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        <title>Doomsday Manual</title>
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        <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>2019-12-07T09:19:56+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>
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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: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>
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    <item rdf:about="https://manual.dengine.net/modding/overview_of_resources_doomsday_1.x?rev=1577799046&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-31T13:30:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:overview_of_resources_doomsday_1.x</title>
        <link>https://manual.dengine.net/modding/overview_of_resources_doomsday_1.x?rev=1577799046&amp;do=diff</link>
        <description>Resources (version 1)

This page summarizes the usage of resources in Doomsday version 1. Most of this still applies equally well to Doomsday 2, but the introduction of packages in version 2 means the high-level management of resources is different.

Resource files and containers</description>
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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>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.3/readme_macos?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: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>
    </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/2.1/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/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/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/ded/sound?rev=1606452110&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-11-27T04:41:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:sound</title>
        <link>https://manual.dengine.net/ded/sound?rev=1606452110&amp;do=diff</link>
        <description>Sound (DED)

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

Core Concepts

Sample References

A reference is used to link actual sound data samples to a Sound definition. Only one sample reference is actually required and in general, only one is specified in each definition. If multiple references are specified they will be tried sequentially until one succeeds, in the following order (top to bottom):</description>
    </item>
    <item rdf:about="https://manual.dengine.net/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/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/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/xg/class/plane_move?rev=1574760087&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-26T09:21:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>xg:class:plane_move</title>
        <link>https://manual.dengine.net/xg/class/plane_move?rev=1574760087&amp;do=diff</link>
        <description>Plane move (XG class)

Class = plane_move


Moves a plane (floor or ceiling) of a sector to a given height. The texture of the plane can be changed in the beginning or in the end of the move. A sound can be played when the move begins or ends, or at a given interval while the plane is moving. The type of the sector whose plane is being moved can be changed in the beginning and in the end of the move.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/create_a_new_monster?rev=1297866001&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-02-16T14:20:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:create_a_new_monster</title>
        <link>https://manual.dengine.net/howto/create_a_new_monster?rev=1297866001&amp;do=diff</link>
        <description>This article describes how to create a new monster in Doomsday.

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

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

Notes: For this HOW TO I'm going to assume you are already familar with creating and using</description>
    </item>
    <item rdf:about="https://manual.dengine.net/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/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/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/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/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/ded/thing?rev=1592992955&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-06-24T10:02:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:thing</title>
        <link>https://manual.dengine.net/ded/thing?rev=1592992955&amp;do=diff</link>
        <description>Thing (DED)

Syntax


Thing
{
  ID = &quot;&quot;
  Doomed Number = 0
  Name = &quot;&quot;
  
  Spawn State = &quot;&quot;
  See State = &quot;&quot;
  Pain State = &quot;&quot;
  Melee State = &quot;&quot;
  Missile State = &quot;&quot;
  Crash State = &quot;&quot;
  Death State = &quot;&quot;
  Xdeath State = &quot;&quot;
  Raise State = &quot;&quot;
  
  See Sound = &quot;&quot;
  Attack Sound = &quot;&quot;
  Pain Sound = &quot;&quot;
  Death Sound = &quot;&quot;
  Active Sound = &quot;&quot;
  
  Reaction Time = 0
  Pain Chance = 0
  Spawn Health = 0
  Speed = 0.0
  Radius = 0.0
  Height = 0.0
  Mass = 0
  Damage = 0
  Flags = &quot;&quot;
  Flags2 = &quot;&quot;
  …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/xg/class/sound?rev=1574758434&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-26T08:53:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>xg:class:sound</title>
        <link>https://manual.dengine.net/xg/class/sound?rev=1574758434&amp;do=diff</link>
        <description>Sound (XG class)
Class = sound
Plays a sound in one or more sectors.

Parameters
 Prm Name Type Meaning  Ip0,Ip1 Target Ref,Target Num lsref  Reference to one or more sectors. These are the sectors in which the sound is to be played.  Ip2 Sound ID Sound  Name of the sound to play.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/generator_syntax?rev=1489991657&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T06:34:17+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:generator_syntax</title>
        <link>https://manual.dengine.net/ded/generator_syntax?rev=1489991657&amp;do=diff</link>
        <description>[Copy] Generator {
  State = &quot;&quot;;
  Flat = &quot;&quot;;
  Mobj = &quot;&quot;;
  Alt Mobj = &quot;&quot;;
  Damage Mobj = &quot;&quot;;
  Map = &quot;&quot;;
  Flags = flaga | flagb | flagc;
  Speed = 0.0;
  Speed Rnd = 0.0;
  Vector { 0.0 0.0 0.0 }
  Vector Rnd { 0.0 0.0 0.0 }
  Init Vector Rnd = 0.0;
  Center { 0.0 0.0 0.0 }
  Submodel = -1;
  Spawn Radius = 0.0;
  Min Spawn Radius = 0.0;
  Distance = 0.0;
  Spawn Age = 0;
  Max Age = 0;
  Particles = 0;
  Spawn Rate { 0.0 0.0 0.0 }
  Spawn Rnd = 0.0;
  Presim = 0;
  Alt Start = 0;
  Alt Rnd …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/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/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_1.13?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/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/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/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/devel/compiling_and_running_1.15_or_earlier_qmake?rev=1504189937&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-08-31T14:32:17+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:compiling_and_running_1.15_or_earlier_qmake</title>
        <link>https://manual.dengine.net/devel/compiling_and_running_1.15_or_earlier_qmake?rev=1504189937&amp;do=diff</link>
        <description>Compiling and running (1.15 or earlier, qmake)

