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  • * [[Doom Definition File]] {{HeadingB|Download Engine}}
    4 KB (475 words) - 16:22, 12 November 2018
  • ...l release, based on [[Linux Doom]]. The version numbering follows from the Doom source code version numbering of 1.10. :* Phill's Doom v0.1. based on v0.2 of a DOS port of LinuxDOOM
    125 KB (19,025 words) - 16:55, 12 February 2017
  • ...aphics. [[EDGE]] needs an IWAD file in order to play; without one the EDGE engine has no game data to use. * Some file names are links to a page on the {{DoomWiki|nolink=|Entryway|Doom Wiki}}
    7 KB (1,127 words) - 10:36, 12 February 2020
  • ...oom Gaming Engine) is a collaborative Open Source project based upon the [[Doom source code]]. EDGE is derived from an earlier project called [[DOSDoom]], ...nd [[RTS]] scripting languages - the first such human-readable systems for DOOM. It is worth noting that the scripting systems were wholly different from [
    24 KB (3,684 words) - 16:17, 12 November 2018
  • ...Porting|port]] of the [[Wikipedia:Source code|source code]] for the [[Doom engine]]. The term usually denotes a modification made by [[:Category:Community|fa The [[Doom source code]] was released to the public in 1997. Although Doom was originally created for [[Wikipedia:MS-DOS|DOS]], the release was of the
    3 KB (435 words) - 16:07, 8 October 2014
  • {{DoomWiki}}The '''Doom source code''' was released December 23, 1997, initially under a not-for-pr ...involved a book Kreimeier was to write on the Doom engine; however, due to Doom's decreasing relevance in the gaming community, it was eventually judged no
    1 KB (205 words) - 16:10, 8 October 2014
  • |baseparent = [[Versions of Doom and Doom II|Final Doom]] v1.9 |license = [[Doom Source License]], {{GPL||2+}}
    4 KB (540 words) - 17:16, 17 January 2016
  • ...s. [[3DGE|EDGE]] needs an IWAD file in order to play; without one the 3DGE engine has no game data to use. * Some file names are links to a page on the Doom Wiki where you will find checksums for known versions of the concerned file
    11 KB (1,700 words) - 15:34, 15 December 2017
  • ...ginal successor to [[DOSDoom]], was to be named TADE (Text-Accessible DOOM Engine)? '''Did you know''' [[EDGE]] stands for Enhanced DOOM Gaming Engine?
    1 KB (206 words) - 23:13, 31 October 2014
  • ...ide translations of the text for different languages. Allowing you to play doom in your own language. ...6em; margin-top: 0.8em;">The default language for EDGE is English, and the engine will not load if there is no entry in languages.ldf for [ENGLISH].</div>
    3 KB (438 words) - 22:00, 29 April 2016
  • | Command to keep compatibility with DOOM. Centre moves down, outside loop moves up and changes texture. ...t cannot be activated. Only works if you indent the switch in a niche (the engine has no concept of the switch image on the texture).
    22 KB (3,749 words) - 15:50, 26 July 2017
  • ...vable convex group of one-sided [[linedef]]s. This extension of the [[Doom engine]] was originally implemented in [http://doomwiki.org/wiki/Hexen Hexen]. ...linetypes, but ensure that the THING types are ZDoom-based, otherwise the engine will not render them.
    5 KB (736 words) - 15:31, 28 July 2015
  • ==DOOM== 3DGE is based on the DOOM engine, and everything in the games DOOM, DOOM II, TNT Evilution and Plutonia is known to behave correctly, including: mon
    7 KB (1,194 words) - 22:08, 12 November 2015
  • == Unofficial Doom Specs == "The poets talk about love, ...but what I talk about is DOOM,
    172 KB (25,687 words) - 15:37, 8 June 2015
  • Regular - the linedef types that were already in DOOM II v1.9 Extended - linedef types not in DOOM II v1.9 but less than 8192
    99 KB (14,319 words) - 15:39, 8 June 2015
  • ...special lumps to a WAD file that makes it easy and fast for an OpenGL DOOM engine to compute the polygons needed for drawing the levels. ...rstand the GL-Nodes which glBSP creates, including: [[EDGE]], the Doomsday engine ([http://dengine.net/ JDOOM]), [http://prboom.sourceforge.net/ PrBoom], [[L
    686 bytes (109 words) - 14:16, 28 July 2015
  • OpenGL rendering requires all surfaces to be polygons. For DOOM and its derivatives (like Heretic &amp; Hexen) this means the walls, floors ...he gaps between walls). Thus an OpenGL port of DOOM (hereafter called the "engine") requires the floors and ceilings to be ''"polygonised"'', to make sure th
    18 KB (3,056 words) - 14:26, 28 July 2015
  • ...oom Gaming Engine) is a collaborative Open Source project based upon the [[Doom source code]]. EDGE is derived from an earlier project called [[DOSDoom]], ...Hypertension: Harmony of Darkness] are two commercial products using this engine, both being developed by [https://www.facebook.com/Isotope-TDGMods-23290386
    22 KB (3,349 words) - 17:39, 22 September 2018
  • ...ch normally support the PK3 format, such as [[3DGE Builder|EDGE Builder]], Doom Builder 2, and [[Slumped]]. EDGE employs PhysicsFS for archive handling. ...it less interesting overall. It also increases the memory footprint on the engine, so caution must be taken when choosing between a 7z and a PK3 format. A po
    13 KB (2,113 words) - 23:05, 25 November 2019
  • ...es/ || Lumps are added to the Wall Patch image type. While not used by the engine, P_ or PP_ markers are often used anyway. ...markers || /Graphics/ || Lumps are added to the Misc Patch image type. The Doom alpha and beta used the L_ marker here.
    2 KB (339 words) - 21:00, 19 January 2017

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