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  • ...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 ...ame known as 'angle 7') is destined to be the "original" sprite, which the engine will then mirror if another frame is defined after that one.
    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 The engine provides two modules: the "hud" module provides drawing functions and gener
    26 KB (4,274 words) - 10:31, 2 October 2018
  • ====== (Raw Doom Flat) extension.  If there is a conflict between ====== ====== /doom/kditd/e1m1/things.raw ======
    9 KB (1,079 words) - 11:20, 27 December 2017
  • * [[Eternity Engine|Eternity]] uses a model mostly compatible with ZDoom's, detailed [http://et ...] has a model inspired from the approach used in the [[Quake]] series or [[Doom 3]].
    2 KB (350 words) - 11:16, 27 December 2017
  • '''TADE''', or "Text-Accessible Doom Engine" was to be the original planned name for [[EDGE]], while [[DOSDoom]] was in something like "Text Accessible Doom Engine".</blockquote><blockquote>I think version 1.00 was where it all started, an
    959 bytes (143 words) - 12:36, 30 September 2018

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