This article contains compilation instructions for all supported platforms.

Getting started

You should first read the getting_started page.

Regardless of which platform is being used, you'll need to install the Qt libraries and qmake in order to build Doomsday.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.9.10?rev=1490250788&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:33:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:detailed_list_of_changes_in_doomsday_version_1.9.10</title>
        <link>https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.9.10?rev=1490250788&amp;do=diff</link>
        <description>This article lists the important changes in 1.9.10.

Fixed bugs

	*   Crash when locating a fallback skin for a model without skins (out of bounds memory access).
	*   Crash when replacing text definitions (null pointer access).
	*   Crashes with add-ons using the HI_START/HI_END method of texture replacement.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/sector_type_syntax?rev=1489953807&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-19T20:03:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:sector_type_syntax</title>
        <link>https://manual.dengine.net/ded/sector_type_syntax?rev=1489953807&amp;do=diff</link>
        <description>Sector Type {
  ID = 0
  Comment = &quot;&quot;
  Flags = flag1 | flag2
  Friction = 0.0
  Gravity = 0.0
  Act tag = 0

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

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

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

  Ceiling chain = 0
  Ceiling chain flags = flag1 | flag2
  Ceiling chain start time = 0.0
  Ceiling chain end time = 0.0
  Ceiling …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/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/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/1.9.0-beta7?rev=1489395122&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T08:52:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta7</title>
        <link>https://manual.dengine.net/version/1.9.0-beta7?rev=1489395122&amp;do=diff</link>
        <description>&lt;noinclude&gt;

[Doomsday|1.9.0-beta6.10|1.9.0-beta7|1.9.0-betaX]
&lt;/noinclude&gt;
The objective of this release is to implement the unified_networking model. This is accomplished through the introduction of several key 2.0 architecture components. It begins a transitional phase where libdeng and libdeng2 live side by side, each providing certain functionalities. Over time in subsequent releases, subsystems will be migrated to</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-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/version/2.3?rev=1610133473&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-01-08T19:17:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:2.3</title>
        <link>https://manual.dengine.net/version/2.3?rev=1610133473&amp;do=diff</link>
        <description>2.2.2Versions2.3.1
Version 2.3

This release enhances vanilla DOOM render hack support and adds new Doomsday Script bindings.



New features

DOOM render hacks. TNT: Evilution and The Plutonia Experiment use several render/map hacks to take advantage of quirks in the original DOOM renderer. Many of these effects are now supported (or fixed) in Doomsday. Examples: TNT MAP02 deep water, TNT MAP02 windows overlooking the deep water, TNT MAP09 transparent window, TNT MAP31 Arachnotrons inside pilla…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/snowberry/managing_addons?rev=1214163185&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2008-06-22T19:33:05+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>snowberry:managing_addons</title>
        <link>https://manual.dengine.net/snowberry/managing_addons?rev=1214163185&amp;do=diff</link>
        <description>This article explains how addons are managed by Snowberry, and how you can create new addons to be used with Snowberry.

In this document, the term “addon” refers to all resource packs, custom maps, effect definitions, and other such files that can be loaded by Doomsday. Snowberry treats all of these files as optional addon components.</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/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/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_custom_sound_effects?rev=1288886909&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-04T16:08:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:use_custom_sound_effects</title>
        <link>https://manual.dengine.net/howto/use_custom_sound_effects?rev=1288886909&amp;do=diff</link>
        <description>Sound samples can be replaced with wav files. The supported formats are 8-bit and 16-bit mono PCM with no compression. The Sfx resource_category directory is searched using the lump names of the original samples. For example, to replace j_doom's rocket launcher sound, the file</description>
    </item>
    <item rdf:about="https://manual.dengine.net/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/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/version/1.9.0-beta_x?rev=1489395122&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T08:52:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta_x</title>
        <link>https://manual.dengine.net/version/1.9.0-beta_x?rev=1489395122&amp;do=diff</link>
        <description>&lt;noinclude&gt;


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

About the 1.9 betas

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

Over time, subsystems will be migrated from libdeng to libdeng2 and revised accordingly, ultimately converting libdeng into a C wrapper</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.12.1?rev=1490212597&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-22T19:56:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.12.1</title>
        <link>https://manual.dengine.net/version/1.12.1?rev=1490212597&amp;do=diff</link>
        <description>1.12Versions1.12.2
Version 1.12.1

Patch release for 1.12 that improves the stability of the engine and fixes some incorrect behavior.



