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        <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>
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        <title>guide:2.2:man:doomsday</title>
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        <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>
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        <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>
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        <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>
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        <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>
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        <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>
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        <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>
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        <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>
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        <dc:date>2017-03-24T10:57:47+00:00</dc:date>
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        <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>
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        <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>
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        <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/script/reference?rev=1605194998&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-11-12T15:29:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:reference</title>
        <link>https://manual.dengine.net/script/reference?rev=1605194998&amp;do=diff</link>
        <description>Doomsday Script reference guide

This article describes the Doomsday Script language and its role in Doomsday 2.

Overview

Doomsday Script is a scripting language with features such as a class-based object system, and exceptions. It is designed to harmoniously work together with Doomsday's native code and objects.</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/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/devel/libcore?rev=1447532552&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-11-14T20:22:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:libcore</title>
        <link>https://manual.dengine.net/devel/libcore?rev=1447532552&amp;do=diff</link>
        <description>[Note|You should also see the [[api_documentation]] for more in-depth information.]

libcore is the name of the shared library that contains the core of the doomsday_engine version 2.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/script/walkthrough/records?rev=1574537924&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-23T19:38:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:walkthrough:records</title>
        <link>https://manual.dengine.net/script/walkthrough/records?rev=1574537924&amp;do=diff</link>
        <description>ExceptionsstartFunctions
Records

Records are the foundation of Doomsday Script. Each namespace and module is a record, each object is a record, and classes are records, too.

The ownership model of records is that there is always a single owner for a record, and if that owner gets destroyed, all records owned by it will get destroyed, too. Many records are owned by native code (e.g., built-in modules like</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/version/1.12?rev=1540022126&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-20T07:55:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.12</title>
        <link>https://manual.dengine.net/version/1.12?rev=1540022126&amp;do=diff</link>
        <description>1.11.2Versions1.12.1
Version 1.12



Overview

In 1.12 we are continuing to build on the big changes introduced in 1.11: new UI framework and internal map data improvements. The old control panel has been removed with new functionality being added to the task bar.

Highlights

 id Tech 1 map hacks support.</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/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/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/state?rev=1586490814&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-04-10T03:53:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:state</title>
        <link>https://manual.dengine.net/ded/state?rev=1586490814&amp;do=diff</link>
        <description>State (DED)

Syntax
&lt;Copy&gt; State
{
   ID = &quot;&quot;;
   Flags = flaga | flagb | flagc;
   Sprite = &quot;&quot;;
   Frame = 0;
   Tics = 0;
   Action = &quot;&quot;;
   Next State = &quot;&quot;;
   Execute = &quot;&quot;;
 }
Id

The name of the state, case sensitive. Contrary to the uniformity of the original games state names, this field can actually contain any combination of letters, numbers or symbols (i.e. you can name a state</description>
    </item>
    <item rdf:about="https://manual.dengine.net/modding/start?rev=1574008658&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-17T16:37:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:start</title>
        <link>https://manual.dengine.net/modding/start?rev=1574008658&amp;do=diff</link>
        <description>Modding

This is the Doomsday Modding Guide.

Table of contents

	*  Doomsday 1 resources
	*  Doomsday 2 file system
		*  Packages
		*  Assets

	*  DED reference (Doomsday Engine Definitions)
	*  XG reference (generalized line/sector types)
	*  Scripting</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/sidebar?rev=1581051968&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-02-07T05:06:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sidebar</title>
        <link>https://manual.dengine.net/sidebar?rev=1581051968&amp;do=diff</link>
        <description>Doomsday Manual

User Guide

	*  Introduction
	*  Getting started
	*  Game library
	*  Mods
	*  Task bar and console
	*  Configuration
	*  Renderer settings
	*  Multiplayer
		*  Running a server
		*  Shell

	*  Troubleshooting
	*  Index

Quick Reference

	*  Readme
	*  Version history

Modding

	*  Introduction
	*  Resources (v1)
	*  File system
		*  Packages
		*  Assets

	*  DED reference
	*  XG reference
	*  Scripting

Development

	*  Getting started
	*  Compiling
	*  Contributing</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/detailed_list_of_changes_in_doomsday_version_1.14?rev=1490268267&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T11:24:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:detailed_list_of_changes_in_doomsday_version_1.14</title>
        <link>https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.14?rev=1490268267&amp;do=diff</link>
        <description>This article lists the important changes in 1.14.

Fixed bugs

UI

	*   Ugly layout updates when opening popups. Caused by their contents becoming available for GL drawing at different times during the opening animation, resulting in repeated resizing of the popup.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.11?rev=1490213608&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-22T20:13:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.11</title>
        <link>https://manual.dengine.net/version/1.11?rev=1490213608&amp;do=diff</link>
        <description>1.10.4Versions1.11.1
Version 1.11



Overview


The last couple of years have been mostly about revitalizing the internal parts of Doomsday. While this work is still ongoing, we have now reached a point where we are able to make changes also in the user-facing parts. The highlight of this release is the introduction of a completely new, OpenGL 2 based UI framework that is used for replacing the old in-game console and for providing an easier way to select a game to play in</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/script/walkthrough/basic_expressions?rev=1574227808&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-20T05:30:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:walkthrough:basic_expressions</title>
        <link>https://manual.dengine.net/script/walkthrough/basic_expressions?rev=1574227808&amp;do=diff</link>
        <description>Reference guide startOperator expressions
Basic expressions

Numbers and strings

All numbers are internally stored as 64-bit floats.
$ print 5, 5.5, -3.141592657
5 5.5 -3.14159
Hexadecimal numbers use the “0x” prefix.
$ print 0x100, 0X123
256 291
Underscores can be inserted in numbers at any points. This is only to improve readability for humans; the parser ignores them.</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/1.9.0-beta_x?rev=1489395122&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T08:52:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.0-beta_x</title>
        <link>https://manual.dengine.net/version/1.9.0-beta_x?rev=1489395122&amp;do=diff</link>
        <description>&lt;noinclude&gt;


[Doomsday|1.9.0-beta7|1.9.0-betaX|2.0.0]
&lt;/noinclude&gt;

About the 1.9 betas

The goal of the 1.9.0-betaX series is to complete the transformation to the 2.0 architecture.

Over time, subsystems will be migrated from libdeng to libdeng2 and revised accordingly, ultimately converting libdeng into a C wrapper</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/howto/zoom_script?rev=1491458967&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-04-06T06:09:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:zoom_script</title>
        <link>https://manual.dengine.net/howto/zoom_script?rev=1491458967&amp;do=diff</link>
        <description>How to do camera zooming with keys

Tolwyn wrote:

	&quot; Thought I'd share this script that I've been using for years on zooming in and out in Doomsday.
 
 Yes, you could create an alias that references the x and y factor by themselves, but I got a little lazy. Just change the factors to suit your setup. When zoomed in, the idea is that mouse sensitivity decreases for more precise aiming (or just looking around) and when you zoom out, your default sensitivity resumes.</description>
    </item>
</rdf:RDF>
