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        <title>Doomsday Manual</title>
        <description></description>
        <link>https://manual.dengine.net/</link>
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       <dc:date>2026-04-11T14:33:14+00:00</dc:date>
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                <rdf:li rdf:resource="https://manual.dengine.net/ded/music?rev=1489646686&amp;do=diff"/>
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        <title>Doomsday Manual</title>
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        <url>https://manual.dengine.net/lib/tpl/dengine/images/favicon.ico</url>
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        <dc:date>2017-03-16T07:03:17+00:00</dc:date>
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        <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>
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        <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>
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        <dc:date>2017-03-20T18:01:06+00:00</dc:date>
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        <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>
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        <dc:date>2017-03-16T07:13:30+00:00</dc:date>
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        <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>
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        <dc:date>2017-03-16T07:18:21+00:00</dc:date>
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        <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>
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        <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: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>
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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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        <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>
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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>
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