microtank_git_rc1.2.pk3

PK3 82 MiB 0 map(s)

Counts

endoom0
graphics2
lumps3464
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
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    "added": "2016-12-18 00:00:13",
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    "text_files": [
      {
        "source": "pk3",
        "name": "ModelDef.Gore.txt",
        "contents": "Model MT_GibChunkRed\n{\n   Path \"MODELS\\Gore\"\n   Model 0 \"GibChunk.md3\"\n   Skin  0 \"bloodred.jpg\"\n   Scale 7 7 7\n   AngleOffset 0\n   pitchfrommomentum\n   FrameIndex CHNK A 0 0\n   INHERITACTORPITCH\n   rotating\n   rotation-speed 0.75\n   rotation-vector 0.5 0.5 0.5\n}\n\nModel MT_GibChunkRed\n{\n   Path \"MODELS\\Gore\"\n   Model 0 \"BoneFragment1.md3\"\n   Skin  0 \"BoneFragment1.png\"\n   Scale 7 7 7\n   AngleOffset 0\n   pitchfrommomentum\n   FrameIndex BONA A 0 0\n   INHERITACTORPITCH\n   rotating\n   rotation-speed 0.75\n   rotation-vector 0.5 0.5 0.5\n}\n\nModel MT_GibChunkRed\n{\n   Path \"MODELS\\Gore\"\n   Model 0 \"BoneFragment2.md3\"\n   Skin  0 \"BoneFragment2.png\"\n   Scale 7 7 7\n   AngleOffset 0\n   pitchfrommomentum\n   FrameIndex BONB A 0 0\n   INHERITACTORPITCH\n   rotating\n   rotation-speed 0.75\n   rotation-vector 0.5 0.5 0.5\n}\n\nModel MT_GibChunkBlue\n{\n   Path \"MODELS\\Gore\"\n   Model 0 \"BoneFragment1.md3\"\n   Skin  0 \"BoneFragment1B.png\"\n   Scale 7 7 7\n   AngleOffset 0\n   pitchfrommomentum\n   FrameIndex BONA A 0 0\n   INHERITACTORPITCH\n   rotating\n   rotation-speed 0.75\n   rotation-vector 0.5 0.5 0.5\n}\n\nModel MT_GibChunkBlue\n{\n   Path \"MODELS\\Gore\"\n   Model 0 \"BoneFragment2.md3\"\n   Skin  0 \"BoneFragment2B.png\"\n   Scale 7 7 7\n   AngleOffset 0\n   pitchfrommomentum\n   FrameIndex BONB A 0 0\n   INHERITACTORPITCH\n   rotating\n   rotation-speed 0.75\n   rotation-vector 0.5 0.5 0.5\n}\n\nModel MT_GibChunkGreen\n{\n   Path \"MODELS\\Gore\"\n   Model 0 \"BoneFragment1.md3\"\n   Skin  0 \"BoneFragment1G.png\"\n   Scale 7 7 7\n   AngleOffset 0\n   pitchfrommomentum\n   FrameIndex BONA A 0 0\n   INHERITACTORPITCH\n   rotating\n   rotation-speed 0.75\n   rotation-vector 0.5 0.5 0.5\n}\n\nModel MT_GibChunkGreen\n{\n   Path \"MODELS\\Gore\"\n   Model 0 \"BoneFragment2.md3\"\n   Skin  0 \"BoneFragment2G.png\"\n   Scale 7 7 7\n   AngleOffset 0\n   pitchfrommomentum\n   FrameIndex BONB A 0 0\n   INHERITACTORPITCH\n   rotating\n   rotation-speed 0.75\n   rotation-vector 0.5 0.5 0.5\n}\n\nModel MT_GibChunkBlue\n{\n   Path \"MODELS\\Gore\"\n   Model 0 \"GibChunk.md3\"\n   Skin  0 \"bloodBlue.jpg\"\n   Scale 7 7 7\n   AngleOffset 0\n   pitchfrommomentum\n   FrameIndex CHNK A 0 0\n   INHERITACTORPITCH\n   rotating\n   rotation-speed 0.75\n   rotation-vector 0.5 0.5 0.5\n}\n\nModel MT_GibChunkGreen\n{\n   Path \"MODELS\\Gore\"\n   Model 0 \"GibChunk.md3\"\n   Skin  0 \"bloodGreen.jpg\"\n   Scale 7 7 7\n   AngleOffset 0\n   pitchfrommomentum\n   FrameIndex CHNK A 0 0\n   INHERITACTORPITCH\n   rotating\n   rotation-speed 0.75\n   rotation-vector 0.5 0.5 0.5\n}\n\nModel MT_GibChunkAcid\n{\n   Path \"MODELS\\Gore\"\n   Model 0 \"GibChunk.md3\"\n   Skin  0 \"bloodAcid.jpg\"\n   Scale 7 7 7\n   AngleOffset 0\n   pitchfrommomentum\n   FrameIndex CHNK A 0 0\n   INHERITACTORPITCH\n   rotating\n   rotation-speed 0.75\n   rotation-vector 0.5 0.5 0.5\n}\n\nModel MT_GibChunkBurn\n{\n   Path \"MODELS\\Gore\"\n   Model 0 \"GibChunk.md3\"\n   Skin  0 \"bloodBurn.jpg\"\n   Scale 7 7 7\n   AngleOffset 0\n   pitchfrommomentum\n   FrameIndex CHNK A 0 0\n   INHERITACTORPITCH\n   rotating\n   rotation-speed 0.75\n   rotation-vector 0.5 0.5 0.5\n}"
      },
      {
        "source": "pk3",
        "name": "ModelDef.PlayerProj.txt",
        "contents": "Model 50mmHTC_Rocket\n{\n   Path \"MODELS\\Projectiles\"\n   Model 0 \"75mmrocket.md3\"\n   Skin  0 \"75mmrocket_tex.png\"\n   PITCHFROMMOMENTUM\n   Scale 6.5 6.5 6.5\n   AngleOffset 0\n   FrameIndex 75MM A 0 0\n}\n\nModel 50mmFAErocket\n{\n   Path \"MODELS\\Projectiles\"\n   Model 0 \"ThermoRocket.md3\"\n   Skin  0 \"ThermoRocket.png\"\n   PITCHFROMMOMENTUM\n   Scale 6.5 6.5 6.5\n   AngleOffset 0\n   FrameIndex 75MM A 0 0\n   FrameIndex 75MM B 0 1\n   FrameIndex 75MM C 0 2\n   FrameIndex 75MM D 0 3\n   FrameIndex 75MM E 0 4\n   FrameIndex 75MM F 0 5\n   FrameIndex 75MM G 0 6\n   FrameIndex 75MM H 0 7\n}\n\nModel 75mmAPshell\n{\n   Path \"MODELS\\Projectiles\"\n   Model 0 \"CShell.md3\"\n   Skin  0 \"CShell.png\"\n   PITCHFROMMOMENTUM\n   Scale 7.5 7.5 7.5\n   AngleOffset 0\n   FrameIndex 37MM A 0 0\n}\n\nModel 37mmAPshell\n{\n   Path \"MODELS\\Projectiles\"\n   Model 0 \"CShell.md3\"\n   Skin  0 \"CShell.png\"\n   PITCHFROMMOMENTUM\n   Scale 5.5 5.5 5.5\n   AngleOffset 0\n   FrameIndex 37MM A 0 0\n}\n\nModel MT_50mmAPshot\n{\n   Path \"MODELS\\Projectiles\"\n   Model 0 \"CShell.md3\"\n   Skin  0 \"CShell.png\"\n   PITCHFROMMOMENTUM\n   Scale 6.5 6.5 6.5\n   AngleOffset 0\n   FrameIndex 37MM A 0 0\n}\n\nModel 75mmIncshell\n{\n   Path \"MODELS\\Projectiles\"\n   Model 0 \"CShell.md3\"\n   Skin  0 \"HEShell.png\"\n   PITCHFROMMOMENTUM\n   Scale 7.5 7.5 7.5\n   AngleOffset 0\n   FrameIndex 37MM A 0 0\n}\n\nModel 75mmFAErocket\n{\n   Path \"MODELS\\Projectiles\"\n   Model 0 \"ThermoRocket.md3\"\n   Skin  0 \"ThermoRocket.png\"\n   PITCHFROMMOMENTUM\n   Scale 7.5 7.5 7.5\n   AngleOffset 0\n   FrameIndex 75MM A 0 0\n   FrameIndex 75MM B 0 1\n   FrameIndex 75MM C 0 2\n   FrameIndex 75MM D 0 3\n   FrameIndex 75MM E 0 4\n   FrameIndex 75MM F 0 5\n   FrameIndex 75MM G 0 6\n   FrameIndex 75MM H 0 7\n}\n\nModel 75mmHTC_Rocket\n{\n   Path \"MODELS\\Projectiles\"\n   Model 0 \"75mmrocket.md3\"\n   Skin  0 \"75mmrocket_tex.png\"\n   PITCHFROMMOMENTUM\n   Scale 7.5 7.5 7.5\n   AngleOffset 0\n   FrameIndex 75MM A 0 0\n}\n\nModel 75mmHEshell\n{\n   Path \"MODELS\\Projectiles\"\n   Model 0 \"CShell.md3\"\n   Skin  0 \"HEShell.png\"\n   PITCHFROMMOMENTUM\n   Scale 7.5 7.5 7.5\n   AngleOffset 0\n   FrameIndex 37MM A 0 0\n}\n\nModel 50mmHEshell\n{\n   Path \"MODELS\\Projectiles\"\n   Model 0 \"CShell.md3\"\n   Skin  0 \"HEShell.png\"\n   PITCHFROMMOMENTUM\n   Scale 6.5 6.5 6.5\n   AngleOffset 0\n   FrameIndex 37MM A 0 0\n}\n\nModel 37mmHEshell\n{\n   Path \"MODELS\\Projectiles\"\n   Model 0 \"CShell.md3\"\n   Skin  0 \"HEShell.png\"\n   PITCHFROMMOMENTUM\n   Scale 5.5 5.5 5.5\n   AngleOffset 0\n   FrameIndex 37MM A 0 0\n}\n\nModel 75mmHEATshell\n{\n   Path \"MODELS\\Projectiles\"\n   Model 0 \"CShell.md3\"\n   Skin  0 \"CShell.png\"\n   PITCHFROMMOMENTUM\n   Scale 7.5 7.5 7.5\n   AngleOffset 0\n   FrameIndex 37MM A 0 0\n}\n\nModel 50mmHEATshell\n{\n   Path \"MODELS\\Projectiles\"\n   Model 0 \"CShell.md3\"\n   Skin  0 \"CShell.png\"\n   PITCHFROMMOMENTUM\n   Scale 6.5 6.5 6.5\n   AngleOffset 0\n   FrameIndex 37MM A 0 0\n}\n\nModel 37mmHEATshell\n{\n   Path \"MODELS\\Projectiles\"\n   Model 0 \"CShell.md3\"\n   Skin  0 \"CShell.png\"\n   PITCHFROMMOMENTUM\n   Scale 5.5 5.5 5.5\n   AngleOffset 0\n   FrameIndex 37MM A 0 0\n}\n\nModel MT_Buckshot\n{\n   Path \"MODELS\\Proj_Planes\"\n   Model 0 \"Plane2.md3\"\n   Skin  0 \"Trace2_1.png\"\n   PITCHFROMMOMENTUM\n   Scale 40 15 15\n   AngleOffset 0\n   FrameIndex FRAG A 0 0\n}\n\nModel MT_Buckshot_HE\n{\n   Path \"MODELS\\Proj_Planes\"\n   Model 0 \"Plane2.md3\"\n   Skin  0 \"Trace2_1.png\"\n   PITCHFROMMOMENTUM\n   Scale 40 15 15\n   AngleOffset 0\n   FrameIndex FRAG A 0 0\n}"
