Raw model (for completeness)
{
"meta": {
"id": "011a2ef2-bdc0-4810-bae6-03fe5600ba33",
"sha1": "e8bd079bfbb780b8bc3ffb9effda0c181714aa1f",
"sha256": "33336b95952395d955d6cbad6d8fd16bb731ce4565ab5a0ac6f2ca69a63925ad",
"filenames": [
"bdj20.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2016-06-23 14:49:18",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": {
"TITLEMAP": "TITLEMAP.png",
"titlemap": "titlemap.png"
},
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2016-06-23 14:49:18",
"file": {
"type": "PK3",
"size": 89344159,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/e8bd079bfbb780b8bc3ffb9effda0c181714aa1f/e8bd079bfbb780b8bc3ffb9effda0c181714aa1f.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"TITLEMAP"
],
"counts": {
"endoom": 0,
"graphics": 1,
"lumps": 7916,
"maps": 1,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "gameinfo.txt",
"contents": "STARTUPTITLE = \"Brutal Doom J 20\"\nSTARTUPCOLORS = \"ff9e00\",\"000000\""
},
{
"source": "pk3",
"name": "althudcf.txt",
"contents": "Fist \"\"\nPunchDagger \"\"\nFWeapFist \"\"\nBeak \"\"\nSnout \"\"\nRifleAmmo \"CLIPA0\"\nShotgunAmmo \"SHELB0\"\nRocketRounds \"ROCKA0\"\nPlasmaAmmo \"CELLA0\"\nMiniHellRocketAmmo \"FATBD0\"\nGas \"MANAE0\""
},
{
"source": "pk3",
"name": "textcolo.txt",
"contents": "NCBlue\n{\n #001b30 #002644 0 67\n #0064b0 #61baff 68 255\n}\n\nNCGreen { #003009 #01ff31 }\nNCRed { #300800 #ff2b01 }\nNCYellow { #302900 #ffd800 }\n\nNCFiery\n{\n #440a00 #300800 0 67\n #f21c00 #f2de00 68 255\n}\n\n// Old colors\n//NCBlue { #143752 #75b2e1 } // Used in v1.17 only\n//NCBlue { #001b30 #0090ff } // Used in v1.16 and older\n//NCYellow { #301d00 #ff9c01 } // Used in v1.17 and older\n\n// These colors are used for the custom console font\nNCBlueC\n{\n #0191ff #61baff\n\n Console:\n #0191ff #61baff\n}\n\nNCWhiteC\n{\n #888888 #b8b8b8\n\n Console:\n #888888 #b8b8b8\n}"
},
{
"source": "pk3",
"name": "textures.txt",
"contents": "// Ammo icons for HUD -----------------------------------------------------------------------------------\n/*\nGRAPHIC CLIPA0, 9, 11 { XScale 1.0 YScale 1.0 Offset -2, 0 Patch H_ICNBLT, 0, 0}\nGRAPHIC SHELA0, 15, 7 { XScale 1.25 YScale 1.25 Offset -2, -5 Patch H_ICNSHL, 0, 0}\nGRAPHIC ROCKA0, 12, 27 { XScale 2.0 YScale 2.0 Offset -9, 2 Patch H_ICNRCT, 0, 0}\nGRAPHIC CELLA0, 17, 12 { XScale 1.416 YScale 1.416 Offset -2, -6 Patch H_ICNCEL, 0, 0}\nGRAPHIC RANCY, 28, 18 { XScale 1.5 YScale 1.5 Offset 6, 0 Patch RANCY, -7, 0}\nGRAPHIC MANCY, 50, 38 { XScale 2.0 YScale 2.0 Offset 11, 7 Patch MANCY, 0, -12}\n\nGRAPHIC CLIPA0, 0, 0 { XScale 1.5 YScale 1.5 Offset 0, 0 Patch H_ICNBLT, 0, 0}\nGRAPHIC SHELA0, 0, 0 { XScale 2.0 YScale 2.0 Offset 0, 0 Patch H_ICNSHL, 0, 0}\nGRAPHIC ROCKA0, 0, 0 { XScale 2.5 YScale 2.5 Offset 0, 0 Patch H_ICNRCT, 0, 0}\nGRAPHIC CELLA0, 0, 0 { XScale 2.0 YScale 2.0 Offset 0, 0 Patch H_ICNCEL, 0, 0}\nGRAPHIC RANCY, 28, 18 { XScale 1.5 YScale 1.5 Offset 6, 0 Patch RANCY, -7, 0}\nGRAPHIC MANCY, 50, 38 { XScale 2.0 YScale 2.0 Offset 11, 7 Patch MANCY, 0, -12}\n*/\n\n// Tally backgrounds ------------------------------------------------------------------------------------\n\ngraphic H_BGTLY1, 114, 22 {Patch H_BGRAM1, 0, 0 {FlipX}}\ngraphic H_BGTLY2, 114, 22 {Patch H_BGRAM2, 0, 0 {FlipX}}\ngraphic H_BGTLY3, 114, 22 {Patch H_BGRAM3, 0, 0 {FlipX}}\n\n// Inventory arrows -------------------------------------------------------------------------------------\n\ngraphic INVGEML1, 10, 18 {Offset 28, -9 Patch INVGEML1, 0, 0}\ngraphic INVGEML2, 10, 18 {Offset 28, -9 Patch INVGEML2, 0, 0}\ngraphic INVGEMR1, 10, 18 {Offset -15, -9 Patch INVGEML1, 0, 0 {FlipX}}\ngraphic INVGEMR2, 10, 18 {Offset -15, -9 Patch INVGEML2, 0, 0 {FlipX}}\n\n// Scaled up key icons ----------------------------------------------------------------------------------\n\ngraphic STKEYS0, 7, 5 {XScale 0.5 YScale 0.5 Offset 0, -1 Patch STKEYS0, 0, 0}\ngraphic STKEYS1, 7, 5 {XScale 0.5 YScale 0.5 Offset 0, -1 Patch STKEYS1, 0, 0}\ngraphic STKEYS2, 7, 5 {XScale 0.5 YScale 0.5 Offset 0, -1 Patch STKEYS2, 0, 0}\ngraphic STKEYS3, 7, 7 {XScale 0.5 YScale 0.5 Offset 0, 0 Patch STKEYS3, 0, 0}\ngraphic STKEYS4, 7, 7 {XScale 0.5 YScale 0.5 Offset 0, 0 Patch STKEYS4, 0, 0}\ngraphic STKEYS5, 7, 7 {XScale 0.5 YScale 0.5 Offset 0, 0 Patch STKEYS5, 0, 0}\n\ngraphic H_NOKCRD, 7, 5 {XScale 0.5 YScale 0.5 Offset 0, -1 Patch H_NOKCRD, 0, 0}\ngraphic H_NOSKLK, 7, 7 {XScale 0.5 YScale 0.5 Offset 0, 0 Patch H_NOSKLK, 0, 0}\n\n// Inventory items selector -----------------------------------------------------------------------------\n\ngraphic INVCURS, 37, 37 {Offset -6, -2 Patch INVCURS, 0, 0}\n\n// Ammo icons -------------------------------------------------------------------------------------------\n\ngraphic CLIPA0, 12, 12 { XScale 0.5 YScale 0.5 Offset 0,0 Patch H_ICNBLT, 0, 0}\ngraphic SHELA0, 12, 12 { XScale 0.5 YScale 0.5 Offset 2,0 Patch H_ICNSHL, 0, 0}\ngraphic ROCKA0, 12, 15 { XScale 0.5 YScale 0.5 Offset 0,5 Patch H_ICNRCT, 0, 0}\ngraphic CELLA0, 12, 14 { XScale 0.5 YScale 0.5 Offset 0,0 Patch H_ICNCEL, 0, 0}\ngraphic H_ICNBLT, 12, 12 { XScale 0.75 YScale 0.75 Offset 0,0 Patch H_ICNBLT, 0, 0} //12 12\ngraphic H_ICNSHL, 12, 12 { XScale 0.75 YScale 0.75 Offset 0,0 Patch H_ICNSHL, 0, 0} //12 12\ngraphic H_ICNRCT, 12, 15 { XScale 1.5 YScale 1.5 Offset 0,0 Patch H_ICNRCT, 0, 0} //12 12\ngraphic H_ICNCEL, 12, 14 { XScale 0.75 YScale 0.75 Offset 0,0 Patch H_ICNCEL, 0, 0} //12 14\nGRAPHIC RANCY, 28, 18 { XScale 1.5 YScale 1.5 Offset 6, 0 Patch RANCY, -7, 0}\nGRAPHIC MANCY, 50, 38 { XScale 