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Author Topic: Doom3  (Read 173 times)

devguy

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Doom3
« Reply #30 on: April 08, 2005, 05:00:00 PM »

I tried swapping the DOOM.wad file in the classic section of the collector's edition with putonia.wad.  I then renamed plutonia.wad to DOOM.wad.

I booted up Doom 3 from the HDD and went to classic and started a game of ultimate doom.  When it started, the background showed the plutonia background, but when I went to start a new game, my Xbox froze.  

Any ideas?  Sure would be awesome to play the Final Dooms with 4 people in Coop.  The other two are fun, I just played the hell out of them a long time ago and never really messed with Final Doom.
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neverwill

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Doom3
« Reply #31 on: April 09, 2005, 09:06:00 AM »

Man, that Classic DOOM mod for DOOM 3 on the PC is awesome, it's so cool to play through the old levels with Doom 3's graphics. DOOM was almost one of the first games I ever had for the PC (I think I had wolfenstein first).
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COPPthemthangs

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Doom3
« Reply #32 on: April 11, 2005, 11:36:00 PM »

i dont know about anyone else...but I would love a duct tape mod for the xbox version
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incognegro

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Doom3
« Reply #33 on: April 12, 2005, 08:41:00 AM »

I have been messing with the classic dooms since i got it( havent even played doom3 yet)  and i think i figured out how to separate them from doom 3.  when starting up doom3 it installs to the z drive, so check ur z drive and look into the temp folder you'll see the wad files. As long as these files are there then the doomloader.xbe will launch them. If you want to change from doom2 instead ultimate doom then delete the doom1 files in that folder and it will launch doom2 instead. I'm currently trying to create an unleash script to automate this. As for final doom i think it has something to do with the doom wad verify file. I havent tested it yet.
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Iron_Forge

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Doom3
« Reply #34 on: April 12, 2005, 06:21:00 PM »

CODE

/* GFC files */
struct mainHeader {
  uint unknown;
  uint gobSize;
  uint indexCount;
  uint fileCount;
}
struct index {
  uint size;
  uint offset;
  uint nextPiece;
}
struct indexThing {
  uint unknown; // CRC maybe?..
}
struct fileThing {
  uint unknown;
  uint unknown;
  uint file;
}
struct fileIndex {
  char[256] path;
  uint unknown;
  uint unknown;
}

The main header is followed by the index (has indexCount elements), followed by the indexThing (also indexCount elements)...These are followed by fileThing (has fileCount elements), and fileIndex (also has fileIndex elements)...

The GOB files just contain the data in blocks (padded to 2048 I believe)...You can get the offset/size from the index...Each block of data starts with STBL and ends with ENBL (start block/end block)...I believe the data between is compressed, but I haven't the foggiest with what...

I also had a look at the d3tfull file...Unlike the GFC, it's little endian...
CODE

/* d3tfull file */
struct mainHeader {
  uint unknown;
  uint indexCount;
  uint unknown
}

struct index {
  uint unknown
  uint unknown
  uint unknown
  uint unknown
  uint unknown
  uint unknown
  uint offset;
  uint size;
}


For this file, the offset points to further in the file itself...Your guess is as good at mine what any of this is...It's also possible the mainHeader is larger, and offset/size isn't the last elements in the index...But this seems to fit...


It's not much, and doesn't let you do anything...But hopefully it'll be a start for anyone else who's interested...
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