      },
      {
        "source": "pk3",
        "name": "MTreadme.txt",
        "contents": "Mod Version: V1U Git MASTER\n\nOpenGL render is required!\nSoftware doesn't support 3D models.\nAbout the pk3:\nAdds in tank classes about the size of a mice.\ndue to my limited knowledge, I cannot implent revolving turrets.\n\nAuthor:\nDOT\n\nSupported Source Port: Zandronum 3.0, GZDoom\nSupported IWAD: freedoom*.wad,doom*.wad\nModules: Enemies\n\nTools used:\nWings3D MLab, Blender, TimelineFX, GIMP, Krita, Slade 3 (XWE can go home)\n\nGlossary: (not needed when you are familiar with military terms)\nUGCV:    Unmanned Ground Combat Vehicle\nAP:      Armor Piercing\nAPCRBC:  ^-Composite Rigid Ballistic Capped\nAPFSDS:  ^-Fin Stabilized Discarding Sabot\nHE:      High Explosive\nHEI:     ^-Incendiary\nHECB:    ^-Cluster Bomb\nHEHM:    ^-Homing Missile\nHEAT:    ^-Anti-Tank\nFAE:     Fuel-Air Explosive\nBioChem: Bio(logical)-Chemical\nInc:     Incendiary\nRHA(e):  Rolled Homogeneous Armour (equivalency)\n\nof course the larger the caliber is, the more power it will have\nbut at the same time slower firing rate/reloading time\n\nImportant: You need to bind a key for cycling ammo when\nusing the cannon. The same  goes for cycling the primary/secondary\nfiring mode.\n\nShort Ammo/Weapon info:\nLarger caliber are more powerful but takes longer to reload\nall cannons.\n\nKnown bugs:\n-Model looks a bit distorted/fucked up, I have no idea why.\nfixed? I think a other MD3 plugin fixes this issuse\n\n-Using (Alt)Firing are prone at jamming (not intentional).\n\n-Savegames can get corrupted sometimes.\n\n//note to self, dont forget to save textures via Gimp\n//else Skulltag keeps moaning it can't find the texture\n//atleast the shaderstyle Add removes properly\n//the black background, unlike Spring RTS engine\n//which can be partially visible if the CEG count is high\n\n//2nd note: a sound name shouldn't be longer then 8 else it will not play\n\n//3nd note: Spawn first definition must be always XXXX A 0\n//XXXX = any sprite, failure to do so will cause unwanted\n//effects\n\n//4th note: next time when making a model, don't forget to remove empty timelines\n//else it will bloat up for no reason\n\n//For Effects, anything with color or is \"bright\" needs black BG\n// Smoke or \"unbright\" image should be transparent\n// hmm here it doesnt really matter much if the BG is transparent or black\n// but black BG needs additive shading else black background is visible\n\nWeapon Concept:\n\nExample:\n75mm/50mm Cannon\nFire:\nArmor Piercing/\"Instant-Hit\" Shot, [Energy like?] or\nFrangible Frag Shot\nBuckshot/Buckshot Explosive\nHigh Explosive/White Phosphour\nHollow Charge/Ramjet Hollow Charge\nIncendiary/Acid\n\n,Explosive,??,Turbo,Acid\n37mm Cannon\nFire:\nArmor Piercing/Double AP [2x damage]\nBuckshot/Buckshot Explosive\nHigh Explosive/Unknown\nHollow Charge/Ramjet Hollow Charge\nFlamethrower/Unknown\nLaser beam/Plasma Ball\n\nAny AltFire for Cannons:\nLight/Heavy Russian MG, Grenade/Rocket Launcher, Laser Bolt Gun,Autocannon\n\nHeavy Cannon (Medium/Heavy Tank only)\nFire:\nHeavy Rocket (Incendiary/BioChem),Heavy AT Rocket (Seeking),??,??\nAltfire:\n??,??,??,??\n\nEnergy Cannon (Light Tank only)\nFire:\nLaser Beam,Lightning Beam,Pulse Projectile\n??,Thunder Strike,\nAlfire:\n??,??\n\nDeep Ore Extractor\nFire:\nDeployment then Extraction (2x Firing)\nAltFire:\nCancel\n=100% Done\n\n2nd Resource \"Weapon\"\nWater Extractor\nMaterial Atomizer\n\nUNKNOWN:\nMissile/Rocket Launcher, Pulse Machine Gun, 2x20mm AutoCannon,\nQuad Machine Gun. Nuclear Rocket Launcher.\n\nTotally different weapon concept:\nInstead of having several weapons or so it I would prefer something like this\nA vehicle has 3 weapon slot:\n1 HEAVY/SPECIAL\n2 LIGHT\n3 LIGHT (via upgrade maybe)\n4 Unknown/Grenade Pods?\n\nAll of those weapon should be almost be fired in simoulatenous manner,\nwhen the 1 HEAVY got the Cannon weapon for example it should have all\nfunctionalities it had previously, at least the FIRE part. Since the 2 other\nlight weapon slot can be used for fast firing ones instead.\n\n(Special) Items:\nAT-RocketLauncher\nSearch Light (75% Done)\nScud Strike Marker (100% Done)\nShield Generator (0% Done)\nAnthrax Sprayer (100% Done)\nFlare-DONE\nIlluminating-DONE\nSmoke (75% Done)\n\nTodo list:\n-Decals (25% Done)\n-More Dynamic Lights\n-HUD needs some work\n-More Upgrades\n-Finish the upgrades for weapons (50% done)\n-More Items (15% done)\n-Organize the shit here better, its messy (20% done)\n-100% Complete own Atlas texture either self made or with free resource.\nMaybe a Hi-Res version should be available. but will it work in 4028x4028?\n-A highly advanced particle system, decorate only (30% done)\n-A highly advanced weapon system\n-Better looking particles in general (sprites, style...) (15% done)\n-Find a way to scale Particles in different manner instead of making\nx amounts of copies.\n-For weapons try to make Alt+Fire and Fire more flexible,\n-Better sound effects, give weapons etc a \"OMPH\" effect\n-Add PzKpfW Tiger I (HT Skin), Add PzKpfw II Ausf L (LT Skin),\nPzKpfw Panther/M10 (MT Skin)\n-Add support for Oblige, with some few assets to go with or so\n\nEnemies:\nNeo-Bolsheviks (Neo-Bol): (5% done)\nT-34, T-34-76, T-34-85, KV-1, KV-2, Infantries,Gun Placements,T-62\n+Several upgrade version\nAmerican Corporation and Mercenary Coaliation (MerCorp): (5% done)\nLight Mechs, Medium Mechs, Hover Tanks,\nGangs:\nGun Trucks, Infantries, Gun Placement,\n\nMake Infantry,Vehicles,Aircraft etc... Have a new and a bit more advanced\nbehavior (5% done)\n\nNSA/Windows X is a piece of shit OS."