2.0 YScale 2.0 Offset 11, 7 Patch MANCY, 0, -12}\ngraphic GRENDISP, 12, 12 { XScale 0.5 YScale 0.5 Offset 0,0 Patch HGN1C0, 0, 0}\n\n// Health bar frame - Critical glow ---------------------------------------------------------------------\n\ngraphic H_HPFC01, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.94}}\ngraphic H_HPFC02, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.88}}\ngraphic H_HPFC03, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.83}}\ngraphic H_HPFC04, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.77}}\ngraphic H_HPFC05, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.71}}\ngraphic H_HPFC06, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.65}}\ngraphic H_HPFC07, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.59}}\ngraphic H_HPFC08, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.54}}\ngraphic H_HPFC09, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.48}}\ngraphic H_HPFC10, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.42}}\ngraphic H_HPFC11, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.36}}\ngraphic H_HPFC12, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.3}}\ngraphic H_HPFC13, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.25}}\n\n// Enemy health bar frame - Glow ---------------------------------------------------------------------\n\ngraphic H_HPFE01, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.94}}\ngraphic H_HPFE02, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.88}}\ngraphic H_HPFE03, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.83}}\ngraphic H_HPFE04, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.77}}\ngraphic H_HPFE05, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.71}}\ngraphic H_HPFE06, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.65}}\ngraphic H_HPFE07, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.59}}\ngraphic H_HPFE08, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.54}}\ngraphic H_HPFE09, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.48}}\ngraphic H_HPFE10, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.42}}\ngraphic H_HPFE11, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.36}}\ngraphic H_HPFE12, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.3}}\ngraphic H_HPFE13, 92, 14 {Patch H_BRFRMR, 0, 0 {Style Translucent Alpha 0.25}}\n\n// Health bar frame - Warning glow ----------------------------------------------------------------------\n\ngraphic H_HPWG01, 92, 14 {Patch H_BRFRMY, 0, 0 {Style Translucent Alpha 0.94}}\ngraphic H_HPWG02, 92, 14 {Patch H_BRFRMY, 0, 0 {Style Translucent Alpha 0.88}}\ngraphic H_HPWG03, 92, 14 {Patch H_BRFRMY, 0, 0 {Style Translucent Alpha 0.83}}\ngraphic H_HPWG04, 92, 14 {Patch H_BRFRMY, 0, 0 {Style Translucent Alpha 0.77}}\ngraphic H_HPWG05, 92, 14 {Patch H_BRFRMY, 0, 0 {Style Translucent Alpha 0.71}}\ngraphic H_HPWG06, 92, 14 {Patch H_BRFRMY, 0, 0 {Style Translucent Alpha 0.65}}\ngraphic H_HPWG07, 92, 14 {Patch H_BRFRMY, 0, 0 {Style Translucent Alpha 0.59}}\ngraphic H_HPWG08, 92, 14 {Patch H_BRFRMY, 0, 0 {Style Translucent Alpha 0.54}}\ngraphic H_HPWG09, 92, 14 {Patch H_BRFRMY, 0, 0 {Style Translucent Alpha 0.48}}\ngraphic H_HPWG10, 92, 14 {Patch H_BRFRMY, 0, 0 {Style Translucent Alpha 0.42}}\ngraphic H_HPWG11, 92, 14 {Patch H_BRFRMY, 0, 0 {Style Translucent Alpha 0.36}}\ngraphic H_HPWG12, 92, 14 {Patch H_BRFRMY, 0, 0 {Style Translucent Alpha 0.3}}\ngraphic H_HPWG13, 92, 14 {Patch H_BRFRMY, 0, 0 {Style Translucent Alpha 0.25}}\n\n// Armor & ammo bar frames - Warning glow ---------------------------------------------------------------\n\ngraphic H_ARFW01, 92, 14 {Patch H_BRFRMX, 0, 0 {Style Translucent Alpha 0.94}}\ngraphic H_ARFW02, 92, 14 {Patch H_BRFRMX, 0, 0 {Style Translucent Alpha 0.88}}\ngraphic H_ARFW03, 92, 14 {Patch H_BRFRMX, 0, 0 {Style Translucent Alpha 0.83}}\ngraphic H_ARFW04, 92, 14 {Patch H_BRFRMX, 0, 0 {Style Translucent Alpha 0.77}}\ngraphic H_ARFW05, 92, 14 {Patch H_BRFRMX, 0, 0 {Style Translucent Alpha 0.71}}\ngraphic H_ARFW06, 92, 14 {Patch H_BRFRMX, 0, 0 {Style Translucent Alpha 0.65}}\ngraphic H_ARFW07, 92, 14 {Patch H_BRFRMX, 0, 0 {Style Translucent Alpha 0.59}}\ngraphic H_ARFW08, 92, 14 {Patch H_BRFRMX, 0, 0 {Style Translucent Alpha 0.54}}\ngraphic H_ARFW09, 92, 14 {Patch H_BRFRMX, 0, 0 {Style Translucent Alpha 0.48}}\ngraphic H_ARFW10, 92, 14 {Patch H_BRFRMX, 0, 0 {Style Translucent Alpha 0.42}}\ngraphic H_ARFW11, 92, 14 {Patch H_BRFRMX, 0, 0 {Style Translucent Alpha 0.36}}\ngraphic H_ARFW12, 92, 14 {Patch H_BRFRMX, 0, 0 {Style Translucent Alpha 0.3}}\ngraphic H_ARFW13, 92, 14 {Patch H_BRFRMX, 0, 0 {Style Translucent Alpha 0.25}}\n\n// A scaled up mugshot ----------------------------------------------------------------------------------\n\ngraphic STFDEAD0, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFDEAD0, 0, 0}\ngraphic STFDEAD1, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFDEAD1, 0, 0}\ngraphic STFDEAD2, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFDEAD2, 0, 0}\ngraphic STFDEAD3, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFDEAD3, 0, 0}\n\ngraphic STFEVL0, 24, 30 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFEVL0, 0, 0}\ngraphic STFEVL1, 24, 30 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFEVL1, 0, 0}\ngraphic STFEVL2, 24, 30 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFEVL2, 0, 0}\ngraphic STFEVL3, 24, 30 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFEVL3, 0, 0}\ngraphic STFEVL4, 24, 30 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFEVL4, 