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        <title>Doomsday Manual</title>
        <description></description>
        <link>https://manual.dengine.net/</link>
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        <title>Doomsday Manual</title>
        <link>https://manual.dengine.net/</link>
        <url>https://manual.dengine.net/lib/tpl/dengine/images/favicon.ico</url>
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        <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>
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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>
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        <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>
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        <dc:format>text/html</dc:format>
        <dc:date>2011-02-16T14:20:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <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:format>text/html</dc:format>
        <dc:date>2020-11-12T16:25:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:module:audio</title>
        <link>https://manual.dengine.net/script/module/audio?rev=1605198304&amp;do=diff</link>
        <description>Audio (Module)

Module for the audio subsystem.

Functions

 (
 ,
  )

Start playing a local sound without any particular emitter object. sound must be a valid ID of a Sound definition. volume is the volume of the sound in the range 0...1.

This is useful for example for UI/HUD sound effects. Use</description>
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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>
    </item>
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        <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/xg/class/sound?rev=1574758434&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-26T08:53:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>xg:class:sound</title>
        <link>https://manual.dengine.net/xg/class/sound?rev=1574758434&amp;do=diff</link>
        <description>Sound (XG class)
Class = sound
Plays a sound in one or more sectors.

Parameters
 Prm Name Type Meaning  Ip0,Ip1 Target Ref,Target Num lsref  Reference to one or more sectors. These are the sectors in which the sound is to be played.  Ip2 Sound ID Sound  Name of the sound to play.</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/2.2/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/2.3/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/ded/infine_script_reference?rev=1490166419&amp;do=diff">
        <dc:format>text/html</dc:format>
        <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>
    </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/2.1/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/2.1/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/2.3/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/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/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/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/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/script/module/world?rev=1627793753&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-08-01T04:55:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>script:module:world</title>
        <link>https://manual.dengine.net/script/module/world?rev=1627793753&amp;do=diff</link>
        <description>World (Module)

Native module that provides bindings to objects in the game world.

Functions

 (  )

Searches the map for all things of type thingId and returns an array of  references.

 (
 ,
 ,
  = None,
  = 0
 )

Spawns a new thing at the specified coordinates</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_1.10?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/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/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/1.9.7?rev=1490251562&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:46:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.7</title>
        <link>https://manual.dengine.net/version/1.9.7?rev=1490251562&amp;do=diff</link>
        <description>1.9.0-beta6.9Versions1.9.7-1
Version 1.9.7

The first stable release of the 1.9 series.



Overview

This release is an important milestone in the project's history. We have made great improvements to our development practices and project infrastructure, allowing us to provide weekly unstable builds and more frequent stable releases.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/source_prefixes?rev=1153585067&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2006-07-22T16:17:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:source_prefixes</title>
        <link>https://manual.dengine.net/devel/source_prefixes?rev=1153585067&amp;do=diff</link>
        <description>This article lists the name prefixes used in the doomsday source code.
The most abstract class in each category is marked with an asterisk (*).

Base-level
 Prefix Meaning  CP Control Panel  DD (*) Base-level/general (Doom to the 2nd power)  DED ded file handling</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/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/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/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/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/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/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>
    <item rdf:about="https://manual.dengine.net/guide/running_doomsday_in_unix?rev=1490298846&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T19:54:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:running_doomsday_in_unix</title>
        <link>https://manual.dengine.net/guide/running_doomsday_in_unix?rev=1490298846&amp;do=diff</link>
        <description>Running Doomsday 1.x in Unix

This article contains tips about running doomsday in a Unix-like environment.

Loading addons

If you prefer to launch the game from the command_line or using a
custom shell script, there are two ways you can load pk3s and wads:

	*   Use the special automatic resource directories. You have two options: the user-specific</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/ded/sector_type?rev=1540021978&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-20T07:52:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:sector_type</title>
        <link>https://manual.dengine.net/ded/sector_type?rev=1540021978&amp;do=diff</link>
        <description>Sector Type (DED, XG)

A Sector Type definition specifies the properties of a generalized sector type, for use with the XG system. XG is a complex topic, with many core concepts which the mod author must be familiar with in order to use the system effectively. See the</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.11?rev=1489436228&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-13T20:17:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:detailed_list_of_changes_in_doomsday_version_1.11</title>
        <link>https://manual.dengine.net/version/detailed_list_of_changes_in_doomsday_version_1.11?rev=1489436228&amp;do=diff</link>
        <description>This article lists the important changes in doomsday_version_1.11.

