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        <title>Doomsday Manual</title>
        <description></description>
        <link>https://manual.dengine.net/</link>
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       <dc:date>2026-06-10T22:36:11+00:00</dc:date>
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        <link>https://manual.dengine.net/</link>
        <url>https://manual.dengine.net/lib/tpl/dengine/images/favicon.ico</url>
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    <item rdf:about="https://manual.dengine.net/script/walkthrough/records?rev=1574537924&amp;do=diff">
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        <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>
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        <dc:date>2022-09-27T04:24:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:walkthrough:functions</title>
        <link>https://manual.dengine.net/script/walkthrough/functions?rev=1664252695&amp;do=diff</link>
        <description>RecordsstartScopes
Functions

A function is defined in the current scope using a def statement. def is a compound statement, so it must be either a single-line compound or end must be used in the end.
def func1(): pass

def func2()
end
The return statement is used to return a value from a function.</description>
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    <item rdf:about="https://manual.dengine.net/howto/record_movies?rev=1250176104&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T15:08:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:record_movies</title>
        <link>https://manual.dengine.net/howto/record_movies?rev=1250176104&amp;do=diff</link>
        <description>How can I record movies (Doom Demos)?

First of all, cameras are just invisible players so if you want to have a camera and a real player, you must be running a server. Clients are only able to record what they're seeing. Useful commands:

recorddemo: Starts recording a demo. As arguments the command takes the file name of the demo (.CDM) and optionally the console number to record. Example: recorddemo my.cdm 2 will begin recording player number 2 into the file my.cdm. A flashing message appears…</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2019-12-15T16:08:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:language</title>
        <link>https://manual.dengine.net/script/language?rev=1576426105&amp;do=diff</link>
        <description>Doomsday Script language

Built-ins

Built-in types

	*   Number
	*   Text
	*   Time
	*   Array
	*   Dictionary
	*   Function
	*   Record

Built-in constants

	*   True
	*   False
	*   None
	*   Pi

Built-in functions
 Function  Description  deserialize</description>
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        <dc:date>2019-11-25T08:53:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:record</title>
        <link>https://manual.dengine.net/script/record?rev=1574672015&amp;do=diff</link>
        <description>Record

Records are simple data structures in Doomsday Script that contain a set of unordered, named variables and subrecords. Records can be nested inside other records up to arbitrary depth.

Records are fully serializable (which the exception that RefValues are dereferenced when serialized, as they can point to any variable in the application).</description>
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        <dc:date>2019-11-25T08:55:51+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:walkthrough:scopes</title>
        <link>https://manual.dengine.net/script/walkthrough/scopes?rev=1574672151&amp;do=diff</link>
        <description>FunctionsstartMiscellaneous
Scopes

The following scopes (namespaces) are defined:

	*  Each module has its own global scope.
	*  Each function has its own local scope.
	*  In a class definition, the scope is the class namespace.

Global assignment

The global assignment := operator inserts variables to the module's global namespace.</description>
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        <dc:date>2019-11-17T16:16:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:module:recutil</title>
        <link>https://manual.dengine.net/script/module/recutil?rev=1574007412&amp;do=diff</link>
        <description>recutil (Module)

Module that contains utilities for manipulating records.

Functions

 ( ,  )

Duplicates all members of the src record in the dest record without touching existing values in dest. Private members in src (begin with a double underscore</description>
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    <item rdf:about="https://manual.dengine.net/assets/scripting_with_stateanimator?rev=1574020324&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-17T19:52:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>assets:scripting_with_stateanimator</title>
        <link>https://manual.dengine.net/assets/scripting_with_stateanimator?rev=1574020324&amp;do=diff</link>
        <description>Scripting with StateAnimator

This page describes how 3D model assets can be manipulated via Doomsday Script.

Introduction

The objects involved in 3D model rendering are:

	*  A map object. Any mobj in the map can be represented by a 3D model.
	*  3D model asset.</description>
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    <item rdf:about="https://manual.dengine.net/script/reference?rev=1605194998&amp;do=diff">
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        <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/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/guide/old_demos_don_t_work?rev=1544961855&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-16T12:04:15+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:old_demos_don_t_work</title>
        <link>https://manual.dengine.net/guide/old_demos_don_t_work?rev=1544961855&amp;do=diff</link>
        <description>Old demos do not work

I can't I play old (LMP) demos

The old LMP demo format only contains the player's actions: e.g., whether the forward key is pressed down, or whether the Fire is pressed. The old demos assume that game events always occur exactly in the same way, if the input is exactly the same. In other words, there is no real randomness.</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/fs/packages?rev=1573975924&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-17T07:32:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>fs:packages</title>
        <link>https://manual.dengine.net/fs/packages?rev=1573975924&amp;do=diff</link>
        <description>Packages

In Doomsday 2, resources are collected into packages. This article describes the Doomsday 2 package format and how you should go about creating your own packages.

Package format

A Doomsday 2 package can either be a folder or a ZIP archive. Regardless of the type, the file name must have a</description>
    </item>
    <item rdf:about="https://manual.dengine.net/script/module/gui?rev=1574016909&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-17T18:55:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:module:gui</title>
        <link>https://manual.dengine.net/script/module/gui?rev=1574016909&amp;do=diff</link>
        <description>gui (Module)

Utilities for GUI applications.

Functions

 ( ,  )

Returns a new color with the alpha value changed to alpha.

 ( , ,  )

Returns a color where vectors a and b are interpolated by amount. If amount is 0, the result is a; if amount is 1, the result is</description>
    </item>
    <item rdf:about="https://manual.dengine.net/script/walkthrough/exceptions?rev=1574278176&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-20T19:29:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:walkthrough:exceptions</title>
        <link>https://manual.dengine.net/script/walkthrough/exceptions?rev=1574278176&amp;do=diff</link>
        <description>Statements and compoundsstartRecords
Exceptions

Try and catch

Like in C++, the try and catch keywords are used to begin blocks of code where exceptions can be thrown and processed.

If an exception is thrown outside try/catch, it will be  uncaught and execution of the script to be aborted.</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_1.9.10?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/script/module/defs?rev=1607282718&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-12-06T19:25:18+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:module:defs</title>
        <link>https://manual.dengine.net/script/module/defs?rev=1607282718&amp;do=diff</link>
        <description>Defs (Module)

The Defs module provides access to the definitions read from DED files.


$ dir(Defs)
⇒ [ SDN_ACTIVE, SDN_ATTACK, SDN_DEATH, SDN_PAIN, SDN_SEE, SN_CRASH,   SN_DEATH, SN_MELEE, SN_MISSILE, SN_PAIN, SN_RAISE, SN_SEE, SN_SPAWN, SN_XDEATH, decorations, episodes, finales, flags, mapInfos, materials, models, musics, skies, states, things ]</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/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-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/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/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/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>
</rdf:RDF>
