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"source": "pk3",
"name": "README.txt",
"contents": "================================================================================\nAdvanced Engine Needed : Zandronum / ZDoom / GZDoom\nPrimary Purpose : Surivial / Cooperative / Invasion (if patched)\n================================================================================\nTitle : Complex DooM\nAuthor : Daedalus (Formely: Cacodemon)\n================================================================================\n\t\t\t\t\t\t\t\t* Whats in it *\n================================================================================\n\t\t\t\t\t (THIS NEEDS UPDATING... Eventually)\n\n(+) There are new weapons, most are from Skulltag but modified, they basically\n behave the same except from the Railgun and the 10K. The Railgun behaves like\n\tthe Quake 2 rail and the 10K is no longer 100% accurate or hitscan.\n\n>\tThe Assault Shotgun fires shells off at a high rate of fire, the damage is\n\tthe same as the normal Shotgun though it is less accurate.\n\n>\tThe Quad Shotgun can either be fired all four at once with primary fire or\n double barrel shots with altfire. Altfire also reloads after firing the first\n\ttwo barrels.\n\n>\tThere are Hand Grenades which can be used with almost any weapon equipped,\n\tcannot be used with heavy type weapons such as the Rocket Launcher.\n\n>\tThere are also Land Mines, like the Hand Grenades, they can be used with almost\n\tany weapon equipped.\n\n>\tThe Demon Tech Rifle fires explosive projectiles (that force radius damage, so\n\tit will hurt the Cyber type enemies even more) at a very high rate of fire.\n\tThis weapon uses the new Demon Ammo which can be dropped from the rarer spawns,\n\tgained from ammo satchels or farmed from backpacks.\n\n>\tThe Demon Tech BFG10K is a stronger BFG, the projectile fired acts like that\n\tof Quake 2 where it fires off Railgun type shots at nearby enemies, when the\n\tprojectile explodes BFG \"tracers\" emit 360 degrees around the ball for incredible\n\tdamage. This weapon also uses the new Demon ammo at 100 per shot.\n\n>\tThe MP40 is more of an easter egg weapon, it is stronger than the Assault Rifle\n\tbut has less accuracy.\n\n(+) Monsters are tougher than their DooM counterparts, some damagewise, some speed,\n some both speed and damage, most even have an alternate attack all health\n\tremains the same though (on the common spawns). They have a slightly smaller\n\tpain chance.\n\n(+) Every monster type has alternate spawns, meaning a different, more tougher monster\n has a slight chance to spawn where the original does. I have made these pretty\n\ttough in my opinion, not stupid op though, some may be but they are a rare\n\tsight and the player has more options so it evens it out. Also, these do not\n\thave the same health as their original spawn, I added a little more on them.\n\n(+) New powerup spheres have a chance to spawn where the originals are, most of\n them act like their counterparts but have an extra addition like the Mega\n\tSpheres alt is an Ultra Sphere, it gives you 250 health and armor and also\n\tgives you full ammo.\n\n>\tAlso a Red (Demonic) Armor has a chance to spawn on the Green and Blue Armor,\n\tthe latter having more chance to spawn it. It gives you 250 and absorbs even\n\tmore damage than the Blue Armor and is resistant to rocket type damage.\n\n(+)\tMost of the weapons are reloadable.\n\n(+) The player can now make use of inventory items.\n\n(+) Tons of effects on projectiles.\n\n(+) Scenery effects.\n\n(+) Decoration effects.\n\n(+) Powerup & armor effects.\n\n(+) Bullet & shell casings.\n\n(+) New HUDs.\n\n(+) Dynamic lights on pretty much everything that needs them.\n\n(+) Player projectiles are no longer blocked by other players, prevents silly\n accidents.\n\n(+) Glowing flats.\n\nThere is much, much more put in but you'll have to play it to find out what\nelse I did.\n\n================================================================================\n\t\t\t\t\t\t\t* Copyright / Permissions *\n================================================================================\nAuthors *MAY NOT* use the contents (the code work that is) of this file as a base\nfor modification or reuse.\n\nThe sprites & sounds are free to use (even the ones I did/edited) providing that\nyou use proper credit (please check the CREDITS section) where it is due."
},
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"source": "pk3",
"name": "CHANGELOG.txt",
"contents": "//====================\n// Changes from V27b1\n//====================\n\n(+) Sped up BFG reload some more, it was still too slow.\n(+) Fixed player BFG10K projectile not using models when ThruPlayers CVAR was\n\tenabled.\n(+) Fixed an issue with the Plasma Rifle. After reloading or randomly when you\n\tfirst fired the weapon online it would either desync and not use ammo despite\n\tvisually firing or fire normally but use ammo from both pools (the cell loaded\n\tin the weapon and the main cell ammo stock).\n(+) Slightly nerfed the Hellfire Revenant once again, thing was still way too\n\tstrong. Both comet and lingering fire damage lowered.\n(+) Hellfire Revenant comets no longer weave.\n(+) Buffed the DTech Fiend. I gave it a flame dash attack. Whenever its target\n\treaches a certain range, it will run in place and then do a fast charge\n\ttowards the player its on and standing the way of it will do monstrous damage.\n\tIt will also track the player but it can be easily baited to miss or knocked\n\tout of it via pain stating. Also when it becomes enraged it will fire a burst\n\tof DT mid lunge making running away from it slightly more dangerous. Buffed\n\tits rate of fire on the DTR attack.\n(+) Fixed an oversight on the DTFiend, it healed less than the Spectre version.\n(+) All floorhugger attacks (Pyro/Bruiser Demon fire etc) no longer go over tall\n walls or down high drops, instead they are only player step height.\n(+) Fixed a duplicate frame on the Forgotten One sprites and brightmaps.\n(+) Fixed a duplicate sprite name on the Black and Blue large blood pools.\n(+) Slightly sped up weapon empty states, especially the BFGs. Basically makes\n\treloading overall a bit less of an annoyance.\n(+) Tried once again to fix the Caco/Pain type deaths bug where they will float\n\ton actors mid death instead of falling to the floor and splatting. Seems to\n\tbe fixed now but I thought this last time and it still happened.\n(+) Tagged all monsters, this should improve some addon support.\n(+) Changed how weapon upgrades are dropped. Instead of monsters dropping specific\n\tweapon upgrades, they now drop a box that when touched will open and throw out\n\ta random chance upgrade for any weapon.\n(+) Bomb Elemental now randomly drops the weapon upgrade box.\n(+) Terminator also randomly drops the upgrade box.\n(+) Terminator now has a high chance to drop the Railgun too.\n(+) Buffed grenade and mine throwing speed.\n(+) Fixed an issue with mines. Added SKYEXPLODE flag, mapsets that use skybox floors\n\t(Ancient Aliens is an example) caused mines to be wasted as they would just\n\tdisappear.\n(+) Fixed a bug with the Railgun. If you tossed either a grenade or a mine while\n\tthe weapon was loaded it would jump to its empty state despite having ammo\n\tloaded.\n(+) Replaced the placeholder weapon upgrade pickup sprites to more fitting things.\n(+) Overhauled the lazy Handgun upgrade. You now get a Revolver which replaces\n\tthe stock handgun once the upgrade is picked up. It has a slower RoF but it\n\tis much stronger, more accurate and penetrates enemies.\n(+) Added visual indicators on both statbar and fullscreen HUDs for when weapons\n\tare upgraded.\n(+) Revamped the Rocket Launcher upgrade. The multi rocket burst now seeks targets\n\ton screen. Also the weapon gains a visual change on itself.\n(+) Fixed a bug with the RL upgrade. When multi rockets were cycled and the map\n\twas changed through normal means of an exit, the cycled rockets didnt exist\n\tanymore and the weapon would re-cycle on spawn in the very next map.\n(+) Buffed the Plasma Rifle overcharge upgrade. Projectile speed and accuracy\n\tincreased, and slightly buffed the cooldown time.\n(+) Buffed the Summoner. Gains more HP gain from \"draining\", also gave it back\n\tthe ability to summon Arch Vile types.\n(+) Fixed a bug with the Summoner. It would randomly die whenever one of its\n\tsummons died.\n(+) Red Armor can now be fully \"repaired\" to 250 with regluar armor shards and\n\tinventory items.\n(+) Revamped the Minigun upgrade. Once the lightweight barrel upgrade is grabbed,\n\tthe weapon visually changes appearance, gains a rate of fire, damage and\n\taccuracy boost along with the manual spinning. Also, I gave it a new firing\n\tsound to further differentiate the two.\n(+) Changed how effects toggle works. Added new CVAR \"cd_effectsthrottle\" with\n\tthree different modes. 0 is default, full normal effects will be shown. 1\n\tis reduced, as it is implied, all effects are reduced. 2 is vanilla mode,\n\talmost all effects will not be shown. Simply toggle it from the Mod Setup\n\tmenu from the ESC main menu or alternatively players can do it via console\n\twith \"cd_effectsthrottle 0/1/2\". This means that Console Command has been\n\tremoved as this has been requested for quite some time now. This also means\n\tthe old vanilla mode CVAR/toggle option no longer exists.\n(+) Changed how specific effects spawn. For example, normally if you gibbed a\n\tzombie around a corner, no gibs or blood would spawn. Now it is also checked\n\tvia range, so full effects (as long as Vanilla mode throttle isnt enabled)\n\twill spawn if players are within range, despite being out of sight when the\n\tzombie is gibbed. This also applies to other effects.\n(+) Tweaked Devil Imp. Gave it a spread attack that it will do when close enough\n\tsimilar to the Void Imp. Also buffed its tracer, it will no longer stop\n\ttracking when dodged. Slightly nerfed the chargeball damage as it was too way\n\ttoo high. I felt like it was lacking for a 3rd tier spawn.\n(+) Nerfed Famine tracer damage but increased projectile speed and the chance\n\tthat it will seek.\n(+) Phase Imp buffed. Charged ball now seeks targets but stops after successfully\n\tdodging it, also made it weave so it has a better chance of hitting players\n\twith the shocks it emits when near it. I gave it a spread ball attack that\n\tit will do randomly when close enough, and it will cast lightning at another\n\tset range that will do big damage to unsuspecting players. Like the Devil Imp,\n\tfelt it lacking for what tier spawn it is.\n(+) Gave the Magma Fiend a 3 ball spread attack as well as a seeker, it also has\n\ta chance to combo into the flame breath after a lunge attack. Felt it was too\n\tweak for a 3rd tier spawn.\n(+) Changed the Poison Elemental seeker projectiles to match that of the Defiler.\n\tIt will spit out two homing Poison Souls that cannot be shot but instead act\n\tlike normal projectiles, they will leave poison gas in their trail. I also\n\tbuffed the breath attack, it lasts longer.\n(+) Cyber Knight got its Assault Shotgun attack back, it will also randomly drop\n\tthe weapon with a reasonable chance.\n(+) Added a new item, the Megapack. It has a chance of randomly spawning on the\n\tbackpack. It gives a larger chunk of ammo, of all types over the regular BP.\n(+) Slight changes to both HUDs. Moved the powerup timers to the upper left on the\n\tfullscreen HUD, this should prevent any issues on lower aspect ratios. And I\n\tmoved the inventory bar to the bottom on the statbar.\n(+) Fixed an oversight on the BFG zombie drop. Players couldnt pick it up cause\n\tI set both ammo types to give 0.\n(+) Fixed a bug with the Rocket Launcher. If the weapon had ammo loaded and you\n\thad say 1 rocket ammo left in the main pool, the reload would give a max 7\n\tammo loaded even though you didnt have enough for it.\n(+) Fixed the Mancubus type spread patterns so they can be consistently dodged\n\tat medium to closeish range instead of being almost totally random.\n(+) Fixed looping sounds on monsters that have them (Hellfire Revenent etc).\n\tInstead of the fire effect spawners playing the sounds each time they are\n\tspawned (a lot), the sounds are played on loop on the monsters themselves as\n\tsoon as they spawn.\n(+) Buffed the Barbatos. It will now fire 12 comets per salvo instead of 8. Its\n\tgas lingers and does more damage. Gave it a \"shotgun\" comet attack, fires\n\toff a cluster of small, fast moving projectiles three times. Gave it a fat\n\tbomb attack that does massive direct damage and fills the area it explodes\n\tin with gas, basically a mini nuke. Also, when it takes pain it will randomly,\n\taggressively charge forward and attack.\n(+) Buffed the Hell Duke. The rage spike AoE deals more damage, covers a wider\n\tarea and comes in more gradually. The Duke can be damaged during it but will\n\ttake no pain. The attack will only trigger if within a certain range. Also\n\tit uses stronger projectiles for its common attacks and can combo into single\n\tcomet spam. Slightly buffed its movement speed.\n(+) Removed the invulnerable state from the Hell Duke, instead gave it no pain\n\tduring its heal.\n(+) Buffed the Bomb Elemental. Its death is more dangerous now as it leaves\n\tlingering fire. Gave it a three seeker burst instead of just the one. When it\n\trages and suicide rushes, it now tracks more aggressively.\n(+) Messed around with mines a bit, kinda got them to a point where they will not\n\tblow up in your own face when tossing them from a short distance right up\n\tagainst walls/doors. They will still explode when players attempt to stack\n\tthem, this is intentional as it can be very easily abused.\n(+) Added the Shotgun upgrade. The weapon gains a box magazine that holds more\n\tshells and the cocking animation changes, it is now cocked from the hip which\n\tincreases its rate of fire. Also the weapon fires off a bunch of bouncing\n\tshrapnel, 4 shards per shot. Gave it a new firing sound too.\n(+) Buffed the Assault Rifle upgrade. It now uses incendiary grenades and I\n\tincreased the projectile speed.\n(+) Made a couple more frames to the Assault Rifle underbarrel grenade upgrade\n\treload animation.\n(+) Tweaked the Assault Shotgun upgrade. On top of the drum magazine the it gains\n\ta foregrip, this allows the weapon to have a greater rate of fire but at the\n\texpense of accuracy. Kinda makes no sense but I gotta balance it somehow so\n\tit doesn't just crush the other three shotguns. Made some extra frames on the\n\treload animation. Gave it a beefier firing sound once upgraded.\n(+) Changed how weapon switching works again. Now whenever a brand new weapon is\n\tpicked up and then equipped, a one time animation will play and then weapons\n\twill raise from an angle like they used to do before I made the select anims\n\ta few versions ago. Like, Doomguy constantly putting a magazine in the Pistol\n\tor cocking the Shotgun every time the weapon is selected, thats now gone. He\n\twill only \"play\" with his weapons during the first time they are selected,\n\tand the animation is fully cancelable right after raising via firing,\n\tgrenade/mine throwing, quick melee or weapon switch. Also this is still WiP\n\tas theres so many to do. So far slots 1 through to 3 are done, including\n\tupgrades.\n(+) Whenever upgrades are picked up, a one time animation will play on the weapon\n\tyou grabbed the upgrade for and only when the weapon is already equipped or\n\twhen you actually select the weapon. A weapon switch will not be forced on\n\tupgrade pickup, however, this animation cannot be cancelled. If it proves to\n\tbe troublesome (like, during hordes or traps) I can always change this.\n(+) Fixed the issue of keys not triggering traps or other events when grabbed in\n\tspecific maps.\n(+) Fixed a bug on the Assault Shotgun. If you tried to throw grenades or mines\n\twhile having none during a reload, it would cause the weapon to go to the\n\tpull charging handle animation everytime, even with ammo loaded in the weapon.\n(+) Added the Marauder. He has a chance of spawning across all three zombie types.\n\tI gave him pretty much all his attacks except from his shield (invulnerable)\n\tgimmick. Having him spawn on zombie tiers I feel like giving him that also\n\twould be too much. I can always give him the ability later if I feel like it.\n\tHe will drop the weapon upgrade box for zombie types on death with a\n\treasonable chance. He is pretty much based on the Battlemode version currently.\n(+) Weapon switching speed increased.\n(+) Tweaked 4th Zombie tier spawn chances.\n(+) Added the Hand Grenade upgrade, incendiary grenades.\n(+) Tweaked firing animations on all weapons to make them smoother.\n(+) Added the 4th tier Caco spawn, the Abaddon.\n(+) Added slime death HUD mug state.\n(+) Slightly buffed Zombie HPs.\n(+) Buffed Zombie attack reaction times to match Vanilla.\n(+) Buffed 4th tier Zombie strafe chance.\n(+) Replaced the Doom64 Arachnotron sprites to the regular Doom style. It also\n\tdoesnt fully behave like the D64 Arachno anymore either, keeps its dual\n\tprojectiles but will constantly fire them in a stream like the vanilla Arach.\n(+) Fixed an oversight when using the Demon Rune. If players had Berserk or\n\tDemonic Fury active, it would carry over into the demon form.\n(+) Removed weapoon slot 8 (MP40 easter egg wep) indicator from the fullscreen HUD\n\tand moved numbers and selection indicator further to the right to make it more\n\tuniform with the ammo counters.\n(+) Buffed Cacomental, it will now spew damaging shocks during its bite charge.\n(+) Buffed the Terminator (monster) explosive chaingun rate of fire.\n(+) Buffed the Baby & Cerebral Sentient explosive chaingun rate of fire.\n(+) Buffed the Rictus kamikaze chance.\n(+) Removed the recoil effect from the QSG and DTBFG10K.\n(+) Changed weapon bobbing style.\n(+) Pistol tap firing is more responsive.\n(+) Fixed the Demonic Fury Berserk scream sound playing while dead.\n(+) Rocket Zombie now uses the correct zombie sounds.\n(+) Baby Demolisher now has a chance to drop the Minigun.\n(+) Slightly nerfed the Grenade Launcher upgrade.\n(+) Also slightly nerfed the Terminator demon form cluster grenade.\n(+) Slightly nerfed the Watcher & Cacomental tracer turn aggressiveness.\n(+) Fixed weapon firing sounds getting cutoff whenever the empty click sound\n\tplayed.\n(+) Added Quake Ranger \"skin\" sounds.\n(+) Added a nightmare font graphic for the \"highest\" difficulty choice.\n(+) Added more brightmaps on weapons that are still missing them.\n(+) Polished up some existing weapon brightmaps.\n(+) Added a startup splash.\n(+) Bunch of tweaks to random effects.\n(+) Polished a bunch of existing sprites.\n(+) Changed some existing sprites.\n(+) Replaced some existing sounds.\n\nProbably some other things I did that are not listed.\n\nThere is a known bug I havent managed to fix yet. Sometimes during online play\nthe F12 cam will bug out if youre spectating a player with an upgraded weapon,\nthe player will have a weapon upgraded and will work as intended on their side,\nbut the spectator cam will show that they have not. I assume Zandronum is causing\na desync issue from the amount of jump states I have in weapons, or I have messed\nup somewhere and I am not seeing it. Either way, I will continue to play around\nwith it and hopefully come up with a solution in future updates."
