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        <description>doomsday

Synopsis

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

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Options

 -file | -f

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

Synopsis

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

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        <description>doomsday

Synopsis

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        <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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        <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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        <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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        <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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        <description>doomsday

Synopsis

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

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Options

 -file | -f

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        <description>Doomsday Engine

Introduction

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

Introduction

The Doomsday Engine is a “source port” of id Software's Doom and Raven Software's Heretic and Hexen, which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with many features including 3D graphics, fully customizable controls and client/server multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia or an exciting introduction to the …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.0/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/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/modding/overview_of_resources_doomsday_1.x?rev=1577799046&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-31T13:30:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:overview_of_resources_doomsday_1.x</title>
        <link>https://manual.dengine.net/modding/overview_of_resources_doomsday_1.x?rev=1577799046&amp;do=diff</link>
        <description>Resources (version 1)

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

Resource files and containers</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/use_hires_textures_in_your_map?rev=1250176135&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:08:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:use_hires_textures_in_your_map</title>
        <link>https://manual.dengine.net/howto/use_hires_textures_in_your_map?rev=1250176135&amp;do=diff</link>
        <description>[1=The original version of this article by David &quot;Tolwyn&quot; Shaw, as first submitted to Dr Sleep's DOOM Apothecaryhttp://drsleep.newdoom.com/index.shtml  is also available, in   
[[http://files.dengine.net/How%20To%20Use%20Hi-Res%20Textures%20in%20jDOOM1.pdf|PDF format]]]

Preface

This article focuses on how to create a texture resource pwad for use when mapping that takes advantage of the doomsday engine's high resolution (hi-res) texture features. The method presented here can be used for all g…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/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/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/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/howto/use_deds_in_doom_builder?rev=1433285321&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-06-02T22:48:41+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:use_deds_in_doom_builder</title>
        <link>https://manual.dengine.net/howto/use_deds_in_doom_builder?rev=1433285321&amp;do=diff</link>
        <description>*   Using DoomBuilder's script editor to include a ded with your map.

There are various different ways that ded and xg definitions can be included with your map. You can either supply them seperately in a mywad.ded (pure text file editable in any text editor), embed the data into the</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/paths_on_the_command_line?rev=1489562932&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-15T07:28:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:paths_on_the_command_line</title>
        <link>https://manual.dengine.net/guide/paths_on_the_command_line?rev=1489562932&amp;do=diff</link>
        <description>Paths on the command line

This article explains how Doomsday 1.x handles paths in command line arguments.

As a general rule of thumb, all relative paths on the command line are interpreted relative to the current working directory where the engine is started from.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/tex_c?rev=1355847909&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-12-18T16:25:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:tex_c</title>
        <link>https://manual.dengine.net/modding/tex_c?rev=1355847909&amp;do=diff</link>
        <description>TexC (Doomsday Texture Compiler) is a tool written by  in 2002.

What is TexC?

TexC, or the Doomsday Texture Compiler, is a program that can generate
the pnames, texture1 and texture2 data from a texture definition
source file. Texture sources (TX files) define a number of textures in
the DOOM engine format, which means each texture is composed of one or
more patches. TexC is also capable of reading existing texture data
from a WAD file and producing a TX file out of it.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/multiplayer/shell_help?rev=1544897806&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-15T18:16:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>multiplayer:shell_help</title>
        <link>https://manual.dengine.net/multiplayer/shell_help?rev=1544897806&amp;do=diff</link>
        <description>Running a serverMultiplayer
 

Shell

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

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

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

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

Overview

PK3 or PAK3 is the format used by</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/dd_direc?rev=1490038419&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T19:33:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:dd_direc</title>
        <link>https://manual.dengine.net/modding/dd_direc?rev=1490038419&amp;do=diff</link>
        <description>DD_DIREC lump

DD_DIREC is a special lump recognised only by Doomsday. It contains a table that translates file paths to lump names. An example is shown below:

FILE001  /Md2/jDoom/Some.md2
FILE002  Another.ded


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

This article is for 1.14.



