Raw model (for completeness)
{
"meta": {
"id": "02e2640c-9d99-49f6-bf41-bc337731547b",
"sha1": "7350ade771992beaf17121fa2490a67f3d51bd74",
"sha256": "6e4052cc022c24405412ef45e569cf59224975aa78b869d8629bdfae2550d246",
"filenames": [
"doomemulationmultiv06.pk3",
"doomemulationv06.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2016-04-14 21:42:41",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2016-04-14 21:42:41",
"file": {
"type": "PK3",
"size": 57221060,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/7350ade771992beaf17121fa2490a67f3d51bd74/7350ade771992beaf17121fa2490a67f3d51bd74.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 4,
"lumps": 1039,
"maps": 0,
"palettes": 14
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "modeldef.txt",
"contents": "Model 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 ShotgunguyTracer // 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 MarineStrongTracer // 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\n*/"
},
{
"source": "pk3",
"name": "mapinfo.txt",
"contents": "GameInfo\n{\nDimColor = \"Black\"\nDimAmount = 0.50\n}\n\nGameInfo\n{\n\tPlayerClasses = \"Doomer\", \"Doomguy\"\n}"
},
{
"source": "pk3",
"name": "gameinfo.txt",
"contents": "STARTUPTITLE = \"DOOM Emulation\"\nSTARTUPCOLORS = \"CECCCB\", \"000000\""
},
{
"source": "pk3",
"name": "LOADACS.txt",
"contents": "dbljump\nCOMMANDS\nPAIN\nd4det"
},
{
"source": "pk3",
"name": "DECORATE.FLARES.txt",
"contents": "Actor Flare_General\n{\n+NOINTERACTION\n+NOGRAVITY\n+CLIENTSIDEONLY\nrenderstyle Add\nradius 1\nheight 1\nalpha 0.2\nscale 0.3\n}\n\nActor NewfagExplosionFlare : Flare_General\n{\nXScale 0.65\nYScale 0.3\nAlpha 0.25\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tFLAR A 2 bright\n\t\tFLAR AAAAAAAAAAAAAAAA 1 BRIGHT A_FadeOut(0.11)\n\t\tstop\n\t}\n}\n\nActor RedFlare : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENR A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENR B 2 bright\n\t\tstop\n\t}\n}\n\nActor RedFlare3 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,4)\n\t\tLENR AAB 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENR BAB 1 bright\n\t\tstop\n\t}\n}\n\nActor BlueFlare : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENB A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENB B 2 bright\n\t\tstop\n\t}\n}\n\nActor BlueFlare3 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,4)\n\t\tLENB AAB 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENB BAB 1 bright\n\t\tstop\n\t}\n}\n\nActor GreenFlare : Flare_General\n{\nstates\n\t{\n\tSpawn:\n TNT1 A 0\n\t TNT1 A 0 A_Jump(128,2)\n\t\tLENG A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENG B 2 bright\n\t\tstop\n\t}\n}\n\nActor GreenFlare3 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n TNT1 A 0\n\t TNT1 A 0 A_Jump(128,4)\n\t\tLENG AAB 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENG BAB 1 bright\n\t\tstop\n\t}\n}\n\nActor YellowFlare : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENY A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENY B 2 bright\n\t\tstop\n\t}\n}\n\nActor YellowFlareSmall : YellowFlare\n{\nscale 0.15\n}\n\nActor YellowFlareMedium : YellowFlare\n{\nscale 0.20\n}\n\nActor YellowFlareLarge1X : YellowFlare\n{\nscale 1.0\n}\n\nActor RedFlareMedium : RedFlare\n{\nscale 0.25\n}\n\nActor RedFlareBig : RedFlare\n{\nscale 0.9\n}\n\nActor RedFlareLarge1X : RedFlare\n{\nscale 1.0\n}\n\nActor RedFlareSmall : RedFlare\n{\nscale 0.15\n}\n\nActor RedFlareVerySmall : RedFlare\n{\nalpha 0.15\nscale 0.2\n}\n\nActor RedFlareSmall2 : RedFlare\n{\nscale 0.10\n}\n\nActor GreenFlareSmall : GreenFlare\n{\nalpha 0.4\nscale 0.2\n}\n\nActor GreenFlareMedium : GreenFlare\n{\nalpha 0.3\nscale 0.25\n}\n\nActor BlueFlareMedium : BlueFlare\n{\nalpha 0.3\nscale 0.15\n}\n\nActor BlueFlareMedium2 : BlueFlare\n{\nalpha 0.3\nscale 0.25\n}\n\nActor BlueFlareMedium3 : BlueFlare\n{\nalpha 0.3\nscale 0.35\n}\n\nActor BlueFlareSmall : BlueFlare\n{\nalpha 0.3\nscale 0.15\n}\n\nActor PlasmaFlare : Flare_General\n{\nalpha 0.4\nscale 0.15\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NB A 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NB B 1 bright\n\t\tstop\n\t}\n}\n\nActor FireballFlare : Flare_General\n{\nalpha 0.6\nscale 0.15\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENY A 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENY B 1 bright\n\t\tstop\n\t}\n}\n\nActor RocketFlare : Flare_General\n{\nalpha 0.7\nyscale 0.55\nxscale 0.55\nstates\n\t{\n\tSpawn:\n\t LEYS O 2 BRIGHT\n\t\tStop\n\t}\n}\n\nActor GreenFlareSmall2 : GreenFlare\n{\nalpha 0.15\nscale 0.15\n}\n\nActor LensFlare : Flare_General\n{\nalpha 0.4\nscale 0.45\nstates\n\t{\n\tSpawn:\n\t\tLENS A 5 bright\n\t\tstop\n\t}\n}\n\nActor WhiteFlareSmall : Flare_General\n{\nalpha 0.05\nscale 0.15\nstates\n\t{\n\tSpawn:\n\t\tLENW A 5 bright\n\t\tstop\n\t}\n}\n\nActor FireFightFlare : Flare_General\n{\n+FORCEXYBILLBOARD\nscale 0.20\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NY A 4 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NY B 4 bright\n\t\tstop\n\t}\n}\n\nActor YellowFlareSmallB : YellowFlare\n{\n+FORCEXYBILLBOARD\nscale 0.15\nAlpha 0.3\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENY A 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENY B 1 bright\n\t\tstop\n\t}\n}\n\nACTOR RedFlareSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_CustomMissile(\"RedFlareSmall2\",-5,0,-85,0,random(-10,10))\n\t\tStop\n\t}\n}\n\nACTOR PLasmaFlareSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"PlasmaFlare\",-5,0,-85,0,random(-10,10))\n\t\tStop\n\t}\n}\n\nACTOR YellowFlareSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_CustomMissile(\"YellowFlareSmallB\",-5,0,-85,0,random(-10,10))\n\t\t//TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\",2,0,0,0,0)\n\t\tStop\n\t}\n}\n\nACTOR PlayerMuzzle1\n{\n\tSpeed 0\n\tPROJECTILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tPLMZ A 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR PlayerMuzzle2\n{\n\tSpeed 0\n\tPROJECTILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tScale 1.8\n\tStates\n\t{\n\tSpawn:\n\t\tPLMZ A 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR MarineMuzzle1\n{\n\tSpeed 0\n\tPROJECTILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tSpeed 5\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 4\n\t\tTNT1 A 0 A_Stop\n\t\tPLMZ A 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR MarineMuzzle2\n{\n\tSpeed 0\n\tPROJECTILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tSpeed 5\n\tScale 1.8\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 4\n\t\tTNT1 A 0 A_Stop\n\t\tPLMZ A 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR BlueFlareSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_CustomMissile(\"BlueFlareSmall\",-5,0,-85,0,random(-10,10))\n\t\tStop\n\t}\n}\n\nACTOR GreenFlareSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_CustomMissile(\"GreenFlareSmall\",-5,0,-85,0,random(-10,10))\n\t\tStop\n\t}\n}\n\nActor RedFlare22 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NR A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NR B 2 bright\n\t\tstop\n\t}\n}\n\nActor RedFlareSmall22 : RedFlare22\n{\nscale 0.15\n}\n\nActor BlueFlare22 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NB A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NB B 2 bright\n\t\tstop\n\t}\n}\n\nActor GreenFlare22 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n TNT1 A 0\n\t TNT1 A 0 A_Jump(128,2)\n\t\tL2NG A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NG B 2 bright\n\t\tstop\n\t}\n}\n\nActor GreenFlareSmall22 : GreenFlare22\n{\nscale 0.22\n}\n\nActor YellowFlare22 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NY A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NY B 2 bright\n\t\tstop\n\t}\n}\n\nActor YellowFlareSmall22 : YellowFlare22\n{\nscale 0.15\n}\n\nActor YellowFlareSmall22Long : YellowFlare22\n{\nscale 0.15\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NY AABAB 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NY