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        <title>Doomsday Manual</title>
        <description></description>
        <link>https://manual.dengine.net/</link>
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       <dc:date>2026-04-11T14:24:20+00:00</dc:date>
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        <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>
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    <item rdf:about="https://manual.dengine.net/modding/dd_direc?rev=1490038419&amp;do=diff">
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        <dc:date>2017-03-20T19:33:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:dd_direc</title>
        <link>https://manual.dengine.net/modding/dd_direc?rev=1490038419&amp;do=diff</link>
        <description>DD_DIREC lump

DD_DIREC is a special lump recognised only by Doomsday. It contains a table that translates file paths to lump names. An example is shown below:

FILE001  /Md2/jDoom/Some.md2
FILE002  Another.ded


Using DD_DIREC it is possible to include</description>
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    <item rdf:about="https://manual.dengine.net/modding/tex_c?rev=1355847909&amp;do=diff">
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        <dc:date>2012-12-18T16:25:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:tex_c</title>
        <link>https://manual.dengine.net/modding/tex_c?rev=1355847909&amp;do=diff</link>
        <description>TexC (Doomsday Texture Compiler) is a tool written by  in 2002.

What is TexC?

TexC, or the Doomsday Texture Compiler, is a program that can generate
the pnames, texture1 and texture2 data from a texture definition
source file. Texture sources (TX files) define a number of textures in
the DOOM engine format, which means each texture is composed of one or
more patches. TexC is also capable of reading existing texture data
from a WAD file and producing a TX file out of it.</description>
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        <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>
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    <item rdf:about="https://manual.dengine.net/modding/deh_read_plugin?rev=1433279971&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-06-02T21:19:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:deh_read_plugin</title>
        <link>https://manual.dengine.net/modding/deh_read_plugin?rev=1433279971&amp;do=diff</link>
        <description>This Doomsday plugin performs the task of translating dehacked_patches into Doomsday-native ded definitions.

While most dehacked_patch features are available, any unsupported features are detected and will result in warnings being logged (and if enabled, alerts).

Usage

Say you have the dehacked_patch infiniteammo.deh</description>
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        <dc:date>2017-03-20T20:17:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:addon_bundle</title>
        <link>https://manual.dengine.net/modding/addon_bundle?rev=1490041063&amp;do=diff</link>
        <description>Add-on bundle

An addon bundle is a format first introduced by Snowberry. As a regular folder, such bundles are designed to be easy to produce, requiring no specialist tools (only a text editor, for writing Info metadata).

Anatomy

The high-level structure of an .addon</description>
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        <dc:date>2020-01-10T10:50:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:addon_format</title>
        <link>https://manual.dengine.net/modding/addon_format?rev=1578653437&amp;do=diff</link>
        <description>Add-on formats

Several addon formats are supported by Doomsday (and Snowberry) and are intended for a variety of different purposes. Some are inherited from existing games (such as WAD from DOOM '93) where others are entirely new, designed to make the modding process easier for end users.</description>
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        <dc:date>2017-03-20T20:21:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:automatic_file_mapping_in_pk3</title>
        <link>https://manual.dengine.net/modding/automatic_file_mapping_in_pk3?rev=1490041291&amp;do=diff</link>
        <description>Automatic file mapping in PK3

Doomsday's pk3 reader supports several “shortcuts” that can be used to simplify the virtual directory stucture within a PK3. These automatic mappings allow for easy use of Doomsday's folder structure when making addons.

Automatic relocation by resource class</description>
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    <item rdf:about="https://manual.dengine.net/modding/hexen_mapinfo?rev=1489731344&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-17T06:15:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:hexen_mapinfo</title>
        <link>https://manual.dengine.net/modding/hexen_mapinfo?rev=1489731344&amp;do=diff</link>
        <description>Hexen MAPINFO data lump

MAPINFO is a WAD data lump that contains text-format metadata for one or more maps.

Dialects

Since its introduction in Hexen, the MAPINFO definition language has seen many extensions and expanded syntaxes in other Doom source ports. These extensions have resulted in a set of somewhat conflicting</description>
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    <item rdf:about="https://manual.dengine.net/modding/lmp?rev=1489956175&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-19T20:42:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:lmp</title>
        <link>https://manual.dengine.net/modding/lmp?rev=1489956175&amp;do=diff</link>
        <description>LMP is traditionally used as the file name extension for storing individual data_lumps. 

See also

	*   WAD</description>
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        <dc:date>2017-03-20T19:34:08+00:00</dc:date>
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        <title>modding:wadtool</title>
        <link>https://manual.dengine.net/modding/wadtool?rev=1490038448&amp;do=diff</link>
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