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Documentation: Setting up Amethyst for the readme
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doomsday.6 | ||
Readme.rtf | ||
readme.txt |
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sources := $(wildcard *.ame) | ||
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doomsday.6: $(sources) | ||
amethyst -dMAN -dUNIX -odoomsday.6 readme.ame | ||
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Readme.rtf: $(sources) | ||
amethyst -dRTF -dMACOSX -oReadme.rtf readme.ame | ||
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readme.txt: $(sources) | ||
amethyst -dTXT -dWIN32 -oreadme.txt readme.ame |
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@chapter{ Known issues } | ||
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Doomsday is a work in progress, so there usually is a number of known issues | ||
that will be addressed in the future. | ||
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@deflist{ | ||
@item{SourceForge Bug Tracker} The official place to report new bugs and browse the existing reports. | ||
@item{Multiplayer Issues} There is a to-do list of known @link{http://skyjake.fi/dl/multiplayer.txt}{multiplayer issues and needed enhancements} maintained by @link{http://dengine.net/dew/index.php?title=User:Skyjake}{skyjake}. | ||
} |
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@chapter{ Acknowledgements } | ||
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@a{acks} | ||
@strong{id Software} created DOOM and then released its source code. | ||
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@strong{Raven Software} created Heretic and Hexen and released their source | ||
code. | ||
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@strong{Jaakko Keränen} started the Doomsday Engine project and is the lead | ||
developer in the Deng Team. | ||
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@strong{Daniel Swanson} is a developer and lead graphics artist in the Deng | ||
Team, contributor to the @link{http://dengine.net}{dengine.net} website | ||
implementation, and former maintainer of the jDoom Resource Pack. | ||
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@strong{Dave Gardner} is a member of the Deng Team, maintainer of | ||
high-resolution texture packs, and contributor to the | ||
@link{http://dengine.net}{dengine.net} website implementation. | ||
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@strong{Abbs} maintained the jDoom model pack and did wonderful work on the | ||
models and particle effects. | ||
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@strong{Anton Rzheshevski} (aka Cheb) created player weapon 3D models and | ||
other MD2 modifications/enhancements, maintained the jDoom model pack and | ||
wrote KickStart version 2. | ||
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@strong{Greg Fisk} (Slyrr) authored many excellent 3D models for jHeretic. | ||
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@strong{Daniel Norton} created detail textures for jDoom. | ||
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@strong{Graham Jackson} helped with the source code, fixed Doom bugs and did a | ||
lot of testing. | ||
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@strong{David Jarvis} did early network testing with jDoom and jHeretic and | ||
generously contributed essential computer hardware components. | ||
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@strong{Andrew Apted} wrote @link{glBSP}{http://glbsp.sourceforge.net/}. | ||
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@strong{William Mull} hosted the project's websites for many years. |
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@chapter{ Environment } | ||
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The following environment variables are recognized by Doomsday. | ||
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@deflist{ | ||
@item{DOOMWADDIR} DOOM WAD directory. | ||
} |
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@chapter{ Files } | ||
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@ifdef{MACOSX}{ | ||
@include{macfiles} | ||
} | ||
@else{ | ||
@ifdef{MAN}{ | ||
@include{unixfiles} | ||
} | ||
@else{ | ||
@include{winfiles} | ||
} | ||
} |
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@chapter{ Introduction } | ||
@include{introbrief} | ||
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@include{features} |
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@ifdef{MAN}{ | ||
@include{unixintro} | ||
} | ||
@else { | ||
@toc | ||
@include{intro} | ||
} | ||
@include{features} |
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Description of files and folders for Mac OS X. |
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@chapter{ Networking } | ||
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Doomsday uses both TCP and UDP for making network connections. If you | ||
are behind a firewall or you are using NAT, you must make sure that | ||
other computers are able to send network packets to your computer. | ||
This entails opening the appropriate incoming TCP/UDP ports on your | ||
firewall and/or configuring the NAT so that the correct ports are | ||
routed to your computer. | ||
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All the TCP/UDP ports that Doomsday will use (in a basic setup where | ||
there is either one server or one client on a computer) are visible in | ||
the network setup screens. The corresponding console variables are | ||
@var{net-port-control} (TCP) and @var{net-port-data} (UDP). | ||
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@section{Server settings} | ||
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The server uses one TCP port for listening to incoming connections. By | ||
default this is 13209 (setting the port to zero will mean 13209 will | ||
be used instead). This port must be open for incoming TCP traffic. | ||
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The server also uses one UDP port of listening to incoming data | ||
messages from the clients. By default this is port 13209 (the same | ||
number as with TCP). This port must be open for incoming and outgoing | ||
UDP traffic. | ||
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@section{Client settings} | ||
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The client uses one UDP port for data messages. By default this is | ||
13209 (just like the server). This port must be open for incoming and | ||
outgoing UDP traffic. |
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@chapter{ Plugins } | ||
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@section{ glBSP map loader } | ||
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It is no longer necessary to run glBSP manually on WAD files because | ||
Doomsday now includes glBSP as a plugin that is run automatically when | ||
needed. The glBSP source code is from version 1.96. | ||
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The following console variables control how dpMapLoad works: | ||
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@deflist{ | ||
@item{ @var{bsp-build} } | ||
This is the master switch that either enables or disables the map loader | ||
plugin. If set to zero, GL BSP data is read from any loaded GWA files and | ||
the glBSP builder in the plugin is not used. | ||
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@item{ @var{bsp-cache} } | ||
Determines if cached BSP data from the @file{bspcache} directory should | ||
be used if it passes the last modification time test. If set to one, | ||
any suitable data from the @file{bspcache} directory is loaded and no new | ||
data needs to be calculated. If set to zero, the plugin will always | ||
calculate new BSP data and store it in the cache. | ||
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@item{ @var{bsp-factor} } | ||
Sets the cost glBSP assigns to seg splits. The default value is 7. | ||
} | ||
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The generated GL BSP data is stored in the @file{bspcache} directory. | ||
There are subdirectories for each game mode and WAD. You are free to | ||
delete the cache directory at any time. | ||
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@section{ Dehacked patches } | ||
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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. | ||
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Let's say you have the Dehacked patch @file{file.deh} in your runtime | ||
directory. Then you can use the command line option | ||
@opt{-deh file.deh} to load it at startup. | ||
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If a lump named @file{DEHACKED} is found in a WAD, it will be | ||
automatically applied when the WAD is loaded. Normally only the last | ||
@file{DEHACKED} lump is used if a lump with that name is found | ||
in multiple WADs. Use the option @opt{-alldehs} to make the engine | ||
apply all found @file{DEHACKED} lumps. |
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Description of files and folders for UNIX. |
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Description of files and folders for Windows. | ||
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