Getting started

In the past, hosting a multiplayer game has required one to run Doomsday in a special</description>
    </item>
    <item rdf:about="https://manual.dengine.net/multiplayer/shell_help_2.0?rev=1543758316&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-02T13:45:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>multiplayer:shell_help_2.0</title>
        <link>https://manual.dengine.net/multiplayer/shell_help_2.0?rev=1543758316&amp;do=diff</link>
        <description>Shell Help (2.0)

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

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

Getting started</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/configuration?rev=1544961720&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-16T12:02:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:configuration</title>
        <link>https://manual.dengine.net/guide/configuration?rev=1544961720&amp;do=diff</link>
        <description>Task bar and consoleUser Guide Renderer settings
Configuration

Basic settings

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

FOV and pixel density

DOOM (1993) and other games based on it were designed to run on VGA</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.1/man/doomsday-server?rev=1490342376&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-24T07:59:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.1:man:doomsday-server</title>
        <link>https://manual.dengine.net/guide/2.1/man/doomsday-server?rev=1490342376&amp;do=diff</link>
        <description>doomsday-server

Synopsis

doomsday-server -stdout -port (tcp-port) -iwad (dir) -game (mode) -v -file (file ...) 

Note that the command line is not interpreted according to GNU conventions. Everything following -- is ignored. @ can be used to specify a response file whose contents are added to the command line.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.0/man/doomsday-server?rev=1490353069&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-24T10:57:49+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.0:man:doomsday-server</title>
        <link>https://manual.dengine.net/guide/2.0/man/doomsday-server?rev=1490353069&amp;do=diff</link>
        <description>doomsday-server

Synopsis

doomsday-server -stdout -port (tcp-port) -iwad (dir) -game (mode) -v -file (file ...) 

Note that the command line is not interpreted according to GNU conventions. Everything following -- is ignored. @ can be used to specify a response file whose contents are added to the command line.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.2/man/doomsday-server?rev=1548049848&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-01-21T05:50:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.2:man:doomsday-server</title>
        <link>https://manual.dengine.net/guide/2.2/man/doomsday-server?rev=1548049848&amp;do=diff</link>
        <description>doomsday-server

Synopsis

doomsday-server -stdout -port (tcp-port) -iwad (dir) -game (mode) -v -file (file ...) 

Note that the command line is not interpreted according to GNU conventions. Everything following -- is ignored. @ can be used to specify a response file whose contents are added to the command line.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.3/man/doomsday-server?rev=1575249061&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-02T01:11:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.3:man:doomsday-server</title>
        <link>https://manual.dengine.net/guide/2.3/man/doomsday-server?rev=1575249061&amp;do=diff</link>
        <description>doomsday-server

Synopsis

doomsday-server -stdout -port (tcp-port) -iwad (dir) -game (mode) -v -file (file ...) 

Note that the command line is not interpreted according to GNU conventions. Everything following -- is ignored. @ can be used to specify a response file whose contents are added to the command line.</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/howto/create_a_light_thing?rev=1489992327&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T06:45:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:create_a_light_thing</title>
        <link>https://manual.dengine.net/howto/create_a_light_thing?rev=1489992327&amp;do=diff</link>
        <description>How to create a Light Thing

For this HOW TO, I'm going to guide you through the process of creating a new placeable Light Thing for use in your wads. Doomsday offers many ways to create lighting in your custom wads. Lights can be attached to surfaces using Decoration definitions, however this has a potential draw back in that every time you use a texture with a Decoration you'll get a light whether you wanted one or not.</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/multiplayer/running_a_server?rev=1544962407&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-16T12:13:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>multiplayer:running_a_server</title>
        <link>https://manual.dengine.net/multiplayer/running_a_server?rev=1544962407&amp;do=diff</link>
        <description>MultiplayerShell 
Running a multiplayer server

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

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

How to set up a server

Requirements

	*   Both client and server should have the same WAD file. For instance: the identification number for</description>
    </item>
    <item rdf:about="https://manual.dengine.net/fs/lump_assembly?rev=1539949259&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-19T11:40:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>fs:lump_assembly</title>
        <link>https://manual.dengine.net/fs/lump_assembly?rev=1539949259&amp;do=diff</link>
        <description>Lump assembly

As the name implies, a lump assembly is an assortment of lumps arranged into an assembly (inside a folder). It is also possible to include a hierarchy of folders inside a Lump Assembly (therefore puting lumps into “namespaces” where they can have a load order implied; see below). It is even possible to nest</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/decoration?rev=1489647797&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T07:03:17+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:decoration</title>
        <link>https://manual.dengine.net/ded/decoration?rev=1489647797&amp;do=diff</link>
        <description>Decoration (DED)

Light decorations for surfaces.

You can define multiple Decorations for the same texture/flat, but only the
latest one that passes the conditions will be used. By default (if you
specify no usage flags), a Decoration is only used with resources loaded
from an IWAD.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.9.9?rev=1490251051&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:37:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:detailed_list_of_changes_in_doomsday_version_1.9.9</title>
        <link>https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.9.9?rev=1490251051&amp;do=diff</link>
        <description>This article lists the important changes in 1.9.9.