Fixed bugs

	*   Failure to detect the current build due to a compiler misconfiguration (in libdeng2).
	*   Updater: Printing last checked time when never actually checked.
	*   World axes transposed for the “</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/version/1.9.8-1?rev=1490251204&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:40:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.8-1</title>
        <link>https://manual.dengine.net/version/1.9.8-1?rev=1490251204&amp;do=diff</link>
        <description>1.9.8Versions1.9.9
Version 1.9.8-1

Patch release for 1.9.8 that improves the stability of the engine and fixes some incorrect behavior.



Fixes

	*   Fixed a potential crash when loading font patches from a PK3 when the main menu first appears
	*   Fixed out of bounds memory access attempting to play Plutonia II MAP33</description>
    </item>
    <item rdf:about="https://manual.dengine.net/howto/combination_lock?rev=1490026812&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T16:20:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto:combination_lock</title>
        <link>https://manual.dengine.net/howto/combination_lock?rev=1490026812&amp;do=diff</link>
        <description>How to create a combination lock using XG

Work In Progress: This tutorial is not yet complete. It is published in the hopes that it might be of use but errors and omissions should be expected --danij, 12 October 2007

Overview

Chances are, you have felt somewhat limited by</description>
    </item>
    <item rdf:about="https://manual.dengine.net/ded/environment?rev=1489647222&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-16T06:53:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ded:environment</title>
        <link>https://manual.dengine.net/ded/environment?rev=1489647222&amp;do=diff</link>
        <description>Environment

An Environment defines a group of characteristics for various purposes in a map, such as the audio characteristics used to generate the 3D sound stage.

Presently the engine predefines the following named environments:
 Id  Reverb Characteristics</description>
    </item>
    <item rdf:about="https://manual.dengine.net/xg/line_type_class?rev=1489738731&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-17T08:18:51+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>xg:line_type_class</title>
        <link>https://manual.dengine.net/xg/line_type_class?rev=1489738731&amp;do=diff</link>
        <description>Line type class (XG)

The class of an XG line type defines its function. Each type belongs to a single class and thus performs only one function, like initiating a plane move or changing the type of a sector. The Class property of the Line Type definition selects the class to use. class index</description>
    </item>
    <item rdf:about="https://manual.dengine.net/guide/mods?rev=1577385288&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-12-26T18:34:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>guide:mods</title>
        <link>https://manual.dengine.net/guide/mods?rev=1577385288&amp;do=diff</link>
        <description>Game libraryUser Guide Task bar and console
Mods

Like many other games, DOOM-based games support mods. Originally they came in the form of WAD files that contained additional or alternative levels, graphics, sounds, and music. Over time, source ports have added support for various other kinds of mods.</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/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/xg/line_activation?rev=1540021739&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-20T07:48:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>xg:line_activation</title>
        <link>https://manual.dengine.net/xg/line_activation?rev=1540021739&amp;do=diff</link>
        <description>Line activation (XG)

In XG, a line has a state, it is always either active or inactive.

A line can be activated and deactivated in various ways. Activation and deactivation happens according to line events, which occur under specific gameplay circumstances. In most cases, events are</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/snowberry/managing_addons?rev=1214163185&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2008-06-22T19:33:05+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>snowberry:managing_addons</title>
        <link>https://manual.dengine.net/snowberry/managing_addons?rev=1214163185&amp;do=diff</link>
        <description>This article explains how addons are managed by Snowberry, and how you can create new addons to be used with Snowberry.

In this document, the term “addon” refers to all resource packs, custom maps, effect definitions, and other such files that can be loaded by Doomsday. Snowberry treats all of these files as optional addon components.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/version/1.9.9?rev=1490251057&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-23T06:37:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>version:1.9.9</title>
        <link>https://manual.dengine.net/version/1.9.9?rev=1490251057&amp;do=diff</link>
        <description>1.9.8-1Versions1.9.10
Version 1.9.9

The third stable release of the 1.9 series.



Overview

In 1.9.9 we are starting to see the benefits of migrating Doomsday to the Qt platform: we have been able to incorporate complicated new features in a relatively short time and still have had time to address a long list of bugs and other issues.</description>
    </item>
</rdf:RDF>