      },
      {
        "source": "pk3",
        "name": "SNDINFO.random.txt",
        "contents": "//\nCanFir fire08\n$random MT_R_CannonFire {fire08 fire09 fire7}\n$alias CanFire1 MT_R_CannonFire"
      },
      {
        "source": "pk3",
        "name": "ModelDef.Wrecks.txt",
        "contents": "Model CommonWreck\n{\n   Path \"MODELS\\Wreck\"\n   Model 0 \"CommonWreck.md3\"\n   Skin  0 \"Junk_Tex.jpg\"\n   Scale 4.5 4.5 4.5\n   AngleOffset 0\n   FrameIndex WRCK A 0 0\n}\n\nModel Wreck_M_LTA1\n{\n   Path \"MODELS\\Wreck\"\n   Model 0 \"Wreck_UGCV_M_LTA1.md3\"\n   Skin  0 \"Junk_Tex.jpg\"\n   Scale 4.5 4.5 4.5\n   AngleOffset 0\n   FrameIndex WRCK A 0 0\n}\n\nModel Wreck_M_HTA1\n{\n   Path \"MODELS\\Wreck\"\n   Model 0 \"Wreck_UGCV_M_HTA1.md3\"\n   Skin  0 \"Junk_Tex.jpg\"\n   Scale 4.5 4.5 4.5\n   AngleOffset 0\n   FrameIndex WRCK A 0 0\n}\n\nModel Wreck_M_MTA1\n{\n   Path \"MODELS\\Wreck\"\n   Model 0 \"Wreck_UGCV_M_MTA1.md3\"\n   Skin  0 \"Junk_Tex.jpg\"\n   Scale 4.5 4.5 4.5\n   AngleOffset 0\n   FrameIndex WRCK A 0 0\n}\n\nModel MT_Junk\n{\n   Path \"MODELS\\Wreck\"\n   Model 0 \"Junk.md3\"\n   Skin  0 \"Junk_Tex.jpg\"\n   Scale 2 2 2\n   AngleOffset 0\n   pitchfrommomentum\n   FrameIndex WRCK A 0 0\n   INHERITACTORPITCH\n   rotating\n   rotation-speed 0.75\n   rotation-vector 0.5 0.5 0.5\n}\n\nModel MT_Junk\n{\n   Path \"MODELS\\Wreck\"\n   Model 0 \"Junk2.md3\"\n   Skin  0 \"Junk_Tex.jpg\"\n   Scale 6 6 6\n   AngleOffset 0\n   pitchfrommomentum\n   FrameIndex WRC2 A 0 0\n   INHERITACTORPITCH\n   rotating\n   rotation-speed 0.75\n   rotation-vector 0.5 0.5 0.5\n}\n\nModel MT_Junk\n{\n   Path \"MODELS\\Wreck\"\n   Model 0 \"Junk3.md3\"\n   Skin  0 \"Junk_Tex.jpg\"\n   Scale 6 6 6\n   AngleOffset 0\n   pitchfrommomentum\n   FrameIndex WRC3 A 0 0\n   INHERITACTORPITCH\n   rotating\n   rotation-speed 0.75\n   rotation-vector 0.5 0.5 0.5\n}"
      },
      {
        "source": "pk3",
        "name": "MODELDEF.txt",
        "contents": "Model HTANK_SNOW\n{\n   IGNORETRANSLATION\n   Path \"MODELS\\MicroHeavyTankA1\"\n   Model 0 \"Tiger1_Atlas.md3\"\n   Path \"MODELS\"\n   Skin 0 \"Atlas.png\"\n   Scale 7.5 7.5 7.5\n   AngleOffset 0\n    FrameIndex HTAA A 0 0\n    FrameIndex HTAA B 0 0\n\tFrameIndex HTAA C 0 0\n    FrameIndex HTAA D 0 0\n\n}\nModel MT_MediumTank_PantherM10\n{\n   IGNORETRANSLATION\n   Path \"MODELS\\MicroMediumTankA1\"\n   Model 0 \"PantherM10.md3\"\n   Path \"MODELS\"\n   Skin 0 \"Atlas.png\"\n   Scale 5 5 5\n   AngleOffset 0\n    FrameIndex MMA1 A 0 0\n    FrameIndex MMA1 B 0 0\n\tFrameIndex MMA1 C 0 0\n    FrameIndex MMA1 D 0 0\n\n}\nModel MicroTankA1_Class\n{\n   IGNORETRANSLATION\n   Path \"MODELS\\MicroTankA1\"\n   Model 1 \"LightTankA1_Tracks.md3\"\n   Model 0 \"LightTankA1.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n   Path  \"MODELS\\Ketten\"\n   Skin  1 \"StandardTrack_1.png\"\n   Scale 4.75 4.75 4.75\n   AngleOffset 0\n   FrameIndex MTA1 A 0 0\n\n}\n\nModel MicroTankA1_Class\n{\n   IGNORETRANSLATION\n   Path \"MODELS\\MicroTankA1\"\n   Model 1 \"LightTankA1_Tracks.md3\"\n   Model 0 \"LightTankA1.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n   Path  \"MODELS\\Ketten\"\n   Skin  1 \"StandardTrack_2.png\"\n   Scale 4.75 4.75 4.75\n   AngleOffset 0\n   FrameIndex MTA1 B 0 0\n}\n\nModel MicroTankA1_Class\n{\n   IGNORETRANSLATION\n   Path \"MODELS\\MicroTankA1\"\n   Model 1 \"LightTankA1_Tracks.md3\"\n   Model 0 \"LightTankA1.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n   Path  \"MODELS\\Ketten\"\n   Skin  1 \"StandardTrack_3.png\"\n   Scale 4.75 4.75 4.75\n   AngleOffset 0\n   FrameIndex MTA1 C 0 0\n}\n\nModel MicroTankA1_Class\n{\n\n   IGNORETRANSLATION\n   Path \"MODELS\\MicroTankA1\"\n   Model 1 \"LightTankA1_Tracks.md3\"\n   Model 0 \"LightTankA1.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n   Path  \"MODELS\\Ketten\"\n   Skin  1 \"StandardTrack_4.png\"\n   Scale 4.75 4.75 4.75\n   AngleOffset 0\n   FrameIndex MTA1 D 0 0\n}\n\nModel MicroMediumTankA1_Class\n{\n   IGNORETRANSLATION\n   Path \"MODELS\\MicroMediumTankA1\"\n   Model 0 \"MediumTankA1.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n\n   Path \"MODELS\\MicroMediumTankA1\"\n   Model 1 \"MediumTankA1_Tracks.md3\"\n   Path  \"MODELS\\Ketten\"\n   Skin  1 \"StandardTrack_1.png\"\n   Scale 4.65 4.65 4.65\n   AngleOffset 0\n   FrameIndex MMA1 A 0 0\n}\n\nModel MicroMediumTankA1_Class\n{\n   IGNORETRANSLATION\n   Path \"MODELS\\MicroMediumTankA1\"\n   Model 0 \"MediumTankA1.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n\n   Path \"MODELS\\MicroMediumTankA1\"\n   Model 1 \"MediumTankA1_Tracks.md3\"\n   Path  \"MODELS\\Ketten\"\n   Skin  1 \"StandardTrack_2.png\"\n   Scale 4.65 4.65 4.65\n   AngleOffset 0\n   FrameIndex MMA1 B 0 0\n}\n\nModel MicroMediumTankA1_Class\n{\n   IGNORETRANSLATION\n   Path \"MODELS\\MicroMediumTankA1\"\n   Model 0 \"MediumTankA1.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n\n   Path \"MODELS\\MicroMediumTankA1\"\n   Model 1 \"MediumTankA1_Tracks.md3\"\n   Path  \"MODELS\\Ketten\"\n   Skin  1 \"StandardTrack_3.png\"\n   Scale 4.65 4.65 4.65\n   AngleOffset 0\n   FrameIndex MMA1 C 0 0\n}\n\nModel MicroMediumTankA1_Class\n{\n\n   IGNORETRANSLATION\n   Path \"MODELS\\MicroMediumTankA1\"\n   Model 0 \"MediumTankA1.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n\n   Path \"MODELS\\MicroMediumTankA1\"\n   Model 1 \"MediumTankA1_Tracks.md3\"\n   Path  \"MODELS\\Ketten\"\n   Skin  1 \"StandardTrack_4.png\"\n   Scale 4.65 4.65 4.65\n   AngleOffset 0\n   FrameIndex MMA1 D 0 0\n}\n\nModel MicroHeavyTankA1_Class\n{\n   IGNORETRANSLATION\n   Path \"MODELS\\MicroHeavyTankA1\"\n   Model 0 \"HeavyTankA2.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n   Path \"MODELS\\MicroHeavyTankA1\"\n   Model 1 \"HeavyTankA1Track.md3\"\n   Path \"MODELS\\Ketten\"\n   Skin  1 \"StandardTrack_1.png\"\n   Path \"MODELS\\MicroHeavyTankA1\"\n   Model 2 \"Teamcolor.md3\"\n   Path \"MODELS\"\n   Skin  2 \"Atlas.png\"\n   Scale 4.5 4.5 4.5\n   FrameIndex HTAA A 0 0\n   FrameIndex HTAA A 1 0\n   FrameIndex HTAA A 2 0\n}\n\nModel MicroHeavyTankA1_Class\n{\n   IGNORETRANSLATION\n   Path \"MODELS\\MicroHeavyTankA1\"\n   Model 0 \"HeavyTankA2.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n   Path \"MODELS\\MicroHeavyTankA1\"\n   Model 1 \"HeavyTankA1Track.md3\"\n   Path \"MODELS\\Ketten\"\n   Skin  1 \"StandardTrack_2.png\"\n   Path \"MODELS\\MicroHeavyTankA1\"\n   Model 2 \"Teamcolor.md3\"\n   Path \"MODELS\"\n   Skin  2 \"Atlas.png\"\n   Scale 4.5 4.5 4.5\n   FrameIndex HTAA B 0 0\n   FrameIndex HTAA B 1 0\n   FrameIndex HTAA B 2 0\n}\n\nModel MicroHeavyTankA1_Class\n{\n   IGNORETRANSLATION\n   Path \"MODELS\\MicroHeavyTankA1\"\n   Model 0 \"HeavyTankA2.