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  • ...for example the four 9-level episodes of Doom or the 30 level episodes of Doom 2, TNT or Plutonia, and consists of a unique name enclosed in square bracke | An animation to play -- Used in Doom and Ultimate Doom episodes.
    5 KB (782 words) - 21:44, 29 April 2016
  • ...ide translations of the text for different languages. Allowing you to play doom in your own language.
    3 KB (438 words) - 22:00, 29 April 2016
  • }}'''DAMNED''' is a [[mod]] for Doom, aiming to enhance the game with randomized content in the sandbox that all * Works for Ultimate Doom, Doom II & Final Doom.
    4 KB (559 words) - 10:33, 13 November 2017
  • | Show the bunny. (Doom 1 ending). | Show the cast list. (Doom 2 ending).
    7 KB (1,147 words) - 04:23, 2 August 2017
  • | Command to keep compatibility with DOOM. Centre moves down, outside loop moves up and changes texture.
    22 KB (3,749 words) - 15:50, 26 July 2017
  • TEXT.FONT="DOOM";<br> ALT.FONT="DOOM";<br>
    3 KB (476 words) - 22:06, 29 April 2016
  • .... Values of up to 100 are supported. Numbers around 10 are normal for most doom monsters ...ze. Used when you wish to use larger and more detailed sprites than normal DOOM.
    30 KB (4,914 words) - 10:05, 15 July 2016
  • The following ammo types are available in edge. These include the regular Doom and Doom2 ammo types, as well as 12 new ones specially for use in EDGE: | For weapons like the chainsaw and fist -- Used in Doom and Doom 2
    17 KB (2,731 words) - 20:07, 24 January 2017
  • [[MD5]] - DOOM 3 Model format (3DGE-only)<br /> [[WAV]] - DOOM WAV format<br />
    930 bytes (147 words) - 17:30, 5 May 2018
  • The MD5 model format comes from id Software's Doom 3 first person shooter, released in August 2004. The mesh data and animatio
    1 KB (198 words) - 14:06, 25 May 2016
  • '''EUREKA Doom Editor '''[http://eureka-editor.sourceforge.net/] ...ful in building the necessary GL nodes for 3DGE. Use this editor alongside Doom Builder to maximize the benefit of using 3D Floors, and all of 3DGE's featu
    15 KB (2,210 words) - 16:34, 4 November 2016
  • ...a movable convex group of one-sided [[linedef]]s. This extension of the [[Doom engine]] was originally implemented in [http://doomwiki.org/wiki/Hexen Hexe [[Category:Doom engine]]
    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
  • * [[Doom Specs]]
    135 bytes (19 words) - 15:34, 8 June 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
  • == Errata for Unofficial Doom Specs == this is a bug: if you activate a release trigger, you can hear DOOM moving
    14 KB (2,113 words) - 15:38, 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
  • It clears all scripts that are contained within the DOOM or DOOM2 game that might mess up your map and script.
    532 bytes (96 words) - 16:09, 8 June 2015
  • ...er script will fire off everytime we stand on the green-armor pedestal (in DOOM's E1M1) and press the USE button. It waits 4 seconds before "reactivating".
    939 bytes (150 words) - 16:51, 8 June 2015
  • ...new 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. There are many DOOM ports that understand the GL-Nodes which glBSP creates, including: [[EDGE]]
    686 bytes (109 words) - 14:16, 28 July 2015

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