Doom 1 4 doom 2

Редактирование

Для Doom доступно множество редакторов уровней . Первоначальная утилита редактирования Doom (DEU) была перенесена на ряд операционных систем , но со временем потеряла значение; многие современные редакторы Doom все еще уходят корнями в DEU и его парадигму редактирования, включая DETH, DeePsea, Linux Doom Editor и Yadex. К другим редакторам уровней относятся WadAuthor, Doom Builder (выпущен в январе 2003 г.) и Doom Builder 2 (выпущен в мае 2009 г. как преемник Doom Builder). Некоторые редакторы уровней Doom , такие как Doom Builder и Doom Builder 2, имеют режим 3D-редактирования. На данный момент эти два были прекращены, но был выпущен и регулярно обновляется более новый форк, известный как GZDoom Builder.

Многие специализированные редакторы Doom используются для изменения фрагментов графики и звука, такие как XWE, SLADE, Wintex и SLumpEd. DeHackEd исполняемые латания утилита модифицирует монстр, предметы и поведение оружия. В ZDoom пользователи могут создавать новых монстров, оружие и предметы с помощью языка сценариев под названием DECORATE, предназначенного для устранения многих недостатков DeHackEd, таких как невозможность добавлять новые объекты и невозможность далеко отклоняться от поведения. оригинального оружия и монстров.

Почему играть в Doom все еще интересно

Появившаяся еще в прошлом веке игра для ПК быстро завоевала популярность за счет плавного и динамичного экшена. При этом та эпоха еще ничего не знала о графических ускорителях. Захватывающая оригинальная атмосфера, реки крови, темные темы, возможность создания модов и карт, инновационная поддержка сети не могли остаться без внимания в нарождающемся сегменте компьютерных игр. Критики отмечали первоклассный опыт игры в Doom за счет отличных на то время графики, звука и непосредственно самого процесса прохождения. Каждый последующий шутер от первого лица пытался следовать ставшим уже классикой рецептам.

С тех пор в области графических технологий произошло немало качественных скачков – просто посмотрите на Doom Eternal 2020 года! Но и оригинальная версия игры все еще интересна. Тем более, что классика от id Software все еще кажется более доступной и понятной, чем большинство современных шутеров от первого лица. Это связано с относительно простым управлением. В игре нет прыжков или взглядов вверх и вниз, тут сохраняется истинное чувство аркады, которое теперь редко где встретишь.

С бесплатной обновленной версией игрового движка вы легко можете потестировать оригинальную игру на своем ПК или Mac. При этом поддерживается как сеть, так и современные игровые контроллеры. Самое интересное, что вы можете поиграть в высоком разрешении и даже на широкоформатном мониторе с соотношением сторон 21:9, если он у вас есть.

Example joke WADs

For a more comprehensive list, see Category:Joke WADs.

Mockery and derivatives

The Mockery TC was started in to parody other WADs that were full of poor design and bad attention to detail. Screenshots that were released demonstrate techniques such as huge rooms with long-distance projectile throwing monsters and mix-and-match slime and blood walls and floors.

The mockery TC was never finished and is considered long-abandoned. This may be due to a lack of interest in the project (the joke having been delivered without having to complete the WAD), or perhaps it was deliberately abandoned, as a reference to the long tradition of unfinished TCs.

Mock 2: The Speed of Stupid is an unofficial sequel to Mockery which was released and was designed to not look like a serious wad (but remains fun to play). Techniques employed include using levels randomly generated by Slige. This megawad contains 41 levels (31 thru 40 are a connected chain of secret levels; 41 is the «ending» level).

The New Adventure is a megawad inspired by Mock 2 designed to be even funnier, though not as successful. All levels in it were designed completely by Paul Corfiatis.

  • Mockery TC
  • Mock 2: The Speed of Stupid
  • The New Adventure

nuts.wad and derivatives

Nuts by B.P.R.D is one of the most famous joke wads. The entire wad is simply two massive courtyards containing 10617 monsters and is almost unplayable on Vanilla Doom. Most computers, even in recent years, have trouble processing all of the monsters after the player has woken them up, causing the game’s framerate to drop into single digits. It is featured in Doomworld’s Top 10 Infamous WADs. Several sequels and homages have also been created.

NOTE: Nuts has been proven possible to play, and easily beat by the utilization of source ports and monster infighting. If the player is not concerned about 100% kills and is using a port that disables infinitely tall monsters, the level is relatively easy; all the player has to do is straferun over the heads of the first wave of monsters until reaching the exit arena, and then surf on arch-vile blasts to the exit switch.

