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  • {{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
  • |title = Linux Doom |baseparent = [[Versions of Doom and Doom II|Final Doom v1.9]]
    2 KB (289 words) - 20:11, 27 October 2014
  • '''DDF''' stands for '''Doom Definition File''', and is EDGE's answer to [[DehackEd]].
    4 KB (646 words) - 20:32, 30 April 2016
  • |title = Doom Legacy }}{{DoomWiki}}{{LegacySite}}'''Doom Legacy''' is a [[source port]] available for DOS, Win32, Linux, OS/2 and Ma
    5 KB (678 words) - 01:04, 27 October 2014
  • == 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

Page text matches

  • * [[Doom Definition File]]
    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
  • ...''IWAD''' - short for ''Internal WAD'' - is the main resource file for a [[Doom]]-engine game, containing all the game's original sounds, levels, and graph * 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
  • * Doom P.A.L. (Doom Port Add-On Launcher)
    216 bytes (37 words) - 22:49, 2 August 2020
  • ...er Se, it will attempt to load all data together. This can be used to play DOOM's game inside of Heretic, and vice versa, though with unexpected results. A ...suffixed with '''_ddf'''. These folders tell EDGE how to load all of the [[Doom Definition File]], [[Radius Trigger Script]], and [[COAL Manual|COAL]] game
    7 KB (1,150 words) - 16:35, 12 November 2018
  • Below is a short explanation of [[Timidity]], a platform we use for enabling DOOM music in Linux and Win32. way to hear DOOM format music, but Windows users can use it too
    2 KB (268 words) - 00:46, 8 October 2014
  • ...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
  • |baseparent = [[Linux Doom]] 1.10 |license = [[Doom Source License]], [[GPL]]
    3 KB (367 words) - 09:58, 12 February 2020
  • ...became the basis for a number of other source ports, including [[Boom]], [[Doom Legacy]] and [[EDGE]]. The port was later developed by the [[DOSDoom Team]] ...oomworld.com/10years/ports/ports01_1.php A Slightly Condensed Genealogy of DOOM Source Ports], on Doomworld
    702 bytes (108 words) - 16:03, 8 October 2014
  • ...edia:Porting|port]] of the [[Wikipedia:Source code|source code]] for the [[Doom engine]]. The term usually denotes a modification made by [[:Category:Commu 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
  • ...mP.A.L. (EDGE Shell/Launcher), a GUI frontend that can be used with most [[Doom]] [[source port]]s, and [[EMUS]] (EDGE Modders Utility Suite).
    490 bytes (87 words) - 04:27, 30 August 2020
  • |title = Linux Doom |baseparent = [[Versions of Doom and Doom II|Final Doom v1.9]]
    2 KB (289 words) - 20:11, 27 October 2014
  • ...he creature's foot, so it is generally a good idea to make it bigger. Most DOOM creatures have this set at 32. | How fast the spawned object moves. Values from 0 to 100 will work. Most doom projectile attacks are of a speed between 20-30. High values can make proje
    22 KB (3,447 words) - 23:13, 17 January 2017
  • The time to display each frame in tics(T). Where 8T is normal Doom speed and 4T is double normal speed.
    3 KB (442 words) - 22:52, 25 November 2019
  • '''DDF''' stands for '''Doom Definition File''', and is EDGE's answer to [[DehackEd]].
    4 KB (646 words) - 20:32, 30 April 2016
  • |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
  • |title = Doom Legacy }}{{DoomWiki}}{{LegacySite}}'''Doom Legacy''' is a [[source port]] available for DOS, Win32, Linux, OS/2 and Ma
    5 KB (678 words) - 01:04, 27 October 2014
  • ...''IWAD''' - short for ''Internal WAD'' - is the main resource file for a [[Doom]]-engine game, containing all the game's original sounds, levels, and graph * 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
  • ...e original 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
  • ...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
  • OpenGL rendering requires all surfaces to be polygons. For DOOM and its derivatives (like Heretic &amp; Hexen) this means the walls, floors ...e only roughly defined (as the gaps between walls). Thus an OpenGL port of DOOM (hereafter called the "engine") requires the floors and ceilings to be ''"p
    18 KB (3,056 words) - 14:26, 28 July 2015
  • ...void space (which cannot be occupied except by using the <tt>idclip</tt> [[Doom cheat codes|cheat code]]). A two-sided linedef is needed (to separate the t {{Doom level format}}
    4 KB (633 words) - 14:27, 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]], ...ds/duke-it-out-in-doom/ Duke it Out in DOOM] and {{Dwforums|id=66125|title=Doom Forever}}, both by Chris Mullen (CeeJay), and a {{Dwforums|id=64491|title=s
    22 KB (3,349 words) - 17:39, 22 September 2018
  • ...is a modified version of Pascal Van Heiden's [http://www.doombuilder.com/ Doom Builder] that is tailored specifically for [[3DGE]] and Boom-compatible pro ...--> Game Configuration''' and under the resource tab, add an IWAD (either DOOM, DOOMII, or HERETIC)
    947 bytes (142 words) - 23:52, 16 February 2017
  • '''EarthBound Doom''', or ''EBDoom'' is an [[EDGE]] [[partial conversion]] created by [[Baron ...ion, many of the existing maps being heavily modified versions of Doom and Doom 2 maps to test new features. At its current stage, EBDoom exists as a monst
    3 KB (515 words) - 15:23, 23 September 2015
  • ...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
  • * [[WAD]]: Doom's native format; it is sequential and ''does not offer compression''
    1 KB (209 words) - 17:34, 16 January 2017
  • ...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
  • ...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
    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 <blockquote>''<code>In the original DOOM, the screen size was always 320x200, and by default all of the drawing func
    26 KB (4,274 words) - 10:31, 2 October 2018

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