Fixed bugs

	*   Fatal error during startup with novideo.
	*   Parsing of spaces in command line arguments (they are now processed with libdeng2). 
	*   Crash after unloading a plugin (related to libdeng2 log entries).
	*   Correctly handle error situations (exceptions) occuring in worker threads.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.15?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-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/fs/pwad?rev=1490007118&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T10:51:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>fs:pwad</title>
        <link>https://manual.dengine.net/fs/pwad?rev=1490007118&amp;do=diff</link>
        <description>PWAD stands for “Patch wad”. PWADs contains data_lumps that partially or fully augment/replace the data from iwads.

See also

	*   WAD</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/ded/reflection?rev=1489648410&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T07:13:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:reflection</title>
        <link>https://manual.dengine.net/ded/reflection?rev=1489648410&amp;do=diff</link>
        <description>Reflection (DED)

Any surface (flats or walls) can be rendered with shiny surface properties. This allows for some very interesting tricks to be created such as specular “reflections”. You can use a mask with the shiny surfaces to mask out areas of shininess but a mask can be used to also increase the effect of shininess on areas of a texture. Reflection definitions support the use of any of the new blending mode flags such as add and subtract.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/load_resources_from_command_line?rev=1168299556&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2007-01-08T23:39:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:load_resources_from_command_line</title>
        <link>https://manual.dengine.net/howto/load_resources_from_command_line?rev=1168299556&amp;do=diff</link>
        <description>This page explains how to load 3D models and other enhancements using command line options (in Linux).

Assuming Doomsday (deng) is installed in /usr/local/share/deng, and my WAD files in ~/wads/, do the following:

Instructions

	*   Download the</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/ded/detail?rev=1489648509&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T07:15:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:detail</title>
        <link>https://manual.dengine.net/ded/detail?rev=1489648509&amp;do=diff</link>
        <description>Detail (DED)

Detail textures can be assigned to specific wall textures and flats using Detail definitions.

Notes

General detail texture strength, scaling and maximum distance can be modified
with the “detail” console command. One Detail definition can be used to
assign a detail texture to one wall texture and/or one flat picture.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/game_library?rev=1544943839&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-16T07:03:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:game_library</title>
        <link>https://manual.dengine.net/guide/game_library?rev=1544943839&amp;do=diff</link>
        <description>Getting startedUser Guide Mods
Game library

The game library is the first thing that appears after you launch Doomsday. The library is part of the tabs-based Home screen that is Doomsday's primary user interface. Doomsday looks through all your data files, and all the games that are found automatically show up in your library.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/dd_defns?rev=1540021621&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-20T07:47:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:dd_defns</title>
        <link>https://manual.dengine.net/modding/dd_defns?rev=1540021621&amp;do=diff</link>
        <description>DD_DEFNS lump

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

After all DED files (physical and virtual) have been processed, the engine will check through all the loaded WAD files for lumps named DD_DEFNS. All the lumps with that name are processed just as if they were DED files, i.e. they should contain a DED file in plain text format. The DD_DEFNS lumps are applied in the order…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.0-beta6?rev=1490252873&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T07:07:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta6</title>
        <link>https://manual.dengine.net/version/1.9.0-beta6?rev=1490252873&amp;do=diff</link>
        <description>1.9.0-beta5.1Versions1.9.0-beta6.1
Version 1.9.0-beta6



These are the release notes for version 1.9.0-beta6 of the doomsday_engine. Beta 6 represents almost two years' worth of work toward the 1.9 series. A lot has changed under the hood, and there are quite a few visible changes as well. However, our work is still ongoing, so this release unfortunately has some</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/deh_read_plugin?rev=1433279971&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-06-02T21:19:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:deh_read_plugin</title>
        <link>https://manual.dengine.net/modding/deh_read_plugin?rev=1433279971&amp;do=diff</link>
        <description>This Doomsday plugin performs the task of translating dehacked_patches into Doomsday-native ded definitions.

While most dehacked_patch features are available, any unsupported features are detected and will result in warnings being logged (and if enabled, alerts).

Usage

Say you have the dehacked_patch infiniteammo.deh</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/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/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_1.9.8?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/ded/light?rev=1489648701&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T07:18:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:light</title>
        <link>https://manual.dengine.net/ded/light?rev=1489648701&amp;do=diff</link>
        <description>Light (DED)

A Light definition is used to attach a light and/or halo to a sprite's state. As most objects are made up of more than one state this enables us to have “animated” lights that pulse in colour, change size etc etc.

