zhbeta29patchv1.pk3

PK3 161 KiB 0 map(s)

Counts

endoom0
graphics0
lumps30
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0a716c71-99a4-4ea6-9b20-b2e09d71f49d",
    "sha1": "f69876d884130c0a8ff3f8b19b0efcb9db160970",
    "sha256": "49ecb1945731d72cce1e993c139b780bb5de7ec1cd86933481f8007d1cd0c347",
    "filenames": [
      "zhbeta29patchv1.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2021-01-10 03:57:32",
      "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": "2021-01-10 03:57:32",
    "file": {
      "type": "PK3",
      "size": 164375,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/f69876d884130c0a8ff3f8b19b0efcb9db160970/f69876d884130c0a8ff3f8b19b0efcb9db160970.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 30,
        "maps": 0,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "CHANGELOG.txt",
        "contents": "So Beta 29 was a buggy mess, worse, no change was documented, so here is my best attempt at cataloging what I found.\nThese are almost assuredly not all of the changes, just the ones I found so far.\n\nBETA29 <--- BETA28 changes\n\nGENERAL GAMEPLAY:\n\nAll zombies now get access to spit\n\nZombies can now use spit on ZE maps\n\nHumans move faster:\n0.9 forward speed <--- 0.8 forward speed\n0.5 strafe speed <--- 0.4 strafe speed\n\nTo compensate, zombie speed was decreased, but they still seem to run the same speed:\n1.15 zombie speed <--- 1.25 zombie speed\n\nBarrels mass was decreased, probably to make them easier to move:\nMetal Barrel: 300 <--- 450\nWooden Barrel: 150 <--- 300\n\nRemoved empty crates from the awarded bonus items.\n\nZombie sprites were changed, now player colors are displaced on the chestplate instead of the eyes.\n\nWEAPONS:\n\nGeneral: Weapon sprites were smoothed out and new sounds were added.\n\nZombie Claws:\nPush timer increased: 350 <--- 160\nZombie spit now infects on direct hits, so you and your buddies can now get covid while wearing masks and maintaining proper social distancing.\nSpit missile speed increased: 40 <--- 25\nSpit fade timer decreased: 10 <--- 20\n\nHandgun:\nDamage increased: 15 <--- 5\nNo longer has random damage spread.\n\nShotgun:\nDamage increased: 12 <--- 10\nNumber of pellets increased: 9 <--- 8\nNow reloads slightly faster.\nReload is now  L O U D   A S   F U C K\n\nMachine Gun\nDamage Increased: 15 <--- 5\nNo longer has random damage spread.\nFires much faster.\nCan no longer be used to snipe.\nSpread changed: 3.5/3.5 <--- 6/3.5\nHeats up faster: 15 <--- 12\n\nSniper Rifle:\nDamage Increased: 250 <--- 125\nNo longer has random damage spread.\n\nSuper Shotgun:\nDamage increased: 12 <--- 5\nNumber of pellets decreased: 18 <--- 20\n\nGrenades:\nCan now carry 2 instead of 1.\nNow are thrown slightly faster.\n\nJacksgun:\nUnchanged?\n\nMAPS:\n\nZE01: Same?\nZE02: Fancy new version.\nZE03: Same?\nZE04: Removed. Possibly mid-rework before this version was leaked/released.\nZE05: Fancy new version.\nZE06: Fancy new version.\nZE07: Same?\nZE08: Same?\nZE09: Same?\nZE10: Same?\nZM01: Same?\nZM02: Removed. Possibly mid-rework before this version was leaked/released.