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<channel>
	<title>Doomworld</title>
	<link>http://www.doomworld.com/</link>
	<description>The definitive source for Doom news, information and development</description>
	<copyright>Copyright 2005</copyright>
	<item>
	    <title>The /newstuff Chronicles #362</title>
	    <link>
http://www.doomworld.com/php/topstory.php?id=3214			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/49760-the-newstuff-chronicles-362/      </guid>
	    <pubDate>Thu, 04 Feb 2010 23:45:00 -0500</pubDate>
	    <description>
Farm Fresh on Dagobah: Sometimes, WADs with a very simple idea executed properly can be astoundingly good. Unfortunately, Dagobah is not one of those WADs. [...] There may be a few people who will appreciate it, but it's not going to be going on my hard drive any time soon.      </description>
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	<item>
	    <title>Doom Classic Code Review 2 : The gift and the curse</title>
	    <link>
http://www.doomworld.com/vb/doomworld-news/49738-doom-classic-code-review-2-the-gift-and-the-curse/			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/49738-doom-classic-code-review-2-the-gift-and-the-curse/      </guid>
	    <pubDate>Wed, 03 Feb 2010 11:26:47 -0500</pubDate>
	    <description>
Fabian Sanglard, the author of an article describing the rendering process of classic Doom a few weeks ago, is back.  This time, he plumbs the depths of the recently released iPhone Doom source code.  Unlike the last article where he simply dissected the renderer, he now goes into quite a bit of depth on many of the different aspects of the source, including the new main game loop, the new OpenGL renderer, and more. Like the last article, there...      </description>
	</item>
	<item>
	    <title>The /newstuff Chronicles #361</title>
	    <link>
http://www.doomworld.com/php/topstory.php?id=3212			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/49634-the-newstuff-chronicles-361/      </guid>
	    <pubDate>Tue, 26 Jan 2010 23:45:00 -0500</pubDate>
	    <description>
rrr on Greenwar II: The release of Greenwar 2 is a landmark event for gaming. It is also a landmark event for bringing the clash of layout-making and wad-detailing to monumental new heights.      </description>
	</item>
	<item>
	    <title>ZDoom 2.4.1 released</title>
	    <link>
http://www.doomworld.com/vb/doomworld-news/49593-zdoom-2-4-1-released/			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/49593-zdoom-2-4-1-released/      </guid>
	    <pubDate>Sun, 24 Jan 2010 06:34:14 -0500</pubDate>
	    <description>
A new official version of ZDoom is available, 2.4.1. As typical, this is mirrored by a new version of GZDoom, 1.4.2. I said it was mirrored!

Not many fancy features this time, these are mostly bug fix releases.
Floor waggle effects are smoother now
Sliders in the menus work correctly now
Negative numbers in the alternate HUD have their minus sign at the right place now
Menu option scales better in widescreen resolution
Player setup menu...      </description>
	</item>
	<item>
	    <title>The /newstuff Chronicles #360</title>
	    <link>
http://www.doomworld.com/php/topstory.php?id=3210			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/49492-the-newstuff-chronicles-360/      </guid>
	    <pubDate>Sat, 16 Jan 2010 19:25:00 -0500</pubDate>
	    <description>
360 degrees of /newstuff Chronicles freedom today. This time, nearly all the reviews are provided by Brandon D. Lade&amp;#8212;I mean, MegaDoomer. I'm sorry, did you really think I didn't know? The thumbnail screenshot is from Maniacal by Chris Wright.      </description>
	</item>
	<item>
	    <title>Doom Classic Code Review</title>
	    <link>
http://www.doomworld.com/vb/doomworld-news/49451-doom-classic-code-review/			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/49451-doom-classic-code-review/      </guid>
	    <pubDate>Thu, 14 Jan 2010 13:56:22 -0500</pubDate>
	    <description>
iPhone developer Fabian Sanglard, before diving into the iPhone version of Doom, spent some time studying the original 1993-vintage Doom we all know and/or love in order to learn its many secrets.  He's now posted a detailed article about the original software Doom renderer full of references to linedefs and segs and ssectors and all those things I understand just as vaguely now as I did back in the day.  Most interestingly, the page includes s...      </description>
	</item>
	<item>
	    <title>The /newstuff Chronicles #359</title>
	    <link>
http://www.doomworld.com/php/topstory.php?id=3208			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/49318-the-newstuff-chronicles-359/      </guid>
	    <pubDate>Tue, 05 Jan 2010 19:15:00 -0500</pubDate>
	    <description>
Jekyll Grim Payne on The City of The Damned Apocalypse: Basically, it's Blood. Mixed with a little of Resident Evil, a piece of Silent Hill, and a sense of those FPS-horrors like Undying and Call of Ctulhu. Still, most of the features are from Blood; in contrast to the first TCOTD, TCOTD:A is not just a Doom wad with Blood textures, it's actually a total conversion, where you will find new enemies, new weapons and a rather unique "sandbox" game...      </description>
	</item>
	<item>
	    <title>The DoomRL tileset hits!  You die... --more--</title>
	    <link>
http://www.doomworld.com/vb/doomworld-news/49302-the-doomrl-tileset-hits-you-die-more/			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/49302-the-doomrl-tileset-hits-you-die-more/      </guid>
	    <pubDate>Mon, 04 Jan 2010 11:33:21 -0500</pubDate>
	    <description>
Do you want your possessions identified? (Y/N)

Kornel Kisielewicz, the author of DoomRL, has revealed that an upcoming version of DoomRL will feature graphical tile support.  The new tileset was created by Derek Yu of Spelunky fame, and will be featured in the 1.0 release of DoomRL.  In addition, the author has also revealed that it will be used in the upcoming DoomRL2, though he made no mention of any cameos by John Romero's disembodied head....      </description>
	</item>
	<item>
	    <title>Outpost of DooM II - 100 Reviews</title>
	    <link>
http://www.doomworld.com/vb/doomworld-news/49283-outpost-of-doom-ii-100-reviews/			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/49283-outpost-of-doom-ii-100-reviews/      </guid>
	    <pubDate>Sat, 02 Jan 2010 13:23:35 -0500</pubDate>
	    <description>
The site Outpost of DooM II has reached the 100th review. In order to celebrate this event, the site owner Ismaele invited two famous Doomers, Karthik Abhiram and UltimateLorenzo (aka Toranaga) as guest reviewers. Visit the site to read the reviews: http://www.webalice.it/sposito.lag/      </description>
	</item>
	<item>
	    <title>Happy New Ports</title>
	    <link>
http://www.doomworld.com/vb/doomworld-news/49271-happy-new-ports/			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/49271-happy-new-ports/      </guid>
	    <pubDate>Fri, 01 Jan 2010 04:54:47 -0500</pubDate>
	    <description>
To celebrate the new year, a salvo of new official versions of ports has been launched:
Eternity Engine 3.37.00 "Sekhmet": includes decorative slopes, sprite scaling, widescreen support and more.
GZDoom 1.4.0: include several bug fixes, better portals, and more flexible actor functions.
ZDoom 2.4.0: includes so many new features compared to 2.3.1 that even listing just the major ones would take all day. Many of those are "old" features for t...      </description>
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