Provided by: doomsday_1.15.8-5build1_amd64 bug

NAME

       doomsday - Enhanced source port of Doom, Heretic and Hexen

SYNOPSIS

       doomsday [-iwad dir] [-game mode] [-wnd] [-wh w h] [-v] [-file file ...]

       Note  that  the  command line is not interpreted according to GNU conventions. Everything following -- is
       ignored.  @ can be used to specify a response file whose contents are added to the command line.

OPTIONS

       -iwad     Specifies a directory where to look for IWAD files. Searches for IWADs from all known games and
                 automatically loads them when needed.

       -game     Sets the game to load after startup. See GAME MODES for a list of available games. For example:

                       -game doom1-ultimate

                 If -game is not specified, Doomsday will start in "ringzero" mode: a plain console with no game
                 loaded.

       -wnd      Starts in windowed mode (also -window). The default is to start in fullscreen mode.

       -wh       Sets the size of the Doomsday window. In fullscreen mode specifies which display resolution  to
                 use.

       -v        Print verbose log messages (also -verbose). Specify more than once for extra verbosity.

       -file     Specify one or more resource files (WAD, LMP, PK3) to load at startup. More files can be loaded
                 at runtime with the load command.

       More      command      line      options      are      listed      in      the      Options     Reference
       (http://dengine.net/dew/index.php?title=Command_line_options_reference) in the Doomsday Engine Wiki.

TABLE OF CONTENTS

             1.   SYNOPSIS

             2.   OPTIONS

             3.   DESCRIPTION
                  Features
                  Requirements

             4.   GAME MODES

             5.   FILES

             6.   ENVIRONMENT

             7.   MULTIPLAYER
                  Modes
                  Online Games
                  Hosting a Game
                  Networking Details

             8.   RESOURCE FILES AND CONTAINERS
                  Automatic Loading of Resources
                  Virtual Directory Mapping
                  PK3 Files
                  WAD Files
                  Lump Assemblies Instead of WADs

             9.   RESOURCE TYPES
                  Textures and Flats
                  Patches
                  Sprite Frames
                  Raw Screens
                  Light Maps
                  Detail Textures
                  3D Models as Particles
                  Music
                  Sound Effects

             10.  PLUGINS
                  Dehacked Patches

             11.  KNOWN ISSUES

             12.  SEE ALSO

             13.  AUTHOR

             14.  ACKNOWLEDGEMENTS

DESCRIPTION

       The Doomsday Engine is a "source port" of id Software's Doom and  Raven  Software's  Heretic  and  Hexen,
       which  were  popular  PC  FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with
       many features including 3D graphics, fully customizable controls  and  client/server  networking,  making
       them  more  accessible  to  modern  gamers. However, the feel of the original games has been kept intact,
       ensuring sublime nostalgia or an exciting introduction into the pioneering games of the genre.

       Doomsday and the associated ports of Doom, Heretic and Hexen have been in  development  since  1999;  the
       first  versions  were  released  in  late  1999  and early 2000. Several people have been involved in the
       project (see ACKNOWLEDGEMENTS).

   Features
       User interface:
             -   Overlaid task bar for easy access to engine features
             -   In-game command console
             -   Configuration menus and Renderer Appearance sidebar editor
             -   Game selection screen (http://dengine.net/dew/index.php?title=Ringzero_GUI)  for  runtime  game
                 changes (e.g., from DOOM to Heretic), browsing multiplayer games, and loading saved games
             -   On-the-fly add-on resource loading
             -   Flexible input control bindings system
             -   Built-in updater for easy upgrades

       Graphics:
             -   OpenGL based renderer
             -   Dynamic ambient occlusion (corner shadowing) for world surfaces
             -   Dynamic lights with halos and lens flares
             -   Dynamic shadowing effects for world objects
             -   Particle effects system
             -   3D  models  for  world  objects  (with  per-vertex lighting and multiple light sources), skies,
                 skyboxes, and particles
             -   Automatical world surface (light) decorations
             -   Detail texturing, shine and glowing effects for world surfaces
             -   Fogging, bloom, and vignette effects
             -   Environmental mapping effects for 3D models and world surfaces
             -   World movement smoothing (actors, monsters, missiles, surfaces) to remove the  original  games'
                 limitation of 35 FPS
             -   Smart texture filtering using a modified hq2x algorithm
             -   Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and parallel viewing
             -   Support for Oculus Rift

