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        <title>Doomsday Manual</title>
        <description></description>
        <link>https://manual.dengine.net/</link>
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       <dc:date>2026-06-15T05:53:14+00:00</dc:date>
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    <image rdf:about="https://manual.dengine.net/lib/tpl/dengine/images/favicon.ico">
        <title>Doomsday Manual</title>
        <link>https://manual.dengine.net/</link>
        <url>https://manual.dengine.net/lib/tpl/dengine/images/favicon.ico</url>
    </image>
    <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>
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    <item rdf:about="https://manual.dengine.net/modding/overview_of_resources_doomsday_1.x?rev=1577799046&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-31T13:30:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:overview_of_resources_doomsday_1.x</title>
        <link>https://manual.dengine.net/modding/overview_of_resources_doomsday_1.x?rev=1577799046&amp;do=diff</link>
        <description>Resources (version 1)

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

Resource files and containers</description>
    </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>
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    <item rdf:about="https://manual.dengine.net/version/1.9.0-beta6.9?rev=1490251714&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:48:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta6.9</title>
        <link>https://manual.dengine.net/version/1.9.0-beta6.9?rev=1490251714&amp;do=diff</link>
        <description>1.9.0-beta6.8Versions1.9.7
Version 1.9.0-beta6.9

9th patch release for Beta 6.



Known issues

	*   Multiplayer games are not fully operational. The stable version 1.8.6 is recommended for multiplayer games at this time.
	*   Demo recording/playback is not functional. Demo support will return in a future release.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/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/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>
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    <item rdf:about="https://manual.dengine.net/assets/model?rev=1582446796&amp;do=diff">
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        <dc:date>2020-02-23T08:33:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>assets:model</title>
        <link>https://manual.dengine.net/assets/model?rev=1582446796&amp;do=diff</link>
        <description>3D model assets

This page is about 3D model assets that can be rendered in the game world using the GL2 model renderer. The article applies to version 2.2. 

Doomsday 1.x supports only MD2/DMD models.

Models representing things (model.thing.*)

Example:
asset model.thing.possessed {
  path = &quot;possessed.md5mesh&quot;
}</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/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/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/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/version/1.9.0-beta6.2?rev=1490252396&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:59:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta6.2</title>
        <link>https://manual.dengine.net/version/1.9.0-beta6.2?rev=1490252396&amp;do=diff</link>
        <description>1.9.0-beta6.1Versions1.9.0-beta6.3
Versions 1.9.0-beta6.2

Second patch release for Beta 6.



Upgrading

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

	*   There have been changes to the game controls and some default bindings have changed also. We recommend resetting your old bindings with the following console command:</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/material?rev=1489647962&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T07:06:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:material</title>
        <link>https://manual.dengine.net/ded/material?rev=1489647962&amp;do=diff</link>
        <description>Material (DED)

Definitions specify the properties of a material built from one or more textures, for use on the surfaces of world maps (floors, walls etc...).

The focus of this article is to detail how these properties are exposed to mod authors and the specifics of the syntax.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/material_syntax?rev=1489957994&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-19T21:13:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:material_syntax</title>
        <link>https://manual.dengine.net/ded/material_syntax?rev=1489957994&amp;do=diff</link>
        <description>Material {
  ID = &quot;&quot;
  Width = 0.0
  Height = 0.0
  Flags = flag1 | flag2

  Layer {
    Stage {
      Texture = &quot;&quot;
      Offset { 0 0 }      
      Tics = 0
      Rnd = 0
      Glow = 0.0
      Glow Rnd = 0.0
    }
  }

  Light {
    Pattern offset { 0 0 }
    Pattern skip { 0 0 }  
    Stage {
      Offset { 0 0 }
      Distance = 0.0
      Tics = 0
      Rnd = 0.0
      Color { 0 0 0 }
      Levels { 0 0 }
      Radius = 0.0
      Bottom map = &quot;&quot;
      Side map = &quot;&quot;
      Top map = &quot;&quot;
      H…</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/howto/run_doomsday_on_old_hardware?rev=1153831104&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2006-07-25T12:38:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:run_doomsday_on_old_hardware</title>
        <link>https://manual.dengine.net/howto/run_doomsday_on_old_hardware?rev=1153831104&amp;do=diff</link>
        <description>This article contains tips about optimizing doomsday for older hardware.

Slow CPU

Disabling or lowering these CPU-intensive settings will help improve performance on slow CPUs.

