DOOMSDAY(6)

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.