       Resources:
             -   Flexible  containters:  WAD,  ZIP, native folder: any resource can be loaded from any container
                 type
             -   High-resolution textures: PNG, JPG, TGA, PCX
             -   3D models: MD2, DMD with LOD support
             -   External music files in MP3 and other formats
             -   Plain text definitions that all share the same syntax
             -   Internal BSP builder (originally based on glBSP)

       Audio:
             -   Plugin based driver architecture
             -   Uses FMOD Ex (http://www.fmod.org/) for audio playback (sound effects, music, CD audio tracks)
             -   Supports the open source SDL_mixer for sound effects and music files
             -   FluidSynth for MIDI playback using SF2 soundfonts
             -   OpenAL
             -   External music files in MP3 and other formats
             -   3D positional sound effects
             -   Environmental echo and reverb effects
             -   Runtime sound effect resampling to 22/44 KHz with 8/16 bits

       Multiplayer:
             -   TCP-based                               client/server                                networking
                 (http://dengine.net/dew/index.php?title=Multiplayer_(Readme))
             -   Automatical discovery of servers running on the local network
             -   Central master server for discovery of servers on the internet
             -   Standalone server running as a daemon/background process
             -   Standalone   Doomsday  Shell  (http://dengine.net/dew/index.php?title=Shell)  tool  for  server
                 management (both local and remote)
             -   Supports up to 15 player games
             -   Clients can join games in progress
             -   In-game chat and server management (via a shell login)

       Other:
             -   Open   source:   software    developers    should    visit    the    Getting    Started    page
                 (http://dengine.net/dew/index.php?title=Getting_started)
             -   Cross platform (http://dengine.net/dew/index.php?title=Supported_platforms)
             -   Plugin based extensible architecture
             -   Snowberry:  GUI frontend based on game profiles; for managing custom maps, resource packs, add-
                 ons, and starting different game configurations easily (written in Python)

   Requirements
                At least one WAD file from the original Doom, Heretic, Hexen, or other supported game

                A display adapter capable of OpenGL 2.0 hardware acceleration

GAME MODES

       One game plugin, such as libdoom, is able to run in many different modes. Each mode emulates  a  specific
       version of the original game and typically has its own IWAD file.

       Below  is  a  list of all the game modes supported by the game plugins distributed with Doomsday: libdoom
       (previously called jDoom), libheretic (jHeretic) and libhexen (jHexen).

                         Plugin       Game Mode        Description
                         libdoom      doom1-share      Shareware Doom v1.9
                                      doom1            Registered Doom v1.9
                                      doom1-ultimate   Ultimate Doom*
                                      doom2            Doom 2
                                      doom2-plut       Final Doom: Plutonia Experiment
                                      doom2-tnt        Final Doom: TNT Evilution
                                      chex             Chex Quest
                                      hacx             HacX
                         libheretic   heretic-share    Shareware Heretic
                                      heretic          Registered Heretic
                                      heretic-ext      Heretic: Shadow of the Serpent Riders**
                         libhexen     hexen            Hexen v1.1
                                      hexen-v10        Hexen v1.0
                                      hexen-dk         Hexen: Death Kings of Dark Citadel
                                      hexen-demo       The 4-level Hexen Demo

       * = has a 4th episode ** = has episodes 4 and 5

       To help libhexen recognize the IWAD of the 4-level Hexen (beta) demo,  you  should  rename  the  IWAD  to
       hexendemo.wad.

FILES

             /etc/doomsday/defaults
                             System-level default configuration. This is checked after ~/.doomsday/defaults. For
                             example:

                                   audio fluidsynth {
                                       driver: pulseaudio
                                   }

             /etc/doomsday/paths
                             System-level  paths configuration (basedir, libdir, iwaddir). This is checked after
                             ~/.doomsday/paths. See the Doomsday Wiki for details ("Configuration").

             /usr/share/doomsday/
                             Read-only files for the launcher, engine and game plugins.

             ~/.doomsday/    Location for the user-specific files.

             ~/.doomsday/defaults
                             User's own defaults (see above).

             ~/.doomsday/paths
                             User's paths configuration (basedir, libdir, iwaddir).

             ~/.doomsday/addons/
                             Directory where to put addons (WAD, PK3,  Snowberry  .addon,  etc.)  so  that  they
                             appear in the launcher's list.

             ~/.doomsday/runtime/
                             Doomsday's   runtime  files,  e.g.,  message  log  (doomsday.out),  savegames,  and
                             screenshots.

