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... It contains a table that translates file paths to lump names. An example is shown below: <code> FILE001 /M... ry and all its subdirectories plus a //DD_DIREC// lump that has (with a high probability) a unique lump name for each file. You can invoke the utility like th... t to enforce a specific order: * You can use name prefixes that are used to sort the lumps but are ignored when the lump names are determined. The length of the prefix ca
- use_hires_textures_in_your_map @howto
- s yes. Furthermore, it is possible to use a patch name which is a zero-length lump and Doomsday will not care. This means you can sa... ar: | **Notes:** //The DOOM WAD format requires lump names to be at most eight characters in length.// ==... fy that it was successful by double-clicking the PNAMES lump and the right-window of XWE will auto-scroll to t... om of the list. If it doesn't, simply select the PNAMES lump and manually scroll down to the bottom of the li
- infine_script_reference @ded
- [:hexen]], where songs are identified by their [[:lump_name]]s.) The song is played in looped mode. ; ''Mu... st to use descriptive IDs like "back". The (image-lump) is the name of a lump that contains a 320x200 [[:raw_image]].... age directly into a [[:wad]] file and specify its lump name; the ''Image'' command accepts [[:pcx]] images as... pic-id) is a text string of your choosing. (patch-lump) is the name of the lump that contains the patch image. ; ''
- 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 "namespaces" where they can have a load order implied; ... a [[wad]] inside the assembly. * You can use //name prefixes// that are used to sort the lumps but are ignored when the [[lump_name]]s are determined. The length of the prefix... ength of the prefix by adding an extension to the name of the directory that contains the lumps. An example that uses a prefix with 3 character
- tex_c @modding
- for instance. It is 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. ====== Invoking the compiler ====== Texture... This time you can't omit the .TX extension. The PNAMES and TEXTURE1/2 lumps contain some obsolete information that is curren... up" S ("1" | "2") Texture-Statement := S* Name Texture-Property* Patch* S* ";" Name
- 1.9.0-beta6 @version
- port the original DOOM engine behaviour. * The lumps [[lump_pnames|PNAMES]] and [[lump_texture|TEXTURE1/2]] are no longer required. ==== DMU ==== * Runtime aliases for DM... jects similar to mobjs. * Revised DMU property names. ==== Map format ==== * [[bsp]] data is no... longer available. * Abstract flat management. Lump indices are no longer used as identifiers anywher
- 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
- sound @ded
- ]]). See [[#Sample References]] ==== Lump ==== Name of a sound [[lump]]. Used to locate the sample from a [[guide:WAD]]... ] ==== File ==== Alias of [[#Ext]] ==== File Name ==== Alias of [[#Ext]] ==== Flags ==== ^ Fla... ]] ===== Examples ===== # (Basic) Using a lump sample. Sound { Id = "pistol"; Lump = "DSPISTOL"; } # (Intermediate) Using a native fi
- 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 ===== * fi... = ==== XG ==== * changed: the [[dd_xgdata]] lump is now deprecated. * improved: [[end_level_xg_... r this light's halo. Either a path and [[resource_name]] OR a [[built-in_flare_resource_number]] * [[... utomatic_file_mapping_in_pk3]]: files in 'keyword-named' folders in the [[root_of_a_pk3]] mapped to dire
- dd_defns @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... ain a DED file in plain text format. The DD_DEFNS lumps are applied in the order in which they have been loaded. The lump itself is a pure text format that can be edited in any text editor such as Notepad. However a lump editor is then required to extract or insert this
- music @ded
- need to have this field in the definition. ==== Lump/Ext/File Name ==== There is only need for one of these fields in a definition (they are just alternate names accepted by Doomsday). If you intend to use a music lump from a wad, you don't need to have any of these f... Examples ===== Music { Id = "E1M1"; Lump = "D_E1M1"; } Music { Id = "MAP01"; Ext = "music/songname.mp3"; }
- dd_direc @modding
- It contains a table that translates file paths to lump names. An example is shown below: <code>FILE001 /Md2... ectory and all its subdirectories plus a DD_DIREC lump that has (with a high probability) a unique lump name for each file. You could invoke the utility like ... writing the DD_DIREC table, the prefix "/Data/jDoom/Textures/" would be added to each file name.
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- lientside InFine [with client skip] * resource namespace population issues [F_MatchFileName matching partial paths] * busy mode progress animation jumps... * -vdmap'd paths do not populate into resource namespaces * color palette not found [with model re... s ====== ===== Engine ===== * [[:dd_defns]] lumps not parsed. * Console background flicker duri
- developer_guidelines @devel
- tures, and Unions declared in C++ units should be named using ''UpperCamelCase'' with an appropriate name. Local variables, methods, and method parameters should be named using ''lowerCamelCase''. It is preferrable that method names contain a descriptive verb (e.g. ''joinServer''
- 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