  • Nuts
  • Nuts 2, by the author of Nuts
  • Nuts 3, by the author of Nuts
  • NuTs III ARENA, by Biohazard
  • Nuts lite, requiring Boom and created by Bejiitas_Wrath

dwforums.wad and sequels

The original dwforums joke WAD was created to parody the community which centered around the Doomworld forums. It was popular enough to warrant two sequels. The first lampooned the #zdoom IRC channel and was released on Doom’s 10th birthday. The second was designed as a re-enactment of events that took place on the Newdoom forums.

The author of all three WADs has opted to remain anonymous, however it is believed that it is the same author for all three.

  • Doomworld Forum Adventures!
  • [http://www.doomworld.com/idgames/?id=12293
  1. zdoom Adventures!]

Doomworld Forums 3

Beavis and Butthead, Simpsons

Some joke WADs use funny sounds, funny sprites or funny environments, for example the first versions of Kansam’s Trial heavily uses funny sounds in normal Doom levels.

Header[edit]

A WAD file always starts with a 12-byte header. It contains three values:

wadinfo_t
Position Length Name Description
0x00 4 identification The ASCII characters «IWAD» or «PWAD».
0x04 4 numlumps An integer specifying the number of lumps in the WAD.
0x08 4 infotableofs An integer holding a pointer to the location of the directory.

All integers are 4 bytes long in x86-style little-endian order. Their values can never exceed 231-1, since Doom reads them as signed ints. For some ports based on the Atari Jaguar code (Playstation derived ports being the notable exception), big-endian order is used instead.

The IWAD or PWAD signature is meant to define whether the file is an IWAD or a PWAD, however this is not actually checked by the engine. Loading an IWAD as a PWAD is possible, and inversely loading a PWAD as an IWAD is also possible. For example, CHEX.WAD and TNT.WAD have a PWAD signature despite serving as IWAD.

Latest versions of Doom II[edit]

Version 1.9 is 14,604,584 bytes in size, is dated 1995-02-01, and contains 2,919 entries. It has the following hashes:

Hash type Hash code
MD5 25e1459ca71d321525f84628f45ca8cd
SHA-1 7ec7652fcfce8ddc6e801839291f0e28ef1d5ae7
CRC-32 ec8725db

The BFG Edition version is 14,691,821 bytes in size, contains 2,935 entries, and has the following hashes:

Hash type Hash code
MD5 c3bea40570c23e511a7ed3ebcd9865f7
SHA-1 a59548125f59f6aa1a41c22f615557d3dd2e85a9
CRC-32 927a778a

A version of Doom II from Bethesda.net packaged with the vanilla engine contains a modified IWAD with similar resources as the BFG Edition. It is 14,603,212 bytes in size, contains 2,919 entries, and has the following hashes:

Hash type Hash code
MD5 97573aaf26957099ed45e61d81a0a1a3
SHA-1 f1b6ba94352d53f646b67c01d2da88c5c40e3179
CRC-32 62fd057f

Older versionsedit

Version File date Size (bytes) Entries MD5 SHA-1 CRC-32
1.666g 1994-08-29 14,824,716 2,934 d9153ced9fd5b898b36cc5844e35b520 a4ce5128d57cb129fdd1441c12b58245be55c8ce c08005f7
1.666 1994-08-29 14,943,400 2,956 30e3c2d0350b67bfbf47271970b74b2f 6d559b7ceece4f5ad457415049711992370d520a e2a683bd
1.7 1994-09-21 14,612,688 2,919 ea74a47a791fdef2e9f2ea8b8a9da13b 78009057420b792eacff482021db6fe13b370dcc 47daeb2e
1.7a 1994-10-18 14,612,688 2,919 d7a07e5d3f4625074312bc299d7ed33f 70192b8d5aba65c7e633a7c7bcfe7e3e90640c97 952f6baa
1.8f 1994-12-01 14,607,420 2,914 3cb02349b3df649c86290907eed64e7b d510c877031bbd5f3d198581a2c8651e09b9861f 27eaae69
1.8 1995-01-20 14,612,688 2,919 c236745bb01d89bbb866c8fed81b6f8c 79c283b18e61b9a989cfd3e0f19a42ea98fda551 31bd3bc0

Supported IWADs

Notes:

  • Some file names are links to a page on the Doom Wiki where you will find checksums for known versions of the concerned file.
  • Some files have conflicting names; ZDoom provides you with possible aliases. Note that an IWAD is actually identified by its content rather than its name. Also, any archive format supported by ZDoom can technically be an IWAD.