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n   Path \"MODELS\\MicroHeavyTankA1\"\n   Model 1 \"HeavyTankA1Track.md3\"\n   Path \"MODELS\\Ketten\"\n   Skin  1 \"StandardTrack_3.png\"\n   Path \"MODELS\\MicroHeavyTankA1\"\n   Model 2 \"Teamcolor.md3\"\n   Path \"MODELS\"\n   Skin  2 \"Atlas.png\"\n   Scale 4.5 4.5 4.5\n   FrameIndex HTAA C 0 0\n   FrameIndex HTAA C 1 0\n   FrameIndex HTAA C 2 0\n}\n\nModel MicroHeavyTankA1_Class\n{\n   IGNORETRANSLATION\n   Path \"MODELS\\MicroHeavyTankA1\"\n   Model 0 \"HeavyTankA2.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n   Path \"MODELS\\MicroHeavyTankA1\"\n   Model 1 \"HeavyTankA1Track.md3\"\n   Path \"MODELS\\Ketten\"\n   Skin  1 \"StandardTrack_4.png\"\n   Path \"MODELS\\MicroHeavyTankA1\"\n   Model 2 \"Teamcolor.md3\"\n   Path \"MODELS\"\n   Skin  2 \"Atlas.png\"\n   Scale 4.5 4.5 4.5\n   FrameIndex HTAA D 0 0\n   FrameIndex HTAA D 1 0\n   FrameIndex HTAA D 2 0\n}\n\nModel MT_SludgeBarrel\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SludgeBarrel.md3\"\n   Skin  0 \"SludgeBarreL_Tex.png\"\n   Scale 13.5 13.5 14\n   AngleOffset 0\n   FrameIndex BAR1 A 0 0\n}\n\nModel MT_SludgeBarrel_NoResp\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SludgeBarrel.md3\"\n   Skin  0 \"SludgeBarreL_Tex.png\"\n   Scale 13 13 13\n   AngleOffset 0\n   FrameIndex BAR1 A 0 0\n}\n\nModel MT_Parachute\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"Parachute.md3\"\n   Skin  0 \"Parachute.png\"\n   Scale 15 15 15\n   AngleOffset 0\n   FrameIndex PARA A 0 1\n   FrameIndex PARA B 0 2\n   FrameIndex PARA C 0 3\n   FrameIndex PARA D 0 4\n   FrameIndex PARA E 0 5\n   FrameIndex PARA F 0 6\n}\n\nModel MT_SupplyBox\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SupplyBox.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex KIST A 0 0\n}\n\nModel MT_SupplyBox\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SupplyBox.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex KISE A 0 0\n}\n\nModel MT_SupplyBoxEmpty\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SupplyBox.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex KIST A 0 0\n}"
      },
      {
        "source": "pk3",
        "name": "MT_Changelog.txt",
        "contents": "Changelog:\nV1U:\nTanks:\nHeavy  Tank  HP  increased  from 700 to 2000\nMedium Tank  HP  increased  from 675 to 1400\nLight  Tank  HP  increased  from 575 to 1150\n\n75/50mm weapons:\n-FAE rocket launcher 1st mode takes 1 ammo instead of 2 now\n\n-Fuel Air Explosive acts a bit more realistic (fuel gets dispended and then it explodes)\nand doesnt lay fire anymore.\n\n-2nd FAE firemode now shoots a rocket that releases a big toxin cloud.\n\n-37mm weapons:\nFlamethrower 2nd mode spills oil now instead of shooting fireball\n\nAll Weapons:\n-APCRBC got replaced with buckshot round\n-HEAT 2nd Firemode now fires a ramjet HEAT round\n-Coax MG uses ammo now, 2nd firemode for all tanks is plasma shot\n\n-HE radius damage reduced\n-HE splash radius increased\n\n-Firing Cannons now causes damage (immune to tanks)\n\n-All shells have different speed and gravity which is universal for now\n(i.e. 50mm HE shell has the same range as 75mm one)\n the order is:\n HEAT-RamJet->AP->HE->HEAT->Buckshot\n on next update it will also take caliber on account which would be:\n 75mm->50mm->37mm\n i.e.\n 75mm AP -> 50mm AP\n\n-Each Cannon Shell/Shot can be upgraded now\n\nMisc:\n-Added Shockwave generator\n\n-Added supply signal grenade\n\n-Player tanks have engine noise and spawns fire fake-particles\nwhen damaged\n\n-MPD Firemode 1 is Repair/Rigging, Firemode 2 is Recycle/Extract\n\n-Buildings make smoke and fire when damaged\n\n-Added Muzzleflashes\n\n-Multi Purpose Device got its own hud sprite now and other graphical changes\n\n-Particle Effects doesnt have numbers in their location spawn\nwhich should fix the clipping issue\n\nAmmo:\nreduced ammo cap of LVL2 ammo from 15 (30 w/ backpack) to 8(16)\n\nAll tanks have their own ammo type, smaller cannon have more ammo available\nthen the bigger cannons\n\nAvailable buildings to build:\n-Arms Dealer\n It will be used to purchase weapons, items and ammo as well some buildings\n like the Comet Catcher and Upgrade Center\n\n-Material Maker\n It will provide you resource which are essentials for getting\n ammunition and better items\n\n-Ore Refinery\n its sole purpose is to refine comet raw ore\n\n-Comet Catcher\n Basically a upgraded Ore Extractor, it makes falling ore comets\n which gives comet materials later on when used on refinery\n\n-Science Center\n Here you can improve the performance of your weapons\n and getting experimental weapons/items\n\n-Ammo Factory\n It is cheaper to build compared to the Arms Dealer\n but you can only get lower ammo tiers like the HE, things like FAE or Laser\n ammo would not be available\n\n-Repair Pad\n you go at it and you get repaired - is it that hard?\n\nSome changes to gameplay:\nInstead of collecting items placed around the map\nyou have to build some structures to get resources and items\n\nChanges to Cannon:\nAll different cannon type like Blahblah* AP, blah* HE cannot be selected\nanymore instead you need to cycle the ammo type which needs to be binded\nin configuration menu named \"Switch Cannon Ammo (Right)\"\n\nThanks to Nascence for the ACS script.\n\nMonsters/Enemy:\nDoom monsters leave corpse and can be gibbed now\nchanged the way boss monsters gets replaced so it shouldnt bug out maps like\nmap07.\nAdded Machinegun Trucks, SU-76 and SU-100.\nReplaced Light Attack Walker model and uses a Energy Minigun as a weapon.\ninstead of light cannon.\nLight Attack Spider and Medium Hover Tank shoots red laser bolt now instead of blue one.\nChaingunner is now a RPG soldier.\nShotgunGuy is now a AT rifle soldier.\nZomebiman is now a SMG soldier.\n\nThose soldiers will drop throw grenades at you when you are close\nto them\n\nAdded Acid/Fire death effects for soft targets\n\nA few other enemies make now muzzle flashes when firing.\n\nAnd a few other changes I have forget.\n\nV1T.1:\nHealth:\nStimpacks drop small repair kits now\n\nV1T: (Compitable with Zandronum v2.0 only)\nWeapon:\nTanks can launch grenades from pod mounts (available grenades: Smoke,Explosives and Illumination)\nnote on smoke, for now I have to make this to act like a stun/tear gas grenade in order to be effective\nmight be changed someday.\n\nMisc:\nCore got replaced by Medium repair kit\nAdded small ammo boxes for Level-2 and Energy Cell, has a chance to replace Cell ammo\nProjectil models have PITCHFROMMOMENTUM now (I should have done this way earlier *shamed*)\nSome few graphic changes\nadded Custom HUD\nAmount of inventory is now keept when players move to another map (about fucking time no more resetting the amount to 1!)\nupdated some decorate (halle fucking lujah for user variable!)"