If you want to attach a light to a texture or flat please check the section on texture</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/getting_started?rev=1577385115&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-26T18:31:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:getting_started</title>
        <link>https://manual.dengine.net/guide/getting_started?rev=1577385115&amp;do=diff</link>
        <description>IntroductionUser Guide Game library
Getting started

You have just installed Doomsday and are ready to start shooting up some zombies and demons. However, Doomsday does not come with any games preinstalled, so there is one additional step that you must do before you can fire up that chaingun.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/adjusting_color_settings?rev=1544961958&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-16T12:05:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:adjusting_color_settings</title>
        <link>https://manual.dengine.net/guide/adjusting_color_settings?rev=1544961958&amp;do=diff</link>
        <description>Adjusting color settings

How can I adjust contrast/gamma/etc.?

Starting from Doomsday 1.5.5 it's possible to adjust gamma correction, display contrast and brightness using console variables. The requirement is that your display adapter supports hardware gamma ramps.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.0-beta6.3?rev=1490252340&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:59:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta6.3</title>
        <link>https://manual.dengine.net/version/1.9.0-beta6.3?rev=1490252340&amp;do=diff</link>
        <description>1.9.0-beta6.2Versions1.9.0-beta6.4
Version 1.9.0-beta6.3

Third patch release for Beta 6.



Upgrading

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

	*   There have been changes to the game controls and some default bindings have changed also. We recommend resetting your old bindings with the following console command:</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/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/2.0.1?rev=1493618205&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-05-01T05:56:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:2.0.1</title>
        <link>https://manual.dengine.net/version/2.0.1?rev=1493618205&amp;do=diff</link>
        <description>2.0Versions2.0.2
Version 2.0.1

Patch release for 2.0 that fixes incorrect behavior and improves the stability of the engine.



Fixes

	*  Crash when trying to create a new profile when no games are playable in the game family 
	*  Screen remains completely black after startup, even though console is accessible (randomly occurring)</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.2/man/doomsday-shell-text?rev=1548049848&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-01-21T05:50:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.2:man:doomsday-shell-text</title>
        <link>https://manual.dengine.net/guide/2.2/man/doomsday-shell-text?rev=1548049848&amp;do=diff</link>
        <description>doomsday-shell-text

Synopsis

doomsday-shell-text

Options

This version of doomsday-shell-text does not support any command line options. 

Introduction

The Shell is a utility for controlling and monitoring Doomsday servers. It has a curses-based terminal-friendly UI that allows one to connect to local and remote Doomsday servers. One can also start new servers on the local machine.</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/1.15.7?rev=1490209556&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-22T19:05:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.15.7</title>
        <link>https://manual.dengine.net/version/1.15.7?rev=1490209556&amp;do=diff</link>
        <description>1.15.6Versions1.15.8
Version 1.15.7

Patch release for 1.15 that fixes incorrect behavior and adds support for the FreeDM multiplayer IWAD.



Fixes

	*   Stray icon in the 3D &amp; VR Settings dialog title 
	*   Unnecessary warning about MD2 model not having any skins  
	*   Shell does not take quotes into account when entering options for server</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.15?rev=1490212360&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-22T19:52:40+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.15</title>
        <link>https://manual.dengine.net/version/1.15?rev=1490212360&amp;do=diff</link>
        <description>1.14.5Versions1.15.1
Version 1.15



Highlights


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

MAPINFO support. Hexen MAPINFO definitions are now supported in Doom and Heretic, as well as Hexen. Note that presently only the Hexen dialect of MAPINFO is supported (ZDoom uses it's own MAPINFO dialect).</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.10?rev=1490250794&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:33:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.10</title>
        <link>https://manual.dengine.net/version/1.9.10?rev=1490250794&amp;do=diff</link>
        <description>1.9.9Versions1.9.10-1
Version 1.9.10



Overview

In version 1.9.10 we are taking concrete steps forward in pursuit of several long-term objectives. A guiding principle has been to bring a new level of clarity into the internal structure of the engine while also preparing the next-generation incarnations of key subsystems: file system, resource management, and scripting. This means, though, that the number of visible changes is still significantly smaller than the number of internal changes. We …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/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/guide/2.1/man/doomsday-shell-text?rev=1490294844&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T18:47:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.1:man:doomsday-shell-text</title>
        <link>https://manual.dengine.net/guide/2.1/man/doomsday-shell-text?rev=1490294844&amp;do=diff</link>
        <description>doomsday-shell-text

Synopsis

doomsday-shell-text

Options

This version of doomsday-shell-text does not support any command line options. 

