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  • :* now lets you specify which wad on the command line :* autodetection of ultimate doom, renaming wad is no longer necessary
    125 KB (19,025 words) - 16:55, 12 February 2017
  • ...click on "New" to create it.) Once this is done, you can double-click on a wad file and it'll launch EDGE with that file automatically. If the file type i ...ethod, select Tools -> Folder Options, then under 'File Types', select the wad extension (if it is not already present, create it), then click on "Advance
    7 KB (1,150 words) - 16:35, 12 November 2018
  • be recognized. This is especially important for names of lumps or the wad datafile.</LI>
    4 KB (646 words) - 20:32, 30 April 2016
  • | The name of the SFX lump in the wad file. Sound lumps usually start with "DS", which must be included.
    2 KB (371 words) - 22:03, 29 April 2016
  • ...es. This is where you must add the new things by defining them in your DDF lumps and Editor-of-Choice. == WAD Editors ==
    15 KB (2,210 words) - 16:34, 4 November 2016
  • ...'-file'' option or when you drag'n'drop files onto the EXE. The "DEHACKED" wad lump is also supported. ...S}} supports V1,V2,V3 and V5 format GL Nodes, both internally (in the same WAD as the levels) or externally as GWA files.
    7 KB (1,194 words) - 22:08, 12 November 2015
  • [3] List of DOOM.WAD Directory Entries [8] Miscellaneous Lumps
    172 KB (25,687 words) - 15:37, 8 June 2015
  • of an area of the wad if the crusher is too low to pass. A crusher NOTE to wad authors:
    99 KB (14,319 words) - 15:39, 8 June 2015
  • WAD Resources exist in the same wad as the TEXTUREx lump(s). If the PNAMES
    9 KB (1,256 words) - 15:40, 8 June 2015
  • crc <lump> Computes the CRC value of a wad lump showlumps <file-idx> Show all lumps in a wad file
    3 KB (354 words) - 15:46, 8 June 2015
  • ...[GL-Nodes Specification]], which means it adds some new special lumps to a WAD file that makes it easy and fast for an OpenGL DOOM engine to compute the p
    686 bytes (109 words) - 14:16, 28 July 2015
  • ...OOM level is to use the BSP tree contained in the SEGS, SSECTORS and NODES lumps. The BSP tree already provides convex subsectors, so the main work is to de ...should only be needed to be done once, and preferably by the author of the WAD file (and not the user). <br />
    18 KB (3,056 words) - 14:26, 28 July 2015
  • [[Category:WAD lumps]]
    4 KB (633 words) - 14:27, 28 July 2015
  • ...using several compressed [[archive format]]s instead of the traditional [[WAD]]s. Most notably: ...AKs, as well as .SIN packfiles. It is nearly functionally identical to the WAD container format. EDGE mods wishing to use a custom IWAD replacement as a c
    13 KB (2,113 words) - 23:05, 25 November 2019
  • ...ond to different types of lumps. This allows to avoid conflicts if several lumps have the same name, but one is, for example, a texture while the other is a ...: in sequential archives (such as WAD files), they are delimited by marker lumps; in hierarchized archives, they are in a specific directory.
    2 KB (339 words) - 21:00, 19 January 2017
  • ...ow to build an EPK, navigate to the Tutorials toolbar, see [[Using ZIPs as WAD replacement]]. ...am in October 2004. While it was never realized then (it was also named '''Wad System II'''), as of {{LatestS}}, EPK is now fully realized as a ZIP contai
    9 KB (1,079 words) - 11:20, 27 December 2017
  • ...s to distribute mods. But unlike WAD files (which have standardized marker lumps such as P_START/P_END or F_START/F_END for various lump types), there are n ...GZDoom]], and [[Zandronum]] use a model detailed {{zdoomwiki|Using ZIPs as WAD replacement|here|linkonly=1}}.
    2 KB (350 words) - 11:16, 27 December 2017