             ~/.doomsday/runtime/client.id
                             Unique client identifier. Used to identify clients in a  multiplayer  game.  Delete
                             this file to generate a new identifier, for instance if you're getting a "duplicate
                             ID" error.

             ~/.doomsday/runtime/configs/
                             Saved values for console variables and control bindings.

ENVIRONMENT

       The following environment variables are recognized by Doomsday.

             DOOMWADDIR      DOOM WAD directory. Doomsday looks for WAD files in this directory.

             DOOMWADPATH     Delimited  set  of  DOOM  WAD  directories.  Use colon (:) to separate directories.
                             Supported WAD files are searched for in each directory.

MULTIPLAYER

       Doomsday features client/server based multiplayer for up to 15 players.

       Multiplayer games can be joined using the in-game GUI (under the "New Game" main menu  option)  or  using
       the console.

   Modes
       The following multiplayer modes are available in libdoom, libheretic and libhexen:

             -   Cooperative
             -   Deathmatch
             -   Team Deathmatch

       Deathmatch  and  Cooperative  can be set directly in the GUI or console. For Team Deathmatch set "No Team
       Damage" to yes and in Player Setup make sure everybody on your team is the same color.

       Doom offers two variants of Deathmatch:

             Deathmatch 1    Ammo and powerups do not respawn. Non-dropped (i.e those  from  bad  guys)  weapons
                             remain, but can only be picked up once per life.

             Deathmatch 2    All  non-dropped  pickups,  including  weapons randomly respawn a short while after
                             being picked up. Respawned weapons can be picked up more than once per life.

       Deathmatch in Heretic and Hexen is limited to the "Deathmatch 1" mode.

   Online Games
       When joining games on the internet, please note the following:

                The network code in this release has some  limitations  (http://dengine.net/multiplayer_issues)
                 that we will work on in future versions.

                The connection should be able to sustain 100KB/s transfer rate (1 Mbps or better).

   Hosting a Game
       Use doomsday-shell or doomsday-shell-text to host a multiplayer game of your own. The Shell allows you to
       start,  stop,  and  control  Doomsday multiplayer servers. Using the Shell, you can connect both to local
       servers and remote servers over the internet.

       doomsday-server runs in a background process and has no UI of its own. You must use the Shell to view  or
       manipulate it. Presently you must use the Shell's Console (text-mode command line interface) to configure
       the server.

       For instance, the following would set up a deathmatch without monsters in E1M5:

             server-game-deathmatch 1
             server-game-nomonsters 1
             setmap 1 5

       Note that you can set up a .cfg file where you can define the server configuration and automatically open
       the server (http://dengine.net/dew/index.php?title=Multiplayer_server).

       If your server is not public ( server-public), a client can connect to it using a custom address search:

                Server  on  the  same  computer  or  LAN:  servers  on  the  local network should be discovered
                 automatically and are visible immediately in the Custom Search results list.

                Server somewhere on the internet: enter the server's IP address or domain name into the  search
                 address field.

   Networking Details
       Doomsday uses TCP network connections for multiplayer games. If you host a game and are behind a firewall
       or  using NAT, you must make sure that other computers are able to open TCP connections to your computer.
       This entails opening the appropriate incoming TCP ports on your firewall and/or configuring  the  NAT  so
       that the correct ports are routed to your computer.

       Additionally,  UDP  ports 13209-13224 are used for detecting servers running on the local network; if you
       are experiencing problems with autodetecting local servers, check that your firewall isn't blocking these
       UDP ports on either end.

       You can see information about the network subsystem status with the command:

             net info

   Server
       A server opens one TCP port for listening to incoming connections. The port number is configured with the
       console variable net-ip-port.

       By default a server uses TCP port 13209 (setting the port to zero will mean  13209  will  be  used).  The
       configured port must be open for incoming TCP traffic in the firewall.

   Client
       Clients  do  not  require  any firewall configuration for incoming connections. A client only needs to be
       able to reach the server via the server's TCP port.

       A server running on the same computer can be connected to with the following command:

             connect localhost

RESOURCE FILES AND CONTAINERS

       Doomsday uses multiple kinds of resource files:
             -   Plain data (e.g., .png image, .lmp file).
             -   Definition files ( .ded).
             -   Containers ( .wad, .pk3).