	*   Disable 3_d_models.
	*   Disable simulated radiosity (fake_radio). Set the cvar rend-fakeradio to zero.</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/2.3/readme_macos?rev=1575249060&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-02T01:11:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.3:readme_macos</title>
        <link>https://manual.dengine.net/guide/2.3/readme_macos?rev=1575249060&amp;do=diff</link>
        <description>Doomsday Engine

Introduction

The Doomsday Engine is a “source port” of id Software's Doom and Raven Software's Heretic and Hexen, which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with many features including 3D graphics, fully customizable controls and client/server multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia or an exciting introduction to the …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.3/readme_windows?rev=1575249058&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-02T01:10:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.3:readme_windows</title>
        <link>https://manual.dengine.net/guide/2.3/readme_windows?rev=1575249058&amp;do=diff</link>
        <description>Doomsday Engine

Introduction

The Doomsday Engine is a “source port” of id Software's Doom and Raven Software's Heretic and Hexen, which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with many features including 3D graphics, fully customizable controls and client/server multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia or an exciting introduction to the …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.2/readme_macos?rev=1575710397&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-07T09:19:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.2:readme_macos</title>
        <link>https://manual.dengine.net/guide/2.2/readme_macos?rev=1575710397&amp;do=diff</link>
        <description>Doomsday Engine

Introduction

The Doomsday Engine is a “source port” of id Software's Doom and Raven Software's Heretic and Hexen, which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with many features including 3D graphics, fully customizable controls and client/server multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia or an exciting introduction to the …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.1/readme_windows?rev=1543972323&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-05T01:12:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.1:readme_windows</title>
        <link>https://manual.dengine.net/guide/2.1/readme_windows?rev=1543972323&amp;do=diff</link>
        <description>Doomsday Engine

Introduction

The Doomsday Engine is a “source port” of id Software's Doom and Raven Software's Heretic and Hexen, which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with many features including 3D graphics, fully customizable controls and client/server multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia or an exciting introduction to the …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.1/readme_macos?rev=1543972323&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-05T01:12:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.1:readme_macos</title>
        <link>https://manual.dengine.net/guide/2.1/readme_macos?rev=1543972323&amp;do=diff</link>
        <description>Doomsday Engine

Introduction

The Doomsday Engine is a “source port” of id Software's Doom and Raven Software's Heretic and Hexen, which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with many features including 3D graphics, fully customizable controls and client/server multiplayer, making them more accessible to modern gamers. However, the feel of the original games has been kept intact, ensuring sublime nostalgia or an exciting introduction to the …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.1/man/doomsday?rev=1543972323&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-05T01:12:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.1:man:doomsday</title>
        <link>https://manual.dengine.net/guide/2.1/man/doomsday?rev=1543972323&amp;do=diff</link>
        <description>doomsday

Synopsis

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

Everything following -- is ignored. @ can be used to specify a response file whose contents are added to the command line. 

Options

 -file | -f

 Specify one or more data files or packages (</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.2/man/doomsday?rev=1575710397&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-07T09:19:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.2:man:doomsday</title>
        <link>https://manual.dengine.net/guide/2.2/man/doomsday?rev=1575710397&amp;do=diff</link>
        <description>doomsday

Synopsis

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

Everything following -- is ignored. @ can be used to specify a response file whose contents are added to the command line. 

Options

 -file | -f

 Specify one or more data files or packages (</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.2/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/2.3/man/doomsday?rev=1575249060&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-02T01:11:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.3:man:doomsday</title>
        <link>https://manual.dengine.net/guide/2.3/man/doomsday?rev=1575249060&amp;do=diff</link>
        <description>doomsday

Synopsis

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

Everything following -- is ignored. @ can be used to specify a response file whose contents are added to the command line. 

Options

 -file | -f

 Specify one or more data files or packages (</description>
    </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/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/man/doomsday?rev=1490353067&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-24T10:57:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:2.0:man:doomsday</title>
        <link>https://manual.dengine.net/guide/2.0/man/doomsday?rev=1490353067&amp;do=diff</link>
        <description>doomsday

Synopsis

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

Everything following -- is ignored. @ can be used to specify a response file whose contents are added to the command line. 

Options

 -file | -f

 Specify one or more data files or packages (</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/2.0/readme_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/resource_uris?rev=1417600629&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-12-03T09:57:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:resource_uris</title>
        <link>https://manual.dengine.net/modding/resource_uris?rev=1417600629&amp;do=diff</link>
        <description>URI stands for “Uniform Resource Identifier”. URIs are used to define paths into the engine's internal file system, to reference any and all resources available both internally and via the public API.