BABAB 1 bright\n\t\tstop\n\t}\n}\n\nActor ExplosionFlareSpawner : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"NewfagExplosionFlare\")\n\t\t//L2NR AAA 1 BRIGHT //A_SpawnItem(\"RedFlareLarge1x\")\n\n\t\t//L2NR A 5\n\t\tstop\n\t}\n}\n\nActor LensFlareAlt : Flare_General\n{\nalpha 0.5\nxscale 0.6\nyscale 0.3\nstates\n\t{\n\tSpawn:\n\t\tLENS A 5 bright\n\t\tstop\n\t}\n}\n\nActor LensFlareAltLong : LensFlareAlt\n{\nstates\n\t{\n\tSpawn:\n\t\tLENS A 10 bright\n\t\tstop\n\t}\n}\n\nActor YellowLensFlareAlt : Flare_General\n{\nalpha 0.5\nxscale 0.6\nyscale 0.2\nstates\n\t{\n\tSpawn:\n\t\tLEYS A 5 bright\n\t\tstop\n\t}\n}\n\nActor YellowLensFlareAltLong : YellowLensFlareAlt\n{\nstates\n\t{\n\tSpawn:\n\t\tLEYS A 5 bright\n\t\tstop\n\t}\n}\n\nActor GreenLensFlareAltSmall : Flare_General\n{\n+FORCEYBILLBOARD\nalpha 0.3\nxscale 0.4\nyscale 0.1\nstates\n\t{\n\tSpawn:\n\t\tLEYS G 8 bright\n\t\tstop\n\t}\n}\n\nActor OrangeLensFlareAlt : Flare_General\n{\n+MISSILE\nSpeed 20\nalpha 0.6\nxscale 0.5\nyscale 0.2\nstates\n\t{\n\tSpawn:\n\t TNT1 A 1\n\t TNT1 A 0 A_Stop\n\t\tLEYS O 3 bright\n\t\tstop\n\t}\n}\n\nActor OrangeLensFlareAltFast : OrangeLensFlareAlt\n{\nstates\n\t{\n\tSpawn:\n\t\tLEYS O 2 bright\n\t\tstop\n\t}\n}\n\nActor GreenLensFlareAltSmallZZ : Flare_General\n{\n+FORCEYBILLBOARD\nalpha 0.4\nxscale 0.2\nyscale 0.2\nstates\n\t{\n\tSpawn:\n\t\tLEYS G 3 bright\n\t\tstop\n\t}\n}\n\nActor BlueLensFlareAltSmallZZ : Flare_General\n{\n+FORCEYBILLBOARD\nalpha 0.4\nxscale 0.2\nyscale 0.2\nstates\n\t{\n\tSpawn:\n\t\tLEYS B 3 bright\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "credits.txt",
"contents": "dumb4alpha1.pk3 credits:\n\n-Id Software for this exciting upcoming game and the majority of the sounds, music and other content used in this mod.\n-Im TPhentr for the original WAD (Sprite rips, DECORATE, etc)\n-The guys responsible for the content of the monsters on Realm667.\n-Agent ME and Isle for the double jump script.\n-Nintendo for the Splatoon sound effects used in this mod.\n-Raven Software for the Quake 4 sound effects and a Jedi Knight III: Jedi Academy sound effect used in this mod.\n-The people who made the sound effects I took from Project Brutality.\n-The person who made the revenant cannon sprites I also took form Project Brutality.\n-The person who made the Nuke Cell ammo sprite from Russian Overkill.\n-Valve Software for the Half-Life 2 sound effects used in this mod.\n-The Sikkmod team for some of the gun firing sound effects.\n-The people who made the DECORATE programming language for the most simplest, yet most powerful programming languages I have ever used.\n-Axtton for the Doom 4 theme rip.\n-wildweasel for his website, Gunlabs, teaching me how to make new complex DECORATE weapons, And for inspiring me to do more stuff like this in the future.\n-Myself for making a shitty custom status bar.\n-GoAnimate and my friends on GoAnimate for my fucking face being pasted everywhere.\n\nthis mod's credits\n-Doomero for scripting and some effects\n-Alpha for much needed polish,sound and graphics\n-Sergeant_Mark_IV for acs commands,ketchup v5,a few sprites(brutalv20b), insperation, weapon properties.\n-Llewellen William \"PainlessPentagram\" Higginson-Ford for this mod's base.\n-someone for the crosshires and flying bullets\n-realm667 for a shit ton of extra stuff (monsters,font,powerups)"
},
{
"source": "pk3",
"name": "readme.txt",
