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  • ...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
  • ...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 == DDF Folder Setup ==
    7 KB (1,150 words) - 16:35, 12 November 2018
  • ...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
    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
  • '''Stored in attacks.ddf file or in the DDFATK data lump.''' Attacks.ddf allows you to define and modify all weapon and creature attacks in EDGE, as
    22 KB (3,447 words) - 23:13, 17 January 2017
  • '''Stored in the anims.ddf file or in the DDFANIM data lump.''' Anims.ddf allows you to change floor and ceiling animations, wall animation sequences
    3 KB (442 words) - 22:52, 25 November 2019
  • '''DDF''' stands for '''Doom Definition File''', and is EDGE's answer to [[DehackEd]]. However, DDF is much easier to learn than DehackEd, and allows you to
    4 KB (646 words) - 20:32, 30 April 2016
  • ...''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''' that [[DDF]] was the first external scripting system after DeHackED that didn't rely o
    1 KB (206 words) - 23:13, 31 October 2014
  • '''Stored in games.ddf file or in the DDFGAME data lump.''' ...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
    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. The language.ldf file in the DDF 3.7 package provides support for the following languages: Swedish, French,
    3 KB (438 words) - 22:00, 29 April 2016
  • =Levels.DDF= '''Stored in levels.ddf or in the DDFLEVL data lump.'''
    7 KB (1,147 words) - 04:23, 2 August 2017
  • ...file or the DDFLINE data lump. Sector information is stored in the sector.ddf file or in the DDFSECT data lump.''' ...bfb1a3; padding: 0.6em; margin-top: 0.8em;">'''Much of the line and sector ddf code is related or identical, so their descriptions are combined in this on
    22 KB (3,749 words) - 15:50, 26 July 2017
  • '''Stored in styles.ddf or DDFSTYLE data lump''' ...do not work anymore. Please keep this in mind if you have an active Styles.DDF in your wad.
    3 KB (476 words) - 22:06, 29 April 2016
  • '''Stored in the things.ddf file or in the DDFTHING data lump'''. Things.ddf allows you to define and modify all the creatures and objects in EDGE. Each
    30 KB (4,914 words) - 10:05, 15 July 2016
  • Stored in the weapons.ddf file or in the '''DDFWEAP''' data lump. Weapons.ddf allows you to define and modify weapons for the player to use. Each entry c
    17 KB (2,731 words) - 20:07, 24 January 2017
  • The MD5 model format comes from id Software's Doom 3 first person shooter, released in August 2004. The mesh data and animatio To load MD5 models, just import the MD5mesh and MD5anim into a WAD. DDF naming convention is the same as before. Name both the md5mesh and md5anim
    1 KB (198 words) - 14:06, 25 May 2016
  • ...ovides. This is where you must add the new things by defining them in your DDF lumps and Editor-of-Choice. '''EUREKA Doom Editor '''[http://eureka-editor.sourceforge.net/]
    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 ...rsion 2.0.2) ignores Hexen polyobjects since those THINGID's conflict with DDF internals. Instead, 3DGE adopts the ZDoom IDs (9300, 9301, and 9302). In th
    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

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