},
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"source": "pk3",
"name": "OLDCHANGELOG.txt",
"contents": "//===================\n// Changes from V13c\n//===================\n\n(+) Added a Quad Shotgun.\n(+) Added player Quad Shotgun sprites.\n(+) Nerfed the Aracnorb again, reduced his attacks rate of fire.\n(+) Added fire sounds to the Afrit and Dark Hellion ground missiles.\n(+) Added the radius quake effect to the BFG charging state.\n(-) Removed the Assault Shotgun, all of its resources remain in the pk3 incase I\n decide I want it back in.\n\n//===================\n// Changes from V13d\n//===================\n\n(+) Re-added the Assault Shotgun, a lot of the mods fans wanted it back.\n Improved its animation a little more, nerfed its ROF slightly.\n(+) Cleaned up some nasty pixels on the Quad Shotgun sprites, improved its\n reload animation, buffed it slightly and edited its pickup sprite\n\ta little more.\n(+) Gave some rare monsters a higher spawn rate.\n(-) Removed the MP40, all of its resources remain in the pk3.\n\nSome other minor things were changed.\n\n//===================\n// Changes from V13e\n//===================\n\n(+) Changed the Cadavers seeking missiles, they are now half and half chance of\n normal and homing.\n(+) Changed the Cardinals seeking missiles, they now start to seek after a\n few tics when fired.\n(+) Buffed the Quad Shotgun again, shoots a few more pellets, slowed down\n the reloading a little more.\n(+) Nerfed the 15K's rate of fire slightly, the thing was just way overpowered.\n(+) Changed some Fatso sounds.\n(+) Finally fixed the reloading, the reload key is no longer needed instead\n use the Alt Fire key (as it should be anyway). No auto reloading though, you have\n\tto manually reload each time. Ammo now counts down instead of up.\n(+) Changed the small font.\n(+) Added another inventory health item, gives the player 10 health on use.\n(-) Removed the NOINFIGHTING flag from the Sentient and Cardinal.\n\nOther minor changes were done.\n\n//===================\n// Changes from V14a\n//===================\n\n(+) Minor changes to the Cerebral Sentient.\n(+) Made the Quad Shotgun reload faster, was kinda dumb giving it a snail pace reload\n since it is such a rare weapon and hard to get.\n(+) Dryfire and auto reload on no ammo on both the Assault Shotgun and Railgun, had\n complaints with the auto weapon switching after using up mags (lol, Breach).\n(+) Gave the Zombie Rocketeer/Grenadier resistance to their own projectiles so they\n dont instantly kill themselves on player sight.\n(+) Players now keep their full inventory on map change using MAPINFO. Very crude way of\n doing it but it works, for now.\n\n//===================\n// Changes from V14b\n//===================\n\n(+) Changes to the health spheres, if you pick one up and are full of that type of sphere\n you cant pick another up unless you are hurt. Prevents accidental grabs and or idiots\n\ttaking all the powerups.\n(+) Changed the AR Zombiewoman sprites, the previous ones were recolored awfully.\n(+) Changed the Demolisher a little and gave it another attack.\n(+) Replaced the Nightmare Imp with the Void Ghoul.\n(+) Messed about with the random spawners a little.\n(+) Tweaked the BFG effects a little.\n\nOther minor changes not worth mentioning.\n\n//===================\n// Changes from V14c\n//===================\n\n(+) Higher definition M_DOOM logo.\n(+) Added the Replacements guy player sounds in the form of a hidden skin (this is more of an\n easter egg from what this mod used to be).\n(+) Changed the Void Ghoul a little, made it translucent and gave it another attack.\n(+) Changed the Railgun a little, added a humming sound and changed the reload sound.\n(+) Bunch of other new/changed sounds.\n\nSome tiny changes/fixes to the monsters.\n\n//===================\n// Changes from V15a\n//===================\n\n(+) Most weapons now have reloading, I finally decided to do it seen as it was being requested\n over and over. If it doesnt work out I can easily turn it into an add-on, but I think it\n\twill be fine.\n(+) Added more Replacements Guy player sounds.\n\n//===================\n// Changes from V15b\n//===================\n\n(+) Tweaked reloading times a little on some weapons that already had it.\n(+) Gave the Assault Rifle and Plasma Rifle more ammo per reload.\n(+) Rocket launcher and Grenade Launcher now have reloading.\n(+) BFG got a new skin, its rate of fire is slightly slower than vanilla but its not\n really an issue.\n(+) Some decorations were changed/edited like the Explosive Barrels.\n(+) Changed Miniguns muzzle flash.\n\n//===================\n// Changes from V15c\n//===================\n\n(+) Fixed the Grenade Launchers reload, now it doesnt do it too fast.\n(+) Pistol is now semi-auto.\n(+) Fixed the delay on the BFG, turns out it was a big deal.\n(+) Health and Armor bonuses now give 2.\n(+) Tweaked the Rocket Launcher reload a little.\n(+) Changed the blood effects a bit.\n(+) Changed the blood decals.\n(+) Minigun fires tracers, they dont damage, they are just for show.\n(+) Chainsaw got a new skin and a buff to compensate.\n(+) Chainsaw sparks when hitting walls.\n(+) New Chainsaw sounds.\n(-) Removed the music files.\n\nSome other little changes were done.\n\n//===================\n// Changes from V15d\n//===================\n\n(+) Added a tracer model.\n(+) Replaced the Minigun tracer with the new one.\n(+) Added tracers to the shotguns.\n(+) Decided to lose the vanilla-like accuracy, AKA, always shooting horizontally.\n(+) Removed A_ReFire from the Pistol.\n(+) Increased the amount of ammo Backpacks give slightly.\n(+) Changed the Backpack sprite.\n(+) Increased player rocket projectile speed slighty to compensate for reloading.\n(+) More changes to the Blood and Gibs.\n(+) Things fade out better.\n\n//===================\n// Changes from V15e\n//===================\n\n(+) Railgun got a new skin.\n(+) Railgun behaves like the Quake 2 rail: fire, pause, fire. Has a slower ROF but\n does almost 2x damage per shot.\n(+) Changed the actual look of the Railgun attack, lighter blue with no white core (same for the\n Cybruiser rail attack).\n(+) Added a Railgun shot impact effect.\n(+) Added another inventory item, Armor Booster, same as the charge but gives you +10, you can\n carry up to 5.\n(+) Sped up the Shotgun and Grenade Launcher reload a little.\n(+) Minigun got an updated look.\n\n//===================\n// Changes from V15f\n//===================\n\n(+) Railgun reload animation improved.\n(+) Portable Stimpack and Armor Booster now give +15.\n(+) Increased rare monster spawn rate.\n(+) Nerfed the SS and the Mutant a little.\n\nLittle fixes here and there.\n\n//===================\n// Changes from V15g\n//===================\n\n(+) Added Quake 3 Doomguy sounds as the default player sounds.\n(+) Reverted the spawners back to their previous settings, it was a bad move increasing them\n (everyone getting rare weapons/shit-ton of rare mob spawns).\n(+) Fixed a Grenade Launcher bug.\n(+) Messed with the Grenade Launcher reloading again.\n(+) Messed about with the Railgun yet again, made the side cells green pixels brighter, added\n an extra tic on the shot muzzle flash and smoothed out its reload anim a little more.\n(+) Increased the Railguns magazine size to 5 shots.\n\n//===================\n// Changes from V16a\n//===================\n\n(+) Rocket Launcher got a new skin.\n(+) Added Quake 3 Crash sounds as female default player sounds.\n(+) Redone the Fist, you now kick at random. Kicking has more damage and range.\n(+) Buffed the plasma zombie projectile speed.\n(+) Removed railgunner auto-fire attack.\n(+) Added railgunner red shot impact effect.\n(+) Changed the Health and Armor bonus sprites.\n(+) Balanced out the spawners to compensate with the removal of some enemies.\n(+) Added Perkristians high quality monster sounds.\n(+) Changed the baby spiders deaths a little, they explode like their mother.\n(+) Replaced the Aracnorb with the Mini Demolisher.\n(-) Removed the Grenade, Assault Shotgun and Rocket zombies.\n\nSome other monster changes/tweaks.\n\n//===================\n// Changes from V17a\n//===================\n\n(+) Hopefully fixed a little bug with the fist online, when kicking the fist will appear first\n if fire is not held.\n(+) Fixed the dynamic lights not showing on the health and armor bonuses online.\n(+) Tweaked the rare monster spawnrates a little.\n(+) Fixed a little error on the Assault Rifle, bullet casings were ejecting from the wrong side.\n(+) Changed the Assault Rifle fire sound.\n(+) Changed the Behemoth to the walking variant, no more silly flying fattys.\n(+) Buffed the zombies.\n(+) Buffed the Poison Elemental, upon death it sprays gas everywhere.\n(+) Changes to the Imp projectiles.\n(+) Reduced the time it takes for the Fusionite to attack.\n(+) Changed the Baby Demolishers attacks a little.\n(+) Replaced the Dualacnotron with the Spider Minimind.\n(+) Replaced the Void Ghoul with the Soul Harvester.\n(+) Added A_WeaponReady to the Grenade Launcher reloading.\n(+) Afrit, Cerebral Sentient and Cardinal no longer fly, it was too gamebreaking as sometimes\n they get out of what are supposed to be map traps too early when awoken.\n(+) Buffed the Watcher and the Helemental and changed their attacks a little.\n(+) Hectebus now has flamethrowers, it uses the attack when you get up close.\n(+) Buffed the Hell Archon, Pyro Demon and Cyber Knight and changed their attacks a little.\n(+) Changes to the Bruiser Demon, Afrit and Cybruiser attacks.\n(+) Buffed the Dark Hellions vile type attack.\n(+) Buffed the Cardinals firing speed slightly.\n\nBasically cleaned all of the monsters coding up, mainly the ones that have muliple\nattacks and changed the way they attack and even gave some of them new ones.\n\nThere is probably some other stuff I did but forgotten to add to the list.\n\n//===================\n// Changes from V17b\n//===================\n\n(+) Decreased the Cyber Knight and Cybruisers bullet attack accuracy slightly.\n(+) AR Zombiewoman now fires in bursts of 4 shots.\n(+) Cyber Knight now only fires one rocket instead of two.\n(+) Changed the Hectebus flamethrower attack a little and gave it a sound before\n the attack.\n(+) Fixed the trail effects on the Anni, Card and Cadaver rockets.\n(+) Buffed the Guardian and Cadaver a little.\n(+) Colormap added.\n(+) Pistol got a buff.\n(+) Changed Assault Rifle sprites.\n(+) Changes to the Dark Hellion.\n(+) Changes to the Lurker and the Spook. The Lurker no longer pulses visibility on death,\n and the Spook is not invisible on spawn, when it sees the player it becomes invisible.\n(+) Changes to the Cardinals attacks also gave it a BFG.\n(+) Changed the Cyber bosses homing missile sprites.\n(+) Added a pause/cock sound to the Cyknight/bruiser after they are finished using their\n bullet attacks.\n(+) Changed the player BFG9K projectile sprites.\n\n//===================\n// Changes from V17c\n//===================\n\n(+) Altered the Quad Shotgun, you can now fire barrels seperatley, use alt fire to reload\n or use altfire when all four shells are loaded to fire off all four barrels at once.\n\tThis now replaces the overpowered Assault Shotgun.\n(+) Cyber Knight now drops Quad Shotgun instead of the Assault Shotgun.\n(+) Added the Behemoth Cannon as a player weapon, Behemoth drops it upon death at random.\n(+) Dark Annihilator now drops the Grenade Launcher instead of the Behemoth.\n(+) New Behemoth sounds (the actual ones for the monster sprites used).\n(+) Nerfed the explosion radius on the Cardinals 9K ball.\n(-) Assault Shotgun removed, I will keep all of its resources inside.\n\n//===================\n// Changes from V17d\n//===================\n\n(+) Buffed the player Behemoth Cannon, it was far too weak.\n(+) Behemoth drops more cannon ammo on death.\n(+) Added (minor) recoil to the Quad Shotgun and Behemoth Cannon.\n(+) Quad Shotgun can now fire as fast as the player clicks the mouse.\n(+) Changed the SSG and QSG zombie attacks a little - nerfed their accuracy but gave them\n more pellets per shot.\n(+) Cyber Knight no longer drops the QSG, the QSG zombie now has half chance of dropping\n it instead, many people wanted the zombie to drop it\n(+) Improved the Quad Shotguns reloading animations.\n(+) Better QSG single shot sound.\n(+) Changed the Demolishers sprites back to the original.\n(+) Improved the boss death fireworks.\n\n//===================\n// Changes from V17e\n//===================\n\n(+) Lowered the monster drop chance of all weapons except from the BFG15K which\n rare bosses drop 100%.\n(+) Nerfed the Minigunner.\n(+) Nerfed the Hellion seeker balls.\n(+) Re-recoloured the Minigunner, the previous one was awful.\n(+) Re-recoloured the Plasmagunner.\n(+) Big bosses dont always drop their 25% life essence, they do it at random now.\n(+) Swapped the Lurker and Spook sprites around.\n(+) Replaced the BFG Commando sprites.\n(+) Altered the random spawners.\n(+) Replaced the Railgunner sprites.\n(+) Sped up the Shotgun reloading slightly.\n(+) Added a new inventory item - 45 second Regeneration, the Dark Hellion randomly\n drops it.\n(+) Quad Shotgun got a new skin.\n(+) Quad Shotgun fires two barrels instead of one barrel at a time.\n(+) Changed the BFG ball impact sound.\n(-) Removed/changed some stuff that I should not have put in.\n\n//===================\n// Changes from V17f\n//===================\n\n(+) Quake 2 key pickup sound put back in.\n(+) Fixed a minor error on the Railgunners obituary message.\n(+) Altered the Quad Shotgun a little.\n(+) Altered the muzzle flash colours on most of the weapons.\n(+) Altered the Super Shotgun a little.\n(+) Changed the Regen (the vanilla item pickup) sound.\n(+) Increased Regeneration time to 60 seconds.\n(+) Improved weapon switching.\n(+) Fixed a little error on the Helemental seeker trails.\n(+) Scaled down the armor pickups a touch.\n(+) Added an extra armor pickup that adds +50 to your current armor, the Cyber Knight\n\trandomly drops it.\n(+) Some new/replaced sounds for different actors.\n(+) Increased the Cardinal and the Sentient health by 500.\n\n//===================\n// Changes from V18a\n//===================\n\n(+) Fixed the Cardinal sprite offsets.\n(+) Increased the Cardinal 9K ball speed.\n(+) Buffed the Pistol, AR and Minigun damage slightly.\n(+) Decreased Regeneration time to 30 seconds, turns out it was overpowered.\n(+) Removed the Behemoth Cannon random two shot and increased its rate of fire.\n(+) Buffed the Berserked player melee attacks.\n(+) Some more new/replaced sounds.\n(+) Altered some of the reloads.\n(+) Recoloured the Plasma zombie again.\n(+) Added a new enemy, the Dark Cyberdemon, he serves as the second rare Cyberdemon\n spawn.\n(+) The Dark Cyberdemon randomly drops a cell pack of 200 and 100 extra armor.\n(+) The Annihilator drops a box of 20 rockets at random.\n(+) Increased the rare weapon drop rate slightly.\n(+) Finally added the rarest WolfSS spawn, Hitler.\n(+) Put the MP40 back to use as a slot 8 weapon, Hitler drops it at random.\n(+) MP40 deals more damage but is less accurate than the Assault Rifle instead of\n having them both do the same like the previous one.\n(+) Better MP40 reload animation.\n\n//===================\n// Changes from V18b\n//===================\n\n(+) Buffed the Dark Cyberdemon and gave it another attack.