       WADs (http://en.wikipedia.org/wiki/Doom_WAD) are the original  Doom  engine  data  container  format.  By
       default  all resources such as wall textures, menu graphics and fonts, background music and sound effects
       are loaded from WAD files. Doomsday has a mechanism that allows replacing these resources  with  external
       resource files placed in specific directories.

       External  resource  files  are  easy  to  use. They do not require making changes to any configuration or
       definition files. As long as a resource file is placed in the correct directory, Doomsday will  load  and
       use it automatically.

       Resources  are  divided  into  a  number  of  classes.  Each  class  has  its  own subdirectory under the
       data/<gamemode>/ directory. The table below lists the resource classes and gives a brief  description  of
       each.

                          Resource Class   Description
                          Textures         Textures for walls and flats (floors and ceilings)
                          Flats            Textures just for flats (floors and ceilings)
                          Patches          Graphics for menus, fonts and sprite frames
                          LightMaps        Textures for dynamic lights
                          Music            Background music
                          Sfx              Sound effects

       Another example: sound effects for Doom II would be placed in the directory data/doom2/sfx/.

       The resource class directory can have a subdirectory for each game mode. For example, textures meant only
       for Final Doom: Plutonia Experiment would be placed in the directory data/jdoom/textures/doom2-plut/.

       When Doomsday looks for an external resource, it first checks the current game mode's subdirectory. If no
       suitable resource is found there, the class directory is searched instead.

   Automatic Loading of Resources
       All WAD, PK3, ZIP and LMP files placed in the data/<game>/auto/ directory will be automatically loaded at
       startup.  The  data  files are loaded in alphabetical order, including all the subdirectories of the auto
       directory.

       All DED files placed in the defs/<game>/auto/ directory  will  be  automatically  read  at  startup.  The
       definition  files  are  also  loaded  in alphabetical order, including all the subdirectories of the auto
       directory.

       Virtual files (from inside a container) in the auto directories will also be loaded.

   Virtual Directory Mapping
       Virtual directory mapping allows you to  make  the  contents  of  one  directory  appear  inside  another
       directory  at  runtime.  For  example,  you could have a directory called MyAuto with a set of data files
       somewhere on your hard drive. You could map this directory to data/<game>/auto, which would cause  MyAuto
       to behave as though it was an auto-loading directory.

       A  virtual  directory  mapping  is  defined  using the -vdmap option. It takes the source and destination
       directories as parameters. For example:

             -vdmap /home/username/myauto /usr/share/doomsday/data/jdoom/auto

       You can define an unlimited number of virtual directory mappings using multiple -vdmap options.

       Note, however, that -vdmap only affects real files. It does not affect virtual files in PK3s or  anywhere
       else.  The  virtual  directory  mappings are tried when all other methods of finding a file fail. So, all
       real files and virtual files override -vdmap.

   PK3 Files
       Doomsday supports the PK3 format. PK3 files are identical to ZIP archives, with the  exception  of  using
       .pk3  instead  of  .zip  as the file extension. Encrypted archives are not allowed. If you try to load an
       encrypted or password protected ZIP/PK3  file,  you  will  get  an  error  message.  Wikipedia  has  more
       information about PK3s (http://en.wikipedia.org/wiki/PK3_(file_extension)).

       PK3 files are loaded using the -file option, for example -file some.pk3.

       A  PK3  contains  a  set  of  files  organized into directories. When a PK3 is loaded, all of them become
       virtual files that Doomsday can access just like the regular files on your hard drive. The end result  is
       the same as if you had unpacked the PK3 into your Doomsday base directory. (No actual unpacking is done.)
       For example, the PK3 could have the file data/jdoom/auto/superb.wad.

       PK3 files can be created with just about any ZIP utility. Make sure all the files inside the archive have
       the correct paths, or otherwise Doomsday may not be able to find them.

   Automatic Remapping Inside PK3
       Files  in  the  root  of  a  PK3  are  subject  to  automatic  relocation  based  on file name extension:
       PK3/ZIP/LMP/WAD are mapped to data/<game>/auto/ and DED goes to defs/<game>/auto/. For  example,  placing
       test.ded into the root of a PK3 has the same end result as placing test.ded into defs/<game>/auto/.

       Since  this  automatic mapping only affects single files, it is also possible to request mapping manually
       by adding a special prefix character to the name of a directory in the root of a PK3.  If  the  directory
       begins  with  #,  it  is  mapped  into  data/<game>/auto/;  if  it  begins  with  @,  it  is  mapped into
       defs/<game>/auto/.