Changes

	*   Updater: When an update is available, only the small notification icon is shown (indicator is yellow when an update is available; white when a check is ongoing) — this way normal usage is no longer interrupted forcibly due to a popup dialog</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/combination_lock?rev=1490026812&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T16:20:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:combination_lock</title>
        <link>https://manual.dengine.net/howto/combination_lock?rev=1490026812&amp;do=diff</link>
        <description>How to create a combination lock using XG

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

Overview

Chances are, you have felt somewhat limited by</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/task_bar_and_console?rev=1544961663&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-16T12:01:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:task_bar_and_console</title>
        <link>https://manual.dengine.net/guide/task_bar_and_console?rev=1544961663&amp;do=diff</link>
        <description>ModsUser Guide Configuration
Task bar and console

Press Shift-Esc at any time to show or hide the Doomsday UI.



The task bar contains (from left to right):

	*  Console menu 
	*  Command menu
	*  Command prompt
	*  Name of the current game
	*  Config menu ⚙️
	*  Application menu</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/environment?rev=1489647222&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T06:53:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:environment</title>
        <link>https://manual.dengine.net/ded/environment?rev=1489647222&amp;do=diff</link>
        <description>Environment

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

Presently the engine predefines the following named environments:
 Id  Reverb Characteristics</description>
    </item>
    <item rdf:about="https://manual.dengine.net/games/jdoom_version_1_15.0-beta6?rev=1185706373&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2007-07-29T10:52:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>games:jdoom_version_1_15.0-beta6</title>
        <link>https://manual.dengine.net/games/jdoom_version_1_15.0-beta6?rev=1185706373&amp;do=diff</link>
        <description>&lt;noinclude&gt;
[jDoom|(TBC)]
[jDoom|1.15.0-beta5.1|1.15.0-beta6|1.15.0-beta7]
&lt;/noinclude&gt;

The focus of Beta 6 is on updating API usage to the latest version Doomsday. The other main goal is improvements to multiplayer, both in getting rid of gameplay glitches and introducing new features to make multiplayer games more enjoyable.</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/version/1.9.8-1?rev=1490251204&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:40:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.8-1</title>
        <link>https://manual.dengine.net/version/1.9.8-1?rev=1490251204&amp;do=diff</link>
        <description>1.9.8Versions1.9.9
Version 1.9.8-1

Patch release for 1.9.8 that improves the stability of the engine and fixes some incorrect behavior.



Fixes

	*   Fixed a potential crash when loading font patches from a PK3 when the main menu first appears
	*   Fixed out of bounds memory access attempting to play Plutonia II MAP33</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/sector_type?rev=1540021978&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-20T07:52:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:sector_type</title>
        <link>https://manual.dengine.net/ded/sector_type?rev=1540021978&amp;do=diff</link>
        <description>Sector Type (DED, XG)

A Sector Type definition specifies the properties of a generalized sector type, for use with the XG system. XG is a complex topic, with many core concepts which the mod author must be familiar with in order to use the system effectively. See the</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.10.4?rev=1490241457&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T03:57:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.10.4</title>
        <link>https://manual.dengine.net/version/1.10.4?rev=1490241457&amp;do=diff</link>
        <description>1.10.3Versions1.11
Version 1.10.4

Patch release for 1.10 that improves stability of the engine and fixes various incorrect behavior.



Fixes

	*   libdeng2: Use the correct build number (instead of today's), fixes upgrade/downgrade detection
	*   libcommon: Random crash when binding controls in the Controls menu (64-bit only)</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/wad?rev=1544962204&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-16T12:10:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:wad</title>
        <link>https://manual.dengine.net/guide/wad?rev=1544962204&amp;do=diff</link>
        <description>WAD

WAD files are the original format that Doom used to store data files (such as sound, graphic patches, textures, palettes and level information). 

There are two types of WAD files:

	*  IWAD is a complete set of game data (such as DOOM2.WAD).
	*  PWAD (patch WAD) contains a subset of resources, e.g., a single level. These are meant to be loaded in addition to an IWAD.</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>
</rdf:RDF>