\n(+) Dark Cyberdemon now drops the BFG9K at random instead of the extra armor.\n\n//===================\n// Changes from V18c\n//===================\n\n(+) Added the Demon Tech rifle as a slot 8 weapon.\n(+) Changed the Demolisher, their chainguns no longer cause infights with each other.\n(+) Added tracers to monsters.\n(+) Changed the Dark Cyberdemon stomp and chaingun attacks.\n(+) Changed the Dark Cyberdemon chase state.\n(+) Added the Dark Demolisher as the second rare Mastermind spawn.\n(+) The Dark Cyb/Master randomly drop the Demon Tech rifle and ammo for it.\n(+) Increased the Cardinal/Sentient moving speed.\n(+) Nerfed the Hellion ball homing again.\n(+) Reduced Hitler and Mutant spawnrates.\n(+) Buffed Hitler and scaled him up a little.\n(+) Changed the Sentient homing attack to a 9K type projectile with radius damage.\n(+) Smoothened the Quad Shotgun reloading more.\n(+) Altered the Sentient attacks.\n(-) Removed the Behemoth Cannon, I will keep its resources inside.\n\n//===================\n// Changes from V18d\n//===================\n\n(+) Added tracers to the Sentient, forgot to add in previous version.\n(+) Added an overheat to the Demon Tech rifle, it vents if fire is held after 30\n\tshots.\n(+) Buffed the Dark Cyb/Master Demon Tech projectile speeds, they are now the same\n as the players.\n(+) Changed the Dark Anni sprites back to the original Cyber colours.\n(+) Changed some of the Cyberdemon sounds.\n(+) Altered the Ultra Sphere to give the player full backpack ammo and the Demon\n\tTech ammo.\n(+) Rocket Launcher sprites improved.\n(+) Changes to the Demon Tech rifle, it now has an idle sound and it doesnt pulse\n when there is no ammo loaded.\n(+) Updated the HUDs to show the Demon Tech ammo.\n(+) Removed the Visor HUD from the AUTOMAP.\n\nSome other minor tweaks were done.\n\n//===================\n// Changes from V18e\n//===================\n\n(+) Player 15K is no more, its now back to the old 10K but with a slower rate of\n fire and is no longer 100% accurate.\n(+) Changed the 10K firing state a little.\n(+) Altered the Sentient 9K.\n(+) Changes to the Cyberdemon/Mastermind boss attack states.\n(+) Changed Hitlers sprites and put in his pain frames.\n(+) Smoother MP40 reloading.\n(+) Better MP40 fire sound.\n(+) Changed the Fusionite sprites.\n(+) Improved some of the effects.\n\n//===================\n// Changes from V18f\n//===================\n\n(+) Fixed a small bug on the Fusionite death.\n(+) Gave the Fusionite a rushing state.\n(+) Gave the Fusionite a \"Railgun\" attack.\n(+) Fusionite is now the second Arachnotron spawn, Minimind is now the most common.\n(+) Improved projectile trails fading.\n(+) Improved most of the projectile explosion effects.\n(+) Some monster death effects improved.\n(+) All boss death fireworks improved.\n(+) Assault Rifle reloading frames are smoother.\n(+) Fixed a small error on the BFG10K dropping, I forgot to change its name on the\n monster DropItems so it was impossible to get.\n\n//===================\n// Changes from V19a\n//===================\n\n(+) Readded the Rocket zombie.\n(+) Readded the Assault Shotgun zombie.\n(+) Readded the Assault Shotgun, people wanted it back so this time I will keep it\n in.\n(+) Added a Demon Tech zombie (which serves as another source for the rare ammo).\n(+) Changed the player Demon Tech marine skin.\n(+) The Cyber Knight now drops the ASG instead of extra armor.\n(+) Demolisher now drops 100 extra armor.\n(+) Changed the ASG fire sound.\n(+) Reverted the SS Nazi sprites back to their originals.\n(+) Gave Hitler his mech suit.\n\nSome other minor alterations were done.\n\n//====================\n// Changes from V19a2\n//====================\n\n(+) Removed +WEAPON_NOAUTOAIM from most projectile weapons.\n(+) Removed Mech Hitlers pain state/chance.\n(+) Added the Nazi Officer.\n(+) Changed some Nazi sounds to match the Wolf3D ones.\n(+) Changed the ASG a bit, gave it a slightly faster rate of fire and improved\n its reload animation.\n\nThis was more of a quick \"fix\" release.\n\n//===================\n// Changes from V19b\n//===================\n\n(+) Gave the Rocket and DemonTech zombies resistance to their own attacks.\n(+) Increased the ASG and the QSG drop chances slightly.\n(+) Fixed a minor bug with the Minimind blood (same species hits caused red blood\n to spawn, they had green blood).\n(+) Fixed some GL light errors (some monsters had incorrect light colours).\n(+) Added a Behemoth Cannon and BFG10K zombie.\n(+) Swapped some of the zombie spawners around.\n(+) Increased the Demon Tech rifle accuracy.\n(+) Added the radius quake effect on the Demon Tech venting.\n(+) Buffed the Demon Tech projectile by an extra 1 damage.\n(+) Increased the Hellion Regeneration by an extra 30 seconds.\n(+) Changed the Skull Of Fear (now Drainage) item to a drain type powerup, when\n used you have 30 second drain effect.\n\n//===================\n// Changes from V19c\n//===================\n\n(+) Nerfed the time it takes before the rocket zombie gets a shot off.\n(+) Nerfed 10K zombie accuracy.\n(+) Buffed Demonic zombie health and shot time.\n(+) Player 10K shots go through other players, this prevents accidents.\n(+) Altered some of the spawners.\n(+) Reduced the drop chance of QSG by almost half of what I added in previous.\n(+) Increased ASG drop chance yet again.\n(+) Changed a few sounds.\n(+) Added 10K firing sounds to monsters.\n(+) Added two new inventory items that the rarest zombies and Hitler drop,\n portable medkit and armor plate. Both add 25% and the player can carry up to\n\t2 of each.\n\n//===================\n// Changes from V19d\n//===================\n\n(+) Fixed some pickups that had the wrong sounds.\n(+) Buffed the Demolisher 15K attack.\n(+) Slightly buffed the Minigun damage.\n(+) Slightly buffed the Demon Tech damage.\n(+) Fixed the Cerebral Sentient obituary.\n(+) Swapped the Minimind and Fusionite around.\n(+) Altered the Fusionite attacks a little.\n(+) Fixed the missing death frame on the Cyknight.\n(+) Changed the 10K Major attack to the projectile version (15K).\n(+) Visor HUD got updated.\n\nUpdated the credits, now includes resources I used from Realm 667.\n\n//====================\n// Changes from V19d2\n//====================\n\n(!) This is a hotfix version, fixes the missing inventory item selector and the\n total ammo count on the Visor HUD.\n\n//===================\n// Changes from V19e\n//===================\n\n(+) Minor HUD tweak.\n(+) Sentient and Cardinal fly again.\n(+) Removed the Fusionites \"Rail\" attack, this is more of a balance tweak now that\n they are the most common Arachno spawn.\n(+) Upscaled some of the tougher monster spawns.\n(+) Buffed some of the rare bosses and their projectiles.\n(+) Increased rare boss spawn rates.\n(+) Fixed the Railgun counter, it is now 50/600 instead of 5/600.\n(+) New armor pickup sprites.\n(+) Reloading improved, most of the weapons now have realistic reloading, for example\n if there are already shells in the Shotgun, reloading will not make the weapon\n\tpump, if there are no shells loaded the weapon will load one then pump then load\n\tan extra 8 shells meaning 9 shots in total instead of the old 8 maximum and pumping\n\tafter every reload phase.\n(+) Lowered the Railgunner spawn chance.\n(+) 10K projectile now has a model.\n(+) Increased Life Essence drop rates on tougher spawns.\n(+) New sounds to replace some of the older ones.\n(+) Scaled down some of the items that were too big.\n(+) Increased 10K rate of fire slightly.\n\nProbably some other little changes I forgot about.\n\n//====================\n// Changes from V19e2\n//====================\n\n(!) Rocket Launcher max reload hotfix, it would reload a max of 6 rockets if it\n already had ammo loaded instead of 7.\n\n//===================\n// Changes from V20a\n//===================\n\n(+) Changed the hud mug to the Doomguy with shades.\n(+) Added hand grenades which can be used with most weapons (eg: you can use\n them with the pistol equipped), set a key to use them in control options at\n\tthe bottom of the list (default key is G). They can be picked up from dead\n\tzombies at random or farmed from backpacks (4 per pack).\n(+) Updated HUDs to keep track of hand grenades held.\n(+) Players start with 2 hand grenades.\n(+) Increased most rare monster spawn rates.\n(+) Increased rare powerup spawn rates slightly.\n(+) Buffed the Cardinal slightly.\n(+) Increased player starting bullets by 10.\n(+) Nerfed Super/Quad Shotgun zombieman accuracy.\n(+) Fixed the Minigun empty spin down, normally when empty with fire held down the\n spin down sound would cutoff and the weapon would instantly switch, now it\n\thas a short spin down when ammo reserves empty.\n(+) Improved the Assault Rifle empty reload animation by making extra frames.\n\n//===================\n// Changes from V20b\n//===================\n\n(!) Hand grenade hotfix, sped up the throwing animation as it was too slow.\n\n//===================\n// Changes from V20c\n//===================\n\n(+) Sped up Railgun reloading.\n(+) Grenade Launcher got a new look, it also reloads a lot better than the old one,\n similar to the Rocket Launcher now with drum reloading.\n(+) New sounds for the Grenade Launcher.\n(+) Removed +MISSILEEVENMORE flag from the Fusionite, I forgot to remove this flag\n when I swapped the monster around with the Spider Minimind (which now has that\n\tflag).\n(+) Removed the Fusionite sprint state.\n(+) Altered the pickup messages of almost everything.\n(+) Changed 10K charge up and idle sounds.\n(+) Changed the Abaddon and Watcher death animation, their corpses now sink so they\n do not block players view.\n(+) Added +NOTELEPORT to the Hand Grenades.\n(+) New explosion sounds.\n(+) New Assault Rifle sounds.\n(+) New Rocket Launcher drum spin sound.\n(+) Increased the sound range of some sounds (eg: explosions).\n\n//===================\n// Changes from V20d\n//===================\n\n(+) Other explosion sound radius have been increased.\n(+) Increased the radius of some weapon sounds, the BFG ones in particular\n to alert players of monster attacks.\n(+) New Plasma Rifle sounds.\n(+) Sped up the Pistol reload animation.\n(+) Sped up the Plasma Rifle reload animation.\n(+) Sped up the Assault Rifle reload animation.\n(+) Sped up the Shotgun reload animation\n(+) Sped up the Rocket/Grenade Launcher reload animation.\n(+) Sped up the Assault Shotgun reload animation.\n(+) Improved the Rocket/Grenade Launcher reloading.\n(+) Changes to the BFG10K, increased its rate of fire and slowed its \"charge up\"\n slightly.\n(+) New Bio Suit sprite.\n(+) New Backpack sprite and sound.\n(+) Gave the BFG10K empty states so when you have no cell ammo in your inventory\n the weapon doesnt pulsate plasma.\n(+) Forgotten One has a new look.\n(+) Railgun a got massive overhaul, this was a gigantic pain in the arse to get right\n as I had to make reload frames as well as seperate frames with the pulsating\n\tor empty plasma (I also added Doomguys left arm on the HUD animation, the original\n\twas just the weapon consisting of 7 frames), that combined with the different\n\tstates needed for the select/deselect as well as the grenade throwing\n\tand new zoom feature. I love the way it turned out though.\n(+) Railgun has a scope that can be used with a binded key, default is Z (this will\n be the ONLY weapon with an ADS feature).\n(+) Cacodemon type enemies got buffed they now randomly evade during their chase\n state.\n(+) Masterminds and Cybers are more aggressive.\n(+) Dark Cyberdemon now has a homing rocket attack and a 15K attack (the ball projectile\n 10K type).\n(+) New difficulty levels put in.\n(+) Cardinal now has a 10K type attack instead of a 15K.\n(+) All 10K type attacks now have models and resemble the player 10K projectile.\n(+) Fixed some GL lights and Decals.\n(+) Cardinal now enters a rage state at random when in pain, when he enters this state\n the players have a short amount of time to stop the rage from continuing by pain\n\tstating him again (like the Dark Cyberdemon before he actually stomps the ground),\n\tif players fail to stop the rage from continuing, he goes into a temporary\n\tinvulnerable state and resurrects enemies within a wide area, when the extra\n\tfire spawners that cover him stop he is then vulnerable again.\n\tI was thinking about adding something like this a while ago but wasnt sure\n\tuntill it was was suggested by a couple of players that I add it.\n(+) Fixed the Demon type enemies to work with FastMonsters, before they used to\n stutter due to trying to use their missile state at any range with A_JumpIfCloser\n\tlimiting their attack range, MaxTargetRange is a workaround for this problem.\n(+) Added the Radius_Quake effect to the Dark Cyberdemon stomp attack.\n\n//===================\n// Changes from V20e\n//===================\n\n(+) Fixed a missing sound from the Sentient.\n(+) Tweaked the Railgun a little.\n(+) Changed a couple of sounds.\n(+) Changed the look of the Hand Grenades.\n(+) Nerfed the common Nazi spawn.\n(+) Assault Rifle got a new look and firing sound.\n(+) Fixed the Nazi type enemies not dropping Hand Grenades.\n(+) Nerfed Hitlers health.\n(+) Buffed the Quad Shotgun quad shot blast.\n(+) Fixed a non existing frame on the Quad Shotgun.\n(+) Sped up Quad Shotgun Reloading slightly.\n(+) Changed the Quad Shot muzzle flash.\n(+) Nerfed the 15K zombie.\n(+) Increased the Assault Shotguns rate of fire slightly.\n(+) Increased Hand Grenade carry amount, you can now hold 10 without backpack\n and 20 with it.\n(+) ACS fix used to retain inventory items on map changes instead of MAPINFO thanks\n to ForrestMark and Ijon for the workaround.\n(-) Removed MAPINFO map clusters this will allow compatability on more map packs.\n\n//===================\n// Changes from V20f\n//===================\n\n(+) Nerfed the Void Imp.\n(+) Fixed the Ultra Sphere not giving Hand Grenades.\n(+) Buffed the Hand Grenades.\n(+) Reduced the amount of Hand Grenades you can carry because they have been buffed\n and are more useful. 6 without backpack, 12 with.\n(+) Increased all armor durability.\n(+) Fixed a bug with the Railgun when pressing reload at full ammo while scoped,\n it would remove the scope frame but still stay zoomed in.\n(+) Fixed the firing while zoomed with the Railgun, you can now unzoom after shooting\n (or quickscope for you CoD fans)instead of staying zoomed till the weapon\n\t\"charges\" for the next shot.\n(+) Removed the Demon Tech Rifle overheat state.\n(+) Added Hand Grenades to the Demon Tech Rifle.\n(+) Player footsteps now splash while walking in liquids.\n(+) Added +NOBLOOD to Lost Soul type enemies.\n(+) Nerfed monster comet/meteor splash damage radius.\n(+) Reverted the Assault Shotguns rate of fire back to what it was in version D,\n the one tic I took off when I buffed it made it way overpowered.\n(+) Buffed the Hellions radial resurrection range.\n(+) Increased Demon Tech Rifle drop chance on the Dark Cyberdemon/Mastermind.\n(+) Removed some aggressive flags from the higher tier zombies.\n(+) Super Shotgun got a new look, again this was a pain in the backside because\n the original that I made it from only had the vanilla SSG replacement frames\n\tso I had to make a bunch of others to match it with the mods old SSG (I even\n\tadded in a couple of extra for a little more smoothness). Was worth it though.