Commercial games

Game Name File name File aliases Notes and download links
Doom (Registered) doom.wad
The Ultimate Doom doom.wad doomu.wad
Doom «BFG Edition» doom.wad bfgdoom.wad, doombfg.wad — — Part of Doom 3: BFG Edition
Doom II doom2.wad
Doom II «BFG Edition» doom2.wad bfgdoom2.wad, doom2bfg.wad — — Part of Doom 3: BFG Edition; also loads nerve.wad
Final Doom — TNT: Evilution tnt.wad
Final Doom — The Plutonia Experiment plutonia.wad
French Doom II doom2f.wad
Heretic (Registered or Commercial) heretic.wad hereticsr.wad
Hexen (Full) hexen.wad
Hexen: Deathkings of the Dark Citadel hexdd.wad
Strife (Full) strife1.wad strife.wad — — Also loads voices.wad
Strife: Veteran Edition sve.wad — — Also loads voices.wad
Chex Quest chex.wad No longer sold, originally distributed in cereal boxes.

Free-to-play games

Game Name File name File aliases Notes and download links
Doom (Shareware) doom1.wad
Heretic (Shareware) heretic1.wad
Hexen (Demo) hexen.wad hexdemo.wad, hexendemo.wad
Strife (Teaser) strife0.wad
Freedoom: Phase 1 freedoom1.wad freedoomu.wad
Freedoom: Phase 2 freedoom2.wad freedoom.wad
FreeDM freedm.wad
Blasphemer heretic.wad blasphem.wad, blasphemer.wad
Chex Quest 3 chex3.wad
Action Doom 2: Urban Brawl action2.wad
Harmony v1.1 harm1.wad
Hacx v1.2 hacx.wad
Hacx v2.0 hacx.wad hacx2.wad
The Adventures of Square square1.pk3
Delaweare delaweare.wad
Rise Of The Wool Ball rotwb.wad

ZDoom will detect any of those present in its search path and let you choose at startup which game to play (if it doesn’t, ). In addition to them, some «total conversion»-type mods, such as Wolfenstein 3D TC, can be played as their own IWAD; however since they are not detected as such by ZDoom, you need to use the -iwad command line parameter.

In order to play a custom level designed for any of the above games you have to have that particular game’s full IWAD (loading PWAD with shareware, demo or teaser versions is disabled). If you do not have the necessary IWAD, or if you have an old, unpatched version of the IWAD in question, you will get an error message on startup. (But often old versions are accepted too.)

The IWAD file(s) should be placed in a directory where ZDoom will find them. This includes the same directory as the ZDoom executable, as well as those pointed to by the DOOMWADDIR environment variable. You may also configure other directories for ZDoom to search in the zdoom.ini file. On Linux, the directories $HOME/.zdoom and /usr/local/share are checked by default. Finally, if you have bought a supported game from GOG.com or Steam, ZDoom is able to find the IWADs directly in their installation folder and you do not need to move or copy them to ZDoom’s folder.

From DoomWiki.org

This article gives technical information about the Doom/Ultimate Doom data file. For gameplay information and walkthroughs, see Doom.

DOOM.WAD is the IWAD used by Doom, The Ultimate Doom, the BFG Edition, and the .

Latest versionsedit

Version 1.9 of the Registered Doom WAD is 11,159,840 bytes in size, is dated 1995-02-01, and contains 2,194 entries. It has the following hashes:

Hash type Hash code
MD5 1cd63c5ddff1bf8ce844237f580e9cf3
SHA-1 7742089b4468a736cadb659a7deca3320fe6dcbd
CRC-32 723e60f9

Version 1.9ud of the Ultimate Doom WAD is 12,408,292 bytes in size, is dated 1995-05-25, and contains 2,306 entries. It has the following hashes:

Hash type Hash code
MD5 c4fe9fd920207691a9f493668e0a2083
SHA-1 9b07b02ab3c275a6a7570c3f73cc20d63a0e3833
CRC-32 bf0eaac0

The BFG Edition version is 12,487,824 bytes in size, contains 2,312 entries, and has the following hashes:

Hash type Hash code
MD5 fb35c4a5a9fd49ec29ab6e900572c524
SHA-1 e5ec79505530e151ff0e6f517f3ce1fd65969c46
CRC-32 5efa677e

