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  • ...0]] ·[[#2.0.1|2.0.1]] ·[[#2.0.2|2.0.2]] ·[[#2.0.3|2.0.3]] · [[#2.0.4Final|2.0.4]] · [[#2.1.0-Test1|2.1.0-Test1]] &mid ...l release, based on [[Linux Doom]]. The version numbering follows from the Doom source code version numbering of 1.10.
    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
  • ...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
  • ...re-release the source code under the GNU [[Wikipedia:GPL|GPL]] in October 3, 1999. ...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
  • ...he creature's foot, so it is generally a good idea to make it bigger. Most DOOM creatures have this set at 32. | ??? Used for boss brain spawn cube attack in DDF 3.7.
    22 KB (3,447 words) - 23:13, 17 January 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 Doom Wiki where you will find checksums for known versions of the concerned file
    11 KB (1,700 words) - 15:34, 15 December 2017
  • ...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
  • | 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. ...down &amp; slowly right<br /> SCROLL_XSPEED = -0.5;<br /> SCROLL_YSPEED = -3.0;<br />
    22 KB (3,749 words) - 15:50, 26 July 2017
  • ...efault it calls an object called BLOOD. All blood animations need at least 3 frames. .... Values of up to 100 are supported. Numbers around 10 are normal for most doom monsters
    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
  • [[PK3]] - Quake 3 (etc) '''ZIP''' format with namespace support<br /> [[MD3]] - Quake 3: Arena Model format (3DGE only)<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 animation
    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
  • == 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
  • &gt; BOOM reference v1.3 10/18/98 &lt; Regular - the linedef types that were already in DOOM II v1.9
    99 KB (14,319 words) - 15:39, 8 June 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
  • ...1) the height or texture of the floor or ceiling, (2) the light level, or (3) the sector tag or type. {{Doom level format}}
    4 KB (633 words) - 14:27, 28 July 2015

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