDoom|1.14.6|1.15.0-beta1...4|1.15.0-beta5]
[jDoom|1.15.0-beta4|May 28, 2006|new, fix|1.15.0-beta4.0|420613|420590|420589]

&lt;/noinclude&gt;

Fixes

	*   Automatic weapon switching now works in co-op games.
	*   voodoo_doll spawning bug exhibited on maps such as caesar.wad.
	*   Boss Brain doesn't die by rockets as easily: Splash damage is now considered to be infinetly tall when testing</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/player_controls?rev=1574008149&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-17T16:29:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:player_controls</title>
        <link>https://manual.dengine.net/devel/player_controls?rev=1574008149&amp;do=diff</link>
        <description>Player controls

This article describes the system of how input events are used for controlling players, and how this works in the client/server architecture that Doomsday is using.

Motivation

Why are player controls being reworked?

	*   Engine-side control management. Games just have to query the control state.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.7?rev=1490251562&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:46:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.7</title>
        <link>https://manual.dengine.net/version/1.9.7?rev=1490251562&amp;do=diff</link>
        <description>1.9.0-beta6.9Versions1.9.7-1
Version 1.9.7

The first stable release of the 1.9 series.



Overview

This release is an important milestone in the project's history. We have made great improvements to our development practices and project infrastructure, allowing us to provide weekly unstable builds and more frequent stable releases.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/script/module/world?rev=1627793753&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-08-01T04:55:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:module:world</title>
        <link>https://manual.dengine.net/script/module/world?rev=1627793753&amp;do=diff</link>
        <description>World (Module)

Native module that provides bindings to objects in the game world.

Functions

 (  )

Searches the map for all things of type thingId and returns an array of  references.

 (
 ,
 ,
  = None,
  = 0
 )

Spawns a new thing at the specified coordinates</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.9.8?rev=1490251363&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:42:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:detailed_list_of_changes_in_doomsday_version_1.9.8</title>
        <link>https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.9.8?rev=1490251363&amp;do=diff</link>
        <description>This article lists the important changes in 1.9.8.

Fixed bugs

Audio

	*   Hexen: Environment Wind sounds (e.g. Map01). There was a sound prioritization issue at map start.
	*   Priorities defined in Sound definitions are used to determine when a sound can stop a previously playing sound from the same emitter (e.g., Cyberdemon and Mastermind alert sound is not cut off by their footsteps).</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.0-beta6.6?rev=1490252121&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:55:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta6.6</title>
        <link>https://manual.dengine.net/version/1.9.0-beta6.6?rev=1490252121&amp;do=diff</link>
        <description>1.9.0-beta6.5Versions1.9.0-beta6.7
Version 1.9.0-beta6.6

6th patch release for Beta 6.



Fixes

Engine

	*   Faulty handling of -file, -iwad, -def, and -defs. It was attempting to load all of the command line arguments as files/definitions. (One symptom was &lt;http://sourceforge.net/tracker/?func=detail&amp;aid=2830442&amp;group_id=74815&amp;atid=542099&gt;)
	*   “Mus_Start: Couldn't open dd-buffered-song for writing</description>
    </item>
    <item rdf:about="https://manual.dengine.net/wiki/syntax?rev=1678033918&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2023-03-05T16:31:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>wiki:syntax</title>
        <link>https://manual.dengine.net/wiki/syntax?rev=1678033918&amp;do=diff</link>
        <description>Formatting Syntax

DokuWiki supports some simple markup language, which tries to make the datafiles to be as readable as possible. This page contains all possible syntax you may use when editing the pages. Simply have a look at the source of this page by pressing</description>
    </item>
    <item rdf:about="https://manual.dengine.net/snowberry/introduction_to_snowberry?rev=1181410467&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2007-06-09T17:34:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>snowberry:introduction_to_snowberry</title>
        <link>https://manual.dengine.net/snowberry/introduction_to_snowberry?rev=1181410467&amp;do=diff</link>
        <description>This article gives you an overview of the snowberry user interface and its basic functionality, introducing the launcher to new users.

When you installed doomsday, the installer added a Snowberry icon to your desktop. Double-clicking this icon will start Snowberry.

