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  • ...oom Gaming Engine) is a collaborative Open Source project based upon the [[Doom source code]]. EDGE is derived from an earlier project called [[DOSDoom]], ...features with many fewer of the limits present in other source ports. With DDF, for example, it is possible to create monsters which can possess multiple
    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. ...ves have many advantages over PWADs and PAKs, even for storing content for Doom:
    13 KB (2,113 words) - 23:05, 25 November 2019
  • ...eries of images that can be used to display a [[thing]]. In the original [[Doom]], adding or changing sprites (and [[flat]]s) was a complicated process inv ...or the footprint, can be defined in either {{S-ddf|IMAGES|IMAGES}} or {{S-ddf|SPRITES|SPRITES}}. Alternatively, PNG sprites can use the [[grAb chunk]].
    5 KB (738 words) - 21:25, 19 January 2017
  • ...s that COAL provides.<blockquote>The standard Coal scripts for drawing the DOOM HUD is loaded from this file: <code>doom_ddf/coal_hud.ec</code></blockquote ...DF name of the current game being played (the one defined in [[GAMES|GAMES.DDF]]).</code>''</blockquote>
    26 KB (4,274 words) - 10:31, 2 October 2018
  • ====== (Raw Doom Flat) extension.  If there is a conflict between ====== ====== textures, flats, DDF, RTS, etc... ======
    9 KB (1,079 words) - 11:20, 27 December 2017

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