Raw model (for completeness)
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"title": "Samsara Patch for Duke Nukem 3D",
"description": "This WAD is a gameplay patch for Duke Nukem 3D, focusing on rebalancing and restoring original behaviors from the classic Duke Nukem 3D and Duke Nukem 64 versions. It does not contain maps but modifies player speed, weapon mechanics, enemy gibbing, and explosive effects to more closely match the originals. The patch adjusts weapon accuracy, explosion radii, and player death conditions near explosives, emphasizing a faster, more lethal Duke. It is designed for ZDoom engine compatibility and alters core gameplay elements rather than adding new content or levels.",
"authors": [
"Donald",
"3D Realms",
"Terminus",
"ijon"
],
"tags": [
"duke_nukem_3d",
"explosion_mechanics",
"gameplay_mod",
"no_maps",
"patch",
"weapon_rebalance",
"zdoom_compatible"
],
"origin": "gpt-4.1-mini"
},
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{
"source": "pk3",
"name": "README.txt",
"contents": "Sprite edit: Donald\nCode: Donald\nEverything else by 3D Realms, thanks to Terminus and ijon for Samsara!\n\nCVARS: \tsamsara_noduke64shotgun 1 -> Disables the DN64 version of the Explosive\n\t\t\t\t\t\t\t\t\t Shotgun and uses the Samsara one.\n\t\tsamsara_bossexpand 1 -> Forces bosses to expand. They did not in DN3D / DN64.\n\n/* What is this? */\nIt's a Samsara patch for Duke. The class in Samsara is quite different from the one in\nthe original games (Duke Nukem 3D / Duke Nukem 64). And since Samsara is on hiatus\n(thanks ijon), I decided to do it on my own.\n\n/* What has been changed? */\n(Note: Not all differences are listed, but all of them have been applied to Samsaras Duke.)\n\n\t// Duke Playerclass\n\t* Duke is way faster in the original game, like, really fucking fast.\n\t* If you play DN3D / DN64 with the skills \"Damn I'm good\" / \"Come get some\", you'll\n\t realize Duke dies easily.\n\t* Duke sometimes drops money when he dies.\n\n\t// Misc.\n\t* Common enemies (that could bleed) always gib if killed by an explosion.\n\t* The gibs in DN3D / DN64 stay midair much longer.\n\t* The gibber sound in DN3D / DN64 ('squish.wav') is different. Its attenuation is\n\t really low and even plays at full volume if you are close to the gibbed enemy.\n\n\t// Mighty Boot\n\t* It is actually not possible to kick with both legs in DN3D / DN64. But I did\n\t not change this because I was proven wrong. (Welp, cannot kick with both legs\n\t in DosBox, but other can).\n\n\t// Glock 17\n\t-/-\n\n\t// Pipebombs\n\t* If you are too close to a pipebomb in DN3D / DN64, you'd die immediately.\n\t* Picking up a pipebomb makes you select the pipebomb instead of the remote\n\t detonator and it does not cause a pickup flash.\n\t* The pipebomb bouncefactor is actually really low in the original games.\n\t* The pipebomb pickup radius is larger in the original game.\n\t* They have a much larger explosion radius in the original game.\n\t* The distance the pipebomb was being thrown is shorter in the original games.\n\t* If you crouch, the thrown pipebomb does not bounce on the ground, but merely rolls\n\t and eventually stops after a short amount of time. And it makes no bounce sound.\n\t* The pipebomb sprites are smaller in DN3D / DN64.\n\t* The debris looks a bit different and stays midair much longer. And it does not bounce.\n\t* If the pipebomb touches the ground, the spawned explosion looks a bit different.\n\t* The explosion sprites are much larger in the original games.\n\n\t//Shotgun\n\t* The original shotgun is a bit more accurate.\n\n\t//Explosive Shotgun\n\t* Instead of shooting many pellets in a wide spread, the original explosive shotgun shoots\n\t a single pellet and is (almost?) pinpoint accurate.\n\t* In DN64 the explosive puff looks a bit different and spawns a black, smoke-like flare.\n\t* The impact damage is very high in DN64, the blast damage kinda average.\n\t* Duke dies immediately if he is too close to the explosion caused by the shotgun.\n\t* The shotgun animation is not as smooth as in Samsara, in DN64 it's kinda sloppy.\n\t* The reload sound is a bit different.\n\n\t//Chaingun\n\t* In DN3D / DN64, it shoots a bit faster.\n\t* The weapon sprites look a bit different when the chaingun is fired:\n\t\tMuzzle flash sequence in Samsara: \tleft -> middle -> right\n\t\tMuzzle flash sequence in DN3D: \t\tmiddle -> left + right (BUT: one bullet is fired, not two!)\n\t* The weapon sprite is is not placed that far right as in Samsara.\n\t* The chaingun is a bit more accurate in the original game.\n\n\t//RPG\n\t* The rocket is faster in the original games.\n\t* Duke kills himself in the original games instantly if he was way too close to the explosion.\n\t* It seems like the instakill radius is almost 50% (!) larger if the rocket hits an enemy.\n\t* The RPG explosion radius is larger in DN3D / DN64, but ~69% of the pipebomb explosion radius.\n\t* The RPG explosion sprite is different if the rocket explodes on the floor (the same as the\n\t pipebomb explosion).\n\t* If the rocket hits the ceiling, the RPG explosion is upside down.\n\t* The smoke spawned by the rocket is much smaller and flies up and vanishes quickly.\n\t* The hitbox of the rocket is much smaller in DN3D.