Introduction

The Shell is a utility for controlling and monitoring Doomsday servers. It has a curses-based terminal-friendly UI that allows one to connect to local and remote Doomsday servers. One can also start new servers on the local machine.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.0/man/doomsday-shell-text?rev=1490353070&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-24T10:57:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.0:man:doomsday-shell-text</title>
        <link>https://manual.dengine.net/guide/2.0/man/doomsday-shell-text?rev=1490353070&amp;do=diff</link>
        <description>doomsday-shell-text

Synopsis

doomsday-shell-text

Options

This version of doomsday-shell-text does not support any command line options. 

Introduction

The Shell is a utility for controlling and monitoring Doomsday servers. It has a curses-based terminal-friendly UI that allows one to connect to local and remote Doomsday servers. One can also start new servers on the local machine.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.3/man/doomsday-shell-text?rev=1575249061&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-02T01:11:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.3:man:doomsday-shell-text</title>
        <link>https://manual.dengine.net/guide/2.3/man/doomsday-shell-text?rev=1575249061&amp;do=diff</link>
        <description>doomsday-shell-text

Synopsis

doomsday-shell-text

Options

This version of doomsday-shell-text does not support any command line options. 

Introduction

The Shell is a utility for controlling and monitoring Doomsday servers. It has a curses-based terminal-friendly UI that allows one to connect to local and remote Doomsday servers. One can also start new servers on the local machine.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/addon_bundle?rev=1490041063&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T20:17:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:addon_bundle</title>
        <link>https://manual.dengine.net/modding/addon_bundle?rev=1490041063&amp;do=diff</link>
        <description>Add-on bundle

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

Anatomy

The high-level structure of an .addon</description>
    </item>
    <item rdf:about="https://manual.dengine.net/fs/addon_box?rev=1578653798&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-01-10T10:56:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>fs:addon_box</title>
        <link>https://manual.dengine.net/fs/addon_box?rev=1578653798&amp;do=diff</link>
        <description>Box (add-on format)

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

The .box format was initially created for the Snowberry launcher app. Recent versions of Doomsday support it, too.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/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/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/modding/addon_format?rev=1578653437&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-01-10T10:50:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:addon_format</title>
        <link>https://manual.dengine.net/modding/addon_format?rev=1578653437&amp;do=diff</link>
        <description>Add-on formats

Several addon formats are supported by Doomsday (and Snowberry) and are intended for a variety of different purposes. Some are inherited from existing games (such as WAD from DOOM '93) where others are entirely new, designed to make the modding process easier for end users.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/introduction?rev=1544906357&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-15T20:39:17+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:introduction</title>
        <link>https://manual.dengine.net/guide/introduction?rev=1544906357&amp;do=diff</link>
        <description>introductionGetting started
User Guide

Introduction

Welcome to Doomsday!

This User Guide will help you with the basic features of the Doomsday Engine, such as locating your IWAD files, configuring your games, and customizing your games with mods.

Table of contents

	*  Getting started
	*  Game library
	*</description>
    </item>
    <item rdf:about="https://manual.dengine.net/multiplayer/doomsday-host?rev=1490011821&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T12:10:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>multiplayer:doomsday-host</title>
        <link>https://manual.dengine.net/multiplayer/doomsday-host?rev=1490011821&amp;do=diff</link>
        <description>doomsday-host

Command line utility for hosting dedicated servers. Starts a number of servers, monitors their status, restarts them if they crash, and maintains output log storage. Intended for automation.

Installation

Currently doomsday-host is not installed by default. You need to use</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/create_custom_sprites?rev=1250176084&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:08:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:create_custom_sprites</title>
        <link>https://manual.dengine.net/howto/create_custom_sprites?rev=1250176084&amp;do=diff</link>
        <description>How can I make my own Sprites for Doom?

First get yourself a Wad editor (doesn't matter which check the WAD file section for more information on editors) and find the sprites you are trying to replace - extract them and open them in a graphics editor now resize the image to at least 4x (8x might be better) the original size keeping the aspect ratio (this should mean Doomsday won't distort your sprite frame when it's placed in engine).</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/start_doomsday_from_steam?rev=1351791963&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-11-01T17:46:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:start_doomsday_from_steam</title>
        <link>https://manual.dengine.net/howto/start_doomsday_from_steam?rev=1351791963&amp;do=diff</link>
        <description>In this tutorial we will show you how to make multiple non-Steam shortcuts in Steam with seems simple enough but do to how steam is it's not also i will be showing you how to set up an RSP file and using the -vdmap command line as if you do not then you will not be able to use your resources you have downloaded like the Heretic resource pack.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/snowberry/introduction_to_snowberry?rev=1181410467&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2007-06-09T17:34:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>snowberry:introduction_to_snowberry</title>
        <link>https://manual.dengine.net/snowberry/introduction_to_snowberry?rev=1181410467&amp;do=diff</link>
        <description>This article gives you an overview of the snowberry user interface and its basic functionality, introducing the launcher to new users.