      },
      {
        "source": "pk3",
        "name": "ModelDef.Item.txt",
        "contents": "Model WeaponUpgradeBox_lvl1\n{\n   Path \"MODELS\\WPN_Upgrade_1\"\n   Model 0 \"WPN_Upgrade.md3\"\n   Skin  0 \"WPN_Upgrade_Tex.png\"\n   Scale 4.25 4.25 4.25\n   AngleOffset 0\n   FrameIndex WPNU A 0 0\n}\n\nModel SmallRepairKit\n{\n   Path \"MODELS\\MediumHealthBase\"\n   Model 0 \"SmallRepairKit.md3\"\n   Skin  0 \"SmallRepairKit.png\"\n   Scale 4 4 4\n   AngleOffset 0\n   FrameIndex NACO A 0 0\n}\n\nModel MediumRepairKit\n{\n   Path \"MODELS\\MediumHealthBase\"\n   Model 0 \"SmallRepairKit.md3\"\n   Skin  0 \"SmallRepairKit.png\"\n   Scale 4.25 4.25 4.25\n   AngleOffset 0\n   FrameIndex NACO A 0 0\n}\n\nModel MT_Materials_2U\n{\n   Path \"MODELS\\Items\"\n   Model 0 \"CrystalMat.md3\"\n   Skin  0 \"CrystalMat.png\"\n   Scale 1.25 1.25 1.25\n   AngleOffset 0\n   FrameIndex AAAA A 0 0\n}\n\nModel MT_Materials_3U\n{\n   Path \"MODELS\\Resource\"\n   Model 0 \"Box.md3\"\n   Skin  0 \"Materials.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA A 0 0\n}\n\nModel MT_DynamiteBundle\n{\n   Path \"MODELS\\Items\"\n   Model 0 \"DynamiteBundle.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n //  PITCHFROMMOMENTUM\n   Scale 3 3 3\n   AngleOffset 0\n   FrameIndex IDLE A 0 0\n}\n\nModel MT_Fuze_10s\n{\n   Path \"MODELS\\Items\"\n   Model 0 \"Fuze.md3\"\n   Path \"MODELS\"\n   Skin  0 \"Atlas.png\"\n //  PITCHFROMMOMENTUM\n   Scale 3 3 3\n   AngleOffset 0\n   FrameIndex IDLE A 0 0\n}"
      },
      {
        "source": "pk3",
        "name": "ModelDef.NanoGlow.txt",
        "contents": "Model MT_Con_DragonTeeth\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"TBDT.md3\"\n   Skin  0 \"NLGL_A.png\"\n   Scale 8 8 9\n   AngleOffset 0\n   FrameIndex AAAA A 0 0\n}\n\nModel MT_Con_DragonTeeth\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"TBDT.md3\"\n   Skin  0 \"NLGL_B.png\"\n   Scale 8 8 9\n   AngleOffset 0\n   FrameIndex AAAA B 0 0\n}\n\nModel MT_Con_DragonTeeth\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"TBDT.md3\"\n   Skin  0 \"NLGL_C.png\"\n   Scale 8 8 9\n   AngleOffset 0\n   FrameIndex AAAA C 0 0\n}\n\nModel MT_Con_DragonTeeth\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"TBDT.md3\"\n   Skin  0 \"NLGL_D.png\"\n   Scale 8 8 9\n   AngleOffset 0\n   FrameIndex AAAA D 0 0\n}\n\nModel MT_Con_DragonTeeth\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"TBDT.md3\"\n   Skin  0 \"NLGL_E.png\"\n   Scale 8 8 9\n   AngleOffset 0\n   FrameIndex AAAA E 0 0\n}\n\nModel MT_Con_DragonTeeth\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"TBDT.md3\"\n   Skin  0 \"NLGL_F.png\"\n   Scale 8 8 9\n   AngleOffset 0\n   FrameIndex AAAA F 0 0\n}\n\nModel MT_Con_Hedgehog\n{\n   Path \"MODELS\\Hedgehog\"\n   Model 0 \"Hedgehog.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_A.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA A 0 0\n\n}\n\nModel MT_Con_Hedgehog\n{\n   Path \"MODELS\\Hedgehog\"\n   Model 0 \"Hedgehog.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_B.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA B 0 0\n\n}\n\nModel MT_Con_Hedgehog\n{\n   Path \"MODELS\\Hedgehog\"\n   Model 0 \"Hedgehog.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_C.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA C 0 0\n\n}\n\nModel MT_Con_Hedgehog\n{\n   Path \"MODELS\\Hedgehog\"\n   Model 0 \"Hedgehog.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_D.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA D 0 0\n\n}\n\nModel MT_Con_Hedgehog\n{\n   Path \"MODELS\\Hedgehog\"\n   Model 0 \"Hedgehog.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_E.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA E 0 0\n\n}\n\nModel MT_Con_Hedgehog\n{\n   Path \"MODELS\\Hedgehog\"\n   Model 0 \"Hedgehog.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_F.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA F 0 0\n\n}\n\nModel MT_Con_SludgeBarrel\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SludgeBarrel.md3\"\n   Skin  0 \"NLGL_A.png\"\n   Scale 13 13 14\n   AngleOffset 0\n   FrameIndex AAAA A 0 0\n}\n\nModel MT_Con_SludgeBarrel\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SludgeBarrel.md3\"\n   Skin  0 \"NLGL_B.png\"\n   Scale 13 13 14\n   AngleOffset 0\n   FrameIndex AAAA B 0 0\n}\n\nModel MT_Con_SludgeBarrel\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SludgeBarrel.md3\"\n   Skin  0 \"NLGL_C.png\"\n   Scale 13 13 14\n   AngleOffset 0\n   FrameIndex AAAA C 0 0\n}\n\nModel MT_Con_SludgeBarrel\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SludgeBarrel.md3\"\n   Skin  0 \"NLGL_D.png\"\n   Scale 13 13 14\n   AngleOffset 0\n   FrameIndex AAAA D 0 0\n}\nModel MT_Con_SludgeBarrel\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SludgeBarrel.md3\"\n   Skin  0 \"NLGL_E.png\"\n   Scale 13 13 14\n   AngleOffset 0\n   FrameIndex AAAA E 0 0\n}\n\nModel MT_Con_SludgeBarrel\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SludgeBarrel.md3\"\n   Skin  0 \"NLGL_F.png\"\n   Scale 13 13 14\n   AngleOffset 0\n   FrameIndex AAAA F 0 0\n}\n\nModel MT_Con_ExplosiveBarrel\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SludgeBarrel.md3\"\n   Skin  0 \"NLGL_A.png\"\n   Scale 13 13 14\n   AngleOffset 0\n   FrameIndex AAAA A 0 0\n}\n\nModel MT_Con_ExplosiveBarrel\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SludgeBarrel.md3\"\n   Skin  0 \"NLGL_B.png\"\n   Scale 13 13 14\n   AngleOffset 0\n   FrameIndex AAAA B 0 0\n}\n\nModel MT_Con_ExplosiveBarrel\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SludgeBarrel.md3\"\n   Skin  0 \"NLGL_C.png\"\n   Scale 13 13 14\n   AngleOffset 0\n   FrameIndex AAAA C 0 0\n}\n\nModel MT_Con_ExplosiveBarrel\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SludgeBarrel.md3\"\n   Skin  0 \"NLGL_D.png\"\n   Scale 13 13 14\n   AngleOffset 0\n   FrameIndex AAAA D 0 0\n}\nModel MT_Con_ExplosiveBarrel\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SludgeBarrel.md3\"\n   Skin  0 \"NLGL_E.png\"\n   Scale 13 13 14\n   AngleOffset 0\n   FrameIndex AAAA E 0 0\n}\n\nModel MT_Con_ExplosiveBarrel\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"SludgeBarrel.md3\"\n   Skin  0 \"NLGL_F.png\"\n   Scale 13 13 14\n   AngleOffset 0\n   FrameIndex AAAA F 0 0\n}\n\nModel MT_Con_RepairPad\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"RepairPad.md3\"\n   Skin  0 \"NLGL_A.png\"\n   Scale 10 10 17\n   AngleOffset 0\n   FrameIndex AAAA A 0 0\n}\n\nModel MT_Con_RepairPad\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"RepairPad.md3\"\n   Skin  0 \"NLGL_B.png\"\n   Scale 10 10 17\n   AngleOffset 0\n   FrameIndex AAAA B 0 0\n}\n\nModel MT_Con_RepairPad\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"RepairPad.md3\"\n   Skin  0 \"NLGL_C.png\"\n   Scale 10 10 17\n   AngleOffset 0\n   FrameIndex AAAA C 0 0\n}\n\nModel MT_Con_RepairPad\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"RepairPad.md3\"\n   Skin  0 \"NLGL_D.png\"\n   Scale 10 10 17\n   AngleOffset 0\n   FrameIndex AAAA D 0 0\n}\n\nModel MT_Con_RepairPad\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"RepairPad.md3\"\n   Skin  0 \"NLGL_E.png\"\n   Scale 10 10 17\n   AngleOffset 0\n   FrameIndex AAAA E 0 0\n}\n\nModel MT_Con_RepairPad\n{\n   Path \"MODELS\\Misc\"\n   Model 0 \"RepairPad.md3\"\n   Skin  0 \"NLGL_F.png\"\n   Scale 10 10 17\n   AngleOffset 0\n   FrameIndex AAAA F 0 0\n}\n\nModel MT_Con_OreRefinery\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"OreRefinery.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_A.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA A 0 0\n}\n\nModel MT_Con_OreRefinery\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"OreRefinery.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_B.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA B 0 0\n}\n\nModel MT_Con_OreRefinery\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"OreRefinery.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_C.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA C 0 0\n}\n\nModel MT_Con_OreRefinery\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"OreRefinery.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_D.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA D 0 0\n}\n\nModel MT_Con_OreRefinery\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"OreRefinery.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_E.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA E 0 0\n}\n\nModel MT_Con_OreRefinery\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"OreRefinery.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_F.