The first time you run Snowberry, a</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/assets/scripting_with_stateanimator?rev=1574020324&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-17T19:52:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>assets:scripting_with_stateanimator</title>
        <link>https://manual.dengine.net/assets/scripting_with_stateanimator?rev=1574020324&amp;do=diff</link>
        <description>Scripting with StateAnimator

This page describes how 3D model assets can be manipulated via Doomsday Script.

Introduction

The objects involved in 3D model rendering are:

	*  A map object. Any mobj in the map can be represented by a 3D model.
	*  3D model asset.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/md2tool?rev=1355858855&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-12-18T19:27:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:md2tool</title>
        <link>https://manual.dengine.net/modding/md2tool?rev=1355858855&amp;do=diff</link>
        <description>md2tool is a command line utility for processing md2 and dmd model files.


### md2tool v1.2.0 by Jaakko Keränen &lt;jaakko.keranen@iki.fi&gt; ###

Usage: md2tool [-flip] [-renorm] [-dsk] [-s &lt;skinfile&gt;]
       [-skin &lt;num&gt; &lt;skinfile&gt;] [-del &lt;num&gt;]
       [-delframes to|from|&lt;num&gt; &lt;num&gt;] [-delskin &lt;num&gt;]
       [-skinsize &lt;width&gt; &lt;height&gt;] [-gl] [-info] [-create &lt;framelistfile&gt;]
       [-md2] [-dmd] [-savelod &lt;num&gt;] [-lod] [-ef &lt;num&gt;] [-op &lt;num&gt;] [-tcmap]
       [-mg] [-fn &lt;filename&gt;] [-weld] [-weldtc…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/script/module/defs?rev=1607282718&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-12-06T19:25:18+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:module:defs</title>
        <link>https://manual.dengine.net/script/module/defs?rev=1607282718&amp;do=diff</link>
        <description>Defs (Module)

The Defs module provides access to the definitions read from DED files.


$ dir(Defs)
⇒ [ SDN_ACTIVE, SDN_ATTACK, SDN_DEATH, SDN_PAIN, SDN_SEE, SN_CRASH,   SN_DEATH, SN_MELEE, SN_MISSILE, SN_PAIN, SN_RAISE, SN_SEE, SN_SPAWN, SN_XDEATH, decorations, episodes, finales, flags, mapInfos, materials, models, musics, skies, states, things ]</description>
    </item>
    <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/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/version/2.0?rev=1491044789&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-04-01T11:06:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:2.0</title>
        <link>https://manual.dengine.net/version/2.0?rev=1491044789&amp;do=diff</link>
        <description>1.15.8Versions2.0.1
Version 2.0

The first stable release in the 2.x series.



Highlights

 Home Screen replaces the front-end app.
The Python-based Snowberry launcher application was created in 2005 and has been used for starting Doomsday ever since. In version 2.0, the launcher is no longer needed because Doomsday's</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.14?rev=1490211675&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-22T19:41:15+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.14</title>
        <link>https://manual.dengine.net/version/1.14?rev=1490211675&amp;do=diff</link>
        <description>1.13.2Versions1.14.1
Version 1.14

Version 1.14 focuses on UI improvements and adds bloom as a new rendering effect. Under the hood we've also been busy with new savegame related functionality.



Highlights

Bloom

New post-processing effect for “bloom”, enhancing the overall lighting fidelity by applying an additional glow to bright areas of the frame. The bloom effect is enabled in the</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.8?rev=1490251366&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:42:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.8</title>
        <link>https://manual.dengine.net/version/1.9.8?rev=1490251366&amp;do=diff</link>
        <description>1.9.7-1Versions1.9.8-1
Version 1.9.8

The second stable release of the 1.9 series.



Overview

In 1.9.8 we have refactored some of the core components of the engine. We are no longer relying on the rather limited SDL framework for operating system services. Instead, we are now using</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/troubleshooting?rev=1612078376&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-01-31T07:32:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:troubleshooting</title>
        <link>https://manual.dengine.net/guide/troubleshooting?rev=1612078376&amp;do=diff</link>
        <description>MultiplayerUser Guide Index
Troubleshooting

Quick links:

	*  Tech support forum
	*  How to report bugs / technical issues

Doomsday.out log file

When you encounter a bug or something seems to be malfunctioning, your first place to check for more information is the Doomsday log file called doomsday.out. It may contain errors or diagnostic messages that help understand what is going on.</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/multiplayer/shell_help_2.0?rev=1543758316&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-02T13:45:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>multiplayer:shell_help_2.0</title>
        <link>https://manual.dengine.net/multiplayer/shell_help_2.0?rev=1543758316&amp;do=diff</link>
        <description>Shell Help (2.0)

Doomsday Shell is a tool that helps you to run your own Doomsday servers and monitor the status of Doomsday servers running on remote computers over the internet.

