Fulltext results:
- overview_of_resources_doomsday_1.x @modding
- e 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. th... a DED file in plain text format. The //DD_DEFNS// lumps are applied in the order in which they have been... s a virtual file container ==== Another special lump used by Doomsday is //DD_DIREC//. It contains a t
- infine_script_reference @ded
- [:hexen]], where songs are identified by their [[:lump_name]]s.) The song is played in looped mode. ;... background fully transparent. ; ''Flat'' (flat-lump) : Set the [[:flat]] that is used as a tiled b... === Pictures === ; ''Image'' (pic-id) (image-lump) : Create a picture object. It will be associa... st to use descriptive IDs like "back". The (image-lump) is the name of a lump that contains a 320x200 [[
- lump_assembly @fs
- ====== Lump assembly ====== As the name implies, a //lump assembly// is an assortment of [[lump]]s arranged into an assembly (inside a folder). It is also possible to include a hierarchy of folders inside a Lump Assembly (therefore puting [[lump]]s into "namesp
- 1.9.0-beta6 @version
- ors/segs/sidedefs/linedefs read from the map data lumps are not assumed to be valid. Instead, determine ... port the original DOOM engine behaviour. * The lumps [[lump_pnames|PNAMES]] and [[lump_texture|TEXTURE1/2]] are no longer required. ==== DMU ==== * Runtime a
- use_hires_textures_in_your_map @howto
- Patches are the actual graphic; the [[texture]] [[lump]]s are really just lists that define which patch ... ssible to use a patch name which is a zero-length lump and Doomsday will not care. This means you can sa... textures ===== ==== Creating the patch marker lumps ==== | {{ file:hirestextutor1.png?175x0}}DOOM ... ar: | **Notes:** //The DOOM WAD format requires lump names to be at most eight characters in length.//
- dd_defns @modding
- ====== DD_DEFNS lump ====== //DD_DEFNS// is a special [[lump]] recognised only by Doomsday. This lump can be used to include [[:DED]] and [[xg:reference_guide]] dat... e will check through all the loaded WAD files for lumps named DD_DEFNS. All the lumps with that name are
- use_deds_in_doom_builder @howto
- ext editor), embed the data into the [[dd_defns]] lump in your wad or put all the data files for your wa... r option of compiling your XG data into a special lump called [[dd_xgdata]]. The method I'm going to de... is achieved by including your DED into a special lump called DD_DEFNS. This might look a bit long wind... ck **OK**. ====== STEP 2: Creating the DD_DEFNS lump ====== Now we're ready to start writing our DED
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- * Mishandling of malformed Doom-format sound lumps. ===== Console ===== * Potential crash fro... or attempting to play add-ons using invalid Patch lumps to hide sprites. * Categorization of "addon" textures in PWAD TEXTURE1/2 lumps. * Plane glows were not drawn while a plane w... 2 (Mage) was broken (tried loading from the wrong lumps). * Hexen v1.0 and v1.1: Player color transla
- sound @ded
- ing order (top to bottom): * [[#Ext]] * [[#Lump]] ==== Linked Sounds ==== The [[#Link]], [[#Li... d { Id = ""; Name = ""; Ext = ""; Lump = ""; File = ""; File Name = ""; ... in a [[ZIP]]). See [[#Sample References]] ==== Lump ==== Name of a sound [[lump]]. Used to locate the sample from a [[guide:WAD]] archive. See [[#Sample R
- dd_direc @modding
- ====== 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: <code>FILE001 ... rom real files. Each line in DD_DIREC contains a lump/path pair. The paths that begin with a (back)slas
- tex_c @modding
- nd then adding the compiled PNAMES and TEXTURE1/2 lumps into the map's WAD. Note that some map editors ... important to note that the PNAMES and TEXTURE1/2 lumps only contain texture definitions. The actual graphics are in separate data lumps, the names of which are listed in PNAMES. ====... of a WAD file that contains PNAMES and TEXTURE1/2 lumps: <code>texc -i some.wad output.tx </code> The g
- music @ded
- ==== Syntax ===== Music { Id = ""; Lump = ""; Ext = ""; File = ""; File Name... . There is no limit on length, spaces etc. ==== Lump ==== If the track is to be taken from a wad, sim... need to have this field in the definition. ==== Lump/Ext/File Name ==== There is only need for one of... cepted by Doomsday). If you intend to use a music lump from a wad, you don't need to have any of these f
- adjusting_color_settings @guide
- engine, you might try the following: The PLAYPAL lump consists of 14 palettes each 256 colors long. Doo... f them. Extract PLAYPAL to a file using the -dumplump option or a simple WAD extractor (Wintex for exam... to create a WAD file out of the modified palette lump, the engine can read single data lumps as well. You can use the -file command line option, or put the n
- 1.9.0-beta6.4 @version
- enerators had not been reached. * Instances of lump cache abuse (writing back to cached lump memory). * 64bit portability issues in the WAV file/lump loader. * "Position of particles spawned using
- 1.9.0-beta1...4 @version
- ks to CRC32 in Dir_FileID * fixed: [[auxiliary_lump_cache]] not checked for [[lump_name]]s when searching ===== Map data ===== * fixed: missing textu... = ==== XG ==== * changed: the [[dd_xgdata]] lump is now deprecated. * improved: [[end_level_xg_