i got my hands on a copy of Doom3 Xbox today and i must say bravo for M$ and ID. The conversion is very smooth for this type of resource hog. It is considerably lower in the poly count and the textures are reduced greatly as well along with the exclusion of advanced pixel shaders and lower rez lighting. For xbox though, its great.
The PC version has a mod called Last Man Standing that offers co-op play over the internet. I have tried it and I can say...just wait for Doom 3 co-op because it is very shoddy and if you thought the game was a resource hog in SP mode, just wait until you see it in co-op for PC.
With that said, I agree with Stunna...pc stuff is best left to itself. I really want this version for the XBOX to bridge the gap in allowing the community to release maps for the game in a similar fashion to the PC community. I really think the console community deserves the oppotunity to both develop and play user created content even if it is bare-bones, out of the package kinda stuff. It would greatly lengthen the lifespan of the game and keep it fun and refreshing.
Does anyone know how the file signing works and how to defeat it? If I had to get rid of my XBOX Live service in order to play custom maps for Doom 3 on the XBOX, then it would be worth the price of admission. There is always system link and Kai to play on and since Doom 3 only supports 4 players in multiplayer, it's really no loss at all...unless the game doesn't allow co-op over system link...
I'll be playing more for the single player experience even though I beat the PC version. In addition to this, I would like to see user made sp missions for the XBOX and would love to assist anyone interested in an idea like this.
If some of you already have the game, have you had the opportunity to see what the file system looks like? I'm sure it's not in pk4 format, but it should still have bsp files and most of the resources should be the same as in the original game with the exception of the texture detail which I have already heard they have scaled down in order to fit in the XBOX's memory.
Too bad they couldn't have used the hdd for fileswapping the textures and keep them in higher resolution formats. Halo addicts have seen the effects of installing the game on the harddrive and how much faster it loads...the same could be true for Doom 3.
I'll be checking here a lot over the next few days until I get my hands on a copy of the game.

As far as the community goes, there is no denying the necessity for a PC in order to create some of this content, but that doesn't mean everyone here is going to be receptive of PC talk on an XBOX forum.
So, back to the topic at hand...has anyone cracked some files and seen what is inside? I've been able to open bsp files in notepad and take a look at the entities in the maps and it might be possible to change monsters and things like that through notepad alone, but there is no way of knowing for sure.
The way it is set up, when you open a bsp file (which for the uninitiated in level editing, that is the actual level information) there is a lot of code that is unreadable at first, but at the bottom of all of that code is the descriptions for entities in the entire map. This includes speakers, lights, monsters, weapons, ammo, health, player spawn points, anything that is assigned a movement function...etc. It's basically everything that is not solid geometry. When I get the time, I'm gonna try a small test and see what the results produce...maybe just change the name of a monster or some ammo and see if the map crashes on the PC. If it does, then it's back to the drawing board, but we'll find out for sure.
If nothing else, we could have Doom 3 loaded on the hdd, alter all of the monsters and call the mod Hell in a Handbasket
Anyone willing to give it a try? Just a small test with changing the names of a monster or two/swapping their locations should be sufficient to see how the map will react to some changes.
I know that the texture caulk is used for filling gaps between the walls and other entities that can leave through a gap in the level. I haven't done any design since August, but I can guess that there might be a built in designer in Doom 3 xbox.
What I'd try more for though is to try and get Ressurection of Evil to work on the Xbox. That would be great, if there wasn't a seperate executable.
I just had a friend check out the altered map thing...(I'm at work right now) and it would seem that the map won't run after altering something as simple as the location of an item. It might be that the bsp and lightmap are off when you alter something like that and it crashes the map.
I had thought of the RoE pack, but if we can't get a map that is already in the game to run after altering it, it would seem to me that adding an entire map would yield the same results.
This may be possible though if we knew how the game would react to a custom map (maybe a simple one for a test) and if it doesn't run, then we know there is some list file that needs to be updated or the file signed in order to run properly.
As far as a built in editor, I'm sure there isn't one or it would have been mentioned by now with other games like TimeSplitters: FP being released with support for user created content. Pariah is another game (I believe) that will support user created content but time will tell.
Oh well, only one more day and I'll know for sure.
**EDIT** Forgot to mention that the RoE expansion will have new features so even if we could get the maps to run, it would likely crash because we would need to update the entities.def file. Something to think about.
I'm sure it won't be out of the box because the maps are supposed to be larger, more detailed and will feature new weapons, items, enemies and an 8 player loadout for multiplayer. Doom 3 is only feasible on the XBOX after being reworked by Vicarious Visions but in a recent Game Informer interview with Tim Willits, co-owner of id software, this is what he had to say:
GI: If Resurrection of Evil does well, any plans on porting that to the Xbox?
TW: We always look at our products and look at the different systems out there and base our decisions on each one of those ideas as we go. Weve definitely looked at it, but we dont have any current announcements or plans for something different that weve already talked about.
It is likely that the release of that expansion could ride on the sales figures for Doom 3, so if anyone really wants to see that expansion pack released in a professional manner, promoting the game to everyone who has an XBOX can't be a baidea...
Id rather see a port of half life 2, The game has far superior physics and takes up far less specs on a pc. So im sure it could fit nice on the Xbox shelf unlike the whole Doom 3 engine which is a resource hog.
On the PC it took about 1.5GB after installation. But if you are looking to mod the game, you might as well upgrade with a new HDD. 160GB should hold all the Doom 3 goodness (goodness? is that a word that should be associated with Doom 3?) you can handle!
QUOTE
--- LoadMapFile ---
C:/Program Files/Doom 3/base/maps/d3dm1.map
0 brushes
0 entities
Open file C:/Program Files/Doom 3/base/maps/d3dm1.reg for read...success
'Version' token not found
How about trying it the other way. See if you can install a new custom map in the directory, preferrably a small one, and see if it is made available. It's likely there is some list file in the directory somewhere that needs to be updated too, but as in everything else with real life, try the simplest ideas first! I might as well start making some small maps just in case somehow we get it to work.
QUOTE(Doiron @ Apr 8 2005, 10:42 AM)
BTW anyone had the chance to find cheats for Doom3?...especially god mode?
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.
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).
i dont know about anyone else...but I would love a duct tape mod for the xbox version
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.
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...