Difference between revisions of "Doomsday Engine Definitions"

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When embedded in a [[WAD]], the definitions must be placed in a lump named <tt>DD_DEFNS</tt>, with the exception of [[XG]], which can read from lumps named either <tt>DD_DEFNS</tt> or <tt>DDXGDATA</tt>
 
When embedded in a [[WAD]], the definitions must be placed in a lump named <tt>DD_DEFNS</tt>, with the exception of [[XG]], which can read from lumps named either <tt>DD_DEFNS</tt> or <tt>DDXGDATA</tt>
  
All of Doomsday's modding and visual features from creating new mob types and [[XG]] line/sector types to model and dynamic light definitions are defined in DED files.
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All of Doomsday's modding and visual features, from creating new [[mobj]] types and [[XG]] line/sector types to model and dynamic light definitions, are defined in DED files.
  
 
==External links==
 
==External links==

Latest revision as of 18:07, 31 January 2013

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Doomsday Engine Definitions, or DED, is a content definition language used by Doomsday and Risen3D that can be loaded as plain text files or from within a WAD.

When embedded in a WAD, the definitions must be placed in a lump named DD_DEFNS, with the exception of XG, which can read from lumps named either DD_DEFNS or DDXGDATA

All of Doomsday's modding and visual features, from creating new mobj types and XG line/sector types to model and dynamic light definitions, are defined in DED files.

External links[edit]