Doom 1 4 doom 2
Содержание:
- Редактирование
- Почему играть в Doom все еще интересно
- Example joke WADs
- Header[edit]
- Latest versions of Doom II[edit]
- Supported IWADs
- From DoomWiki.org
- Latest versionsedit
- Console versionsedit
- Notesedit
- The Inquisitor II
- From DoomWiki.org
- Latest versions of Doom IIedit
- Console versionsedit
- Notesedit
- использованная литература
- Directory
- Historical background[edit]
- Directory[edit]
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
- 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 |