0, 0}\n\ngraphic STFGOD0, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFGOD0, 0, 0}\n\ngraphic STFKILL0, 24, 30 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFKILL0, 0, 0}\ngraphic STFKILL1, 24, 30 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFKILL1, 0, 0}\ngraphic STFKILL2, 24, 30 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFKILL2, 0, 0}\ngraphic STFKILL3, 24, 30 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFKILL3, 0, 0}\ngraphic STFKILL4, 24, 30 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFKILL4, 0, 0}\n\ngraphic STFOUCH0, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFOUCH0, 0, 0}\ngraphic STFOUCH1, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFOUCH1, 0, 0}\ngraphic STFOUCH2, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFOUCH2, 0, 0}\ngraphic STFOUCH3, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFOUCH3, 0, 0}\ngraphic STFOUCH4, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFOUCH4, 0, 0}\n\ngraphic STFXDTH0, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFXDTH0, 0, 0}\ngraphic STFXDTH1, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFXDTH1, 0, 0}\ngraphic STFXDTH2, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFXDTH2, 0, 0}\ngraphic STFXDTH3, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFXDTH3, 0, 0}\ngraphic STFXDTH4, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFXDTH4, 0, 0}\n\ngraphic STFKL01, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFKL01, 0, 0}\ngraphic STFKL02, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFKL02, 0, 0}\ngraphic STFKL03, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFKL03, 0, 0}\n\ngraphic STFST00, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST00, 0, 0}\ngraphic STFST01, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST01, 0, 0}\ngraphic STFST02, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST02, 0, 0}\ngraphic STFST03, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST03, 0, 0}\ngraphic STFST04, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST04, 0, 0}\ngraphic STFST05, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST05, 0, 0}\ngraphic STFST10, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST10, 0, 0}\ngraphic STFST11, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST11, 0, 0}\ngraphic STFST12, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST12, 0, 0}\ngraphic STFST13, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST13, 0, 0}\ngraphic STFST14, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST14, 0, 0}\ngraphic STFST15, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST15, 0, 0}\ngraphic STFST20, 24, 30 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST20, 0, 0}\ngraphic STFST21, 24, 30 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST21, 0, 0}\ngraphic STFST22, 24, 30 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST22, 0, 0}\ngraphic STFST23, 24, 30 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST23, 0, 0}\ngraphic STFST24, 24, 30 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST24, 0, 0}\ngraphic STFST25, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST25, 0, 0}\ngraphic STFST30, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST30, 0, 0}\ngraphic STFST31, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST31, 0, 0}\ngraphic STFST32, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST32, 0, 0}\ngraphic STFST33, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST33, 0, 0}\ngraphic STFST34, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST34, 0, 0}\ngraphic STFST35, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST35, 0, 0}\ngraphic STFST40, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST40, 0, 0}\ngraphic STFST41, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST41, 0, 0}\ngraphic STFST42, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST42, 0, 0}\ngraphic STFST43, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST43, 0, 0}\ngraphic STFST44, 24, 31 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST44, 0, 0}\ngraphic STFST45, 24, 29 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFST45, 0, 0}\n\ngraphic STFTL00, 26, 30 {XScale 0.5 YScale 0.5 Offset -5, -1 Patch STFTL00, 0, 0}\ngraphic STFTL10, 26, 30 {XScale 0.5 YScale 0.5 Offset -5, -2 Patch STFTL10, 0, 0}\ngraphic STFTL20, 27, 30 {XScale 0.5 YScale 0.5 Offset -4, -1 Patch STFTL20, 0, 0}\ngraphic STFTL30, 29, 31 {XScale 0.5 YScale 0.5 Offset -2, -1 Patch STFTL30, 0, 0}\ngraphic STFTL40, 30, 31 {XScale 0.5 YScale 0.5 Offset -1, -1 Patch STFTL40, 0, 0}\n\ngraphic STFTR00, 26, 30 {XScale 0.5 YScale 0.5 Offset -3, -2 Patch STFTR00, 0, 0}\ngraphic STFTR10, 26, 30 {XScale 0.5 YScale 0.5 Offset -3, -2 Patch STFTR10, 0, 0}\ngraphic STFTR20, 27, 30 {XScale 0.5 YScale 0.5 Offset -4, -1 Patch STFTR20, 0, 0}\ngraphic STFTR30, 28, 30 {XScale 0.5 YScale 0.5 Offset -3, -2 Patch STFTR30, 0, 0}\ngraphic STFTR40, 28, 30 {XScale 0.5 YScale 0.5 Offset -3, -2 Patch STFTR40, 0, 0}"
},
{
"source": "pk3",
"name": "fontdefs.txt",
"contents": "HUDFONT2_DOOM\n{\n - STBMINUS\n + STBPLUS\n 0 STBNUM0\n 1 STBNUM1\n 2 STBNUM2\n 3 STBNUM3\n 4 STBNUM4\n 5 STBNUM5\n 6 STBNUM6\n 7 STBNUM7\n 8 STBNUM8\n 9 STBNUM9\n % STBPRCNT\n / STBSLASH\n NOTRANSLATION 109\t// don't touch the shadow color!\n}"
},
{
"source": "pk3",
"name": "menudef.txt",