Older versionsedit

Version File date Size (bytes) Entries MD5 SHA-1 CRC-32
1.1 1993-12-16 10,396,254 2,074 981b03e6d1dc033301aa3095acc437ce df0040ccb29cc1622e74ceb3b7793a2304cca2c8 66457ab9
1.2 1994-02-17 10,399,316 2,045 792fd1fea023d61210857089a7c1e351 b5f86a559642a2b3bdfb8a75e91c8da97f057fe6 a5da8930
1.666 1994-09-01 11,159,840 2,194 54978d12de87f162b9bcc011676cb3c0 2e89b86859acd9fc1e552f587b710751efcffa8e f756aab5
1.8 1995-01-20 11,159,840 2,194 11e1cd216801ea2657723abc86ecb01f 2c8212631b37f21ad06d18b5638c733a75e179ff 8d242df9

Pre-release buildsedit

Version File date Size (bytes) Entries MD5 SHA-1 CRC-32
0.2 1993-02-04 496,250 198 740901119ba2953e3c7f3764eca6e128 89d934616c57fe974b06c2b37a9837853a89dbbc 2587d97b
0.3 1993-02-28 1,901,322 670 dae9b1eea1a8e090fdfa5707187f4a43 df8ffe821a212d130ae48cf2c23721bd0ee6543b f97fe671
0.4 1993-04-03 2,675,669 859 b6afa12a8b22e2726a8ff5bd249223de 5f78b23fbffc828f5863ecff7e908d556241ff45 c8a8b5ea
0.5 1993-05-23 3,522,207 1,099 9c877480b8ef33b7074f1f0c07ed6487 d3648d720b5324ce3c7bf58cf019e395911d677e 8fe33445
Beta 1993-10-04 5,468,456 1,493 049e32f18d9c9529630366cfc72726ea 692994db9579be4201730b9ac77797fae2111bde ff9bd960

Console versionsedit

Port Size (bytes) Entries MD5 SHA-1 CRC-32
Doom Classic Unity port 1.0 12,468,955 2,307 232a79f7121b22d7401905ee0ee1e487 f770111ca9eb6d49aead51fcbd398719b462e64b 46359dfb
Doom Classic Unity port 1.1 12,468,955 2,307 21b200688d0fa7c1b6f63703d2bdd455 08ab2507e1d525c4c06b6df4f6d5862568a6b009 346a4bfd
Xbox 12,538,385 2,318 0c8758f102ccafe26a3040bee8ba5021 1d1d4f69fe14fa255228d8243470678b1b4efdc5 ff1ba733
PlayStation Network 12,474,561 2,307 e4f120eab6fb410a5b6e11c947832357 117015379c529573510be08cf59810aa10bb934e 3f646587
Xbox 360 BFG Edition 12,474,561 2,307 7912931e44c7d56e021084a256659800 d6a9f0172eca101471128ec61be975361f2ad28e 6010fd43
XBLA standalone 12,475,196 2,307 72286ddc680d47b9138053dd944b2a3d 37de4510216eb3ce9a835dd939109443375d10c5 b8583cd5
Doom for Pocket PCnamed doom1.wad 14,445,632 2,305 3e410ecd27f61437d53fa5c279536e88 1d3c00534c452e266012e28ddc399ffe4d9ac8ed b5353911

Notesedit

The BFG Edition variant of the DOOM.WAD file is inappropriately marked as a PWAD. This will cause some source ports to malfunction or to issue warning messages when using it.

Doom Eternal includes a copy of the PlayStation Network version of DOOM.WAD (along with the Bethesda.net version of DOOM2.WAD) under its install directory, in base/classicwads.

  • DOOM.EXE
  • DOOM1.WAD

The Inquisitor II

Game: Doom IIYear: 2013Port: GZDoomSpecs: MAP01Gameplay Mods: New monsters, new weapons, new items.Author: “Shadowman” idgames | onemandoom

The sequel / prequel to Inquisitor has none of the drama and a completely different feel as it attempts to bring the experience of Diablo to Doom / Hexen. The environments are pretty good, considering many of them were built within the confines of an RDC “freakmapping” competition. The only problem is that the hordes of Diablo were way slower and gave you much more room to move in, which you’ll discover when you find yourself being massacred by lowly zombies and skeletons while frantically swinging your sword. Some of the fights are insane enough that you pretty much need the secret consumable items. It’s an interesting experiment, and I love the peaceful town that forms the overworld, but the gameplay could use an overhaul.