             #CoolStuff/Some.pk3 => data/<game>/auto/CoolStuff/Some.pk3

   WAD Files
       Doomsday has a number of advanced features for handling WAD files.

   Definitions Inside WAD
       After all DED files have been processed, the engine will check through all the loaded WAD files for lumps
       named DD_DEFNS. All the lumps with that name are processed just as if they  were  DED  files,  i.e.  they
       should contain a DED file in plain text format. The DD_DEFNS lumps are applied in the order in which they
       have been loaded.

   WAD as a Virtual File Container
       Another special lump used by Doomsday is DD_DIREC. It contains a table that translates file paths to lump
       names. An example is shown below:

             FILE001  /Md2/jDoom/Some.md2
             FILE002  Another.ded

       Each  line in DD_DIREC contains a lump/path pair. The paths that begin with a (back)slash are interpreted
       as paths that start from the Doomsday base directory (set with -basedir) and paths that don't begin  with
       a  (back)slash  are  located in the runtime directory. The engine will first search the DD_DIREC s before
       opening any file for reading. Note, however, that all kinds of files are not loaded using the DD_DIREC s:
       for instance demos (which are compressed with the LZSS library) must always be loaded from real files.

       skyjake has created a simple utility for automatically creating a WAD  file  that  contains  the  current
       directory  and  all  its  subdirectories plus a DD_DIREC lump that has (with a high probability) a unique
       lump name for each file. You can invoke the utility like this:

             wadtool myfiles.wad /data/jdoom/textures/

       This would create a WAD file that contains all the files from the current  directory.  When  writing  the
       DD_DIREC  table,  the  prefix  "/data/jdoom/textures/"  would  be  added  to  each file name.  wadtool is
       available in the Doomsday source repository under /tools/wadtool.

   Lump Assemblies Instead of WADs
       The automatic loading of data files can be utilised to load  directories  that  contain  individual  data
       lumps.  This  kind  of  a directory is called a "lump assembly" and it can be used instead of a WAD file.
       Note that a lump assembly can only be loaded via the autoload mechanism (but it can be inside  of  a  PK3
       that is loaded manually).

       By  default the contents of a lump assembly are loaded in alphabetical order. However, some kinds of data
       require that the lumps are in a specific order (for instance map data). You have two options if you  want
       to enforce a specific order:

                You  can  use name prefixes that are used to sort the lumps but are ignored when the lump names
                 are determined. The length of the prefix can be 1..9 characters long. You specify the length of
                 the prefix by adding an extension to the name of the directory  that  contains  the  lumps.  An
                 example that uses a prefix with 3 characters:

                       Data/Game/Auto/DirWithPrefix.3/01_LUMPNAME.lmp

                 The first three characters of the file name are ignored ( 01_) and LUMPNAME becomes the name of
                 the lump.

                You can put a WAD inside the assembly.

       The assembly can be built using a hierarchy of directories. For example the contents of the PK3 might be:

             #assembly/
                data1.lmp
                data2.lmp
                powerplant.2/
                   a-E2M3.lmp
                   b-THINGS.lmp
                xyz.lmp

       #assembly would be mapped to Data/<Game>/Auto/assembly/.

RESOURCE TYPES

   Textures and Flats
       Normal  wall  textures  and  flats  can  be replaced with PNG, JPG, TGA (Truevision Targa), or PCX (Zsoft
       Paintbrush) images. The engine currently supports these image formats:

                                   Pixel size               PCX   PNG   JPG   TGA
                                   8-bit (paletted)*        Yes   Yes   -     -
                                   16-bit                   -     -     -     -
                                   24-bit                   -     Yes   Yes   Yes**
                                   32-bit (alpha channel)   -     Yes   -     Yes**

       * = the palette does not have to match the palette of the game ** = TGAs must be  type  2  (uncompressed,
       unmapped RGB)

       NOTE!   32-bit images are just 24-bit images with an additional 8 bits per pixel for the alpha channel.

       The recommended format for high-resolution textures is paletted PNG. It is the easiest format in which to
       distribute  the  textures  due  to  its  small size. Since the palette doesn't have to be the same as the
       game's, it should be enough for many textures.

       High-resolution textures can be of any size. The engine will render them scaled so that they fit the size
       of the original texture. This means the aspect ratio of the new texture doesn't have to be the same as of
       the original texture. Note that the engine will have to resize all textures so that their dimensions  are
       powers  of  two  (e.g.  32, 64, 128, 256). This means TGA/PNG textures whose width and height are already
       powers of two can be loaded faster.