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA F 0 0\n}\n\nModel MT_Con_OreExtractor\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"OreExtractor.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_A.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA A 0 0\n}\n\nModel MT_Con_OreExtractor\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"OreExtractor.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_B.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA B 0 0\n}\n\nModel MT_Con_OreExtractor\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"OreExtractor.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_C.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA C 0 0\n}\n\nModel MT_Con_OreExtractor\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"OreExtractor.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_D.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA D 0 0\n}\n\nModel MT_Con_OreExtractor\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"OreExtractor.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_E.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA E 0 0\n}\n\nModel MT_Con_OreExtractor\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"OreExtractor.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_F.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA F 0 0\n}\n\nModel MT_Con_CrystalOreGenerator\n{\n   Path \"MODELS\\CrystalOreGenerator\"\n   Model 0 \"CrystalOreGenerator.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_A.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA A 0 0\n   FrameIndex IDLE A 0 0\n}\n\nModel MT_Con_CrystalOreGenerator\n{\n   Path \"MODELS\\CrystalOreGenerator\"\n   Model 0 \"CrystalOreGenerator.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_B.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA B 0 0\n}\n\nModel MT_Con_CrystalOreGenerator\n{\n   Path \"MODELS\\CrystalOreGenerator\"\n   Model 0 \"CrystalOreGenerator.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_C.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA C 0 0\n}\n\nModel MT_Con_CrystalOreGenerator\n{\n   Path \"MODELS\\CrystalOreGenerator\"\n   Model 0 \"CrystalOreGenerator.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_D.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA D 0 0\n}\n\nModel MT_Con_CrystalOreGenerator\n{\n   Path \"MODELS\\CrystalOreGenerator\"\n   Model 0 \"CrystalOreGenerator.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_E.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA E 0 0\n}\n\nModel MT_Con_CrystalOreGenerator\n{\n   Path \"MODELS\\CrystalOreGenerator\"\n   Model 0 \"CrystalOreGenerator.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_F.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA F 0 0\n}\n\nModel MT_Con_CometCatcher\n{\n   Path \"MODELS\\CometCatcher\"\n   Model 0 \"CometCatcher.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_A.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA A 0 0\n}\n\nModel MT_Con_CometCatcher\n{\n   Path \"MODELS\\CometCatcher\"\n   Model 0 \"CometCatcher.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_B.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA B 0 0\n}\n\nModel MT_Con_CometCatcher\n{\n   Path \"MODELS\\CometCatcher\"\n   Model 0 \"CometCatcher.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_C.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA C 0 0\n}\n\nModel MT_Con_CometCatcher\n{\n   Path \"MODELS\\CometCatcher\"\n   Model 0 \"CometCatcher.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_D.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA D 0 0\n}\n\nModel MT_Con_CometCatcher\n{\n   Path \"MODELS\\CometCatcher\"\n   Model 0 \"CometCatcher.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_E.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA E 0 0\n}\n\nModel MT_Con_CometCatcher\n{\n   Path \"MODELS\\CometCatcher\"\n   Model 0 \"CometCatcher.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_F.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA F 0 0\n}\n\nModel MT_Con_MaterialMaker\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"MaterialMaker.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_A.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA A 0 0\n   FrameIndex IDLE A 0 0\n}\n\nModel MT_Con_MaterialMaker\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"MaterialMaker.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_B.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA B 0 0\n}\n\nModel MT_Con_MaterialMaker\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"MaterialMaker.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_C.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA C 0 0\n}\n\nModel MT_Con_MaterialMaker\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"MaterialMaker.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_D.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA D 0 0\n}\n\nModel MT_Con_MaterialMaker\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"MaterialMaker.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_E.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA E 0 0\n}\n\nModel MT_Con_MaterialMaker\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"MaterialMaker.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_F.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA F 0 0\n}\n\nModel MT_Con_ArmsDealer\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"ArmsDealer.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_A.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA A 0 0\n}\n\nModel MT_Con_ArmsDealer\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"ArmsDealer.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_B.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA B 0 0\n}\n\nModel MT_Con_ArmsDealer\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"ArmsDealer.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_C.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA C 0 0\n}\n\nModel MT_Con_ArmsDealer\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"ArmsDealer.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_D.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA D 0 0\n}\n\nModel MT_Con_ArmsDealer\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"ArmsDealer.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_E.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA E 0 0\n}\n\nModel MT_Con_ArmsDealer\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"ArmsDealer.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_F.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA F 0 0\n}\n\nModel MT_Con_AmmoFactory\n{\n   Path \"MODELS\\AmmoFactory\"\n   Model 0 \"AmmoFactory.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_A.png\"\n   Scale 20 20 20\n   AngleOffset 0\n   FrameIndex AAAA A 0 0\n}\n\nModel MT_Con_AmmoFactory\n{\n   Path \"MODELS\\AmmoFactory\"\n   Model 0 \"AmmoFactory.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_B.png\"\n   Scale 20 20 20\n   AngleOffset 0\n   FrameIndex AAAA B 0 0\n}\n\nModel MT_Con_AmmoFactory\n{\n   Path \"MODELS\\AmmoFactory\"\n   Model 0 \"AmmoFactory.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_C.png\"\n   Scale 20 20 20\n   AngleOffset 0\n   FrameIndex AAAA C 0 0\n}\n\nModel MT_Con_AmmoFactory\n{\n   Path \"MODELS\\AmmoFactory\"\n   Model 0 \"AmmoFactory.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_D.png\"\n   Scale 20 20 20\n   AngleOffset 0\n   FrameIndex AAAA D 0 0\n}\n\nModel MT_Con_AmmoFactory\n{\n   Path \"MODELS\\AmmoFactory\"\n   Model 0 \"AmmoFactory.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_E.png\"\n   Scale 20 20 20\n   AngleOffset 0\n   FrameIndex AAAA E 0 0\n}\n\nModel MT_Con_AmmoFactory\n{\n   Path \"MODELS\\AmmoFactory\"\n   Model 0 \"AmmoFactory.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_F.png\"\n   Scale 20 20 20\n   AngleOffset 0\n   FrameIndex AAAA F 0 0\n}\n\nModel MT_Con_UpgradeCenter\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"UpgradeCenter.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_A.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA A 0 0\n}\n\nModel MT_Con_UpgradeCenter\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"UpgradeCenter.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_B.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA B 0 0\n}\n\nModel MT_Con_UpgradeCenter\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"UpgradeCenter.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_C.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA C 0 0\n}\n\nModel MT_Con_UpgradeCenter\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"UpgradeCenter.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_D.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA D 0 0\n}\n\nModel MT_Con_UpgradeCenter\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"UpgradeCenter.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_E.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA E 0 0\n}\n\nModel MT_Con_UpgradeCenter\n{\n   Path \"MODELS\\Buildings\"\n   Model 0 \"UpgradeCenter.md3\"\n   Path \"MODELS\\Misc\"\n   Skin  0 \"NLGL_F.png\"\n   Scale 10 10 10\n   AngleOffset 0\n   FrameIndex AAAA F 0 0\n}"