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

The first time you run Snowberry, a</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/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/snowberry/version_1.1?rev=1185696245&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2007-07-29T08:04:05+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>snowberry:version_1.1</title>
        <link>https://manual.dengine.net/snowberry/version_1.1?rev=1185696245&amp;do=diff</link>
        <description>&lt;noinclude&gt;

[Snowberry|1.1||||||]
[Snowberry|1.0|1.1|1.2]

What has been fixed?

There are multiple improvements to Snowberry. Bugs have been regarding addons handling and the user interface. A Menu button was added for less often needed features. The Snowberry preferences page can be accessed quickly by selecting *Menu*</description>
    </item>
    <item rdf:about="https://manual.dengine.net/snowberry/version_1.2?rev=1185695263&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2007-07-29T07:47:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>snowberry:version_1.2</title>
        <link>https://manual.dengine.net/snowberry/version_1.2?rev=1185695263&amp;do=diff</link>
        <description>&lt;noinclude&gt;
[Snowberry|1.2||||||]
[Snowberry|1.1|1.2|1.3]

There is a huge list of changes for this release, as one can expect after a 7 month development period. Specifically:

	*   A large number of UI and appearance tweaks.
	*   The UI is more customizable than before, for example it is possible to replace the profile list with a simple dropdown list, to achieve smaller window size.</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/ded/thing?rev=1592992955&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-06-24T10:02:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:thing</title>
        <link>https://manual.dengine.net/ded/thing?rev=1592992955&amp;do=diff</link>
        <description>Thing (DED)

Syntax


Thing
{
  ID = &quot;&quot;
  Doomed Number = 0
  Name = &quot;&quot;
  
  Spawn State = &quot;&quot;
  See State = &quot;&quot;
  Pain State = &quot;&quot;
  Melee State = &quot;&quot;
  Missile State = &quot;&quot;
  Crash State = &quot;&quot;
  Death State = &quot;&quot;
  Xdeath State = &quot;&quot;
  Raise State = &quot;&quot;
  
  See Sound = &quot;&quot;
  Attack Sound = &quot;&quot;
  Pain Sound = &quot;&quot;
  Death Sound = &quot;&quot;
  Active Sound = &quot;&quot;
  
  Reaction Time = 0
  Pain Chance = 0
  Spawn Health = 0
  Speed = 0.0
  Radius = 0.0
  Height = 0.0
  Mass = 0
  Damage = 0
  Flags = &quot;&quot;
  Flags2 = &quot;&quot;
  …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/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/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/games/jdoom_version_1_15_0-beta1_.4?rev=1185676665&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2007-07-29T02:37:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>games:jdoom_version_1_15_0-beta1_.4</title>
        <link>https://manual.dengine.net/games/jdoom_version_1_15_0-beta1_.4?rev=1185676665&amp;do=diff</link>
        <description>&lt;noinclude&gt;
[jDoom|1.14.6|1.15.0-beta1...4|1.15.0-beta5]
[jDoom|1.15.0-beta4|May 28, 2006|new, fix|1.15.0-beta4.0|420613|420590|420589]

&lt;/noinclude&gt;

Fixes

	*   Automatic weapon switching now works in co-op games.
	*   voodoo_doll spawning bug exhibited on maps such as caesar.wad.
	*   Boss Brain doesn't die by rockets as easily: Splash damage is now considered to be infinetly tall when testing</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/console?rev=1544960613&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-16T11:43:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:console</title>
        <link>https://manual.dengine.net/guide/console?rev=1544960613&amp;do=diff</link>
        <description>Console

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

This page presents an outline of the basic functionality of the console and  introduces some of the most useful features.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/game_identity_key?rev=1490079532&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-21T06:58:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:game_identity_key</title>
        <link>https://manual.dengine.net/guide/game_identity_key?rev=1490079532&amp;do=diff</link>
        <description>Game ID

A game's identity key is a text string used to uniquely identify a game “mode” playable with the Doomsday Engine. Game modes are registered by the installed game plugins during startup.