       Color keying allows having transparent pixels in an image format that has no alpha channel. Color  keying
       is applied if the file name of the image ends in "-ck", for example brnbigc-ck.png. Both cyan (0,255,255)
       and purple (255,0,255) are used as keys, and will be replaced with transparent pixels.

       Examples:

                To  create a high-resolution texture for the wall texture STARTAN3 you'd place a TGA file named
                 STARTAN3.tga or a PNG file named STARTAN3.png into the Textures directory.

                In order to replace the flat FLOOR7_2, you'd to put FLOOR7_2.png into the Flats  directory.  It
                 is  also  possible  to  have  flats  in  the  Textures directly if they are prefixed Flat-. For
                 instance, Flat-FLOOR7_2.tga.

       NOTE!   The file names of the high-resolution textures must match the texture names, not the names of the
               patches that make up the textures. For example: DOOR2_5 is a patch name,  DOOR3  is  the  texture
               that uses DOOR2_5.

       To  disable  high-resolution  textures  use the command line option -nohightex. The option -texdir can be
       used to change the directory from which the textures are searched.

   Patches
       Patches are images that are commonly used in game menus and intermission screens. Like textures,  patches
       can  be  replaced with TGA, PNG or PCX images. The Patches resource class directory is searched using the
       lump names of the original patches. For example, to replace the Doom menu title, you would place the file
       m_doom.png to the Patches directory.

       The original data lumps are required even if an external resource is found,  because  the  original  data
       includes  information  about  offsets  and the on-screen size of the patch. This means the image from the
       external resource can be of any arbitrary resolution: it will be scaled to match the original patch.

   Sprite Frames
       Sprite frames are patches. They can be replaced with external resources just like all other patches.  The
       same restrictions apply, though: the dimensions of the external resource do not affect the actual size of
       the  sprite  frame.  This  means  the  external  resources must really be high-resolution versions of the
       original images. Otherwise the size and/or aspect ratio will not be right for the resource.

       For example, in order to replace the Doom medikit (lump name MEDIA0), one would place the file media0.png
       into the Patches directory.

       Doom uses color-mapping to change specific colors in some sprites, e.g., the players, so  that  the  same
       image  can  be displayed with different coloring without having multiple copies of it in memory. Doomsday
       will not change colors on the fly in external resources. However, color-mapped versions of sprite  frames
       can  each  have  their  own  external resources. To indicate that a resource is color-mapped, its name is
       formed like this:

             (patchName)-table(classNum)(tableNum).ext

       (patchName) is the sprite frame lump name.  (classNum) is the number of the color translation class. This
       number is always zero in Doom and Heretic. In  Hexen,  it's  the  player's  class  (0=Fighter,  1=Cleric,
       2=Mage).   tableNum  is  the index number of the color translation table. Doom and Heretic have 4 tables,
       Hexen has 8. For example: playa1-table01-ck.png would be the Doom player sprite frame A1 with color table
       1. The -ck suffix makes the image color keyed (i.e. special colors indicate transparent pixels).

   Raw Screens
       Some background pictures are in the raw screen format, which is used to store 320 x  200  pixel  paletted
       images.  A  lump  containing  a  raw screen image (for example Heretic's TITLEPIC) is exactly 320 x 200 =
       64000 bytes long. Raw screens can be replaced with external resources in the Patches directory.

   Light Maps
       Light maps are monochrome images that can be used with dynamic lights. The dimensions of a light map must
       be powers of two, for example 256 x 256. If the map contains an alpha channel, the  actual  color  values
       are  ignored;  only  the  alpha  values are significant. If the map doesn't have an alpha channel, one is
       generated by averaging the color values of the image.

       Example: If you assign the light map "Round" to a light source, images with that file name  are  searched
       from the LightMaps directory. The accepted image formats are PCX, TGA and PNG. If Round.pcx, Round.tga or
       Round.png is found, it will be loaded.

   Detail Textures
       Detail  textures  are  grayscale images that are rendered on top of normal textures when walls and planes
       are viewed from close by. A signed-add blending is used, which lets the detail texture either  darken  or
       brighten the underlying texture: black => darker, gray => no change, white => brighter.

       Detail textures can be assigned to specific wall textures and flats using Detail definitions.

