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- ...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 po13 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
- ...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 gener26 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, an959 bytes (143 words) - 12:36, 30 September 2018