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        <dc:date>2019-12-31T13:30:46+00:00</dc:date>
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        <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: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>2019-12-02T01:11:00+00:00</dc:date>
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        <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>
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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: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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        <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:date>2019-12-02T01:11:00+00:00</dc:date>
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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:2.2: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>
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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: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/2.1/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_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/2.1/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/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/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/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_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>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/fluid_synth_plugin?rev=1447606751&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-11-15T16:59:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:fluid_synth_plugin</title>
        <link>https://manual.dengine.net/devel/fluid_synth_plugin?rev=1447606751&amp;do=diff</link>
        <description>Portable software MIDI output with SF2 soundfonts using the open source FluidSynth.

The FluidSynth audio plugin implements a Doomsday Music interface that synthesizes MIDI music into a raw PCM samples using libfluidsynth. However, because the PCM data's length is not known beforehand, it needs to be played in streaming mode.</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/version/2.1?rev=1550400057&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-02-17T10:40:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:2.1</title>
        <link>https://manual.dengine.net/version/2.1?rev=1550400057&amp;do=diff</link>
        <description>2.0.3Versions2.1.1
Version 2.1

Doomsday 2.1 contains several improvements for an all-around nicer experience.

	*  Graphics optimizations: While games still use the classic renderer like in 2.0, all graphics are now drawn using OpenGL 3.3. This enables optimizations for more efficient rendering of the player view, menus, text, and the Doomsday UI.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/music?rev=1489646686&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T06:44:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:music</title>
        <link>https://manual.dengine.net/ded/music?rev=1489646686&amp;do=diff</link>
        <description>Music (DED)

Syntax

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

The ID of the song. Used to call the song in game (i.e. the console command “playmusic “ID here””). There is no limit on length, spaces etc.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/running_doomsday_in_unix?rev=1490298846&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T19:54:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:running_doomsday_in_unix</title>
        <link>https://manual.dengine.net/guide/running_doomsday_in_unix?rev=1490298846&amp;do=diff</link>
        <description>Running Doomsday 1.x in Unix

This article contains tips about running doomsday in a Unix-like environment.

Loading addons

If you prefer to launch the game from the command_line or using a
custom shell script, there are two ways you can load pk3s and wads:

	*   Use the special automatic resource directories. You have two options: the user-specific</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/automatic_file_mapping_in_pk3?rev=1490041291&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T20:21:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:automatic_file_mapping_in_pk3</title>
        <link>https://manual.dengine.net/modding/automatic_file_mapping_in_pk3?rev=1490041291&amp;do=diff</link>
        <description>Automatic file mapping in PK3

Doomsday's pk3 reader supports several “shortcuts” that can be used to simplify the virtual directory stucture within a PK3. These automatic mappings allow for easy use of Doomsday's folder structure when making addons.

Automatic relocation by resource class</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/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-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/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/ded/infine_script_reference?rev=1490166419&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-22T07:06:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:infine_script_reference</title>
        <link>https://manual.dengine.net/ded/infine_script_reference?rev=1490166419&amp;do=diff</link>
        <description>InFine script reference

InFine

is a very simple scripting language used to describe the animations that are played as interludes and finales. The scripts are written in InFine definitions. It can also be used to define introductory animations (InFine scripts can be played before or after any map); briefings and debriefings if you will.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/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/version/1.9.0-beta6.2?rev=1490252396&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:59:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta6.2</title>
        <link>https://manual.dengine.net/version/1.9.0-beta6.2?rev=1490252396&amp;do=diff</link>
        <description>1.9.0-beta6.1Versions1.9.0-beta6.3
Versions 1.9.0-beta6.2

Second 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/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/guide/mods?rev=1577385288&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-26T18:34:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:mods</title>
        <link>https://manual.dengine.net/guide/mods?rev=1577385288&amp;do=diff</link>
        <description>Game libraryUser Guide Task bar and console
Mods

Like many other games, DOOM-based games support mods. Originally they came in the form of WAD files that contained additional or alternative levels, graphics, sounds, and music. Over time, source ports have added support for various other kinds of mods.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/source_prefixes?rev=1153585067&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2006-07-22T16:17:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:source_prefixes</title>
        <link>https://manual.dengine.net/devel/source_prefixes?rev=1153585067&amp;do=diff</link>
        <description>This article lists the name prefixes used in the doomsday source code.
The most abstract class in each category is marked with an asterisk (*).

Base-level
 Prefix Meaning  CP Control Panel  DD (*) Base-level/general (Doom to the 2nd power)  DED ded file handling</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/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/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/version/1.10.1?rev=1490241706&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T04:01:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.10.1</title>
        <link>https://manual.dengine.net/version/1.10.1?rev=1490241706&amp;do=diff</link>
        <description>1.10Versions1.10.2
Version 1.10.1

Patch release for 1.10 that fixes some incorrect behavior.



Fixes

	*   Map Renderer: Fog was not drawn for the sky at all
	*   Disabling weapon psprite lowering with Values was not correctly applied when using sprites
	*   Updater: If never checked for updates, don't print an invalid time in</description>
    </item>
    <item rdf:about="https://manual.dengine.net/xg/line_type_class?rev=1489738731&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-17T08:18:51+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>xg:line_type_class</title>
        <link>https://manual.dengine.net/xg/line_type_class?rev=1489738731&amp;do=diff</link>
        <description>Line type class (XG)

The class of an XG line type defines its function. Each type belongs to a single class and thus performs only one function, like initiating a plane move or changing the type of a sector. The Class property of the Line Type definition selects the class to use. class index</description>
    </item>
    <item rdf:about="https://manual.dengine.net/doomsday_engine?rev=1490467869&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-25T18:51:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>doomsday_engine</title>
        <link>https://manual.dengine.net/doomsday_engine?rev=1490467869&amp;do=diff</link>
        <description>About Doomsday

The Doomsday Engine is an enhanced Doom source port for the Windows, macOS, and Linux platforms. It is based on the source code of id_software's doom and raven_software's heretic and hexen. The Doomsday Engine and the associated ports of Doom, Heretic and Hexen have been under development since 1999. The first versions were released in late 1999 and early 2000. Most of the development work has been done by Jaakko Keränen (skyjake).</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.0-beta5.1?rev=1490252952&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T07:09:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta5.1</title>
        <link>https://manual.dengine.net/version/1.9.0-beta5.1?rev=1490252952&amp;do=diff</link>
        <description>1.9.0-beta5Versions1.9.0-beta6
Version 1.9.0-beta5.1

Patch release for Beta 5 (critical fixes only).



Fixes

Renderer

	*   Segmentation Violation caused by indexing past the end of a subsector plane's light links array when dynamic lights were disabled.

Audio

	*   The Mus and Ext interfaces can be loaded seperately out of a ds plugin.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/map_info?rev=1489732631&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-17T06:37:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:map_info</title>
        <link>https://manual.dengine.net/ded/map_info?rev=1489732631&amp;do=diff</link>
        <description>Map Info (DED)

A Map Info definition specifies the properties of a map.

Core concepts

Map Info is a mechanism for defining the metadata and properties of a playable map. During the map authoring process, a map is given an identifier. This identifier is used to associate a Map Info definition with the map, thereby separating the metadata from the map data itself (geometry, spawn-spot information, etc</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/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/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>
</rdf:RDF>