       Detail  textures can be loaded from external image resources (from the Textures directory), or PCX images
       and raw image data stored inside a WAD lump. When using the -file option to load  detail  texture  lumps,
       the file names of the images become lump names.

       If  an external resource is used as the detail texture, its dimensions must be powers of two (for example
       128x64 or 256x256). The image file must be in one of the supported image file formats.

       PCX images used as detail textures must have a color depth of 8 bits and their width and height  must  be
       powers  of  two. The palette should be a grayscale one. It is possible to use other colors but the result
       can be weird due to the way the blending of detail textures is done.

       If the source data is a raw image, it must be either 64x64, 128x128 or 256x256 pixels in size. Raw images
       contain only the pixel values, (one byte per pixel) and have only one color component per pixel  (they're
       black  and  white  images),  which  means the lump or file that contains the detail texture can either be
       4096, 16384 or 65536 bytes long.

       Using the default scaling, the pixels of detail textures are  four  times  smaller  than  the  pixels  of
       regular textures.

       The console variables rend-tex-detail, rend-tex-detail-far, rend-tex-detail-strength and rend-tex-detail-
       scale control the rendering of detail textures.

   3D Models as Particles
       3D models can be used as particles in a particle generator. In the particle generator definition, set the
       particle stage's type to one of the pt_model flags. The following would make the stage use particle model
       number 13:

             Type = "pt_model13";

       In  the  particle stage definition, remember to set a color for the stage. If the color is not specified,
       the default values will result in a completely transparent particle model.

       The model definition must have a matching ID. For example, particle model number 13  uses  the  following
       ID:

             ID = "Particle13";

       For further details see the DED Reference.

   Music
       Doomsday  can  play  various  external  music  files  using the FMOD library (http://www.fmod.org/). FMOD
       supports many music file formats including MP3, OGG, MOD and S3M (mods are a good  choice  due  to  their
       good  quality/size  ratio).  External  music  files  can  be played at any time using the playext console
       command.

       As an alternative to FMOD there is the SDL_mixer audio plugin. It is used automatically in case the  FMOD
       audio  plugin is not installed or fails to load for some reason. However, SDL_mixer's playback quality is
       not as high and it does not support 3D sound effects.

       Like other external resources, placing a music file into the Music resource class  directory  is  enough.
       The file name must match the lump name of the original music data lump. For example, to replace the music
       for Doom's first episode's second map, the file d_e1m2.mp3 would be placed in the Music directory.

       It  is  also  possible to store music files into a WAD. Again, you must name the lumps so that they match
       the lumps of the original songs, and are thus loaded instead of them. Any music files supported  by  FMOD
       can be loaded from a WAD.

       Another  way  to  specify  an  external  resource  file  is  to use the Ext key of a Music definition (in
       Audio.ded). An example of editing the definitions: You have a terrific song  called  song.mp3  and  you'd
       like to hear it instead of Doom's regular "e1m2".

             1.   The  first  thing  to  decide  is  whether you want to play the song from where it's currently
                  located, or do you want to move it under the Doomsday directory. In the latter case  it  would
                  be  easy to distribute the song and its definition file to others, since they wouldn't have to
                  worry about where the music file is. If you decide to move the song, create a directory  under
                  the   Doomsday/Data/jDoom/   directory   called   Music.   Another  logical  choice  could  be
                  Doomsday/Music/. Then copy the song into the created directory.

             2.   Open Audio.ded in a text editor. In it, you will find a bunch of Music definitions, including:

                        Music { ID = "e1m2"; Lump = "D_E1M2"; }

                  In order to make the change persist over version upgrades (each one will overwrite  Audio.ded)
                  copy  the  definition  to User.ded in the Defs/jDoom/ directory, or create a new DED file with
                  any name you like in the Defs/jDoom/Auto/ directory. Everything in the Auto directory will  be
                  read automatically. If User.ded doesn't exist, just create a new file for it.

             3.   Now you have the new Music definition, and the only thing left is to let the engine know which
                  file  it  should  load  when the song "e1m2" is played. Edit your definition by adding the Ext
                  key:

                        Music {
                          ID = "e1m2"; Lump = "D_E1M2";
                          Ext = "Data/jDoom/Music/song.mp3";
                        }

       CD tracks can be associated with songs in a similar fashion, but instead of using the Ext key you  should
       use a CD track key:

             CD track = 3;

   Sound Effects
       Sound samples can be replaced with WAV files. The supported formats are 8-bit and 16-bit mono PCM with no
       compression.  The  Sfx resource class directory is searched using the lump names of the original samples.
       For example, to replace the rocket launcher sound in libdoom, the file dsrlaunc.wav would  be  placed  in
       the Sfx directory.