\n(+) SSG got some new sounds.\n\n//====================\n// Changes from V20f2\n//====================\n\n(!) Hotfix for the SSG, there was a missing pixel on 3 (the ready and the\n two muzzle flash) frames, you could see through the weapon.\n(!) Hotfix for the ACS inventory workaround, when a player died with items held\n they would still have the items when they respawn. Again, thanks to ForrestMark\n\tfor the fix.\n(+) Fixed the red sights on the Shotgun and Assault Shotgun.\n(+) Darkened the SSG pickup, it was too light grey and looked weird.\n(+) Changed the muzzle flash on the Assault Rifle to match the other weapon flashes.\n(+) Changed some more sounds.\n\n//====================\n// Changes from V20f3\n//====================\n\n(!) Another hotfix for the ACS inventory, players were still keeping inventory items\n after death on either a new round or mapchange.\n(+) Bull Fiend got a new look.\n(+) Mech Fiend got a new look.\n(+) Monsters no longer dance in place when unalerted, most of them anyway.\n(+) Super Shotgun can now be fired both barrels or one at a time with altfire,\n if one barrel has been fired, use the primary fire to reload the weapon.\n(+) Renamed some of the weapons (Super Shotgun > Double Barrel Shotgun).\n(+) Changed a few more sounds.\n(+) Changed the Quad Shotgun, primary fire now fires all four (reloads if only two\n shells are loaded), altfire fires two.\n\n//===================\n// Changes from V21a\n//===================\n\n(+) Increased the sound volume on the Shotgun, ASG, SSG AR and PR sounds.\n(+) More new sounds.\n(+) Fixed a missing frame on the SSG reload.\n(+) Smoothened the QSG reload animations.\n(+) Increased Pistol accuracy.\n(+) Upscaled the rarer Pinky demons.\n(+) Increased the damage of homing rockets slightly.\n(+) Changed the Ghostriders name to Hellfire Revenant.\n(+) Changed the Hellfire Revenants attack, he now fires two rockets that have\n a 50% chance of seeking.\n(+) Changed the torches, they shouldnt be as laggy when they are spammed in maps\n now.\n\nThis was a bit of a lazy release, but the quiet weapon sounds were bugging me.\n\n//===================\n// Changes from V21b\n//===================\n\n(+) Fixed a bug with the Assault Rifle, it played the fire sound on empty clicking.\n(+) Monsters have better idle states, this will be progressed with each release\n as there are a lot of them to do. Zombies and imps are done in this version.\n(+) Buffed the SSG single shot a little.\n(+) Added more fancy map decorations.\n(+) Nerfed the Assault Rifle zombie.\n(+) Nerfed the Demon Tech zombie.\n(+) Nerfed the Demonic zombie.\n(+) Improved the casings and empty mag/drum/cell eye candy.\n(+) Changed some of the Caco type projectile sprites.\n(+) Buffed some of the Caco type projectiles.\n(+) Buffed the Guardian tracers, they now have more turn angle. The vanilla ones are\n still more aggressive though.\n(+) Buffed the Sentient 9K attack, it now seeks the player but moves slow.\n(+) Sentient now has a fast chase state, similar to the Caco strafing but more\n aggressive.\n(+) Increased the Cardinal movement speed.\n(+) Buffed the Baby Demolisher.\n(+) Buffed the Spider Minimind.\n(+) Baby Demolisher now sprints at random.\n(+) Chainsaw got a new look (I mixed the Doom with the D64 Chainsaw, came out pretty\n good) and a damage buff.\n(+) Buffed the Cyber Knight/Bruiser.\n(+) Fixed the Cybruiser causing infights with other noble types with its railgun.\n\n//===================\n// Changes from V21c\n//===================\n\n(+) Replaced more old map decorations (took away the old burning barrel, the new\n one will cause less lag when they are spammed in maps).\n(+) Improved the casing effects even more.\n(+) Reduced the Assault Shotgun magazine count by 1 shell.\n(+) Buffed the Mancubus type monsters.\n(+) Nerfed the Fuisionites rate of fire.\n(+) Buffed some of the bigger bosses.. Again.\n(+) Buffed Mecha-Hitlers health.\n(+) Buffed the Pyro Demon and Cyber Knight/Bruiser.\n(+) Changed some of the trail effects.\n(+) More new sounds.\n(+) Replaced a bad Quad SG frame.\n(+) Altered the bounce physics of grenades.\n(+) Some new sprites for pickups.\n(+) Pinky, Mancubus and Cyber type idle (breathing) frames put in.\n(+) Reduced Lost Soul type flame effects.\n(+) Nerfed the range and chance that the Annihilator will use grenades.\n(+) Altered the Mancubus type movement.\n(+) Changed some of the zombie spawns around, BFG types dont spawn on common\n zombiemen anymore.\n(+) Nerfed the Railgun zombie damage.\n(+) Changed the Railgun scoping, players will now scope out instantly when there is\n no ammo in the weapon instead of being stuck scoped while it powers down.\n(+) Smoothened most of the weapons firing animations by tweaking frames.\n\n//====================\n// Changes from V21c2\n//====================\n\n(!) Hotfix for the fullscreen hud, the shells icon was too big and blocking the\n ammo count.\n(!) Hopefully fixed the Plasma Rifle, there was crazy desyncing while firing it\n online.\n(+) Fixed the Sentient fast chasing, it was doing it too often so it wouldnt strafe\n properly like the Cacos do.\n(+) Removed +JUSTHIT and +JUSTATTACKED from monsters.\n(+) Buffed Arch Vile type attack ranges.\n(+) Nerfed the Baby Demolishers 15K rate of fire.\n(+) Hectebus will not always use flamethrowers when close enough now.\n\n//===================\n// Changes from V22a\n//===================\n\n(+) Added a new weapon, the Demon Tech BFG10K. This weapon is extremely powerful\n (possibly the strongest weapon in the entire mod), it fires a normal BFG ball\n\tbut the projectile itself also fires off \"rail\" attacks similar to the Quake 2\n\tBFG at anything that is within its range, the projectile is also a ripper so\n\tit glides through monsters doing massive damage. It also explodes on impact\n\tdoing even more damage, try not to use this like the normal 9K otherwise you\n\twill probably end up suiciding. - This is to make up for no new monsters even\n\tthough I said I was going to get them in, in V22. I havent found any good\n\tsprite sets yet (still lots to look at over the ZDoom carninval thread) and\n\tI'm trying to avoid using the generic R667 resources.\n(+) Cardinal/Sentient 9K type attacks changed to the new Demon Tech 10K.\n(+) Cardinal/Sentient drop the Demon Tech BFG10K instead of the BFG10K.\n(+) Increased the amount of demon ammo that can be carried.\n(+) Increased the amount of demon ammo dropped by the Dark Cyber/Mastermind but\n reduced the 100% drop chance.\n(+) Cardinal/Sentient now drop Demon Ammo (300 each) 100% chance on death.\n(+) Hand Grenades are now a slot 5 weapon (unused for now) after RL and GL.\n(+) Demon Tech Rifle is now a slot 6 weapon, after Plasma and Railgun.\n(+) Demon Tech zombie now drops the DTR instead of the Dark Cyber/Mastermind.\n(+) The Dark Cyber/Mastermind now drop the BFG10K.\n(+) Changed the player Grenade Launcher skin.\n(+) Added the HellKnight and Baron type idle (breathing) frames.\n(+) Cleaned up some of the HUD weapons to work with software better.\n(+) Smoothened the res of the weapons firing animations.\n(+) A few more new sounds.\n(-) Removed the Behemoth Cannon resources and code, I had no plans on reusing it\n again as it was just a Rocket Launcher without reload. Seemed pointless leaving\n\tthe stuff inside.\n(-) Removed some other old unused resources.\n\n//====================\n// Changes from V22a2\n//====================\n\n(+) Fixed a mistake in the Cardinals attack state, its Demon Tech BFG10K combo\n jump name was wrong.\n(+) Dark Demolisher no longer drops 10K 100% of the time.\n(+) Nerfed the Sentient and Cardinal 10K spread.\n(+) Reduced how many 10K shots the Sentient and Cardinal fire.\n(+) Reduced how many Hand Grenades can be carried, 4 without backpack, 8 with.\n(+) Increased how much demon ammo can be farmed from backpacks, 60 per pack now\n instead of 30.\n(+) Increased how much ammo the DTBFG10K uses, 80 per shot instead of\n 60 now.\n(+) Nerfed the DTBFG10K \"rail\" damage.\n(+) Changed the effects on the DTBFG10K ball explosion.\n(+) Added DoomEd numbers to actors that didnt have them, I think I got them all\n though I may have missed some.\n(+) Nerfed the splash damage/range of the monster 10/15K attacks.\n\nThis was mostly just another bunch of balance issue fixes, I promise I will try get the\nnew monsters and reskinned Grenade Launcher (I will keep the DTBFG10K as it is for\nnow) soon. I also promise to try and cut down on these quick release cycles, lol.\n\n//===================\n// Changes from V22b\n//===================\n\n(+) More balance tweaks to the DTBFG10K.\n(+) Improved the DTBFG ball effects.\n(+) Reduced the demon ammo amount from backpacks to 40, this should be ideal now.\n(+) Reduced the drop chance of the DTRifle from the zombie.\n(+) Added the final Hell Knight type spawn, the Hell Duke.\n(+) Added the final Imp type spawn, the Phase Imp.\n(+) Changed the Soul Harvester ball seeking, if it goes past the player it will\n stop seeking.\n(+) Changed how fast some of the noble type monsters attack.\n(+) Cleaned up some of the coding.\n\n//====================\n// Changes from V22b2\n//====================\n\n(+) Altered the Hell Duke attacks a little.\n(+) Altered the Phase Imp ball damage.\n(+) Changed how aggressive most monsters attack in their jump states.\n(+) Cyber Knight/Bruiser now fire 3 rockets.\n(+) Tweaked the Cybruiser homing rockets.\n(+) The Afrit fire trails seek more but stop seeking when they pass the player.\n(+) Nobles now use both hands when throwing balls in combos instead of just their\n right.\n(+) The Hell Duke will enter a rage state randomly when in pain, he will raise\n a lot of damaging spikes in a wide area.\n(+) Increased the damage of the DTBFG10K.\n(+) Added +QUICKTORETALIATE and +NOTARGET to the Phase Imp and Hell Duke, most 4th\n spawns (the rarest spawn) will have these flags.\n(+) Hell Duke now randomly drops Demon ammo on death (150).\n(+) Changed how long poison gas lingers, altered its physics too.\n(+) Fixed the Ultra Sphere, it now gives 600 DTech ammo and 8 hand grenades.\n\nThis is merely a fix version, I had complaints about the Phase Imp being too strong\n(which admittedly it was) so I nerfed its damage. This version was also supposed to\ninclude new monsters too but I havent finished them as I have been playing other things\nwhich is why I havent been releasing as much.\n\nSo again, this is more of a fix/balance release.\n\n//===================\n// Changes from V23a\n//===================\n\n(+) Cyber Knight fires just two rockets now.\n(+) Reduced the Cyknight/bruisers chain-shotgun ROF.\n(+) Nerfed homing rocket damage but increased their speed slightly.\n(+) Nerfed the Caco type spawns.\n(+) Converted all sprites to PNG format.\n(+) Tweaked the monster DTBFG projectile, the ball will target other monsters\n also instead of ignoring everything but the player.\n(+) Altered the Hell Dukes attacks again.\n(+) Some balance tweaks to the Cadaver and Hellfire Revenant.\n(+) Gave the Cybruiser another attack.\n(+) Changed the colour of the player DTBFG, it is now green.\n(+) Reduced the amount of ammo the DTBFG uses, it is now 80 again.\n(+) Dark Mastermind/Cyberdemon no longer drop DTech ammo, instead they drop cells.\n(+) Dark Cyberdemon no longer has a DTR, this makes him less threatening than the\n Cardinal.\n(+) Updated the gore effects a little, clouds of blood appear when gibbing, or\n when killing some monsters and some gib parts bounce.\n(+) Added a max armor bonus item, similar to the life essence this item allows you\n to break the 200 armor limit to a max of 250, they are also dropped randomly\n\tby demons.\n(+) Rarest zombies no longer drop armor plates and portable stimpacks with a 100%\n chance.\n(+) Extra armor dropped by the common Mastermind now breaks the 200 armor limit\n to 250.\n(+) Tweaked how much damage the three armor types can absorb, red armor lasts longer\n instead of instantly draining from massive damage.\n(+) Reduced how often seeker missiles beep.\n(+) Increased the Shotguns ROF slightly.\n(+) Buffed the Miniguns damage a little.\n(+) Added numbers to the inventory health and armor item hud sprites to show how\n much each item gives to the player when used.\n(+) Changed the skull item from a drain powerup to a double damage powerup.\n(+) The Chainsaw now always gibs lesser enemies.\n(+) Changed the Super Shotgunner, (no longer double) Chaingunner and Phase Imp\n sprites.\n(+) Changed the teleport and item fog effects.\n(+) SSG zombie now rarely drops his weapon.\n(+) Changed the Invulnerability screen colour to something less blinding.\n(+) Gave weapons the INVENTORY.UNDROPPABLE flag, this means players cant cheat\n ammo on servers by constantly picking up and dropping map placed weapons.\n\tIt also means that servers can enable item dropping so that players can help\n\tother players with their inventory items if they wish to do so.\n(+) Removed the non liquid glowing flats, they are very problematic when map\n packs replace them with custom flats, things start glowing that shouldnt like\n bare metal or wood flooring.\n(+) Fixed a bug where you could use (waste) inventory armor items at full armor.\n(+) Fixed where you could pickup (also waste) health, life essence and armor\n bonuses at max stuff.\n(+) Hopefully fixed the sliding empty bullet/shell casing bug.\n(+) Changes to the three current Arch Vile type attacks.\n(+) Added a new inventory item, the Ammo Satchel adds a small amount of ammo to\n all types when used, you can carry up to 5 of them. They are randomly dropped\n\tby Zombies and Nazis.\n(+) Made the infrared visor an inventory item again like it was in the early\n versions of this, you can carry just one at a time.\n(+) Removed the NOTARGET flag from the Dark Mastermind/Cyberdemon, other monsters\n will now infight with them.\n(+) You can now \"cook\" grenades by holding the grenade key. I decided not to make\n the grenades explode if held too long as this is mostly played with 1 life\n\tsurvival, if its requested a lot I will change it in future updates.\n(+) I modified the Cerebral Sentient sprites, gave it the twin chainguns and BFG\n cannon so now it doesnt fire BFG shots from a chaingun.\n(+) Tweaked some monster effects.\n(+) Couple of sound changes.\n(+) Changed a few pickup sprites.\n(+) Added/tweaked more eye candy to some actors.\n\nAlso the usual other balance fixes/tweaks.\n\n//===================\n// Changes from V23b\n//===================\n\n(+) Reduced the teleportfog effects a little.\n(+) Readded NOTARGET to the dark bosses, prevents the Cybers from infighting from\n BFG tracer damage untill I find a way around this.\n(+) Changed the DTBFG a bit, removed the balls RIPPER flag but gave it BFG \"tracers\"\n that emit 360 degrees around the ball, it no longer acts like the 9K where\n\ttracers come from the player in the direction they fired the ball. The Sentient\n\tand Cardinals DTBFG balls also have this effect.\n(+) Tweaked the Lost Soul types, made them smaller and reduced their HP.\n(+) Removed the Poison Souls projectile attack but gave it random strafing, similar\n to the Caco types.\n(+) Buffed the Annihilators grenade range but reduced how many it fires (2 instead\n of 6).