Syntax

[{{Identifier|scheme]:}} path

Depending on the usage context, it is not always necessary to declare a scheme. Often the scheme is implicitly defined by the</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded?rev=1540022062&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-20T07:54:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded</title>
        <link>https://manual.dengine.net/ded?rev=1540022062&amp;do=diff</link>
        <description>DED reference guide

DED (Doomsday Engine Definition) is the name of the textual definition language of Doomsday 1.x. One  to define everything from Particle Generators to Things, in an easy to edit plain text format.

Files in this format are conventionally given the .DED file name extension.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/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/version/detailed_list_of_changes_in_doomsday_version_1.13?rev=1489436232&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T20:17:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:detailed_list_of_changes_in_doomsday_version_1.13</title>
        <link>https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.13?rev=1489436232&amp;do=diff</link>
        <description>This article lists the important changes in doomsday_version_1.13.

Fixed bugs

[


===== {{tag|Updater]



	*   Downloading files from SourceForge.

{{tag|UI}}

	*   A dialog will not flash its borders when pressing Shift (for instance when entering text).
	*   Partially transparent toggles still show their on/off state in a clear way.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/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/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/modding/md2tool?rev=1355858855&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-12-18T19:27:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:md2tool</title>
        <link>https://manual.dengine.net/modding/md2tool?rev=1355858855&amp;do=diff</link>
        <description>md2tool is a command line utility for processing md2 and dmd model files.


### md2tool v1.2.0 by Jaakko Keränen &lt;jaakko.keranen@iki.fi&gt; ###

Usage: md2tool [-flip] [-renorm] [-dsk] [-s &lt;skinfile&gt;]
       [-skin &lt;num&gt; &lt;skinfile&gt;] [-del &lt;num&gt;]
       [-delframes to|from|&lt;num&gt; &lt;num&gt;] [-delskin &lt;num&gt;]
       [-skinsize &lt;width&gt; &lt;height&gt;] [-gl] [-info] [-create &lt;framelistfile&gt;]
       [-md2] [-dmd] [-savelod &lt;num&gt;] [-lod] [-ef &lt;num&gt;] [-op &lt;num&gt;] [-tcmap]
       [-mg] [-fn &lt;filename&gt;] [-weld] [-weldtc…</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/games/jdoom_version_1_15.0-beta6?rev=1185706373&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2007-07-29T10:52:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>games:jdoom_version_1_15.0-beta6</title>
        <link>https://manual.dengine.net/games/jdoom_version_1_15.0-beta6?rev=1185706373&amp;do=diff</link>
        <description>&lt;noinclude&gt;
[jDoom|(TBC)]
[jDoom|1.15.0-beta5.1|1.15.0-beta6|1.15.0-beta7]
&lt;/noinclude&gt;

The focus of Beta 6 is on updating API usage to the latest version Doomsday. The other main goal is improvements to multiplayer, both in getting rid of gameplay glitches and introducing new features to make multiplayer games more enjoyable.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/tips_for_model_authors?rev=1447592138&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-11-15T12:55:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:tips_for_model_authors</title>
        <link>https://manual.dengine.net/modding/tips_for_model_authors?rev=1447592138&amp;do=diff</link>
        <description>This article contains a few tips for model authors who create 3D models to be used in place of the original sprites.

	*   When creating models to replace an object in the original game, try to achieve as good resemblance as possible. The original sprites are a good reference, you can view them for example with</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/modding/resource_packaging_guidelines?rev=1544899126&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-15T18:38:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:resource_packaging_guidelines</title>
        <link>https://manual.dengine.net/modding/resource_packaging_guidelines?rev=1544899126&amp;do=diff</link>
        <description>Resource packaging guidelines

This page details the recommended conventions for packaging resources for Doomsday 2.

Packaging an asset

Every asset, for example a 3D model for a barrel, should be packaged into its own Doomsday 2 package. This will give users the freedom to load this asset separately from any other assets that you provide.</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/guide/troubleshooting?rev=1612078376&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-01-31T07:32:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:troubleshooting</title>
        <link>https://manual.dengine.net/guide/troubleshooting?rev=1612078376&amp;do=diff</link>
        <description>MultiplayerUser Guide Index
Troubleshooting

Quick links:

	*  Tech support forum
	*  How to report bugs / technical issues

Doomsday.out log file

When you encounter a bug or something seems to be malfunctioning, your first place to check for more information is the Doomsday log file called doomsday.out. It may contain errors or diagnostic messages that help understand what is going on.</description>
    </item>
</rdf:RDF>