      },
      {
        "source": "pk3",
        "name": "Decimation/Pistol.txt",
        "contents": "ACTOR DeciPistol : Weapon\n{\n   Weapon.AmmoUse 1\n   Weapon.AmmoGive 20\n   Weapon.AmmoType \"Clip\"\n   Inventory.PickupMessage \"$GOTCHAINGUN\" // \"You got the chaingun\"\n   Obituary \"$OB_MPCHAINGUN\" // \"%o was mowed down by %k's chaingun.\"\n   Tag \"$TAG_CHAINGUN\"\n     Weapon.SlotNumber 2\n\n   States\n   {\n   Ready:\n     CHGG A 1 A_WeaponReady\n     Loop\n   Deselect:\n     CHGG A 1 A_Lower\n     Loop\n   Select:\n     CHGG A 1 A_Raise\n     Loop\n   Fire:\n     CHGF AB 4 A_FireBullets(2.0,1.8,-1,15, \"BulletPuff\", FBF_USEAMMO|FBF_NORANDOM)\n     CHGF B 0 A_ReFire\n     Goto Ready\n   Flash:\n     CHGG A 5 Bright A_Light1\n     Goto LightDone\n     CHGG B 5 Bright A_Light1\n     Goto LightDone\n   Spawn:\n     MGUN A -1\n     Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "#Include \"ACSSpecial.txt\"\n#Include \"MarineMorph.dec\"\n\n#Include \"Actor/Actor_Base.dec\"\n\n#Include \"Actor/Internal/Values.dec\"\n#Include \"Actor/Internal/Heat_system.dec\"\n#Include \"Actor/Internal/Items_Special2.dec\"\n#Include \"Actor/Internal/SearchLight.dec\"\n#Include \"Actor/Internal/Items.dec\"\n#Include \"Actor/Internal/WeaponModeSwitcher.Dec\"\n#Include \"Actor/Internal/DefaultWeapon.dec\"\n\n#Include \"Actor/Internal/Cannon_AmmoSwitch.dec\"\n// #Include \"Internal/Reloadsystem.dec\"\n\n#Include \"Actor/Classes/CommonTank.dec\"\n#Include \"Actor/Classes/MicroTankA1.dec\"\n#Include \"Actor/Classes/MicroMediumTankA1.dec\"\n#Include \"Actor/Classes/MicroHeavyTankA1.dec\"\n//#Include \"MarineMorph.dec\"\n\n////----------------------------------------------------------------------------\n//Particles and shieeet\n////----------------------------------------------------------------------------\n#Include \"Actor/Particles/Particles_Base.dec\"\n#Include \"Actor/Particles/Particles_Library.dec\"\n#Include \"Actor/Particles/Particles_Scale.dec\"\n#Include \"Actor/Particles/Particle_37mm.dec\"\n#Include \"Actor/Particles/Particle_50mm.dec\"\n#Include \"Actor/Particles/Particle_75mm.dec\"\n#Include \"Actor/Particles/Particle_Nuke.dec\"\n#Include \"Actor/Particles/Particle_Bullet.dec\"\n#Include \"Actor/Particles/Particle_Trails.dec\"\n\n#Include \"Actor/Particles/Scud.dec\"\n\n#Include \"Actor/Particles/P_MuzzleFlash.dec\"\n\n#Include \"Actor/Particles/Particles_Special.dec\"\n#Include \"Actor/Particles/Particles_Blood.dec\"\n#Include \"Actor/Particles/Blood.dec\"\n#Include \"Actor/Particles/P_GoreChunk.dec\"\n#Include \"Actor/Particles/P_Sparks.dec\"\n#Include \"Actor/Particles/P_Glows.dec\"\n#Include \"Actor/Particles/TestGlow.dec\"\n\n////----------------------------------------------------------------------------\n//Weapons and shieeet\n////----------------------------------------------------------------------------\n#Include \"Actor/Weapon/Proj_Fire.dec\"\n#Include \"Actor/Weapon/75mm/75mmWeapon_Func.dec\"\n#Include \"Actor/Weapon/75mm/75mmWeapon.dec\"\n#Include \"Actor/Weapon/50mm/50mmWeapon_Func.dec\"\n#Include \"Actor/Weapon/50mm/50mmWeapon.dec\"\n#Include \"Actor/Weapon/37mm/37mmWeapon_Func.dec\"\n#Include \"Actor/Weapon/37mm/37mmWeapon.dec\"\n#Include \"Actor/Weapon/75mm/75mmShell.dec\"\n#Include \"Actor/Weapon/75mm/75mmShell_SubProj.dec\"\n#Include \"Actor/Weapon/50mm/50mmShell.dec\"\n#Include \"Actor/Weapon/37mm/37mmShell.dec\"\n#Include \"Actor/Weapon/75mm/75mmShell_Upg.dec\"\n#Include \"Actor/Weapon/50mm/50mmShell_Upg.dec\"\n#Include \"Actor/Weapon/37mm/37mmShell_Upg.dec\"\n#Include \"Actor/Weapon/CommonWeapons.dec\"\n#Include \"Actor/Weapon/JetPackShit.dec\"\n#Include \"Actor/Weapon/SludgeCannon.dec\"\n#Include \"Actor/Weapon/GasClouds.dec\"\n#Include \"Actor/Weapon/Puffs.dec\"\n#Include \"Actor/Weapon/QuadMG/QuadMG_Func.dec\"\n#Include \"Actor/Weapon/QuadMG/QuadMG.dec\"\n#Include \"Actor/Weapon/OreBoring/OreBoring.dec\"\n#Include \"Actor/Weapon/Proj_Special.dec\"\n#Include \"Actor/Weapon/Proj_Bullet.dec\"\n#Include \"Actor/Weapon/Proj_Energy.dec\"\n#Include \"Actor/Weapon/Proj_Rockets.dec\"\n\n#Include \"Actor/Misc/Stuff.dec\"\n#Include \"Actor/Misc/Dump.dec\"\n#Include \"Actor/Items/Health.dec\"\n#Include \"Actor/Items/Ammo.dec\"\n#Include \"Actor/Items/AmmoGiver.dec\"\n#Include \"Actor/Items/Upgrade.dec\"\n#Include \"Actor/Items/Utility.dec\"\n#Include \"Actor/Items/Utility/AnthraxSprayer.dec\"\n#Include \"Actor/Items/Utility/ArmorAddon.dec\"\n#Include \"Actor/Items/Demolition/Dynamite.dec\"\n#Include \"Actor/Items/PodGrenades/Smoke.dec\"\n#Include \"Actor/Items/PodGrenades/Explosives.dec\"\n#Include \"Actor/Items/PodGrenades/ScudStrike.dec\"\n#Include \"Actor/Items/PodGrenades/Supplies.dec\"\n#Include \"Actor/Items/PodGrenades/Lights.dec\"\n#Include \"Actor/Resource/OldResource.dec\"\n#Include \"Actor/Resource/Resource.dec\"\n\n#Include \"Actor/Environment/Trees.dec\"\n#Include \"Actor/Environment/Barrels.dec\"\n#Include \"Actor/Environment/Houses.dec\"\n\n#Include \"Actor/Wreck/Wrecks.dec\"\n#Include \"Actor/Buildings/ConstructingStuff.dec\"\n#Include \"Actor/Buildings/ConstructingPlacement.dec\"\n#Include \"Actor/Buildings/ResourceBuildings.dec\"\n#Include \"Actor/Buildings/Blockade.dec\"\n\n//#Include \"Particles/Puffs.dec\"\n\n//test stuff\n\n#Include \"Actor/Weapon/Experimental_Fire1.dec\"\n\n//New Particel System\n#Include \"Actor/ParticleSystemV2/ParticleSys.dec\""
      },
      {
        "source": "pk3",
        "name": "CVARINFO.txt",
        "contents": "//\n//Default settings, Server only\nserver int mtcvar_creditstart = 2700;"
      },
      {
        "source": "pk3",
        "name": "XHAIRS.txt",
        "contents": "21 \"German styled crosshair\""
      },
      {
        "source": "pk3",
        "name": "SBARINFO.txt",
        "contents": "/*******************************************************************************\n *                         DEFAULT DOOM STATUS BAR\n *******************************************************************************\n * If you wish to include this file into a custom status bar please use the\n * following command:\n *\n *     base Doom;\n *\n * Using #include \"sbarinfo/doom.txt\" will not be supported.\n ******************************************************************************/\n\nheight 32;\nmonospacefonts true, \"0\";\nbase Doom;\n\nstatusbar fullscreen,fullscreenoffsets // MicroTank HUD\n{\nInInventory MT_ClassToken, 1\n{\n        //Customhud\n   //\tdrawimage \"MTHBG\", 20, -10, centerbottom;\n   \tdrawimage \"MTHSB\", 145, -2, centerbottom;\n   \tdrawimage \"MTHSA\", -145, -7, centerbottom;\n     drawmugshot \"STF\", 5, 70, -80;\n\n   \t//health\n   \tdrawimage \"MTHHP\", 164, -82, centerbottom;\n    drawnumber 2147483647, BIGFONT, untranslated, health, drawshadow, alignment(left) , 175, -99;\n   //     drawbar   \"MTHHB\", \"nullimage\", health barshitfix , horizontal, 172, 664, 1;\n\n   \t//armor\n   \tdrawimage armoricon, 164, -59, centerbottom;\n        drawnumber 2147483647, BIGFONT, untranslated, armor, drawshadow, alignment(left) , whennotzero, 175, -75;\n   //     drawbar   \"MTHHB\", \"nullimage\", armor barshitfix , horizontal, 172, 688, 1;\n\n   \t//ammo\n   \tdrawimage ammoicon1, -105, -62, centerbottom;\n   \tdrawnumber 2147483647, BIGFONT, untranslated, ammo1, drawshadow, -140, -85;\n\n   \tdrawimage ammoicon2, -105, -13, centerbottom;\n   \tdrawnumber 2147483647, BIGFONT, untranslated, ammo2, drawshadow, -140, -35;\n\n        drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, BIGFONT, -45, -45, -26, -42, untranslated;\n\n       //Metals\n        drawnumber 2147483647, BIGFONT, untranslated, ammo MT_HighValueMetal , drawshadow ,alignment(left) , 25, -180;\n   \tdrawimage \"METBA0\", 15, -160, centerbottom;\n\n       //Credits\n        drawnumber 2147483647, BIGFONT, untranslated, ammo MT_Credits , drawshadow,alignment(left) , 25, -140;\n   \tdrawimage \"CREDA0\", 15, -120, centerbottom;\n\n      //got backpack?