"contents": "OptionValue \"EnemyBarPosition\"\n{\n\t0, \"No bar\"\n\t1, \"Top\"\n\t2, \"Bottom\"\n\t3, \"Left\"\n\t4, \"Right\"\n}\n\nOptionMenu \"HUDOptions\"\n{\n Title \"HUD Options\"\n Submenu \"Alternative HUD\", \"AltHudOptions\"\n StaticText \" \"\n\tOption \"Map tallies toggle\", \"nchud_toggletally\", \"OnOff\"\n\tOption \"Reserve ammo toggle\", \"nchud_toggleammo\", \"OnOff\"\n\tOption \"Enemy health bar position\", \"hud_enemyhealthbar\", \"EnemyBarPosition\"\n\tOption \"Draw enemy tag\", \"hud_drawenemytag\", \"YesNo\"\n StaticText \" \"\n Submenu \"Message Options\", \"MessageOptions\"\n StaticText \" \"\n Option \"Default Crosshair\", \"crosshair\", \"Crosshairs\"\n Option \"Force default crosshair\", \"crosshairforce\", \"OnOff\"\n Option \"Grow crosshair when picking up items\", \"crosshairgrow\", \"OnOff\"\n ColorPicker \"Crosshair color\", \"crosshaircolor\"\n Option \"Crosshair shows health\", \"crosshairhealth\", \"OnOff\"\n Option \"Scale crosshair\", \"crosshairscale\", \"OnOff\"\n StaticText \" \"\n Option \"Display nametags\", \"displaynametags\", \"DisplayTagsTypes\"\n Option \"Nametag color\", \"nametagcolor\", \"TextColors\", \"displaynametags\"\n Option \"Stretch status bar\", \"st_scale\", \"OnOff\"\n Option \"Stretch Fullscreen HUD\", \"hud_scale\", \"OnOff\"\n Option \"Use old ouch mug shot formula\", \"st_oldouch\", \"OnOff\"\n StaticText \" \"\n Option \"Hexen weapon flashes\", \"pf_hexenweaps\", \"ZDoomHexen\"\n Option \"Poison damage flashes\", \"pf_poison\", \"ZDoomHexen\"\n Option \"Ice death flashes\", \"pf_ice\", \"ZDoomHexen\"\n Option \"Poison Buildup flashes\", \"pf_hazard\",\t\"ZDoomStrife\"\n}\n\nOptionMenu \"OptionsMenu\"\n{\n\tTitle \"OPTIONS\"\n\tSubmenu \"Brutal Doom Options\",\t\t\t\"BrutalOptions\"\n\tStaticText \" \"\n\tSubmenu \"Customize Controls\",\t\t\"CustomizeControls\"\n\tSubmenu \"Mouse options\",\t\t\t\"MouseOptions\"\n\tSubmenu \"Joystick options\",\t\t\t\"JoystickOptions\"\n\tStaticText \" \"\n\tSubmenu \"Player Setup\",\t\t\t\t\"PlayerMenu\"\n\tSubmenu \"Gameplay Options\",\t\t\t\"GameplayOptions\"\n\tSubmenu \"Compatibility Options\",\t\"CompatibilityOptions\"\n\tSubmenu \"Automap Options\",\t\t\t\"AutomapOptions\"\n\tSubmenu \"HUD Options\",\t\t\t\t\"HUDOptions\"\n\tSubmenu \"Miscellaneous Options\",\t\"MiscOptions\"\n\tSubmenu \"Network Options\",\t\t\t\"NetworkOptions\"\n\tSubmenu \"Sound Options\",\t\t\t\"SoundOptions\"\n\tSubmenu \"Display Options\",\t\t\t\"VideoOptions\"\n\tSubmenu \"Set video mode\",\t\t\t\"VideoModeMenu\"\n\tStaticText \" \"\n\tSafeCommand \"Reset to defaults\",\t\"reset2defaults\"\n\tSafeCommand\t\"Reset to last saved\",\t\"reset2saved\"\n\tCommand \"Go to console\",\t\t\t\"menuconsole\"\n}\n\nOptionMenu \"BrutalOptions\"\n{\n Title \"Brutal Doom Options\"\n StaticText \" \"\n Option \"Enable Brutal Doom Options\", \"isrunningzandronum\", \"YesOrNoFalse\"\n StaticText \" \"\n Option \"Voxels\", \"r_drawvoxels\", \"OnOff\"\n StaticText \" \"\n Option \"Blood Amount\", \"zdoombrutalblood\", \"BrutalBlood\"\n StaticText \"How much blood you want to see?\"\n StaticText \" \"\n Option \"Enable Janitor\", \"zdoombrutaljanitor\", \"YesOrNo\"\n StaticText \"Makes gibs disappear after 30 seconds.\"\n StaticText \" \"\n}\n\nOptionValue \"BrutalBlood\"\n{\n\t1, \"Realistic\"\n\t2, \"Brutal (Default)\"\n\t3, \"Edgy As Fuck\"\n\t4, \"Japanese Cartoon\"\n\t666, \"Overdrawn at Blood Bank\"\n}\n\nOptionValue \"YesOrNo\"\n{\n\t0, \"No\"\n\t1, \"Yes\"\n}\n\nOptionValue \"YesOrNoFalse\"\n{\n\t1, \"No\"\n\t0, \"Yes\"\n}\n/*\nOptionMenu \"NCHUD\"\n{\n Title \"NC HUD\"\n Option \"Tally toggle\", \"nchud_toggletally\", \"OnOff\"\n Option \"Reserve ammo toggle\", \"nchud_toggleammo\", \"OnOff\"\n}\n\nOptionMenu \"EnemyHealthbarOptions\"\n{\n\tOption \"Enemy health bar position\", \"hud_enemyhealthbar\", \"EnemyBarPosition\"\n\tOption \"Draw enemy tag\", \"hud_drawenemytag\", \"YesNo\"\n}*/"
},
{
"source": "pk3",
"name": "modeldef.txt",
"contents": "Model GiantBloodSpot // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"bigbloodpool32.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 90.0 90.0 90.0 // Scale values\n ZOffset 0.6\n FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel BigBloodSpot // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"bigbloodpool32.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 80.0 80.0 80.0 // Scale values\n ZOffset 0.6\n FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel Brutal_BloodSpot // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"bloodspothd2.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 50.0 50.0 1.0 // Scale values\n ZOffset 0.3\n FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel Brutal_BloodSpot // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"bloodspothd.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 50.0 50.0 1.0 // Scale values\n ZOffset 0.3\n FrameIndex BPDL B 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MinuscleBloodSpot // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"bloodspothd.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 30.0 30.0 30.0 // Scale values\n ZOffset 0.2\n FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MinuscleBloodSpot // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"bloodpool.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 20.0 20.0 20.0 // Scale values\n ZOffset 0.2\n FrameIndex BPDL B 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel Brutal_FlyingBlood // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"bloodpool.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 50.0 50.0 50.0 // Scale values\n ZOffset 0.6\n FrameIndex BPDL B 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel Brutal_FlyingBlood // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"bloodpool2.