This article is for 2.0. An earlier version for 1.14–1.15 is also available.

Getting started</description>
    </item>
    <item rdf:about="https://manual.dengine.net/multiplayer/shell_help?rev=1544897806&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-15T18:16:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>multiplayer:shell_help</title>
        <link>https://manual.dengine.net/multiplayer/shell_help?rev=1544897806&amp;do=diff</link>
        <description>Running a serverMultiplayer
 

Shell

Doomsday Shell is a tool that helps you to run your own Doomsday servers and monitor the status of Doomsday servers running on remote computers over the internet.

This article is for 2.1. Earlier versions for 2.0 and 1.14–1.15 are available.

Getting started</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/bindings_1.8.6_and_1.9_betas?rev=1355910021&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-12-19T09:40:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:bindings_1.8.6_and_1.9_betas</title>
        <link>https://manual.dengine.net/guide/bindings_1.8.6_and_1.9_betas?rev=1355910021&amp;do=diff</link>
        <description>[Obsolete|See [[bindings]] for the current behavior.]

doomsday uses the concept of event bindings to allow player input controls to be configured freely, to the user's control preferences. The same scheme is used whether you are using keyboard, mouse, joystick or any other (or combination) of input devices.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/roadmap?rev=1544633036&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-12T16:43:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:roadmap</title>
        <link>https://manual.dengine.net/devel/roadmap?rev=1544633036&amp;do=diff</link>
        <description>Project roadmap

See: Project roadmap

Conventions

Doomsday's release cycle is designed around stable releases at fixed dates and a balance between feature work, productization, and bug fixing. This is intended to result in high-quality code and a decreasing known bug count in the long term.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/xg/line_type?rev=1540021886&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-20T07:51:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>xg:line_type</title>
        <link>https://manual.dengine.net/xg/line_type?rev=1540021886&amp;do=diff</link>
        <description>Line Type (XG, DED)

A Line Type defines the behavior of a map line, i.e., a wall in the map. 

Line behaviors are implemented by various XG classes that define what the line does. The class's behavior is carried out when the line is activated, deactivated (or both) or when some other triggering condition occurs. Some examples of line classes include</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/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/devel/file_system?rev=1490040534&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T20:08:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:file_system</title>
        <link>https://manual.dengine.net/devel/file_system?rev=1490040534&amp;do=diff</link>
        <description>Internal file system

The de::FS class is the main interface to the Doomsday 2 internal file system. It maintains a tree of files and folders. It provides a way to quickly and efficiently locate files anywhere in the tree. It also contains semantic information about the structure and content of the tree, allowing others to know how to treat the files and folders.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/assets?rev=1574748510&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-26T06:08:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>assets</title>
        <link>https://manual.dengine.net/assets?rev=1574748510&amp;do=diff</link>
        <description>Assets

Doomsday 2 manages resources as assets. In practice, an asset is comprised of Doomsday Script and a set of associated files inside a package.

Before you start working with assets, you should have a good understanding of how packages work in Doomsday 2.

Assets by type
 Identifier</description>
    </item>
    <item rdf:about="https://manual.dengine.net/multiplayer/shell_help_1.14-1.15.8?rev=1489407582&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T12:19:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>multiplayer:shell_help_1.14-1.15.8</title>
        <link>https://manual.dengine.net/multiplayer/shell_help_1.14-1.15.8?rev=1489407582&amp;do=diff</link>
        <description>doomsday_shell is a tool that allows you to run your own Doomsday servers and monitor the status of Doomsday servers running on remote computers over the internet.

This article is for 1.14.



Getting started

In the past, hosting a multiplayer game has required one to run Doomsday in a special</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>
</rdf:RDF>