"contents": "===========================================================================\nAdvanced engine needed : GZDoom SVN has been tested. Stable (G)ZDoom and\n Zandronum 3.0 tested.\nPrimary purpose : No levels included\n===========================================================================\nTitle : DOOM Emulation v06\n\nFilename : DOOMEmulationWeaponsv06.pk3\nRelease date : 29th of March\nAuthor : SAHZALPABAEL, Doomero, AlphaEnt\nEmail Address : sahzalpabael@gmail.com\nOther Files By Author : none\nMisc. Author Info :\n\nDescription : A modification of Llewellen William \"PainlessPentagram\"\n\t\t\t\t\t\t Higginson-Ford's dumb4alpha1.\n\n\t\t\t\t\t\t Doomero, AlphaEnt and I, SAHZALPBAEL, presents :\n _____ ____ ____ __ __ ______ _ _ _ ___ __\n | __ \\ / __ \\ / __ \\| \\/ |4| ____| | | | | (_) / _ \\ / /\n | | | | | | | | | | \\ / | | |__ _ __ ___ _ _| | __ _| |_ _ ___ _ __ __ _| | | |/ /_\n | | | | | | | | | | |\\/| | | __| | '_ ` _ \\| | | | |/ _` | __| |/ _ \\| '_ \\ \\ \\ / / | | | '_ \\\n | |__| | |__| | |__| | | | | | |____| | | | | | |_| | | (_| | |_| | (_) | | | | \\ V /| |_| | (_) |\n |_____/ \\____/ \\____/|_| |_| |______|_| |_| |_|\\__,_|_|\\__,_|\\__|_|\\___/|_| |_| \\_/ \\___/ \\___/\n\n\t\t\t\t\t\t New features includes DOOM(4) sounds, better effects, optional monsters,\n\t\t\t\t\t\t way better looking guns, Demon Runes, DOOM(4) music, hand grenades and a chainsaw!\n\n\t\t\t\t\t\t Enjoy!\n\nAdditional Credits to :\n -Doomero and Alphaent(aka Blorc) for all the support in updating the mod!\n\t\t\t\t\t\t -Doomero for creating the remote rocket detonation system for the rocket luncher\n\t\t\t\t\t\t -Alphaent(aka Blorc) for the low ammo and low health effects and sounds\n -Llewellen William \"PainlessPentagram\" Higginson-Ford's dumb4alpha1 as a base.\n -Sergeant_Mark_IV for acs commands,a few sprites(brutal20b), weapon properties.\n\t\t\t\t\t\t (Llewellen William \"PainlessPentagram\" Higginson-Ford's dumb4alpha1's credits)\n\n -Id Software for this exciting upcoming game and\n the majority of the sounds, music and other content\n used in this mod.\n -Im TPhentr for the original WAD (Sprite rips,\n DECORATE, etc)\n -The guys responsible for the content of the\n monsters on Realm667.\n -Agent ME and Isle for the double jump script.\n -Nintendo for the Splatoon sound effects used in\n this mod.\n -Raven Software for the Quake 4 sound effects and a\n Jedi Knight III: Jedi Academy sound effect used in\n this mod.\n -The people who made the sound effects I took from\n Project Brutality.\n -The person who made the revenant cannon sprites I\n also took form Project Brutality.\n -The person who made the Nuke Cell ammo sprite from\n Russian Overkill.\n -Valve Software for the Half-Life 2 sound effects\n used in this mod.\n -The Sikkmod team for some of the gun firing sound\n effects.\n -The people who made the DECORATE programming\n language for the most simplest, yet most powerful\n programming languages I have ever used.\n -wildweasel for his website, Gunlabs, teaching me\n how to make new complex DECORATE weapons, And for\n inspiring me to do more stuff like this in the\n future.\n -Myself for making a shitty custom status bar.\n -GoAnimate and my friends on GoAnimate for my\n fucking face being pasted everywhere.\n===========================================================================\n* What is included *\n\nNew levels : None\nSounds : Yes\nMusic : Yes\nGraphics : Yes\nDehacked/BEX Patch : No\nDemos : No\nOther : ACS, Excitement.\nOther files required : None\n\n* Play Information *\n\nGame : Any Doom Game (Doom 1 and Ultimate Doom may have compatibility issues)\nSingle Player : Designed for\nCooperative 2-4 Player : Designed for\nDeathmatch 2-4 Player : Designed for\nOther game styles : Any Zandronum game modes\nDifficulty Settings : Not implemented\n\n* Construction *\n\nBase : dumb4alpha1 by Llewellen William \"PainlessPentagram\" Higginson-Ford's\nBuild Time : 6 mounths.\nEditor(s) used : SLADE 3\nKnown Bugs :\n\t\t\t\t\t\t may crash for no reason,sorry no idea why.\nMay Not Run With :\nTested With : GZDoom g2.1.pre-1231-g5a7afad, Zandronum 3.0\n\n* Copyright / Permissions *\n\nAuthors MAY use the contents of this file as a base for modification or\nreuse. Permissions have been obtained from original authors for any of their\nresources modified or included in this file.\n\nYou may NOT distribute this file in any format.\n\n* Where to get the file that this text file describes *\n\nI now usually upload my files at http://www.mega.co.nz/"
}
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"maps": []
}