A complete listing of all supported games and their associated IDs can be found in the</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/map_info_syntax?rev=1605194579&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-11-12T15:22:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:map_info_syntax</title>
        <link>https://manual.dengine.net/ded/map_info_syntax?rev=1605194579&amp;do=diff</link>
        <description>Map Info {
  ID = &quot;&quot;;
  Name = &quot;&quot;;
  Author = &quot;&quot;;

  Flags = flag1 | flag2;
  Gravity = 1.0;
  Music = &quot;&quot;;
  Par time = 0.0;       # Seconds

  Ambient light = 0.0;  # 0...1

  Fog color R = 0.0;    # 0...1
  Fog color G = 0.0;    # 0...1
  Fog color B = 0.0;    # 0...1
  Fog density = 0.0;
  Fog start = 0.0;
  Fog end = 0.0;

  Sky = &quot;&quot;;
  Execute = &quot;&quot;;
  On setup = &quot;&quot;;  # Doomsday Script (since 2.3)

  # As of version 1.9.7, linking a Sky definition to the Map Info
  # is the preferred method …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/introduction_to_the_console_1.10_or_older?rev=1490076580&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-21T06:09:40+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:introduction_to_the_console_1.10_or_older</title>
        <link>https://manual.dengine.net/guide/introduction_to_the_console_1.10_or_older?rev=1490076580&amp;do=diff</link>
        <description>Introduction to the console (Doomsday 1.10 or older)

This page describes the basic functionality of the console.

Basic features

Opening and closing

To open/close the console, press the Tilde key (~) on your keyboard (typically found under the Escape</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/iwad?rev=1544631982&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-12T16:26:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:iwad</title>
        <link>https://manual.dengine.net/guide/iwad?rev=1544631982&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/persist.pack?rev=1490337390&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-24T06:36:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:persist.pack</title>
        <link>https://manual.dengine.net/guide/persist.pack?rev=1490337390&amp;do=diff</link>
        <description>persist.pack

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

The package uses the standard Doomsday resource package format (ZIP/PK3 with Info metadata).</description>
    </item>
    <item rdf:about="https://manual.dengine.net/fs/package_tags?rev=1544081583&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-06T07:33:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>fs:package_tags</title>
        <link>https://manual.dengine.net/fs/package_tags?rev=1544081583&amp;do=diff</link>
        <description>Package tags

Package tags are used for categorizing and flagging packages. It is important to define valid and complete tags for each package because this helps users find the right ones, and allows the engine to treat packages appropriately.

With the exception of the tags listed below, you are free to use any combination of letters, numbers and underscores as a tag. A tag cannot contain space characters.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.0-beta6.4?rev=1490252245&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:57:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta6.4</title>
        <link>https://manual.dengine.net/version/1.9.0-beta6.4?rev=1490252245&amp;do=diff</link>
        <description>1.9.0-beta6.3Versions1.9.0-beta6.5
Version 1.9.0-beta6.4

4th patch release for Beta 6.



Fixes

Engine

	*   SIGSEGV when attempting to draw surface reflections if the textures for which had not been located. 
	*   Resource locator unable to find the shinemaps and associated masks when using the mod</description>
    </item>
    <item rdf:about="https://manual.dengine.net/xg/reference_guide?rev=1540021865&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-20T07:51:05+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>xg:reference_guide</title>
        <link>https://manual.dengine.net/xg/reference_guide?rev=1540021865&amp;do=diff</link>
        <description>XG reference guide

XG (Extended Generalised Line/Sector Types) is a powerful, flexible addition to the mapper's arsenal that can help to bring life to static maps. Creative use of XG enables the mod author to engineer entirely new interactive elements, from complex machines and logic puzzles to scripted sequences and more.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version?rev=1612442615&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-02-04T12:43:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version</title>
        <link>https://manual.dengine.net/version?rev=1612442615&amp;do=diff</link>
        <description>Version history

Stable releases
 Release  Version  Build  Notes    2.3  2.3.1  3685   2.3  3650  DOOM render hacks, more scripting improvements    2.2  2.2.2  3313   2.2.1  3299   2.2  3272  Doomsday Script improvements, Heretic modding, weapon FOV    2.1  2.1.2  3226   2.1.1  2967</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.8.5?rev=1490253578&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T07:19:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.8.5</title>
        <link>https://manual.dengine.net/version/1.8.5?rev=1490253578&amp;do=diff</link>
        <description>1.8.4Versions1.8.6
Version 1.8.5



Fixes

	*   fixed: dynamic_light clipping in the case where lights are in the same subsector with a polyobj

Win32

	*   fixed: vcbuild.bat didn't include resources in Doomsday.exe and drD3D.dll, which meant that the startup_window and the direct3_d_configuration_dialog were missing

Changes

	*   detail_textures can now use external_resource_files instead of</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/1.14.2?rev=1490211376&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-22T19:36:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.14.2</title>
        <link>https://manual.dengine.net/version/1.14.2?rev=1490211376&amp;do=diff</link>
        <description>1.14.1Versions1.14.3
Version 1.14.2

Patch release for 1.14 that fixes incorrect behavior and improves the stability of the engine.