From DoomWiki.org

This article gives technical information about the Doom II data file. For gameplay information and walkthroughs, see Doom II.

DOOM2.WAD is the IWAD used by Doom II.

Latest versions of Doom IIedit

Version 1.9 is 14,604,584 bytes in size, is dated 1995-02-01, and contains 2,919 entries. It has the following hashes:

Hash type Hash code
MD5 25e1459ca71d321525f84628f45ca8cd
SHA-1 7ec7652fcfce8ddc6e801839291f0e28ef1d5ae7
CRC-32 ec8725db

The BFG Edition version is 14,691,821 bytes in size, contains 2,935 entries, and has the following hashes:

Hash type Hash code
MD5 c3bea40570c23e511a7ed3ebcd9865f7
SHA-1 a59548125f59f6aa1a41c22f615557d3dd2e85a9
CRC-32 927a778a

A version of Doom II from Bethesda.net packaged with the vanilla engine contains a modified IWAD with similar resources as the BFG Edition. It is 14,603,212 bytes in size, contains 2,919 entries, and has the following hashes:

Hash type Hash code
MD5 97573aaf26957099ed45e61d81a0a1a3
SHA-1 f1b6ba94352d53f646b67c01d2da88c5c40e3179
CRC-32 62fd057f

Older versionsedit

Version File date Size (bytes) Entries MD5 SHA-1 CRC-32
1.666g 1994-08-29 14,824,716 2,934 d9153ced9fd5b898b36cc5844e35b520 a4ce5128d57cb129fdd1441c12b58245be55c8ce c08005f7
1.666 1994-08-29 14,943,400 2,956 30e3c2d0350b67bfbf47271970b74b2f 6d559b7ceece4f5ad457415049711992370d520a e2a683bd
1.7 1994-09-21 14,612,688 2,919 ea74a47a791fdef2e9f2ea8b8a9da13b 78009057420b792eacff482021db6fe13b370dcc 47daeb2e
1.7a 1994-10-18 14,612,688 2,919 d7a07e5d3f4625074312bc299d7ed33f 70192b8d5aba65c7e633a7c7bcfe7e3e90640c97 952f6baa
1.8f 1994-12-01 14,607,420 2,914 3cb02349b3df649c86290907eed64e7b d510c877031bbd5f3d198581a2c8651e09b9861f 27eaae69
1.8 1995-01-20 14,612,688 2,919 c236745bb01d89bbb866c8fed81b6f8c 79c283b18e61b9a989cfd3e0f19a42ea98fda551 31bd3bc0

Console versionsedit

Port Size (bytes) Entries MD5 SHA-1 CRC-32
Doom Classic Unity port 1.0 14,668,180 2,920 e7395bd5e838d58627bd028871efbc14 9b39107b5bcfd1f989bcfe46f68dbc1f49222922 897339a7
Doom Classic Unity port 1.1 14,685,607 2,920 7895d10c281305c45a7e5f01b3f7b1d8 b723882122e90b61a1d92a11dcfcf9cbf95a407e 22c291c8
Xbox 360 BFG Edition 14,677,988 2,931 f617591a6c5d07037eb716dc4863e26b b7ba1c68631023ea1aab1d7b9f7f6e9afc508f39 1350e452
XBLA standalone 14,685,034 2,931 43c2df32dc6c740cb11f34dc5ab693fa 55e445badd63d8841ebea887910c26c62c7f525e 3f2b4852
Xbox Resurrection of Evil 14,683,458 2,931 a793ebcdd790afad4a1f39cc39a893bd 1c91d86cd8a2f3817227986503a6672a5e1613f0 218030c8
PlayStation Network 14,599,800 2,919 4c3db5f23b145fccd24c9b84aba3b7dd ca8db908a7c9fbac764f34c148f0bcc78d18553e 7755acfc
Tapwave Zodiac 14,639,397 2,923 9640fc4b2c8447bbd28f2080725d5c51 2cda310805397ae44059bbcaed3cd602f4864a82 541a97c2

Notesedit

The BFG Edition variant of the DOOM2.WAD file is inappropriately marked as a PWAD and the TITLEPIC lump is missing. This will cause some source ports to malfunction or to issue warning messages when using it.

The Nintendo Switch version is the same as the Unity 1.0 version.