\n(+) Buffed the Daedabus, it now has a chemical spray attack, similar to the Hectebus\n it will only use it when you are close enough.\n(+) Nerfed the Cyber Knight again, it now only fires one rocket, its burst ball is\n now 3 instead of 6, reduced how many \"hitscan\" pellets it fires per shot and\n\treduced its rate of fire. I gave it another projectile attack it will throw\n\ta large green ball at random.\n(+) Nerfed the Cybruiser, its \"hitscan\" attack fires less pellets and like the\n Cyknight reduced its rate of fire, also it fires one less rocket now (1 instead\n\tof 2).\n(+) Nerfed the Minimind and Baby Demolishers \"hitscan\" attacks.\n(+) Nerfed the rocket spread on the Cyber bosses, makes it easier to dodge.\n(+) Nerfed the spread and amount on/of the BFG10/15K projectiles that monsters fire.\n(+) Nerfed the damage that the Sentient and Cardinal DTBFG ball \"rails\" do.\n(+) Nerfed the Demonic Zombie again, reduced how many comets he fires (2 instead\n of 3).\n(+) Nerfed the Fatso types, reduced their rate of fire (should have did this in the\n previous version when I did the same with the Caco types).\n(+) Nerfed the Behemoth, reduced how many projectiles it fires (8 instead of 12)\n and the last 4 have a little delay before fired.\n(+) Nerfed the damage of monster DTRifle projectiles.\n(+) Nerfed the speed of monster 10K projectiles (not the 15K though, they are slow\n enough to dodge already).\n(+) Reduced the Cardinals movement speed.\n(+) Gave the rare bosses slight resistance to the DTBFG so it doesnt instantly wreck\n or painlock them (the \"rails\" anyway, a direct hit with the ball could still\n\tkill them especially now that the projectile emits BFG \"tracers\" instead of the\n\tplayer).\n(+) Kills from the player DTBFG ball now count towards player kills (sadly I could\n not get it to count damage points yet).\n(+) Changed some of the weapon orders, the AssaultSG is now after the Shotgun and the\n DTRifle is now after the Plasma Rifle.\n(+) Tweaked some of the zombies.\n(+) Slightly increased the Assault Shotguns rate of fire.\n(+) Added the 4th Pinky spawn, the DTech Fiend.\n(+) Added the 4th Fatso spawn, the Barbatos.\n(+) Replaced the Luigi (Commander Keen) easter egg.\n(+) Hopefully fixed the endless cooking grenade bug.\n(+) Removed the MISSILEEVENMORE flag from most of the uncommon spawns (and even the\n common Cyber/Mastermind), this should prevent the feeling that the game has\n\tfastmonsters enabled, this should hopefully improve balance a bit.\n(+) Fixed some of the current monster sounds.\n(+) Changed the bullet puff/ricochet effects a little.\n(+) Changed a few sprites.\n(+) Nerfed the chances that rare monsters will jump to their attack state when in\n pain.\n(+) Added (optional to set!) inventory item hotkey settings.\n(+) Couple more sound changes.\n\nI did quite a few other fixes/tweaks mostly to monsters that are not really worth\nmentioning.\n\nI basically went on a (good, unlike the previous versions) balancing rampage\nespecially on the rare spawns that were quite ridiculous in some situations,\nplaying through the Resurgence pack made me come to my senses (but only a little,\nI still kept it mean difficulty wise, lol). It should play somewhat smoother on\ncertain map packs that put you in enclosed areas where you are trapped in with\nmonsters and it should do even better on the casual type packs.\n\n//====================\n// Changes from V23b2\n//====================\n\n(+) Fixed the incorrect projectile particles/explosions on some of the monsters\n that I changed in the previous version.\n(+) Sentients chaingun now deals radial damage.\n(+) Reduced the pain chance that bosses take from DTBFG rails again.\n(+) Slightly reduced the damage that the DTBFG rails do.\n(+) Reduced the DTRifle projectile speed (player and monster versions).\n(+) Made the Cyknight/bruisers assault shotgun attacks more like the assault shotgun\n instead of a chainshotgun.\n(+) Reduced the ammo gained from backpacks.\n(+) Tweaked the DTech Fiend a little.\n(+) DTech Fiend now drops DTRifle, I reduced the zombie drop chance though.\n(+) Messed about with some eye candy on a few things.\n(+) Altered the hand and grenade launcher grenade bouncing a touch.\n(+) Fixed the incorrect blood colours bug on the projectile bullets.\n(+) Increased the damage on the Minigun and MP40.\n(+) Nerfed the Barbatos comet damage.\n(+) Buffed Mecha/Hitlers health.\n(+) Tweaked, reskinned and gave new sounds to the Nazis.\n(+) Increased the DTBFG ammo usage to 100 per shot (I wont reduce it again, I\n promise!).\n(+) Altered the spawners a bit, hopefully the rares wont spawn like crazy online.\n(+) Changed and improved some sounds.\n(+) Reduced how long gas lingers on every monster that uses it.\n\n//====================\n// Changes from V23b3\n//====================\n\n(+) Added the Nazi guard and dog.\n(+) Hitler now drops 100 extra armor on death.\n(+) Fixed always picking up (wasting) extra armor drops when at max.\n(+) Fixed the oversized grenade sprite for the counter on the fullscreen HUD.\n(+) Tweaked the visor HUD, removed the KIS stats, removed the transparent effects\n and moved the keys to the upper middle.\n(+) You can now interrupt shotgun reloading to throw grenades.\n(+) Tweaked/updated the particle/explosion effects.\n(+) Tweaked the player and monster DTBFGs, the tracers werent showing up online but\n were still killing things, hopefully fixed this.\n(+) Fixed the endless bouncing casings/gibs on slow moving elevators that go down.\n(+) Added land mines, the default key to use them is M though you can change it\n in control options. To use them its the same deal as the hand grenades, cant\n\tthrow them down if you have a heavy weapon equipped.\n(+) Updated the look of the Minigun.\n(+) Reduced the damage of the common Lost Souls projectile.\n(+) Increased Spectre visibility slightly.\n(+) Reduced the Caco types (and the Poison Soul) quick evade chance.\n(+) Sentient can now kill the other two mastermind types, had to do this because\n the other twos 9K tracers caused it to turn on them.\n(+) Altered the Dark Cyberdemon and Cardinal homing rockets, they now randomly\n seek and the ones that seek weave similar to the Revenants rockets.\n(+) Fixed the pinky types sliding after they perform a charge attack.\n(+) Fixed the handgun and DTRifle empty states, if you emptied both weapons then\n hit altfire, changed them, then changed back to them they would jump to their\n\tnormal states as if they had ammo in them.\n(+) Players now start with an armor vest (50), the armor is not as strong as the\n green armor but its better than nothing.\n(+) Altered the look of the Plasma Rifle.\n(+) Updated the fullscreen HUD, numbers now change colours depending on what you\n have and moved the whole lot down the bottom of the screen where there used\n\tto be a gap.\n(+) Smoothened the Quad Shotgun quad fire by adding a couple extra frames on the\n recoil.\n(+) Fixed a bug on the Shotgun, if you reloaded it on empty with only one shell\n left in your inventory it would reload two shells.\n(+) Fixed a couple of minor bugs I overlooked on the SSG and QSG (thank you Cat\n for finding these for me).\n(+) Added sprites for tracers for the software users.\n(+) Couple of new sounds.\n\nFew other little changes & added a couple of other effects not really worth mentioning.\n\n//====================\n// Changes from V23b4\n//====================\n\n(+) Increased how many mines can be carried.\n(+) Fixed the overly loud fire sound on the Minigun and way too quiet explode sound\n on the mine.\n(+) Fixed the mine bug that only seemed to happen online (invisible explosions).\n(+) Removed the BFG15K and Demonic zombies.\n(+) Tweaked the current zombies and their spawners.\n(+) Finally updated the look of that godawful Grenade Launcher.\n(+) Tweaked the fullscreen HUD some more.\n\n//===================\n// Changes from V24a\n//===================\n\n(+) Changed the armor pickup sprites.\n(+) Added in PowerGloveNinjas updated SSG marine sprites.\n(+) Used ACS instead of DECORATE for the Grenade/Mine throwing.\n(+) When scoped with the Railgun the scope no longer bobs.\n(+) Updated some effects.\n(+) If the player is gibbed the HUD face does a gib animation, the godmode face\n is now also animated.\n(+) Added a weapon bar to the fullscreen HUD.\n(+) Couple other tweaks to the fullscreen HUD, the reloadable weapon sprites are\n no longer cut off in the lower right corner.\n(+) Made the red armor more resistant to rocket type damage.\n(+) Reskinned and tweaked the AR zombie.\n(+) Made melee more somewhat more useful especially when berserked.\n(+) Some changes to the title menus.\n\n//====================\n// Changes from V24a2\n//====================\n\nThis is a minor bugfix release for (G)ZDoom, if you tried to throw grenades or\nmines or even scope with the railgun you would gain inventory health items it also\ncaused some random crashing, hopefully should be fixed now.\n\nI also reduced the size of the console background as the previous was far too big.\n\n//===================\n// Changes from V25a\n//===================\n\n(+) Implemented ForrestMarks complex toaster (renamed to vanilla mode) addon ACS\n and modified it to only have two modes. This greatly reduces FPS drops for\n\tpeople with weak computers or when effects are spammed on heavy maps.\n\tPress L (or you can do it via console manually with \"cd_cl_vanillamode 0/1\")\n\tto toggle between normal full effects or, (almost) everything disabled.\n\tYou can also change the default key in control options if you wish.\n(+) Nerfed the Terror & Forgotten soul, gave them a little extra delay before their\n charging attacks.\n(+) Fixed the Sentient not dropping the power skull item.\n(+) Buffed the power skull item, it is now a quad damage powerup instead of double\n damage.\n(+) Toned down the boss death animations to compensate for vanilla mode.\n(+) Added a weapon bar to the visor HUD.\n(+) Fixed the instant grenade/mine throwing when you switch to a weapon that allows\n you to throw them after pressing either key on a weapon that doesnt allow you\n\tto. Fixed the railgun zooming also as it had the same problem.\n(+) Gave the Viles a healing effect.\n(+) Added the 4th Revenant spawn, the Famine.\n(+) Slightly buffed the Guardian tracer damage as they were way too weak compared\n to the vanilla Revenant tracers.\n(+) Made a few of the zombies \"smarter\", like the SSG zombie, if you are close\n enough he will fire both barrels and if you are out of his double range he\n\twill fire more accurate, but less damaging single shots. Thank you for\n\tsuggesting this Kurt, kinda like how they came out.\n(+) Added another custom CVAR \"cd_alwaysdrop\", now server owners can have 100%\n weapon drops from enemies that drop them instead of using addons if they\n\twish to do so. You can set it through the server window or RCON client by\n\ttyping \"set cd_alwaysdrop 0/1\", or if in-game \"rcon set cd_alwaysdrop 0/1\".\n(+) Fixed the plasma zombies not infighting.\n(+) Added yet another CVAR \"cd_sharedkeys\", like with the always drop CVAR, you\n can set it through the server window by typing \"set cd_sharedkeys 0/1\" or\n\tin game with rcon: \"rcon set cd_sharedkeys 0/1\". It is best to reset the map\n\tafter setting this to prevent any potential breakage.\n(+) Changed a couple of sounds.\n(+) Tweaked the Pinky type lunge attacks, now they shouldnt infight.\n(+) Slightly increased pistol accuracy.\n\n//====================\n// Changes from V25a2\n//====================\n\n(+) Tweaked most of the current 4th spawns.\n(+) Improved the vile heal (resurrection, cause people got a little confused)\n effect.\n(+) Tweaked the Sentient and the Cardinal, Sentient now mass revives monsters in\n a wide area at random when it takes pain and the Cardinal causes meteor rain\n\tto fall also at random in a wide area around it when painstated. They both\n\tgain some health back when they enter these states.\n(+) Fixed the mines blocking monster teleports and increased their detection\n range.\n(+) Added the inventory bar to both HUDs.\n(+) Fixed the Famines resurrection, it now shouldnt return as a corpse.\n(+) Couple of buffs/tweaks to the rest of the monsters.\n(+) Changed the fonts.\n(+) Changed a couple monster sprites (fem zombs making a comeback it was requested\n soo many times, lol).\n(+) Increased rare boss spawn rates.\n(+) DTBFG is no longer a 100% drop chance.\n(+) Increased the DTBFGs rate of fire.\n(+) Tweaked the DTBFG projectile a bit, the rails it fires no longer rip through\n bosses making a direct hit and having the ball tracers do the damage more\n\teffective than having the ball rails kill them before the ball itself even\n\tgets near. I increased the projectile travel speed a little too.\n(+) Changed/added even more sounds.\n(+) Added the 4th Lost Soul spawn, the Rictus.\n(+) Cleaned a couple badly recoloured monsters.\n(+) Added the 4th Pain Elemental spawn, the Bomb Elemental.\n\n//====================\n// Changes from V25a3\n//====================\n\nMinor modification on the font, apparently people (the majority that saw the\nprevious anyway) are quite bitchy about how their fonts look.\n\n//===================\n// Changes from V25b\n//===================\n\n(+) Tweaked & cleaned a few of the HUD weapon sprites.\n(+) Fixed the shotgun reloading, if you held altfire (reload) while reloading it\n would restart the animation instead of doing the reload the loop.\n(+) Fixed a bug with the shotgun, if you tried to throw grenades/mines with none\n in inventory while reloading the weapon would instantly jump to its ready\n\tstate skipping the reload animation loop.\n(+) Slightly increased rocket and plasma projectile speed.\n(+) Slightly increased shotgun and railgun reloading speed.\n(+) Slightly increased hitscan weapon damage.\n(+) Changed even more sounds.\n(+) The Bomb Elemental will now spawn three Rictus when it explodes after kamikaze\n rushing instead of none.\n(+) Mines have more chance to pain stun Viles when they step on them, instead of\n them zerg rushing over them and completely missing the explosion.\n(+) Assault Shotgun zombie now has a small chance to drop his weapon.\n(+) Changed the ESC menu font to match the new font.\n(+) Cleaned up even more badly recoloured monsters.\n(+) Nerfed rare boss health a little.\n(+) Changed a couple current monster attacks.\n(+) Altered/improved the blood effects.\n(+) Couple tweaks to the HUDs.\n(+) Altered the Revenant type missile seeking, all variant projectiles now imitate\n vanilla Revenant seeking but with slightly faster travel speed.\n(+) Tweaked most of the other seeking projectiles so that they dont have insane\n vertical tracing.\n(+) Barbatos, Sentient and Cardinal no longer have infinite mass, now you can push\n them back with your weapons. This should hopefully fix the bigger bosses getting\n\trandomly stuck on ceilings.\n(+) Dark Demolisher no longer fires DTech projectiles as they were too easy to dodge,\n I changed it to projectile bullets like the normal Demolisher.\n(+) Toned down the Cardinal meteor rain a bit and increased the \"charge up\" time\n before it does it so players have a better chance to stop the attack. Did\n\tthe same to the Sentients mass resurrection attack too.\n(+) Changed the Rictus a bit, it no longer strafes but it has a chance, if close\n enough to suicide rush the player.