       Another way to specify an external resource file is to use the Sound definition Ext key.

       Doomsday  will  automatically  detect  the  format  of a sample if it's loaded from a WAD file, making it
       possible to compile a WAD out of WAV samples.

PLUGINS

   Dehacked Patches
       Most features of Dehacked are supported by Doomsday's Dehacked reader. The loader will  print  a  message
       during startup if an unsupported feature is used.

       Let's  say  you  have the Dehacked patch file.deh in your runtime directory. Then you can use the command
       line option -deh file.deh to load it at startup.

       If a lump named DEHACKED is found in a WAD, it will be automatically applied  when  the  WAD  is  loaded.
       Normally  only the last DEHACKED lump is used if a lump with that name is found in multiple WADs. Use the
       option -alldehs to make the engine apply all found DEHACKED lumps.

KNOWN ISSUES

       Doomsday is a work in progress, so there usually is a number of known issues that will  be  addressed  in
       the future.

             Bugs and Features
                             The  official  place  to  report  new  bugs, submit feature requests and browse the
                             existing reports is the Deng Team's own Issue Tracker (http://tracker.skyjake.fi/).

             Multiplayer Issues
                             There is  a  to-do  list  of  known  multiplayer  issues  and  needed  enhancements
                             (http://dengine.net/multiplayer_issues) maintained by skyjake.

SEE ALSO

       Additional  documentation  is  available  online  in  the Doomsday Engine Wiki (http://dengine.net/dew/).
       Information in the wiki includes:

                User's   Guide:   collection   of   documentation   to   help   play   games   with    Doomsday
                 (http://dengine.net/dew/index.php?title=Category:User%27s_Guide)

                Author's     Guide:     articles     for     map     and     resource     pack/addon    authors
                 (http://dengine.net/dew/index.php?title=Category:Author%27s_Guide)

                Programmer's Guide: technical documentation for  software  developers  and  Deng  Team  members
                 (http://dengine.net/dew/index.php?title=Category:Programmer%27s_Guide)

                Definitions         Reference:         DED        and        finale        script        syntax
                 (http://dengine.net/dew/index.php?title=DED)

                Command Line Options Reference (http://dengine.net/dew/index.php?title=Command_line_options)

                Version history (http://dengine.net/dew/index.php?title=Category:Releases)

                Project roadmap and features in planning (http://tracker.skyjake.fi/projects/deng/roadmap)

AUTHOR

       This documentation has  been  written  by  Jaakko  Keränen  <jaakko.keranen@iki.fi>  and  Daniel  Swanson
       <danij@dengine.net>.

ACKNOWLEDGEMENTS

       id Software created DOOM and then released its source code.

       Raven Software created Heretic and Hexen and released their source code.

       Jaakko Keränen started the Doomsday Engine project and is the lead developer of the Deng Team.

       Daniel  Swanson  is  a  developer  and  lead  graphics artist in the Deng Team, author of the dengine.net
       (http://dengine.net) website implementation and former maintainer of the jDoom Resource Pack.

       Dave Gardner is a member of the Deng Team, maintainer of high-resolution texture packs,  and  contributor
       to the dengine.net (http://dengine.net) website implementation.

       Vermil  regularly  provides  in-depth  feedback and bug reports and is an expert in all things related to
       DOOM-based games.

       Kees Meijs packaged Doomsday for Debian and hosted an Apt repository of Debian packages.

       Andrew Apted wrote glBSP (http://glbsp.sourceforge.net/).

       Graham Jackson helped with the source code, fixed Doom bugs and did a lot of testing.

       David Jarvis did early network testing with jDoom  and  jHeretic  and  generously  contributed  essential
       computer hardware components.

       William Mull hosted the project's websites for many years.

       Finally,  the  resource pack community, particularly mentioning: Abbs maintained the jDoom model pack and
       did wonderful work on the models and particle effects; Anton Rzheshevski (aka Cheb) created player weapon
       3D models and other MD2 modifications/enhancements, maintained the jDoom model pack and  wrote  KickStart
       version 2; Greg Fisk (Slyrr) authored many excellent 3D models for jHeretic; Daniel Norton created detail
       textures for jDoom.

Debian                                          February 1, 2016                                     DOOMSDAY(6)