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        <title>Doomsday Manual</title>
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       <dc:date>2026-04-08T11:05:08+00:00</dc:date>
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        <title>Doomsday Manual</title>
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        <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/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>
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        <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/ded/generator_syntax?rev=1489991657&amp;do=diff">
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        <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>
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        <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>
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        <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>
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        <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>
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    <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>
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        <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>
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