\n(+) Changed the Bomb Elemental projectile attack, it is now a seeker.\n(+) Masterminds will now infight same species and actually hurt each other now.\n\tDark/Demolisher will not target the Sentient but the Sentient will fight them\n\tback.\n(+) Changed monster A_FastChase states to ThrustThing to hopefully prevent\n\tthem from randomly desyncing like crazy.\n(+) Nerfed Phase Imp damage because the A_BishopMissileWeave I added to its\n projectile a few versions back made the thing do ridiculous damage.\n\nWent on a balancing rampage after the mass buffing from v25a2, should play a lot\nbetter now especially with the majority of the tracer & homing rocket attacks as\nthey no longer have crazy vertical seeking making any attempt to run underneath\nto dodge impossible.\n\n//====================\n// Changes from V25b2\n//====================\n\n(+) Removed the NOTARGET flag from the 4th tiers, other monsters will now target\n them this will now make map packs that require you to cause infights somewhat\n\tmore fair (eg: Stardate).\n(+) Nerfed Famine projectile speed.\n(+) Slightly buffed the Soul Harvester as it seemed to be the weakest of the Imp\n variants for a tier 3 spawn.\n(+) Lowered the Caco type evade chances, they seemed to pinball left and right\n a lot more often after changing from A_FastChase to ThrustThing.\n(+) Removed/changed the Famine sprites as I was asked to do so.\n(+) Monster flamethrower/chemical/poison attacks will actually hurt bosses now,\n\tthey didnt before because I overlooked a flag needed on the projectiles.\n\nThis was more of a quick release \"fix\" for the NOTARGET flag.\n\n//====================\n// Changes from V25b3\n//====================\n\n(+) Fixed an issue with the Rictus and Bomb Elemental, if they hit a monster\n\ton suiciding the monster will try to infight thin air this is because while\n\tyou cant actually see the Rictus/Bomb after they suicide their spriteless\n\tbody remains for a short while so that their obituaries actually work instead\n\tof it popping up as \"Player died\".\n(+) Added Zhegs player skin edits, left punching fist marine and double handed\n shooting pistol marine.\n(+) Removed the Dark Cyberdemon healing.\n(+) Slightly reduced the chance that the Sentient and Cardinal will pain rage.\n(+) Removed the NOTARGET flag from the Famine (forgot about him in previous version).\n(+) Nerfed the Famine projectile again, had too much of a turn angle.\n(+) Slightly increased ASG, RL, GL, PR and RG (again) reloading speed.\n(+) Increased how fast you can throw grenades and mines a little.\n(+) Buffed Bomb Elemental suicide explosion damage.\n(+) Nerfed the chance that the Hell Duke will heal when painstated.\n(+) Scrapped the Spider Minimind (\"hitscan\" Arachnotron) and replaced it with a\n plasma variant the Dualachnotron. It fires two plasma projectiles per shot in\n\tshort bursts similar to the Doom64 Arachnotron (actually, it pretty much is\n\tthe D64 Arachno). This is now the common spawn for the Arachnotron.\n(+) Baby Demolisher no longer has a plasma spread attack, it will keep its \"hitscan\"\n\tchainguns and 15K projectiles though.\n(+) Reduced how much health the Hell Duke, Sentient and Cardinal regain when pained.\n(+) Polished the hand grenade throwing animation and increased throwing distance\n a little.\n(+) Polished the Super Shotgun sprites, the hammers are now animated.\n(+) Gave some player hitscan weapons better accuracy, SSG double barrel fire and\n both QSG's firing modes remain untouched.\n(+) Buffed the player DTBFG rail damage, it wasnt doing enough for the biggest\n weapon and how much ammo it uses.\n(+) Reduced DTRifles rate of fire but slightly buffed its projectile damage.\n(+) Balanced the Famine a little more, lowered the erratic evading + jumping to\n its missile state when in pain.\n(+) Reduced zombie inventory health, armor and ammo pack drop chances.\n(+) Changed/tweaked some other sprites.\n(+) Vanilla-ised the hitscan blood splats.\n(+) Reduced zombie ASG, SSG and Minigun drop chances.\n(+) Tweaked the Hectebus (common Manc spawn) attack, the first two bursts will be\n similar to the Mancubus but its last burst will fire off 4 projectiles in a\n\twide spread instead of it firing all three bursts in random directions making\n\tit too unpredictable.\n(+) Moved the keys to the upper right corner on the fullscreen HUD.\n(+) Tweaked both HUDs yet again.\n(+) Removed the palette as its not really needed anymore, this also means hosts &\n\tsingle players no longer need to load extra palette pwads.\n(+) New console font.\n(+) Swapped the Soul Harvester sprites to the old ST Dark Imp.\n(+) More minor balances and tweaks to a few other monsters.\n\n//===================\n// Changes from V25c\n//===================\n\n(+) Removed the ACS used to keep inventory amounts between levels as its no longer\n needed thanks to Zan 2.0.\n(+) You can now tell what type of armor you have on the visor HUD as indicated by\n\tthe shield icon colour in the armor bar.\n(+) Lowered the erratic Vile type sprinting chance.\n(+) Tweaked the mines so that they wont explode on the user when thrown while\n\tstanding near a wall, they also bounce a lot less now. Also (hopefully,) they\n\tnow shouldnt detonate when thrown (the projectile that is) extremely close\n\tto a wall.\n(+) Tweaked the Rictus and Bomb yet again as they were still not counting kills\n and messing up map totals.\n(+) Tweaked most monster pain chance and movement speed, just more usual balance\n\tstuff.\n(+) Added a +25 (250 max) armor bonus item which drops randomly from most 4th tier\n spawns and bosses, similar to the large life essence.\n(+) Slightly lowered the Diabolist and Hellion health.\n(+) Gave some monsters extra delay before their attacks.\n(+) Nerfed the Caco type strafing again as they were still going crazy with the\n evading.\n(+) Added the 4th Arachnotron spawn, the Baby Sentient.\n\n//====================\n// Changes from V25c2\n//====================\n\n(+) Tweaked the Pinky and Spectre types, nerfed the lunge and bite damage slightly.\n(+) Poison Soul emits less gas.\n(+) Lowered the Sentient and Cardinal pain rage chance again.\n(+) Slightly increased berserked fist damage.\n(+) Slightly increased Chainsaw damage.\n\nThis is mostly a hotfix for the Pinkys, they were dealing far too much damage\nespecially when in groups in an enclosed area with their lunge attacks.\n\n//===================\n// Changes from V25d\n//===================\n\n(+) Toned down the Annihilator homing rocket turn angle.\n(+) Fixed (hopefully anyway) the armor orb bug, if a player picked up the +25 orb\n it would sometimes update the hud with a wrong reading of 250 armor until the\n\tplayer took damage or used an armor item then it would revert back to the\n\ttrue amount.\n(+) Slightly toned down Dark Cyber and Cardinals rocket attack rate of fire.\n(+) Lost Souls now have their vanilla sized \"hitbox\" instead of the smaller one I\n gave them a while back.\n(+) Increased the starting, green and red armor durability.\n(+) Toned down the Chainsaw screech sound.\n(+) Slightly increased player Rocket/Grenade Launcher damage.\n(+) Reduced Arachnotron type movement speed.\n(+) Slightly increased all Mastermind and Cyber variant pain chances.\n(+) Sentient and Cardinal are now limited on how many pain rage attacks they can do,\n they can rage a max of 3 times.\n(+) Reduced the collision boxes of some monster projectiles like the Watcher\n seeker, it was too big for the size of the sprite.\n(+) Increased the translucency on the Exile attack, had a few complaints that it\n was too blinding especially when targeted by more than one.\n(+) Reduced how many times the Famine can fake death from 2 to 1.\n(+) Added a rare Health Bonus, gives +4 health on pickup and breaks the 200 limit\n to 250.\n(+) Added a rare Armor Bonus, like the new rare Health Bonus it gives +4 armor\n\ton pickup and breaks the 200 limit to 250.\n(+) Slightly nerfed monster 10/15K damage.\n(+) Slightly increased monster DTBFG rail damage.\n(+) Improved some sprites.\n(+) Improved & fixed some decals.\n(+) Increased some rare tier spawn chances.\n(+) Updated some credits.\n(+) Nerfed the Soul Harvester damage slightly.\n(+) Buffed the Phase Imp projectile a bit, it was overly nerfed.\n(+) Altered the Revenant, HellKnight and Baron type melee attacks, removed the\n reverse melee frames (that is the frames that make it look like they are\n\traising their arms to actually swing) as they looked too goofy on them.\n(+) Nerfed the speed and damage of the DTech Rifle zombie and Pinky projectiles.\n(+) Altered the weapon switch animations on a couple of weapons.\n(+) Zombie railgun attacks no longer pierce.\n(+) Cybruiser railgun attacks are now actual railgun attacks instead of the fake\n rail with a fast projectile that did the damage.\n(+) Increased railgun drop chance.\n(+) Fusionite has its railgun attack back.\n(+) Reduced how long gas lingers on all monsters that use it.\n(+) Toned down how much the Diabolist fire and Hellion smoke blinds the player.\n(+) Diabolist and Hellion attacks now force radial damage.\n(+) Nerfed the Rage resistance time from 30 seconds to 20.\n(+) Dark Cyberdemon has his sprint boost state back.\n(+) Gave all monsters extra resistance to gas and flamethrower attack pain chance,\n hopefully now monsters dont get instantly raped from painlocking (excluding\n\tzombies).\n(+) Other monsters will now infight with the Dark Cyberdemon, Sentient and Cardinal.\n(+) Dark Cyberdemon now has a railgun attack instead of its two shot BFG9K, this\n means I could remove the NOTARGET flag from him as the other two Cybers wont\n\tturn on him if they got caught in his tracers.\n(+) Phase Imp no longer becomes 100% invisible when phasing.\n(+) Nerfed Barbatos movement speed.\n(+) Increased the chances that the Dark Cyberdemon and Cardinal rockets will seek.\n\nDid a bunch of other tweaks to random actors that werent really worth mentioning.\n\n//====================\n// Changes from V25d2\n//====================\n\n(+) Reverted the bigger boss pain chance back to what it was.\n(+) Sentient now has two 9K attacks, this is to keep in with the Mastermind type\n\tmonsters having BFGs.\n(+) Cardinal now has a Railgun.\n(+) Reduced the damage and explosion range of player and monster DTBFG projectiles.\n(+) Reduced the chances that the Sentient and Cardinal will pain rage as they should\n\treally only rarely do these states especially with them gaining health each\n\ttime they do it (still limited to three times though).\n(+) Fixed even more decals.\n(+) Slightly buffed the Sentient chainguns rate of fire.\n(+) Increased the strong health and armor bonus spawn chances.\n\nFixed a couple things I broke in last release like monster flamethrower and gas\nattacks stopping on the first actor they hit instead of going through and the\nFamine not having the resurrection effect making it hard to tell if he revived\nespecially with him being randomly bugged online (ie comes back as a corpse until\npained or he attacks).\n\n//====================\n// Changes from V25d3\n//====================\n\n(+) Reverted the fonts back to the old square Doomfont I used in one of the previous\n\tversions.\n(+) Changed the assault shotgun a bit, instead of removing the thing entirely I\n\tdropped the drum reloading and made it reload like the shotgun (one shell at\n\ta time). Now it shouldnt outclass the rest of the shotguns because of the slower\n\treload time and reduced magazine size. I also changed the look of it with a\n\tfresh new sprite set and I went ahead and changed its old sounds too.\n(+) Fixed a minor bug on the SSG, if you had 1 shell loaded and no shell ammo left\n and tried to primary fire one of the hammers would animate because I didnt\n\thave another empty state to prevent this with 1 shell spent.\n(+) Slightly increased pistol, assault/shotgun and SSG (single shot) accuracy.\n(+) Changed the shaded HUD mug with a more expressive vanilla mug.\n(+) Reduced ASG drop chance on the zombie but increased it on the Cyber Noble.\n(+) The Baby Demolisher and Cyber Noble hitscan attacks are now actual hitscan\n attacks instead of the fast projectiles.\n(+) The godmode HUD mug now reflects on current health.\n(+) Updated the Baby Sentient sprites with the ones that tomicapo edited.\n(+) Toned down the Cardinal meteor rain attack, spawns less clouds than previous,\n spawns them slower and the meteors have a slower drop speed.\n(+) Increased Mech Fiend and Spook movement speed.\n(+) Dropped the visor HUD in favor of a modified vanilla statbar, I felt that the\n\tvisor was just too out of place and way too obstructive on the players view.\n\tNot gonna lie either, I hated the thing. I will make a seperate addon wad with\n\tthe visor in it for players who prefer to use that over the new statbar HUD.\n\t(complex-doom-visor.wad)\n\nTweaked a couple other things, mostly small effect stuff and a few little balances\nto monsters.\n\n//====================\n// Changes from V25d4\n//====================\n\n(+) Couple tweaks to the statbar HUD, better current armor indications and berserk\n in-inventory icon.\n\nThis is mostly a hotfix for the zlib error as Slade somehow corrupted the pk3,\nmajority of the sounds were dodgy and it broke a sprite. Replaced the sounds, the\nsprite and a couple other things that might have also corrupted.\n\n//===================\n// Changes from V26a\n//===================\n\n(+) More tweaks to the statbar.\n(+) DTech zombie has less chance to spam endlessly.\n(+) Reduced how much ammo you gain from satchels.\n(+) Changed a few sounds.\n(+) Changed the Cyber railguns a bit, they are now fast projectiles and no longer\n\tthe standard particle effect rails.\n(+) Doomifing monster colours, for example the zombieman tiers are now brown,\n shotgunners are black and so on. This was requested so much and I kinda agree\n\tthat everything being black and grey is getting a bit stale. Some of them wont\n\tbe changed like the Archons (unless I replace them with buffed stock Hell\n\tKnights) or the dark variants for obvious reasons but I will colour as much\n\tas I can. I will do more in each of the next releases as there are a ton to do.\n(+) Toned down the Caco evading again, this will be the last time I do this.\n(+) Slightly increased assault shotgun reload speed.\n(+) Nerfed the Cyber Noble asg attack, it has more chance to jump out of constantly\n spamming it and a little more delay before it actually attacks.\n(+) Toned down all comet explosion damage range.\n(+) Knocked down Caco/Pain melee damage a little.\n(+) Changed monster hitscan attack damage to match Doom damage.\n(+) Changed a few sprite sets.\n(+) Slowly adding XDeath states to other monsters, the Caco and the Watcher are\n done in this version.\n(+) Hellion can no longer ressurect monsters through walls.\n\nAlso did a bunch of the usual small monster balances/changes/tweaks.\n\n//====================\n// Changes from V26a2\n//====================\n\n(+) Pinky, Revenant and Vile XDeath states added.\n(+) Changed even more sprite sets on monsters.\n(+) Tweaked the gib states/effects on players and monsters.\n(+) Hell Duke is now limited on how many times it can heal itself (3 max) and I\n reduced how much health it gains back.