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        <title>Doomsday Manual</title>
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       <dc:date>2026-04-11T14:23:43+00:00</dc:date>
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        <title>Doomsday Manual</title>
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    <item rdf:about="https://manual.dengine.net/howto/use_hires_textures_in_your_map?rev=1250176135&amp;do=diff">
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        <dc:date>2009-08-13T15:08:55+00:00</dc:date>
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        <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>
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        <dc:date>2015-06-02T22:48:41+00:00</dc:date>
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        <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>
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        <dc:date>2017-03-20T06:45:27+00:00</dc:date>
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        <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>
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        <dc:date>2011-02-16T14:20:01+00:00</dc:date>
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        <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>
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        <dc:date>2007-01-08T23:39:16+00:00</dc:date>
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        <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>
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        <dc:date>2009-08-13T15:08:04+00:00</dc:date>
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        <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>
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        <dc:date>2012-11-01T17:46:03+00:00</dc:date>
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        <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>
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        <dc:date>2010-11-04T16:08:29+00:00</dc:date>
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        <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>
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