Il s'agit des wads de doom1 et 2 proposé officiellement dans l'édition BFG de Doom3.

doom_bfg.wad
SHA-1 e5ec79505530e151ff0e6f517f3ce1fd65969c46  

doom2_bfg.wad
SHA-1 a59548125f59f6aa1a41c22f615557d3dd2e85a9

nerve.wad
SHA-1 3451288383fb16e196f273d9f85d58c1fda97bf4

Ces versions ajoutent le wad nerve (également fournit séparément: No Rest for the Living) dans doom2
et améliorent et corrigent des choses dans doom1+doom2.
A noter que la présence de nerve.wad est indispensable pour lancer cet épisode sous doom2bfg.


Le fichier classicmusic est un répertoire de doom3bfg (aucune idée de sa fonction mais il est ajouté
à ce pack au cas ou il serait nécessaire à quelque chose).


Differences with Doom and Doom 2
================================

In the PC version of BFG Edition classic Doom content is available through three WAD files found in <Steam directory>/SteamApps/common/DOOM 3 BFG Edition/base/wads; these are DOOM.WAD, DOOM2.WAD, and NERVE.WAD.
[edit] Ultimate Doom and Doom II

    In the PC version multiplayer is disabled.
    All cheat codes have been disabled.
    The keyboard function keys and related functions are disabled.
    It is not possible to input the original command line parameters. However, custom IWADs can still be used if loaded as a normal Doom 3 style mod.
    There is no confirmation when selecting Nightmare! skill.
    On Nightmare!, the fast monsters setting has been modified: fireballs shot by imps, cacodemons, barons of Hell and Hell knights are no longer sped up, and neither is the running speed of demons.
    The pickup sprites for the stimpack, medikit, and berserk (STIMA0, MEDIA0, PSTRA0) are modified in compliance with the Red Cross' wish that its symbol not be used in games. Instead, the symbol is replaced by a red and white pill.
    A new DMENUPIC lump is present, though unused. This was the title screen in the original Xbox 360 version.
    An M_MULTI menu graphics lump has been added, which reads "multiplayer".
    M_GDHIGH reads "Fullscreen:" instead of "high".
    M_SCRNSZ reads "Gamepad:" instead of "Screen Size".
    Four new menu graphics lump are present: M_ACPT ("accept"), M_CAN ("cancel"), M_EXITO ("Are you sure?"), and M_CHG ("change game"). They have been inserted in between the DEMO2 and DEMO3 lumps in doom.wad, and placed at the very end of the file in doom2.wad.
    The engine seems to ignore the sounds' sample rate, and instead use a fixed 11025 Hz rate. The "item respawn" sound(DSITMBK) and some super shotgun sounds (DSDBOPN, DSDBCLS, DSDBLOAD), however, are still sampled at 22050 Hz; therefore when they are played back they are slower than they should be. 

[edit] Ultimate Doom specific

    All animation has been removed from the intermission screens; the lumps for the animations are still present in the IWAD though. 

[edit] Doom II specific

Three of the changes may cause compatibility issues with classic source ports:

    The TITLEPIC lump, not used, is entirely missing from the IWAD. This creates a severe incompatibility with the original exe, as well as most source ports. Doomsday, the Eternity Engine, and ZDoom and derivatives can handle the missing lump
    The Wolfenstein SS sprites (SSWV*) are all replaced by copies of POSSA1 with bad offsets. Oddly, the offsets change for each sprite, even though none of them look usable. The last four sprites of the gib death (the S, T, U, and V frames) are unchanged, however.
    MAP31: Wolfenstein and MAP32: Grosse become MAP31: IDKFA and MAP32: Keen. The CWILV30 and CWILV31 lumps are changed to reflect this. All Wolfenstein SS have been search-and-replaced by zombiemen. In multiplayer with another player using a non-BFG IWAD, the difference in actors will create desyncs in the secret levels. 

The rest of the changes are purely cosmetic and should not affect gameplay directly:

    Betray is present, though it is not normally accessible. The hidden secret level exit in MAP02 does not lead there.
    The ZWOLF* texture with Nazi iconography (Hitler portraits, swastikas, imperial eagles...) now look like their unadorned counterparts. ZWOLF2, ZWOLF3, and ZWOLF4 look like ZWOLF1; ZWOLF6 and ZWOLF7 look like ZWOLF5; ZWOLF12 and ZWOLF13 look like ZWOLF11. The definitions in TEXTURE1 are identical, it is the patches that have been changed.
    D_EVIL and D_ULTIMA are now copies of D_DOOM.
    The INTERPIC lump is used instead of the TITLEPIC.
    The M_EPISOD lump is used and reads "Which expansion?" instead of "Which Episode?"
    M_EPI1 is used and reads "Hell on earth"; M_EPI2 is used and reads "No rest for the living". (M_EPI3 remains unused and still reads "Inferno".)
    CWILV32, MAP02, MAP33, MAP31, MAP32 are moved to after the F_END marker and before the four new menu graphics, in that order; instead of placed in sequence.
    The load game menu now includes a sub menu allowing the user to access the save games for either Doom II or NRFTL from either game. 

[edit] No Rest for the Living

The expansion pack lacks the metadata it had in the Xbox 360 port. This means that the sound track, par times, and level progression are unchanged from Doom II. 



http://doomwiki.org/wiki/Doom_3:_BFG_Edition



--
Jets