\n(+) A buffed Baron Of Hell is now the common Baron spawn, Bruiser Demon (again\n buffed) is now second and the Afrit (one less op floor hugging attack) has\n\tbeen removed.\n(+) A buffed Hell Knight now replaces the Hell Archon as the common HK spawn.\n(+) Buffed the rare Mastermind and Cyber type health back to what it was some\n previous versions ago, now that they infight its only fair.\n(+) Reduced the Hellions mass resurrection radius.\n(+) Updated the credits file a bit.\n(+) Removed the TITLEPIC and CREDIT graphic replacements, as they werent really\n needed.\n(+) Slightly increased hand grenade throwing speed.\n\n//===================\n// Changes from V27a\n//===================\n\nFrom October 2015:\n\n(+) Fixed the Lost Soul gibs showing up with vanilla mode enabled.\n(+) Used A_CheckSight on most effects, this should reduce lag on maps with a lot\n going on.\n(+) Fixed the broken RNG damage on monster hitscan attacks (zombie hitscanners had\n\tthis the worst especially the rifle zombies at long ranges).\n(+) Fixed some NetID actor errors, actors that inherited from the stock puff and blood\n which would cause lag and desync whenever they were spawned. They are now their\n\town actors.\n(+) Removed the percentage graphics from the statbar HUD.\n(+) Removed the number shadows on the full HUD.\n(+) Cyber Knight no longer has a hitscan attack.\n(+) Fixed the Hell Dukes rage spike attack, spikes would spawn in mid air if the\n monster was standing on a ledge.\n\nSeptember 2017 onwards:\n\n(+) Fixed the PyroDemon floor hugger attack, sometimes it would cause the obituary\n\tto mess up and say the player just died, now it shouldnt. Also before when it\n\thit non-aggroed monsters it would cause them to wake and attack the player,\n\tnow they will actually infight the Pyro after being hit by the attack.\n(+) Added sound rolloff to all footsteps, this will likely need tweaking more in\n\tfuture releases but it should tone down the noise when a ton of monsters are\n\tactive in other rooms.\n(+) Changed the Hellfire Revenant attack to the tracking comet attack it had a\n while back. It will fire a comet pause then fire a second. Comets will burst\n\tinto damaging, lingering flames when they explode.\n(+) Famine fake death improved, the monster now uses \"Thing_Raise\" (it used to\n\tuse this before but it desynced sometimes causing the monster to revive as a\n\tcorpse but Zan 3.0 seems to have fixed this) to revive itself instead of an\n\tinvisible projectile with \"A_VileChase\". This also fixes the issue where\n\tif the Famine died on top of another monster, the other monster would sometimes\n\tbe revived from the projectile instead of the Famine.\n(+) Changed the Famines projectile sprites and sounds as it was too similar to the\n\tDevil Imps seeker, its new stuff is more fitting. I also slightly buffed the\n\tprojectile bounce.\n(+) Replaced \"A_CStaffMissileWeave\" and \"A_BishopMissileWeave\" with \"A_Weave\".\n(+) Added \"A_Weave\" to Bomb, Famine and Behemoth seeking projectiles.\n(+) Changed the Hectebus back to the Mancubus to keep with the original Doom monster\n\ttheme, its attacks remain the same so its just cosmetic.\n(+) Used \"FRandom\" on almost if not everything that used default \"Random\".\n(+) Improved the Caco variant normal deaths.\n(+) Cacomental now has an XDeath state.\n(+) Changed the Cacomentals comet attack, when it explodes it will emit shock\n\tprojectiles which damage if the player touches them, they fade away pretty\n\tquick. Changed the look of the comet itself with new sprites and swapped its\n\tsounds to make it different from the Hell Knight/Baron variant attacks.\n(+) Added brain gibs to the Arachnotron and Mastermind variants.\n(+) Pain Elemental variants now have an alternate death and can be revived by\n\tViles, they have to be gibbed to trigger their old deaths which spawn Lost\n\tSouls but there is also a chance that they will explode anyway. Their new\n\tdeath doesnt spawn LSs. Bomb Elemental is unchanged and will explode on death\n\tregardless.\n(+) Player hitscan attacks now pass through other players, no more pushing, no\n\tmore addons needed. \"sv_smartaim 3\" will still need to be enabled as I couldnt\n\tget BFG tracers to pass through for some reason, I will mess with it more in\n\tfuture releases.\n(+) Slightly modified weapon bobbing.\n(+) Scrapped the Spook and instead made it a spectral Magma Fiend, the 4th Spectre\n\tspawn is also a semi-visible DTech Fiend.\n(+) Poison Souls now have a toxic breath attack.\n(+) Imps now have a lunge attack similar to the Pinky variants but with less damage.\n(+) The Devil Imp now has another attack, it will briefly charge a fast moving ball\n\twhich explodes on impact.\n(+) Phase Imp will no longer unphase when attacking, making it somewhat more\n\tdifficult.\n(+) Phase Imp has a new attack, it will hurl a large ripper ball after a slight,\n telegraphed charge up. Players who are within a certain distance of the ball\n\twill be damaged by shock projectiles which the ball will fire off.\n(+) Added a Rejuvenation Kit inventory item, its essentially a Duke 3D style\n\tportable medkit. It has a random chance of being dropped by all 4th tier\n\tzombie types.\n(+) Fixed pain chances on a bunch of monsters, I forgot to add custom pain chances\n\tto monsters that didnt inherit from the common spawns which had the resistances\n\t(so basically, fixes mobs getting stunlocked from the likes of poison gas etc).\n(+) The DTech Fiend will enter an enraged state when it loses so much health, it\n\twill always sprint, take no pain, be very aggressive with the lunging if close\n\tenough, and spawn damaging fire in its tracks. It will also heal itself small\n\tamounts in this state and return to normal once full again. Like the Phase Imp,\n\tthese changes are to make the monster tougher with it being a 4th tier spawn.\n(+) Changed the Haste Sphere, its now a Shadow Sphere and it gives the player both\n\tspeed and invisibility to make it somewhat more useful than just speed.\n(+) Changed the pickup sprites for Demon Tech ammo dropped by monsters and gave them\n\tnew sounds.\n(+) Fixed the rare weapon drops on monsters, before they used to spawn directly\n\tat their feet on death, now they imitate Doom style dropping. Now that Zan 3.0\n\thas fixed the item desync issue where all items dropped by monsters appeared\n\tin the same place online, players can pick specific items from the drops which\n\tallows better sharing. (Btw, this is even better if you enable Strife style\n\tdropping with \"sv_dropstyle 2\" where items will be spaced out more)\n(+) Added a MENUDEF lump, all of the mods command/control settings are in their\n\town menus now. Removed control settings from the KEYCONF lump so players will\n\tlikely have to rebind their controls for the mods commands (eg: throwing a\n\tgrenade).\n(+) Added a forced pistol starts CVAR, you can set it through the server window\n\tor RCON client by typing \"cd_pistolstart 0/1\", or if in-game using RCON,\n\t\"rcon cd_pistolstart 0/1\". It also can be toggled in the mods settings in the\n\tESC menu.\n(+) The DTBFG10K now has actual reloading instead of sitting statically with sounds\n\tafter firing.\n(+) The Fusionite will now only use its railgun if its target is at a distance,\n\tit will always spray plasma if close enough.\n(+) Severely nerfed the speed of the Baby/Cerebral Sentient explosive bullets,\n\tno idea what I was thinking setting it as high as it was.\n(+) Fixed a bug where if you pressed the railgun zoom key on some of the weapons\n\twhile equipped it would cause the railgun to scope in as soon as you switched\n\tto it, you could also throw grenades/and mines like this too.\n(+) Modified the QSG sprites again, the hammers are now \"animated\" depending on\n\thow its fired similar to what I did to the and SSG. Also it now has an actual\n\tshell ejector sprited in between the barrels on reload. I also changed the\n\tcolour of the wood to black to keep in theme with the rest of the weapons.\n(+) Poison Elemental has a new attack, it will fire a barrage of low damaging\n\tweaving balls which will track the player, they will stop tracking if they pass\n\tthe player.\n(+) The Rictus now strafes randomly like the Poison Soul.\n(+) All existing monsters that strafed will now only strafe when their target is\n\tin sight.\n(+) 4th tier zombies will now randomly strafe as long as they have sight of a\n\ttarget.\n(+) All zombies now reload their weapons aside from the Chaingun, Minigun and BFG\n\tzombies (just like the player).\n(+) Nazis now reload their weapons aside from the Mutant and both forms of Hitler.\n(+) Toned down the GL lights on the flamethrower attacks, because there was so\n\tmuch fire being spawned the lights would cause FPS drops.\n(+) Fixed a nitpick with player weapon casings, they now have pitch so when you\n\tlook up or down while firing they will look like they are coming from the\n\tweapons instead of always spawning in the center of the viewpoint.\n(+) Hand grenades now have a fuse timer instead of exploding when they stop\n\tbouncing.\n(+) Grenade Launcher grenades now act like the new hand grenades, they will\n\tbounce to a stop and then explode after a short time.\n(+) All current Caco variants now have a charging attack, if the player gets close\n\tenough they will play their sight sound and then charge forward for a melee\n\tattack.\n(+) Bomb Elemental has a new attack, it will spit a pod like projectile which\n\tbounces around a bit before stopping, after a short time it will explode and\n\tspawn a pair of Ricti. The pod can be destroyed when stationary to stop it\n\tspawning the Ricti. The pod also randomly spawns embers which spawn lingering\n\tfire when they hit the ground, similar to the Hellfire Revs new comets.\n(+) Weapons behave differently when selecting them depending on if ammo is loaded\n (if the pistol has ammo in it, Doomguy will pull the slide back, Shotgun will\n\tpump etc).\n(+) Slightly reduced inventory item max carry amount on the small and medium\n\thealth/armor boosts, reduced the satchel count to 4 instead of 5.\n(+) Put current selected weapon ammo icons in the weapon box on the statbar HUD,\n\tjust to fill up the empty space.\n(+) Changed how the DTech Rifle acts when reloading, it will no longer glow when\n\tit has no ammo.\n(+) Fixed an oversight on the Amplification Goggles, I set the time to 43 seconds\n\tinstead of two minutes.\n(+) Both HUDs now have current powerup time-left indicators, so when you pick up\n\ta radsuit the indicator will pop up with time remaining and then disappear\n\twhen the powerup expires.\n(+) Fixed a bug with mines, monsters would autoaim at live mines now they dont.\n\tPlayer autoaim should also ignore them now.\n(+) Started adding Brightmaps, this will be a work in progress with each release\n\tas there is so much to do. Items and majority of the monsters are done in\n\tthis version.\n(+) Adjusted the throw arc of hand grenades, now they dont get thrown below the\n\tcrosshair.\n(+) Tweaked combat shotgun reloading, now the last shell loaded when fired wont\n\tbe ejected until the player reloads.\n(+) New inventory item, the Demon Rune (idea totally nicked from D4). When used\n\tthe player will turn into a Demon with high health, damage resistance and\n\tmultiple weapons one of which has unlimited ammo (this could change in future),\n\tbut players get a slower movement speed. The first weapon is an explosive\n\tminigun with high damage but bad accuracy, this has unlimited ammo and it will\n\toverheat after a short time. Players will have to bind a key to use the minigun\n\tarms alternate grenade launcher attack, grenades will throw out a bunch of\n\tsmaller bombs on explosion (essentially, a cluster grenade) limited to 8\n\tshots. You can also do a lunging melee attack with the left arm (again will\n\thave to bind a key). The right arm weapon is a railgun (toggle weapons with\n\tALTFIRE not the usual weapon switch because of how player morph only allows\n\tthe use of one weapon) which has extreme damage (will two shot a common Baron)\n\tbut a slow rate of fire, this is also limited to 16 shots. The transformation\n\tlasts 100 seconds (there is a time-left indicator on the HUDs). The entire\n\tthing will probably be changed depending on how overpowered or weak the demon\n\tis, in future versions. The rune has a random chance of dropping from all\n\tMastermind and Cyber variants, this is temporary but it will help with testing\n\tit. I will likely do 4th tier bosses sometime and they will drop the rune instead.\n(+) Improved the DTBFG10K ball rails, now they are more Doom 4-like, the Sentient\n\tand Cardinal attacks got the same treatment.\n(+) Nerfed the damage of player DTBFG10K rails as they were a bit overpowered,\n\tthe invisible projectiles that the ball fires off (they do the actual damage\n\tnot the rails) now have limited range.\n(+) You can now kick with certian weapons equipped (everything but chainsaw and\n BFGs), players will have to bind a key for it.\n(+) Monster railgun attacks now have a targeting beam which will track movement\n\tbefore firing, this makes it easier to notice that you are about to be\n\trailed from a distance.\n(+) Weapons can now be upgraded, specific 4th tier monsters will now randomly\n\tdrop a weapon upgrade, this is a work in progress with each release as I need\n\tto come up with ideas for the upgrades, at the moment the handgun, assault\n\tshotgun, rocket/grenade launcher and minigun have them. Not having them all\n\tdone currently also gives players a chance to give me feedback and or ideas on\n\twhat to implement as a weapon upgrade, or if I should just scrap the idea\n\tcompletely if it doesnt suit the mods gameplay. Some of the upgrades directly\n\taffect how a weapon fires, others, like the rocket launcher and plasma rifle\n\thave to be activated (if activated, deactivate with altfire) with a key.\n\tCurrently, players cannot pick up an upgrade if they do not have the weapon\n\tthat the upgrade is for in their inventory. This could change in future\n\treleases.\n(+) You can now throw grenades/mines with the minigun and rocket/grenade launcher\n\tequipped.\n(+) Fixed an oversight on the Ultra Sphere, I raised the max mine carry count to\n\t8 a while back and the sphere still gave 6.\n(+) Fixed a bug on the Ultra Sphere, you could pick up another even at max stats,\n\tnow you cant.\n(+) Melee redone, you can now do combos instead of punch and kick RNG. To do\n\tcombos, alternate fire and altfire, timing is necessary (full combo for now\n\tis fire, altfire, fire, fire, altfire). You can also do quick left punches\n\tby pressing fire repeatedly similar to how the handgun works.\n(+) Famine nerfed, whenever it fake deaths and revives itself, it will have lower\n\thealth instead of full.\n(+) Added an ammo respawn CVAR (another less addon, heh), you can set it through\n\tthe server window or RCON client by typing \"cd_ammorespawn 0/1\", or if in-game\n\tusing RCON, \"rcon cd_ammorespawn 0/1\". A map change will need to be used if\n\tenabled/disabled midway through game for it to take effect.\n\tOr it can be toggled in the mods settings in the ESC menu.\n(+) Chainsaw redone, you can now swing it around by alternating altfire and fire.