\n    InInventory Backpack, 1\n    {\n      drawimage \"BPAKA0\", 140, -105, centerbottom;\n    }\n\n   \tgamemode deathmatch\n   \t{\n   \t\tdrawnumber 2147483647, BIGFONT, untranslated, frags, drawshadow, -3, 1;\n   \t}\n   \tgamemode singleplayer, cooperative, teamgame\n   \t{\n   \t\t// let's hope no mod ever uses 100 keys...\n   \t\tdrawkeybar 150, horizontal, reverserows, auto, -45, -130, 0, 3, auto;\n   \t}\n\n    //coax mg info\n      drawimage \"MTHCM\",  308, -2, centerbottom;\n\n\tIsSelected \"75x500mm Cannon\", MHT_Basegun\n     {\n\t  drawimage \"HUBBA0\", -105, -60, centerbottom;\n//\t  drawnumber 2147483647, BIGFONT, centerbottom, ammo A_7u62x54mmR ,  alignment(left) , whennotzero , drawshadow, -183, -85;\n     }\n    //ammo shit\n\n    IsSelected \"75x500mm Cannon\", MHT_Basegun\n   {\n    InInventory MHT_BaseGun_AP, 1\n    {\n      drawimage \"APAMA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_75x500mmAP ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n\n    InInventory MHT_BaseGun_HE, 1\n    {\n      drawimage \"HEAMA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_75x500mmHE ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n\n    InInventory MHT_BaseGun_Buckshot, 1\n    {\n      drawimage \"ARBCA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_75x500mmBuckshot ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n\n    InInventory MHT_BaseGun_Inc, 1\n    {\n      drawimage \"HEIAA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_75x500mmInc ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n\n    InInventory MHT_BaseGun_HEAT, 1\n    {\n      drawimage \"HTAMA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_75x500mmHEAT ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n\n   }\n\n   //////\n\n    IsSelected \"50x441mm Cannon\", MMT_Basegun\n   {\n    InInventory MMT_BaseGun_AP, 1\n    {\n      drawimage \"APAMA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_50x441mmAP ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n\n    InInventory MMT_BaseGun_HE, 1\n    {\n      drawimage \"HEAMA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_50x441mmHE ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n\n    InInventory MMT_BaseGun_Buckshot, 1\n    {\n      drawimage \"ARBCA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_50x441mmBuckshot ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n\n    InInventory MMT_BaseGun_Inc, 1\n    {\n      drawimage \"HEIAA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_50x441mmInc ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n\n    InInventory MMT_BaseGun_HEAT, 1\n    {\n      drawimage \"HTAMA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_50x441mmHEAT ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n\n   }\n\n   //////\n\n    IsSelected \"37x290mm Cannon\", MMT_Basegun\n   {\n    InInventory MLT_BaseGun_AP, 1\n    {\n      drawimage \"APAMA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_37x290mmAP ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n\n    InInventory MLT_BaseGun_HE, 1\n    {\n      drawimage \"HEAMA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_37x290mmHE ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n\n    InInventory MLT_BaseGun_Buckshot, 1\n    {\n      drawimage \"ARBCA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_37x290mmBuckshot ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n\n    InInventory MLT_BaseGun_HEAT, 1\n    {\n      drawimage \"HTAMA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_37x290mmHEAT ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n    InInventory MLT_BaseGun_FlameThrower, 1\n    {\n      drawimage \"NCAMA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_37x290mm_IncendiaryAmmo ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n    InInventory MLT_BaseGun_Laser, 1\n    {\n      drawimage \"ENCEA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_37x290mm_EnergyCellAmmo ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n   }\n\n   ////Common weapon shit\n   IsSelected \"MT_QuadMachineGun\"\n   {\n    InInventory MT_QuadMachineGun_APSelected, 1\n    {\n      drawimage \"APAMA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo A_7u62x54mmR ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n    InInventory MT_QuadMachineGun_HESelected, 1\n    {\n      drawimage \"HEAMA0\", 295, -30, centerbottom;\n      drawnumber 2147483647, BIGFONT, centerbottom, ammo MT_Ammo_7u62x54mmR_HE ,  alignment(left) , whennotzero , drawshadow, 325, -30;\n    }\n   }\n}\n}"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "//Impacts\nBulHi BulHi\nBulHit BulHit2\nLaserHit LaserHit\nLasH1    LasH1\nShotB ShotB\nSmoke Smoke\nMeatHit MeatHit\nBordHit BordHit\nMeaHit1 MeaHit1\nMeaHit2 MeaHit2\nMeaHit3 MeaHit3\nMeaHit4 MeaHit4\nMetHit1 MetHit1\nMetHit2 MetHit2\nMetHit3 MetHit3\nMetHit4 MetHit4\nStoneH1 StoneH1\nStoneH2 StoneH2\nWoodH1  WoodH1\nWoodH2  WoodH2\nRockFa RockFa\nRockFa2 RockFa2\n\n//Loading\nLoaded  Loaded\nGunLoa  GunLoa\nGunLoa2 GunLoa2\nGunLoa3 GunLoa3\nGunLoa4 GunLoa4\nGunLoa5 GunLoa5\nGunLoa6 GunLoa6\nQGuLoa5 QGuLoa5\n\n//Motor\nDSZTank1 DSZTank1\nDSZTank2 DSZTank2\nDSZTankD DSZTankD\nTENLO    Tenlo\nMotLop1  MotLop1\nMotLop2  MotLop2\nMotLop3  MotLop3\nMotLop4  MotLop4\nMotLop5  MotLop5\nMotLop6  MotLop6\nMotLop7  MotLop7\nMotOf MotOf\nMotOn MotOn\nWMTGo WMTGo\nWMTSt WMTSt\n\nDSZTGun   DSZTGun\nMGFire1   MGFire1\nMGFire2   MGFire2\nMGFire3   MGFire3\nACFire1   ACFire1\nFire01    Fire01\nFire02    Fire02\nFire03    Fire03\nFire04    Fire04\nFire05    Fire05\nFire06    Fire06\nFire07    Fire07\nFire08    Fire08\nFire09    Fire09\nPKMFire1  PKMFire1\nPlsFir    PlsFir\n37mmFire  37mmFire\nGFire2    GFire2\nGFire1    GFIre1\nLaserFir  LaserFir\nLasFir1   LasFir1\nRocketFi  RocketFi\nLaunch    Launch\nFlaFir    FlaFir\nMorFir    MorFir\n\nBoom1     Boom1\nBoom2     Boom2\nBoom3     Boom3\nBoom4     Boom4\nBoom5     Boom5\nBoom6     Boom6\nBoom7     Boom7\nBoom8     Boom8\nBoom10    Boom10\nBoom11    Boom11\nBoom12    Boom12\nBoom13    Boom13\nBoom14    Boom14\nBoom15    Boom15\nBoom16    Boom16\nBoom17    Boom17\nBoom18    Boom18\n37mmBlas  37mmBlas\nDSZTankX  DSZTankX\nDistBoo2  DistBoo2\nDistBoom  DistBoom\nAcidBoom  AcidBoom\nWbom1     Wbom1\nMorHit    MorHit\nLasHit1   LasHit1\n\n//Misc\nSpark     Spark\nFireBurs  FireBurs\nFireIdle  FireIdle\nFireBur2  FireBur2\nFlamLoo   FlameLoo\nRadar1    Radar1\nElec2     Elec2\nElec1     Elec1\nGunEmp    GunEmp\nClick     Click\nDrill     Drill\nCanRot    CanRot\nGScop     GScop\nInCha     InCha\nTanMov    TanMov\nCarMov    CarMov\nTurRot    TurRot\nTurRott   TurRott\nMServo    MServo\nMexRun    MexRun\nRecla Recla\nBeep1 Beep1\nBeep2 Beep2\nBeep3 Beep3\n\n//Pain\nCwDe2   CwDe2\nCwDe    CwDe\nCwHit   CwHit\nCwHit2  CwHit2\n\n//Walker\nMecSte1 MecSte1\nMecSte2 MecSte2\nMecSte3 MecSte3\nMecSte4 MecSte4\n\nTreCru TreCru\nHouCru HouCru\n\n$Volume loaded 2\n$Volume Weapon/Boom5 4\n$Volume Weapon/boom6 4\n$Volume MGFire3 8\n\n//Weapon sounds\nWeapon/Boom1 Boom1\nWeapon/Boom2 Boom2\nWeapon/Boom3 Boom3\nWeapon/Boom4 Boom4\nWeapon/Boom5 Boom5\nWeapon/Boom6 Boom6\nWeapon/Boom7 Boom7\nWeapon/Boom8 Boom8\nWeapon/FireBurs  FireBurs\nWeapon/FireBur2  FireBur2\nWeapon/37mmblas  37mmblas\nWeapon/LaserHit  LaserHit\nWeapon/LaserHit1 LasHit1\n\n//sonstiges\nSons/loaded loaded\n\n$Volume MGFire1 2\n$Volume fire03 3\n$Volume Fire05 1.2\n\n$Attenuation Sprk 3\n$Attenuation DSZTankP 3"
      },
      {
        "source": "pk3",
        "name": "GLDEFS.Boom.txt",
        "contents": "flickerlight Explosion_Big\n{\n    color 0.75 0.45 0.05\n    size 40\n    secondarysize 20\n    chance 0.75\n}"
      },
      {
        "source": "pk3",
        "name": "ModelDef.Proj2.txt",
        "contents": "Model MT_AnthraxSprayer_1\n{\n   Path \"MODELS\\Projectiles\"\n   Model 0 \"CShell.md3\"\n   Skin  0 \"CShell.png\"\n   PITCHFROMMOMENTUM\n   Scale 15 15 15\n   AngleOffset 0\n   FrameIndex IDLE A 0 0\n}"
      },
      {
        "source": "pk3",
        "name": "ACSspecial.txt",
        "contents": "//ACS shouldn't be too much used as they are slow.\n//Especially in Multiplayer.\n\nACTOR TestBox {\n\tmass 0x7FFFFFFF\n\tRadius 16\n\tHeight 32\n\t+NOGRAVITY\n\t+SOLID\n\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nACTOR ImCrafting : Inventory {\n\tInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "README.md",
        "contents": "Note: The stable branch should be merged with the master one when it doesn't\ncause any major/gameplay breaking stuff in either Single or Multiplaye mode.\n\ngroup test"
      },
      {
        "source": "pk3",
        "name": "TERRAIN.txt",
        "contents": "terrain lowfriction\n{\n\tfriction 50\n}"
      }
    ]
  },
  "maps": []
}

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