Fixes

	*   Hexen: Hub maps reset after saving, causing invalid game world state 
	*   Doom 2: Crash playing sci2.wad MAP13 
	*   Better compatibility with vanilla Doom renderer: dynamic map-hacks dependent on non-neighbor planes</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/1.15.8?rev=1490209292&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-22T19:01:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.15.8</title>
        <link>https://manual.dengine.net/version/1.15.8?rev=1490209292&amp;do=diff</link>
        <description>1.15.7Versions2.0
Version 1.15.8

Patch release for 1.15.



Fixes

	*   Linux: IWADs installed in /usr/share/games/doom are automatically detected 

See also

	*   Roadmap: 1.15.8
	*   1.15.7 release notes
	*   1.15.6 release notes
	*   1.15.5 release notes
	*   1.15.4 release notes
	*   1.15.3 release notes</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/2.0?rev=1491044789&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-04-01T11:06:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:2.0</title>
        <link>https://manual.dengine.net/version/2.0?rev=1491044789&amp;do=diff</link>
        <description>1.15.8Versions2.0.1
Version 2.0

The first stable release in the 2.x series.



Highlights

 Home Screen replaces the front-end app.
The Python-based Snowberry launcher application was created in 2005 and has been used for starting Doomsday ever since. In version 2.0, the launcher is no longer needed because Doomsday's</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/2.0.2?rev=1498891315&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-07-01T06:41:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:2.0.2</title>
        <link>https://manual.dengine.net/version/2.0.2?rev=1498891315&amp;do=diff</link>
        <description>2.0.1Versions2.0.3
Version 2.0.2

Patch release for 2.0 that fixes incorrect behavior and improves the stability of the engine.



Fixes

	*  Server crashes during startup with error messages related to threading 
	*  Non-standard C++ code leads to crash when using certain compilers (e.g., GCC 7)</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.0-beta6.7?rev=1490252039&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:53:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta6.7</title>
        <link>https://manual.dengine.net/version/1.9.0-beta6.7?rev=1490252039&amp;do=diff</link>
        <description>1.9.0-beta6.6Versions1.9.0-beta6.8
Version 1.9.0-beta6.7

7th patch release for Beta 6.



Fixes

Common code library

	*   “Bullets not visible in map cheat”. &lt;http://sourceforge.net/tracker/?func=detail&amp;aid=2830466&amp;group_id=74815&amp;atid=542099&gt;

All games

	*   “Gun-Triggered Switches Inactive in PWADs”. &lt;http://sourceforge.net/tracker/index.php?func=detail&amp;aid=2849319&amp;group_id=74815&amp;atid=542099&gt;

jDoom

	*   “Erratic Ultimate Doom Exit Behavior”</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/modding/wadtool?rev=1490038448&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T19:34:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:wadtool</title>
        <link>https://manual.dengine.net/modding/wadtool?rev=1490038448&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/lmp?rev=1489956175&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-19T20:42:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:lmp</title>
        <link>https://manual.dengine.net/modding/lmp?rev=1489956175&amp;do=diff</link>
        <description>LMP is traditionally used as the file name extension for storing individual data_lumps. 

See also

	*   WAD</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/hexen_mapinfo?rev=1489731344&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-17T06:15:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:hexen_mapinfo</title>
        <link>https://manual.dengine.net/modding/hexen_mapinfo?rev=1489731344&amp;do=diff</link>
        <description>Hexen MAPINFO data lump

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

Dialects

Since its introduction in Hexen, the MAPINFO definition language has seen many extensions and expanded syntaxes in other Doom source ports. These extensions have resulted in a set of somewhat conflicting</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.10?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/detailed_list_of_changes_in_doomsday_version_1.11?rev=1489436228&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T20:17:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:detailed_list_of_changes_in_doomsday_version_1.11</title>
        <link>https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.11?rev=1489436228&amp;do=diff</link>
        <description>This article lists the important changes in doomsday_version_1.11.

Fixed bugs

	*   Failure to detect the current build due to a compiler misconfiguration (in libdeng2).
	*   Updater: Printing last checked time when never actually checked.
	*   World axes transposed for the “</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded?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>
</rdf:RDF>