\n\n\t//Freezethrower\n\t(Replaced by the Expander)\n\t-/-\n\n\t//Devastator\n\t* The Devastator in DN3D / DN64 is slightly faster.\n\t* The rockets are faster in the original games.\n\n/* Why the Expander? Why not the Freezethrower / Shrinker? */\nTo be honest, I think the Freezethrower does not fit Duke. His role is to blow entire armies of weak\nenemies up within a blink of an eye. The Shrinker is the same and way more difficult to implement in\nZandronum than the Expander.\n\n/* I don't like the DN64 version of the Explosive Shotgun, I prefer the Samsara one. */\nSet the CVAR samsara_noduke64shotgun to 1.\n\n/* Why do the bosses not inflate if they are killed by the Expander? */\nBecause they did not in the original games. But if you want to, set sv_bossexpand to 1.\nBut be careful, exploding bosses do a shitload of damage, so run away if they start to expand.\n\n/* Are there any bugs`? */\n* Clipping: \tNot a real bug, it's just kinda ugly. For some reason the expanding sprites ALWAYS\n\t\t\t\tclip into the floor, while the actual monster actor does not. Weird...\n* Crash states: Monsters that have a crash state can bug sometimes, but it seems to be fixed for\n\t\t\t\tthe most part since the Expander version 0.5.\n\n/* Any notes? */\n* Strife allies:\tSome Strife allies (Doomguys Imp, Corvus Mummy, Duke Alien Trooper etc.) explode into Dukes\n\t\t\t\t\tgibs if hit by his explosive projectiles, some don't.\n\t\t\t\t\tOther allies do not support any custom death states. So I left them all out.\n* Terra Icognita:\tI'd modify it too, but I can't find the .wad / .pk3 file anywhere.\n\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nNote: Before I decided to work on all of Dukes related stuff, I just changed the Freezethrower to the Expander.\n\t Here's the old version history:\n\nv0.5:\t+ New sprites for the Expander weapon! The crystal now glows correctly (proper Duke Nukem 3D palette).\n\t\t+ Expander bullet damage nerfed to 17 (15 in original game).\n + The regular Expander explosion is now less powerful, so it matches with the settings of Duke Nukem 3D.\n\t\t+ Exploding actors (killed by the Expander) now spawn the proper amount and type of gibs, just like in the original game.\n\t\t+ There's now a CVAR sv_bossexpand. If it's set to 1, bosses will expand (see v0.3 in the version history).\n\t\t+ Bugfix: Regular Wraith from Hexen did not spawn the Expander explosion upon death.\n\t\t+ Bugfix: Spectre is now being resurrected as a spectre if it was gibbed by Duke.\n\t\t+ The scaled orange sprites spawned by the puffs should no longer flicker if you're playing with a high ping.\n\t\t+ Expander shots causes the target to bleed now, just like in Duke Nukem 3D.\n\t\t+ Only weak enemies now receive 25% more damage from the Expander explosion, to encourage the player to use it on weak enemies.\n\t\t+ Regular Hexen enemies receive now a bit more Expander explosion damage.\n\t\t+ The Expander bullets no longer thrust the enmies due to damage.\n\t\t+ Adjusted the height at which the explosion effects spawned.\n\t\t+ Buffed super boss explosion damage and radius a lot, from 256/384 to 384/512.\n\t\t+ Adjusted the height of the inflating actors individually, meaning that each monster will only expand horizontally if their\n\t\t respective sprite hit the ceiling. (cannot guarantee if sprites are replaced by other sprites with altered dimensions...)\n\t\t+ Every monster / player has now its own explosion class with altered radius and height.\n\nv0.4:\t+ Added DM support.\n + Inflating monsters now make the usual \"blow up\" sound.\n\t\t+ Increased Expander bullet damage from 21 to 23 and increased accuracy from 5/5 to 4.5/4.5.\n\t\t+ Weapon shoot delay is now 7 tics instead of 6 tics. (This is the reason for the increased damage)\n\t\t+ Equalized the Expander explosion damage for all monsters (Damagefactor 2.5) and\n\t\t players (Damagefactor 1.1). Encourages player to use Expander on hordes of weak monsters and bosses\n\t\t surrounded by weak monsters (!).\n\t\t+ Fixed the ugly projectile bug (in COOP / Survival mode, Duke fires actual projectiles instead of real hitscan, if these projectiles\n\t\t hit the ceiling, the spawned scaled orange sprites looked like they were shaking).\n\t\t+ Sorry, I forgot to include the \"game_chex\" folder in v0.3.\n\nv0.3:\t+ Heretic, Hexen, Strife and Chex IWADs now fully supported.\n\t\t+ New explosion system! No more projectile + ACK (acknowledge) item.\n\t\t+ Super bosses have now really big explosion radius and damage, so watch out!\n\t\t (Full list: Cyberdemon, Spider Demon,\n\t\t Iron Lich, Minotaur, D'Sparil,\n\t\t\t\t\t Heresiarch, Korax, Death Wyvern, Fighter-/Mage-/Clericboss,\n\t\t\t\t\t Inquisitor, big Entity, small Entity, Macil, Programmer, Bishop, Loremaster,\n\t\t\t\t\t Maximus, Flembrane, Snotfolus, Flembomination)\n\t\t+ Fixed some Samsara monster-related (minor) bugs.\n\t\t+ Reduced Expander shot damage from 25 to 21, but increased explosion damage/radius\n\t\t from 96/192 to 128/192. This is to encourage the player to use the Expander on crowds of\n\t\t weak monsters for the most part, and use the Devastator on big guys.\n\nv0.2:\t+ Monsters now stop expanding vertically if they hit the ceiling.\n\nv0.1:\t+ Expander is out. Currently only supports Doom COOP / Survival."
}
]
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}