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 46.0 46.0 46.0 // Scale values\n ZOffset 0.6\n FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel CeilBloodSpot // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodceil.md3\" // Model index, model file\n Skin 0 \"bloodspothd.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 40.0 40.0 60.0 // Scale values\n ZOffset -0.3\n FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel CeilBloodSpotLarge // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodceil.md3\" // Model index, model file\n Skin 0 \"bloodspothd2.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 40.0 40.0 60.0 // Scale values\n ZOffset -0.7\n FrameIndex BPDL a 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel Blue_BloodSpot // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"bloodspothd.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 70.0 70.0 70.0 // Scale values\n ZOffset 0.6\n FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel Blue_BloodSpot // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"bloodspothd2.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 76.0 76.0 76.0 // Scale values\n ZOffset 0.6\n FrameIndex BPDL B 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel Green_BloodSpot // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"bloodspothd.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 70.0 70.0 70.0 // Scale values\n ZOffset 0.6\n FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel Green_BloodSpot // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"bloodspothd2.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 76.0 76.0 76.0 // Scale values\n ZOffset 0.6\n FrameIndex BPDL B 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MediumBloodSpot // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"bloodpool2.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 80.0 80.0 80.0 // Scale values\n ZOffset 0.6\n FrameIndex BPDL A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MudDust // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"DIRT.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 80.0 80.0 1.0 // Scale values\n ZOffset 0.6\n FrameIndex DIRP B 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel Instestin // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"gut1.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 15.0 15.0 85.0 // Scale values\n ZOffset 2.1\n FrameIndex GUTS E 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel Instestin // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"gut2.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 15.0 15.0 85.0 // Scale values\n ZOffset 2.1\n FrameIndex GUTS F 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel Instestin2 // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"gut1.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 15.0 15.0 85.0 // Scale values\n ZOffset 2.1\n FrameIndex GUTS E 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel Instestin2 // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"gut2.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 15.0 15.0 85.0 // Scale values\n ZOffset 2.1\n FrameIndex GUTS F 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel GreenGuts // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"gut1.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 15.0 15.0 85.0 // Scale values\n ZOffset 2.1\n FrameIndex GUTS E 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel GreenGuts // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"gut2.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 15.0 15.0 85.0 // Scale values\n ZOffset 2.1\n FrameIndex GUTS F 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel Tracer // Name of actor in DECORATE\n{\n Path \"MD3/Projectiles\" // Path to model in PK3\n SKIN 0 \"tracer1.tga\" // Model index, model file\n MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 4.5 4.5 1.5 // Scale values\n PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\n//Model Rocket2 // Name of actor in DECORATE\n//{\n// Path \"MD3/Projectiles\" // Path to model in PK3\n// SKIN 0 \"rocket1.png\" // Model index, model file\n // MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n // Scale 0.5 3.0 3.0 // Scale values\n // PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n //\n // FrameIndex MISL A 0 0 // The sprite lump, sprite frame, model index, frame number\n//}\n\nModel MinigunTracer // Name of actor in DECORATE\n{\n Path \"MD3/Projectiles\" // Path to model in PK3\n SKIN 0 \"tracer1.tga\" // Model index, model file\n MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 4.5 4.5 1.5 // Scale values\n PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MonsterMinigunTracer // Name of actor in DECORATE\n{\n Path \"MD3/Projectiles\" // Path to model in PK3\n SKIN 0 \"tracer1.tga\" // Model index, model file\n MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 4.5 4.5 1.5 // Scale values\n PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MonsterTracer // Name of actor in DECORATE\n{\n Path \"MD3/Projectiles\" // Path to model in PK3\n SKIN 0 \"tracer1.tga\" // Model index, model file\n MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 4.5 4.5 1.5 // Scale values\n PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel ZombieManTracer // Name of actor in DECORATE\n{\n Path \"MD3/Projectiles\" // Path to model in PK3\n SKIN 