\n\tSwinging does more damage but it is slower. It also has a thrust which can be\n\theld into a normal continuous saw attack, this is to to allow the player to\n\tjump to a normal saw attack during swinging, it is triggered by holding fire\n\tafter a left swing. I also buffed the saws range in general it was still lacking\n\tagainst the mods monsters.\n(+) Cyber Knight only shoots one rocket now instead of two but it also has a single\n\thoming rocket attack now.\n(+) Removed vanilla mode from the Hell Knight/Baron (except Bruiser Demon as its\n\tare different) variant comet trails, with vanilla mode enabled comets were\n\teasily mistaken for weaker projectiles at some angles.\n(+) Added the final Arch Vile, the Summoner.\n(+) Added a new inventory item, Drain Artifact, drains 25% damage dealt to HP,\n\tpowerup lasts 60 seconds. The Summoner vile drops this randomly.\n(+) Buffed grenade throw speed one last time.\n(+) Fixed a widescreen issue with hand grenade throwing, Doomguys arm was cutoff\n\ton some frames.\n(+) Added a thru weapons CVAR, this enables players to toggle thru bullets/projectiles\n\twithout the use of addons (score another less addon, heh). You can set it through\n\tthe server window or RCON client by typing \"cd_thruweapons 0/1\", or if in-game\n\tusing RCON, \"rcon cd_thruweapons 0/1\". A map change will need to be used if\n\tenabled/disabled midway through game for it to work.\n(+) The rest of the zombies that didnt drop their weapons now will with a rare\n\tchance unless always drop is enabled.\n(+) Fixed an oversight on the HUD mug, the new STFEVL were not being used because\n\tI wrongly named them STFEVIL.\n(+) Updated blood effects a bit, they now use models and flying blood has splashing\n\tsprites instead of just spawning blood pools on death. Blood will now appear\n\ton ceilings too, and added more wall decals.\n(+) Bullet decals now appear on ceilings and floors, I will do other weapon decals\n\tin future releases.\n(+) Empty casing/magazines and blood effects will hang around longer instead of\n\tfading out quickly.\n(+) Monster AI is now smoother and their speeds have been slightly increased,\n\tthis ups the overall difficulty a bit.\n(+) BFG9500 is now reloadable, clip size is 5 shots.\n(+) Handgun, Assault Rifle and MP40 now have bullet tracers.\n(+) Bruiser Demon got its floor hugger attack back.\n(+) Fixed the DTech Fiend, there was an oversight on its target range.\n(+) Nerfed the Hell Dukes heal chance and amount it heals.\n(+) Fixed the red armor not resisting zombie rocket damage.\n(+) Buffed Hellion Heart regeneration strength from 5 to 8.\n(+) Removed the NOSKIN flag from the playerclass.\n(+) Reduced DTech Rifle magazine size from 60 to 50.\n(+) New BIGFONT.\n(+) Improved/polished most HUD weapon sprites and animations.\n(+) Tweaked the flamethrower/fire/poison gas damage.\n(+) Slightly nerfed monster 10K projectile speed.\n(+) Added/changed a few eye candy effects on random stuff.\n(+) Toned down some overly loud weapon sounds.\n(+) Tweaked some sprites, mostly small cosmetic stuff.\n(+) Changed some existing sprites.\n(+) Changed some existing sounds.\n(+) Cleaned up most of the DECORATE codework.\n\nI did a few minor tweaks to random stuff and some monster damage balance too.\n\nIdeally, I should have released the fixed hitscan issue before I took a break as\nnow the mod will feel easier due to players being used to taking broken damage\nfor the past two years, though they should be used to that from playing insanley\nunbalanced meme addons also.\n\nNow that 3.0 is out I can do a lot more fancy stuff in future versions, this\nrelease was mostly just a catch up and overall polish.\n\n//====================\n// Changes from V27a2\n//====================\n\n(+) Added a Quick Hands perk (more of these will come eventually), when picked\n\tup, weapon switching will be faster. It is dropped by common Cybers and\n\tMasterminds.\n(+) Common Cybers/Masterminds no longer drop Demon Runes.\n(+) Assault Rifle upgrade added, it gets an underbarrel grenade launcher, rocket\n\tammo is used for it.\n(+) Hellfire Revenant now drops the Grenade Launcher instead of the Cyber Lord.\n(+) Monsters spawned by the Summoner will die when the vile is killed (though if\n\tthey are killed before it and then resurrected by it or another vile,\n\tthey wont).\n(+) Monsters will no longer infight with Pain Elemental variants.\n(+) Cyber Lord now drops a +40 HP orb (Life Core) to make up for the mastermind\n\tdropping extra armor.\n(+) Backpack will now respawn if the ammo respawn CVAR is set.\n(+) Added the final Baron spawn, the Terminator (this was obvious with what the\n\tplayer demon form is, lol).\n(+) Nerfed the Baby Sentient, it no longer has a hitscan-like 10k attack, now it\n\thas the slower moving, ball type 10k shots.\n(+) BFG Zombie now reloads his weapon after 5 shots (just like the player).\n(+) Fixed the endless loops when you held altfire on the Railgun while it had\n\tammo loaded (also the DTBFG10K since it got reloading in prev version).\n(+) Buffed Hellfire Rev again, it will now fire both comets at the same time and\n\tcomets will cluster on explosion.\n\n//====================\n// Changes from V27a3\n//====================\n\n(+) Fixed the shotgun plasma hitting players while the thru weapons flag was enabled.\n(+) Fixed the BFG9500 having unlimited ammo on GZDoom.\n(+) Fixed the assault rifles GL having unlimited ammo while the thru weapons flag\n\twas enabled.\n(+) Fixed the large blood pools showing up while vanilla mode was enabled.\n(+) AR GL upgrade grenades now explode on impact.\n\nThis is just a quick hotfix release.\n\n//====================\n// Changes from V27a4\n//====================\n\n(+) Removed the new console font, it was too small and not needed.\n(+) Slightly sped up the pistol raise animation while it has ammo loaded.\n(+) Replaced the pistol fire sound with version 26s.\n(+) Fixed the Terminator mob minigun fire state, it had an incorrect jump messing\n\tup its loop fire.\n(+) Changed the weapon upgrade bobbing icon to something more Doom-like.\n(+) Removed the placeholder Quick Hands perk pickup and also changed it to match\n\tDooms style.\n(+) Removed the WAD files from PK3 itself to prevent memory leaks (I had no idea\n\thaving WADs inside of PK3s did this, thanks for the heads up Major Cooke).\n\nJust another minor fix update.\n\n//====================\n// Changes from V27a5\n//====================\n\n(+) Slightly sped up BFG9500 reloading.\n(+) Buffed Hell Dukes heal chance and amount healed, I overnerfed it.\n(+) Slightly buffed the Hell Dukes rage attack range.\n(+) Nerfed the Hellfire Revenants comet damage a bit, it was far too strong and\n made it more dangerous than the Famine.\n(+) Fixed an overlook on the BFG9500, added A_ReFire at the end of its reload\n\tnow it will keep firing if fire is held where as before you would have to\n\trepress fire after the reload sequence.\n(+) Removed the custom torches, candles and tech lamps, their effects caused FPS\n\tdips on maps that used them heavily and they clashed with a lot of map pack\n\tdecor. Kept their code in till I make a workaround for both issues.\n(+) Hopefully fixed a bug with Caco type deaths, their corpses would sometimes get\n\tstuck in the falling loop state when they landed ontop of other actors.\n(+) Fixed bullet decals and large blood pools spawning on liquid flats."
},
{
"source": "pk3",
"name": "CREDITS.txt",
"contents": "================================================================================\n\t\t\t\t\t\t\t\t * Credits *\n================================================================================\n\n\t Names in brackets are the names of the things in this mod, most of\n\t them have been recoloured to keep with the theme I was going for.\n\n\t * A lot of the original, unmodified resources can be found at. *\n\n\t\t\t\t\t\t http://realm667.com\n\t\t\t\thttp://forum.zdoom.org/viewtopic.php?t=15080\n\t\t\t http://zandronum.com/forum/showthread.php?tid=2700\n\n================================================================================\n\n===============\nXaser & Quasar: Arachnophyte (Cerebral Sentient) sprites, I modified these by\n\t\t\t\tadding the dual chainguns and BFG cannon.\n===============\n\n==========\nScalliano: Assault Shotgun zombie sprites.\n==========\n\n==========\nSpectator: Beam Revenant (Cadaver) sprites.\n==========\n\n=========================\nItsNatureToDie & Neoworm: BFG Commando zombie sprites.\n=========================\n\n====================\nEriance & Maelstrom: Pyro Demon (Hell Duke) sprites.\n====================\n\n======\nVader: Bruiser Demon sprites.\n======\n\n========================\nScalliano & Mattbratt11: Stalker (Terror) Soul sprites.\n========================\n\n=======================================\nJimmy, zrrion the insect, Espi & Ebola: Dark Cardinal sprites.\n=======================================\n\n============\nMagicWazard: Phantasm (Poison) Soul sprites.\n============\n\n===============================================\nTormentor667, Captain Toenail & Ghastly Dragon: Plasma zombie sprites.\n===============================================\n\n================================\nGhastly_dragon, Xim & Logan MTM: Quad Shotgun zombieman sprites.\n================================\n\n=================\nXim & Chain Mail: Rocket Zombieman sprites.\n=================\n\n=================================\nCaptain Toenail & Ghastly_dragon: Beam (Demon Tech) zombieman sprites.\n=================================\n\n======\nEnjay: Weakener (Watcher) and Cacomental sprites.\n======\n\n========\nLucario: Armor (Large Armor Bonus) Sphere and Life Sphere sprites.\n========\n\n============\nMagicWazard: Vitality Serum (Demonic Fury) sprites.\n============\n\n=========\nDreadopp: Energy Kit (Armor Booster) sprites.\n=========\n\n=========\nInfirnex: Armor Shard sprites.\n=========\n\n===========\nBloodyAcid: Stim Bonus (Health Booster) sprites.\n===========\n\n===========\n\t\t\tCyberdemon stomping sprites. Lost Soul & LS particle/piece sprites.\nSGT.MarkIV:\t(Q3 Sarge Skin) Taunt. Blood spray sprites. (Ammo Satchel) Backpack\n\t\t\tsprites.\n===========\n\n=======\nVirtue: Cyber (Noble) Baron sprite set.\n=======\n\n============\nMagicWazard: Pentacle Of Projection (Demon Rune) sprites.\n============\n\n========\nFaerlyn: For allowing me to use the Hard-Doom boss type monster spawners.\n========\n\n===========\nPerkristan: High quality vanilla sounds.\n===========\n\n===============\nBeautiful Doom: Switch sounds, definitions and the smooth map decoration sprites.\n===============\n\n==============\nZero Invasion: Flaming skull Revenant sprites.\n==============\n\n=======\n\t Assault Rifle V2 base sprites, I made some extra frames, doomified the\nMike12: muzzle flash and added the underbarrel grenade launcher.\n\t\tDemon Tech rifle sprites.\n=======\n\n========\nXWeapon: Shell box sprites.\n========\n\n=====\nBane: Quad Barrel Shotgun idle sprites which I modified.\n=====\n\n======\nJimmy: The big and small fonts. Arachnotron MK2 (Dualachnotron) sprites which\n\t I fixed up a bit.\n======\n\n===================\n\t\t\t\t Rocket Launcher, BFG, Behemoth, Inferno Caco (Bomb Elemental),\n\t\t\t\t Hellforge(?) spider (Fusionite), Minigun, Annihilator, Archon\n\t\t\t\t Of Hell, Inferno (Poison Elemental), Cybruiser, Demolisher Spider,\nEriance/Amuscaria: Devil Imp, Summon (Armageddon) Sphere, Diabolist, Hades Elemental\n\t\t\t\t (Helemental), Death Incarnate (Famine), Terminator and Hellion\n\t\t\t\t (Summoner) sprites. Health Bonus sprites. There may be more of\n\t\t\t\t his sprite work inside but I am really not sure. Quite a few of\n\t\t\t\t these sprite sets have been modified by me but the majority of\n\t\t\t\t the credit goes to him.\n===================\n\n=====\nN30N: Baby Demolisher sprites.\n=====\n\n================\nN30N & tomicapo: Baby Sentient sprites.\n================\n\n====\nGez: Bull Fiend sprites.\n====\n\n====\nIMX: Mech Fiend sprites.\n====\n\n========\nDavid G: Super Shotgun zombie and Dark Devil (Phase Imp) sprites.\n\t\t Baron Of Hell clapping attack sprites.\n========\n\n============\nMarty Kirra: Chaingun zombie sprites.\n============\n\n====================\nZandronum Community: Lots of suggestions/ideas and playing the mod in general.\n====================\n\n=============\nTeam Raycast: Sounds used for the Nazis.\n=============\n\n==========\nSig Floyd: Some sounds from his Brutal DooM: SE mod.\n==========\n\n=====\nNash: Giblet sprites & BFG scorch sprites.\n=====\n\n=======\nDaarkon: Green, blue and red armor sprites, modified by me.\n=======\n\n=======\nSynert: The original shared keys wad.\n=======\n\n=========\nSkyrilla: Female marine double handed pistol player skin which Zheg modified\n\t\t onto the male version.\n=========\n\n==============\n\t\t\t Pinky, Caco, Revenant (I modified these) and Arch-Vile (modified\nosjclatchford: these also) gibbage sprites.\n\t\t\t Railgun sprites which were modified by me.\n\t\t\t Caco/Pain Elemental/Mastermind giblet sprites.\n==============\n\n=======================\nMike12 & osjclatchford: Pistol sprites which were modified by me.\n=======================\n\n========\n\t\t Expressive vanilla HUD mug sheet, I touched and cleaned these up a bit\nBrian_D: as a few of them were dodgy with the Doom palette and had messy pixels.\n\t\t The godmode faces were done/edited by me.\n========\n\n=====================\nGAA1992/Dr_Cosmobyte: Radsuit sprites. Rocket Box sprites which I modified.\n=====================\n\n==========================\nAmuscaria & osjclatchford: Mine explosion sprites.\n==========================\n\n=================\nGhastly_dragon\nXim\nBoingo_The_Clown: For their spritework on the player weapon selection skins.\nCaptain Toenail\nAnthony Cole\nToke\n=================\n\n===========\nBlueShadow: ACS from their R667 health backpack.\n===========\n\n==================\nProject Brutality: Plasma ready sound and Railgun sound. Possibly some other sounds.\n\t\t\t\t Shotgun box magazine sprite.\n==================\n\n============\nSmooth Doom: Rocket/Plasma/BFG impact and BFG spray sprites.\n============\n\n================\nCaptain Toenail: Shield Sphere (Quick Hands) sprites which I modified.\n================\n\n==============================\nDoomNukem & Project Brutality: Revolver sprites. I added a bunch of frames, tweaked\n\t\t\t\t\t\t\t the style a bit and changed gloves to brown.\n==============================\n\n========\nibm5155: For HexStartup++ 2.0 which was used to create the startup splash screen.\n========\n\n============\nDavid G\nXim\nMattbratt11: Marauder sprites.\nCraneo\nScalliano\nMryayayify\n============\n\n======================\nCruduxy Pegg & Breach: Playtesting a ton of versions, ideas and balance tips.\n======================\n\n============================================================================\nThe King of Hate himself Darksyde Phil for his mugshot and comical rageisms.\n============================================================================\n\n===================\n\t\t\t\t\tid Software, Slade, XWE, MSPaint, Photoshop, GIMP, ZDoom\nAdditional Credits:\tWiki/Forum, Realm667, Lucas Arts, 3D Realms and anyone else\n\t\t\t\t\twho I've forgotten or do not know.\n===================\n\nIf you see or hear something in here that is yours and your name is not listed,\ngive me a shout and I will add you."
}
]
},
"maps": []
}