Doom Eternal includes a copy of the Bethesda.net version of DOOM2.WAD (along with the PlayStation Network version of DOOM.WAD) under its install directory, in base/classicwads.

DOOM2.EXE

использованная литература

Библиография

  • Джозеф Белл, Дэвид Скреде: The Doom Construction Kit: Mastering and Modification Doom , Waite Group Press (1 апреля 1995 г.), ISBN  1-57169-003-4
  • Ричард Х. «Хэнк» Лейкарт, III: Руководство хакера Doom , Mis Press (1 марта 1995 г.), ISBN  1-55828-428-1
  • Стив Беннер и др .: 3D Game Alchemy for Doom, Doom II, Heretic and Hexen , SAMS Publishing (1996), ISBN  0-672-30935-1
  • Кушнер, Дэвид: Мастера судьбы: как два парня создали империю и преобразовали поп-культуру , издательская группа Random House 2003, ISBN  0-375-50524-5 ; страницы 166–169
  • Ларсен, Хенрик: FAQ по неофициальным мастер-уровням для Doom II , версия 1.02 (получено 4 октября 2004 г.)

Directory

The directory associates names of lumps with the data that belong to them. It consists of a number of entries, each with a length of 16 bytes. The length of the directory is determined by the number given in the WAD header. The structure of each entry is as follows:

filelump_t
Offset Length Name Content
0x00 4 filepos An integer holding a pointer to the start of the lump’s data in the file.
0x04 4 size An integer representing the size of the lump in bytes.
0x08 8 name An ASCII string defining the lump’s name. Only the characters A-Z (uppercase), 0-9, and [] — _ should be used in lump names (an exception has to be made for some of the Arch-Vile sprites, which use «\»). When a string is less than 8 bytes long, it should be null-padded to the tight byte.

Tools should not assume the lump-order in the WAD to be sorted by their byte offset into the WAD.

«Virtual» lumps (such as F_START) only exist in the directory, having a size of 0. Their offset value therefore is nonsensical (often 0).

It is possible for more than one lump to have the same offset value, aswell as having offsets that overlap other lump data.

Type of file is not stated in the lump’s data.

Typical wad file:

wadfile_t
Header
Lump Data
Names and pointers of Lumps

Historical background[edit]

After the release of Wolfenstein 3D in , fans developed unauthorized mods of the game that changed elements such as levels and monster graphics. Rather than causing id Software to seek to suppress such mods, they encouraged the developers to make Doom more easily moddable.:134

The WAD file system is the primary mechanism that allows easy modding by fans. Mods containing new levels, graphics, sound effects and music are natively supported by vanilla Doom without needing any special third party tooling; they can simply be loaded using the command line argument. This is in comparison to Wolfenstein mods, where the main game resource files had to be modified in order to make any change.

WAD files contain certain limitations: for example, much of the game behavior cannot be changed without patching DOOM.EXE using a tool such as DeHackEd (modern source ports allow DeHackEd patch files to be included in WAD files). Vanilla Doom does not support replacing sprites from inside PWAD files; older graphical mods would commonly be distributed with a small tool named DeuSF that would work around this limitation (modern source ports have entirely removed the restriction).

Directory[edit]

The directory associates names of lumps with the data that belong to them. It consists of a number of entries, each with a length of 16 bytes. The length of the directory is determined by the number given in the WAD header. The structure of each entry is as follows:

filelump_t
Offset Length Name Content
0x00 4 filepos An integer holding a pointer to the start of the lump’s data in the file.
0x04 4 size An integer representing the size of the lump in bytes.
0x08 8 name An ASCII string defining the lump’s name. Only the characters A-Z (uppercase), 0-9, and — _ should be used in lump names (an exception has to be made for some of the Arch-Vile sprites, which use «\»). When a string is less than 8 bytes long, it should be null-padded to the eighth byte. Values exceeding 8 bytes are forbidden.

Tools should not assume the lump-order in the WAD to be sorted by their byte offset into the WAD.

«Virtual» lumps (such as F_START) only exist in the directory, having a size of 0. Their offset value therefore is nonsensical (often 0).

It is possible for more than one lump to have the same offset value, as well as having offsets that overlap other lump data.

When a modder imports lumps into a WAD from other files, file extensions are not included. Doom’s executable examines only the name field to determine whether all required entries are present at launch. This means, for example, that the encoding of a music track may not be immediately obvious if the WAD’s intended port supports multiple formats.

Typical wad file:

wadfile_t
Header
Lump Data
Names and pointers of Lumps
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