0 \"tracer1.tga\" // Model index, model file\n MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 4.5 4.5 1.5 // Scale values\n PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MarineTracer // Name of actor in DECORATE\n{\n Path \"MD3/Projectiles\" // Path to model in PK3\n SKIN 0 \"tracer1.tga\" // Model index, model file\n MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 4.5 4.5 1.5 // Scale values\n PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MarineMinigunTracer // Name of actor in DECORATE\n{\n Path \"MD3/Projectiles\" // Path to model in PK3\n SKIN 0 \"tracer1.tga\" // Model index, model file\n MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 1.5 1.5 1.5 // Scale values\n PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MastermindTracer // Name of actor in DECORATE\n{\n Path \"MD3/Projectiles\" // Path to model in PK3\n SKIN 0 \"tracer1.tga\" // Model index, model file\n MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 3.0 3.0 3.0 // Scale values\n PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel DetectFloorBullet // Name of actor in DECORATE\n{\n Path \"models/bulletdecals\" // Path to model in PK3\n Model 0 \"buldecground1\" // Model index, model file\n Skin 0 \"BULLETDECAL1.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 5.0 5.0 5.0 // Scale values\n ZOffset 0.1\n FrameIndex XXX1 A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel DetectCeilBullet // Name of actor in DECORATE\n{\n Path \"models/bulletdecals\" // Path to model in PK3\n Model 0 \"buldecceil1\" // Model index, model file\n Skin 0 \"BULLETDECAL1.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 5.0 5.0 5.0 // Scale values\n ZOffset 0.1\n FrameIndex XXX1 A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel DetectFloorCrater // Name of actor in DECORATE\n{\n Path \"models/bulletdecals\" // Path to model in PK3\n Model 0 \"buldecground1\" // Model index, model file\n Skin 0 \"SCORCH1.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n ZOffset 0.1\n FrameIndex XXX1 A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel DetectFloorCraterNoSplashes // Name of actor in DECORATE\n{\n Path \"models/bulletdecals\" // Path to model in PK3\n Model 0 \"buldecground1\" // Model index, model file\n Skin 0 \"SCORCH1.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n ZOffset 0.1\n FrameIndex XXX1 A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel DetectCeilCrater // Name of actor in DECORATE\n{\n Path \"models/bulletdecals\" // Path to model in PK3\n Model 0 \"BULDECCEIL1\" // Model index, model file\n Skin 0 \"SCORCH1.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n ZOffset -0.1\n FrameIndex XXX1 A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel DetectFloorCraterSmall // Name of actor in DECORATE\n{\n Path \"models/bulletdecals\" // Path to model in PK3\n Model 0 \"buldecground1\" // Model index, model file\n Skin 0 \"SCORCH1.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n ZOffset 0.1\n FrameIndex XXX1 A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel DetectCeilCraterSmall // Name of actor in DECORATE\n{\n Path \"models/bulletdecals\" // Path to model in PK3\n Model 0 \"BULDECCEIL1\" // Model index, model file\n Skin 0 \"SCORCH1.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n ZOffset -0.1\n FrameIndex XXX1 A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel ShrapnelParticle // Name of actor in DECORATE\n{\n Path \"MD3/Projectiles\" // Path to model in PK3\n SKIN 0 \"tracer1.tga\" // Model index, model file\n MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 3.5 3.5 3.5 // Scale values\n PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n FrameIndex SPKO A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel SparkX // Name of actor in DECORATE\n{\n Path \"MD3/Projectiles\" // Path to model in PK3\n SKIN 0 \"tracer1.tga\" // Model index, model file\n MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 2.0 2.0 2.0 // Scale values\n PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n FrameIndex SPKO A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel WaterSplashBase2\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"splash0.png\"\n Skin 1 \"splash0.png\"\n\n FrameIndex SPSH E 0 0\t FrameIndex SPSH E 1 999\n}\nModel WaterSplashBase2\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"splash1.png\"\n Skin 1 \"splash1.png\"\n\n FrameIndex SPSH F 0 1\t FrameIndex SPSH F 1 0\n}\n\nModel WaterSplashBase2\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"splash2.png\"\n Skin 1 \"splash2.png\"\n\n FrameIndex SPSH G 0 2\t FrameIndex SPSH G 1 1\n}\n\nModel WaterSplashBase2\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"splash3.png\"\n Skin 1 \"splash3.png\"\n Scale 4.0 4.0 3.0\n\n FrameIndex SPSH H 0 3\t FrameIndex SPSH H 1 2\n}\n\nModel WaterSplashBase2\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"splash4.png\"\n Skin 1 \"splash4.png\"\n\n FrameIndex SPSH I 0 4\t FrameIndex SPSH I 1 3\n}\n\nModel WaterSplashBase2\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"splash5.png\"\n Skin 1 \"splash5.png\"\n\n FrameIndex SPSH J 0 5\t FrameIndex SPSH J 1 4\n FrameIndex SPSH K 0 999\t FrameIndex SPSH K 1 999\n}\nModel bloodSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"bsplash0.png\"\n Skin 1 \"bsplash0.png\"\n\n FrameIndex BSPH E 0 0\t FrameIndex BSPH E 1 999\n}\nModel bloodSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"bsplash1.png\"\n Skin 1 \"bsplash1.png\"\n\n FrameIndex BSPH F 0 1\t FrameIndex BSPH F 1 0\n}\n\nModel bloodSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"bsplash2.png\"\n Skin 1 \"bsplash2.png\"\n\n FrameIndex BSPH G 0 2\t FrameIndex BSPH G 1 1\n}\n\nModel bloodSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"bsplash3.png\"\n Skin 1 \"bsplash3.png\"\n Scale 4.0 4.0 3.0\n\n FrameIndex BSPH H 0 3\t FrameIndex BSPH H 1 2\n}\n\nModel bloodSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"bsplash4.png\"\n Skin 1 \"bsplash4.png\"\n\n FrameIndex BSPH I 0 4\t FrameIndex BSPH I 1 3\n}\n\nModel bloodSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"bsplash5.png\"\n Skin 1 \"bsplash5.png\"\n\n FrameIndex BSPH J 0 5\t FrameIndex BSPH J 1 4\n FrameIndex BSPH K 0 999\t FrameIndex BSPH K 1 999\n}\n\nModel nukageSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"ssplash0.png\"\n Skin 1 \"ssplash0.png\"\n\n FrameIndex SLDG E 0 0\t FrameIndex SLDG E 1 999\n}\nModel nukageSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"ssplash1.png\"\n Skin 1 \"ssplash1.png\"\n\n FrameIndex SLDG F 0 1\t FrameIndex SLDG F 1 0\n}\n\nModel nukageSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"ssplash2.png\"\n Skin 1 \"ssplash2.png\"\n\n FrameIndex SLDG G 0 2\t FrameIndex SLDG G 1 1\n}\n\nModel nukageSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"ssplash3.png\"\n Skin 1 \"ssplash3.png\"\n Scale 4.0 4.0 3.0\n\n FrameIndex SLDG H 0 3\t FrameIndex SLDG H 1 2\n}\n\nModel nukageSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"ssplash4.png\"\n Skin 1 \"ssplash4.png\"\n\n FrameIndex SLDG I 0 4\t FrameIndex SLDG I 1 3\n}\n\nModel nukageSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"ssplash5.png\"\n Skin 1 \"ssplash5.png\"\n\n FrameIndex SLDG J 0 5\t FrameIndex SLDG J 1 4\n FrameIndex SLDG K 0 999\t FrameIndex SLDG K 1 999\n}\n\nModel slimeSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"msplash0.png\"\n Skin 1 \"msplash0.png\"\n\n FrameIndex SLIM E 0 0\t FrameIndex SLIM E 1 999\n}\nModel slimeSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"msplash1.png\"\n Skin 1 \"msplash1.png\"\n\n FrameIndex SLIM F 0 1\t FrameIndex SLIM F 1 0\n}\n\nModel slimeSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"msplash2.png\"\n Skin 1 \"msplash2.png\"\n\n FrameIndex SLIM G 0 2\t FrameIndex SLIM G 1 1\n}\n\nModel slimeSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"msplash3.png\"\n Skin 1 \"msplash3.png\"\n Scale 4.0 4.0 3.0\n\n FrameIndex SLIM H 0 3\t FrameIndex SLIM H 1 2\n}\n\nModel slimeSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"msplash4.png\"\n Skin 1 \"msplash4.png\"\n\n FrameIndex SLIM I 0 4\t FrameIndex SLIM I 1 3\n}\n\nModel slimeSplashbase\n{\n Path \"Models\\Decoration\\Splash\"\n Model 0 \"Splash.md2\"\n Skin 0 \"msplash5.png\"\n Skin 1 \"msplash5.png\"\n\n FrameIndex SLIM J 0 5\t FrameIndex SLIM J 1 4\n FrameIndex SLIM K 0 999\t FrameIndex SLIM K 1 999\n}\n\nModel BurningPentagram // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"PNTGA0.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 100.0 100.0 1.0 // Scale values\n ZOffset 0.8\n FrameIndex PNTG A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel PentagramOff // Name of actor in DECORATE\n{\n Path \"models/bloodspot\" // Path to model in PK3\n Model 0 \"bloodspot.md3\" // Model index, model file\n Skin 0 \"PNTGB0.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 100.0 100.0 1.0 // Scale values\n ZOffset 0.7\n FrameIndex PNTG B 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex PNTG C 0 0\n}"
},
{
"source": "pk3",
"name": "Actors/nchudinv_ammo.txt",
"contents": "// These items are for the \"highlight\" feature for the\n// all-ammo/reserve ammo display. By default it supports\n// 30 ammo types. The first four (0-3) are reserved by\n// default for Doom's 4 ammunition types. The rest (4-29)\n// are for custom ammo types. If you require more than 30\n// ammo types for some reason, just increase the count by\n// making more items.\n\nACTOR NC_ReserveAmmo0 : Inventory {} // Clip\nACTOR NC_ReserveAmmo1 : Inventory {} // Shell\nACTOR NC_ReserveAmmo2 : Inventory {} // RocketAmmo\nACTOR NC_ReserveAmmo3 : Inventory {} // Cell\n\nACTOR NC_ReserveAmmo4 : Inventory {}\nACTOR NC_ReserveAmmo5 : Inventory {}\nACTOR NC_ReserveAmmo6 : Inventory {}\nACTOR NC_ReserveAmmo7 : Inventory {}\nACTOR NC_ReserveAmmo8 : Inventory {}\nACTOR NC_ReserveAmmo9 : Inventory {}\nACTOR NC_ReserveAmmo10 : Inventory {}\nACTOR NC_ReserveAmmo11 : Inventory {}\nACTOR NC_ReserveAmmo12 : Inventory {}\nACTOR NC_ReserveAmmo13 : Inventory {}\nACTOR NC_ReserveAmmo14 : Inventory {}\nACTOR NC_ReserveAmmo15 : Inventory {}\nACTOR NC_ReserveAmmo16 : Inventory {}\nACTOR NC_ReserveAmmo17 : Inventory {}\nACTOR NC_ReserveAmmo18 : Inventory {}\nACTOR NC_ReserveAmmo19 : Inventory {}\nACTOR NC_ReserveAmmo20 : Inventory {}\nACTOR NC_ReserveAmmo21 : Inventory {}\nACTOR NC_ReserveAmmo22 : Inventory {}\nACTOR NC_ReserveAmmo23 : Inventory {}\nACTOR NC_ReserveAmmo24 : Inventory {}\nACTOR NC_ReserveAmmo25 : Inventory {}\nACTOR NC_ReserveAmmo26 : Inventory {}\nACTOR NC_ReserveAmmo27 : Inventory {}\nACTOR NC_ReserveAmmo28 : Inventory {}\nACTOR NC_ReserveAmmo29 : Inventory {}\n\n//---------------------------------------------------------\n\nACTOR NC_PrimaryAmmoGreen : Inventory {}\nACTOR NC_PrimaryAmmoYellow : Inventory {}\nACTOR NC_PrimaryAmmoRed : Inventory {}\n\nACTOR NC_SecondaryAmmoGreen : Inventory {}\nACTOR NC_SecondaryAmmoYellow : Inventory {}\nACTOR NC_SecondaryAmmoRed : Inventory {}\n\nACTOR NoPrimary : Ammo {}\nACTOR NoSecondary : Ammo {}\n\n//---------------------------------------------------------\n\nACTOR NC_PrimaryAmmoOk : CustomInventory\n{\n States\n {\n Pickup:\n TNT1 A 0 A_TakeInventory(\"NC_PrimaryAmmoYellow\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_PrimaryAmmoRed\", 1)\n TNT1 A 0 A_GiveInventory(\"NC_PrimaryAmmoGreen\", 1)\n Stop\n }\n}\n\nACTOR NC_PrimaryAmmoLow : CustomInventory\n{\n States\n {\n Pickup:\n TNT1 A 0 A_TakeInventory(\"NC_PrimaryAmmoGreen\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_PrimaryAmmoRed\", 1)\n TNT1 A 0 A_GiveInventory(\"NC_PrimaryAmmoYellow\", 1)\n Stop\n }\n}\n\nACTOR NC_PrimaryAmmoVeryLow : CustomInventory\n{\n States\n {\n Pickup:\n TNT1 A 0 A_TakeInventory(\"NC_PrimaryAmmoGreen\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_PrimaryAmmoYellow\", 1)\n TNT1 A 0 A_GiveInventory(\"NC_PrimaryAmmoRed\", 1)\n Stop\n }\n}\n\n//---------------------------------------------------------\n\nACTOR NC_SecondaryAmmoOk : CustomInventory\n{\n States\n {\n Pickup:\n TNT1 A 0 A_TakeInventory(\"NC_SecondaryAmmoYellow\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_SecondaryAmmoRed\", 1)\n TNT1 A 0 A_GiveInventory(\"NC_SecondaryAmmoGreen\", 1)\n Stop\n }\n}\n\nACTOR NC_SecondaryAmmoLow : CustomInventory\n{\n States\n {\n Pickup:\n TNT1 A 0 A_TakeInventory(\"NC_SecondaryAmmoGreen\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_SecondaryAmmoRed\", 1)\n TNT1 A 0 A_GiveInventory(\"NC_SecondaryAmmoYellow\", 1)\n Stop\n }\n}\n\nACTOR NC_SecondaryAmmoVeryLow : CustomInventory\n{\n States\n {\n Pickup:\n TNT1 A 0 A_TakeInventory(\"NC_SecondaryAmmoGreen\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_SecondaryAmmoYellow\", 1)\n TNT1 A 0 A_GiveInventory(\"NC_SecondaryAmmoRed\", 1)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/nchudinv_armor.txt",
"contents": "ACTOR NC_ArmorBlue : Inventory {}\nACTOR NC_ArmorGreen : Inventory {}\nACTOR NC_ArmorYellow : Inventory {}\nACTOR NC_ArmorRed : Inventory {}\n\nACTOR NC_GreenArmorIcon : Inventory {}\n\n//---------------------------------------------------------\n\nACTOR NC_ArmorAboveHundred : CustomInventory\n{\n States\n {\n Pickup:\n TNT1 A 0 A_TakeInventory(\"NC_ArmorGreen\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_ArmorRed\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_ArmorYellow\", 1)\n TNT1 A 0 A_GiveInventory(\"NC_ArmorBlue\", 1)\n Stop\n }\n}\n\nACTOR NC_ArmorOk : CustomInventory\n{\n States\n {\n Pickup:\n TNT1 A 0 A_TakeInventory(\"NC_ArmorBlue\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_ArmorRed\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_ArmorYellow\", 1)\n TNT1 A 0 A_GiveInventory(\"NC_ArmorGreen\", 1)\n Stop\n }\n}\n\nACTOR NC_ArmorLow : CustomInventory\n{\n States\n {\n Pickup:\n TNT1 A 0 A_TakeInventory(\"NC_ArmorBlue\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_ArmorGreen\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_ArmorRed\", 1)\n TNT1 A 0 A_GiveInventory(\"NC_ArmorYellow\", 1)\n Stop\n }\n}\n\nACTOR NC_ArmorVeryLow : CustomInventory\n{\n States\n {\n Pickup:\n TNT1 A 0 A_TakeInventory(\"NC_ArmorBlue\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_ArmorGreen\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_ArmorYellow\", 1)\n TNT1 A 0 A_GiveInventory(\"NC_ArmorRed\", 1)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/nchudinv_arms.txt",
"contents": "ACTOR NC_WeaponSlot0 : Inventory {}\nACTOR NC_WeaponSlot1 : Inventory {}\nACTOR NC_WeaponSlot2 : Inventory {}\nACTOR NC_WeaponSlot3 : Inventory {}\nACTOR NC_WeaponSlot4 : Inventory {}\nACTOR NC_WeaponSlot5 : Inventory {}\nACTOR NC_WeaponSlot6 : Inventory {}\nACTOR NC_WeaponSlot7 : Inventory {}\nACTOR NC_WeaponSlot8 : Inventory {}\nACTOR NC_WeaponSlot9 : Inventory {}"
},
{
"source": "pk3",
"name": "Actors/nchudinv_health.txt",
"contents": "ACTOR NC_HPBlue : Inventory {}\nACTOR NC_HPGreen : Inventory {}\nACTOR NC_HPYellow : Inventory {}\nACTOR NC_HPRed : Inventory {}\n\n//---------------------------------------------------------\n\nACTOR NC_HealthAboveHundred : CustomInventory\n{\n States\n {\n Pickup:\n TNT1 A 0 A_TakeInventory(\"NC_HPGreen\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_HPRed\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_HPYellow\", 1)\n TNT1 A 0 A_GiveInventory(\"NC_HPBlue\", 1)\n Stop\n }\n}\n\nACTOR NC_HealthGood : CustomInventory\n{\n States\n {\n Pickup:\n TNT1 A 0 A_TakeInventory(\"NC_HPBlue\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_HPRed\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_HPYellow\", 1)\n TNT1 A 0 A_GiveInventory(\"NC_HPGreen\", 1)\n Stop\n }\n}\n\nACTOR NC_HealthWarning : CustomInventory\n{\n States\n {\n Pickup:\n TNT1 A 0 A_TakeInventory(\"NC_HPBlue\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_HPGreen\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_HPRed\", 1)\n TNT1 A 0 A_GiveInventory(\"NC_HPYellow\", 1)\n Stop\n }\n}\n\nACTOR NC_HealthCritical : CustomInventory\n{\n States\n {\n Pickup:\n TNT1 A 0 A_TakeInventory(\"NC_HPBlue\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_HPGreen\", 1)\n TNT1 A 0 A_TakeInventory(\"NC_HPYellow\", 1)\n TNT1 A 0 A_GiveInventory(\"NC_HPRed\", 1)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/nchudinv_misc.txt",
"contents": "ACTOR NC_ToggleTally : Inventory { +INVENTORY.UNDROPPABLE +INVENTORY.UNTOSSABLE }\nACTOR NC_ToggleAmmo : NC_ToggleTally {}\nACTOR NC_ReversePriWithSec : NC_ToggleTally {}\nACTOR NC_DistinctAmmoTypes : NC_ToggleTally {}\nACTOR NC_Underwater : NC_ToggleTally {}\nACTOR NC_InfiniteAmmo : NC_ToggleTally {}"
}
]
},
"maps": []
}