\nZM03: Same?\nSM04: Fancy new skybox, added some more decoration, new outdoor area.\nZM05: Same?\n\nBETA29 Community Patch Version 1 <--- BETA29\n\nOk so now since that is done, we will move on to this versions patches.\nChanges will be gradual and thought-process explainations will be added where approrpiate.\n\nGAMEPLAY:\n\nInitial zombie health increased: 8000 <--- 6000\nInfect zombie health distribution increased: 2500-2000 <--- 2000-1500\n-I think because of the long timer and the infectious spit, the buffed weapons were justified.\n Removing those, zombies may be too weak, so they are given extra health to compensate.\n\nWEAPONS:\n\nZombie Claws:\nRemoved infect on direct hit:\n-I think it was intended to infect ONLY the player it hit, but ended up infecting EVERYONE when it spawned the damaging acid.\nPush timer decreased: 160 <--- 350\n-This change caused bugging with the spit selection. Also, nobody had a problem with it\nSpit timer decreased: 1575 <--- 2100\n-Did this to compensate for the lack on infection ability. Since human weapons were buffed, why not buff zombie weapons?\nSpit fade timer increased: 20 <--- 10\n-Returned to original value.\n\nShotgun:\nReload sound now longer ruptures eardrums\nShotgun empty sound volume increased\n-Indicates to zombie players that now is the time."
      },
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "#Include Actors/Weapons/Claws.txt"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Claws.txt",
        "contents": "/* CLAWS STUFF */\n\nactor FirstClaw : Inventory\n{\nInventory.MaxAmount 1\n}\n\nactor ZombieSecondaryAttack : Inventory\n{\nInventory.MaxAmount 1\n}\n\nactor Zombie_ : Weapon\n{\n  +WEAPON.MELEEWEAPON\n  +WEAPON.NOAUTOFIRE\n  +WEAPON.NOAUTOAIM\n  obituary \"%o was scratched to death by a Zombie\"\n  weapon.kickback 100\n  Weapon.PreferredSkin \"Zombie-DoomMarine\"\n  states\n  {\n  Ready:\n\tCLAW A 0 A_JumpIfInventory(\"ZombieSecondaryAttack\", 1, \"ReadyWithSecondary\")\n\tCLAW A 1 A_WeaponReady(WRF_NOSECONDARY)\n\tloop\n  ReadyWithSecondary:\n\tCLAW A 1 A_WeaponReady\n    CLAW A 0 A_GiveInventory(\"ZPushCooldown\", 1)\n\tCLAW A 0 A_GiveInventory(\"ZAcidSpitCooldown\", 1)\n    goto Ready\n  Deselect:\n    CLAW A 1 A_Lower\n    loop\n  Select:\n    CLAW A 1 A_Raise\n    loop\n  Fire:\n    CLAW B 0 A_JumpIfInventory(\"FirstClaw\",1,\"FireLeft\")\n    CLAW BCDE 1\n\tgoto FireSelection\n  FireLeft:\n    CLAW FGHI 1\n  FireSelection:\n\tCLAW E 0 A_JumpIf(tid==601, 32)\n\tCLAW E 0 A_JumpIf(tid==602, 32)\n\tCLAW E 0 A_JumpIf(tid==603, 32)\n\tCLAW E 0 A_JumpIf(tid==604, 32)\n\tCLAW E 0 A_JumpIf(tid==605, 32)\n\tCLAW E 0 A_JumpIf(tid==606, 32)\n\tCLAW E 0 A_JumpIf(tid==607, 32)\n\tCLAW E 0 A_JumpIf(tid==608, 32)\n\tCLAW E 0 A_JumpIf(tid==609, 32)\n\tCLAW E 0 A_JumpIf(tid==610, 32)\n\tCLAW E 0 A_JumpIf(tid==611, 32)\n\tCLAW E 0 A_JumpIf(tid==612, 32)\n\tCLAW E 0 A_JumpIf(tid==613, 32)\n\tCLAW E 0 A_JumpIf(tid==614, 32)\n\tCLAW E 0 A_JumpIf(tid==615, 32)\n\tCLAW E 0 A_JumpIf(tid==616, 32)\n\tCLAW E 0 A_JumpIf(tid==617, 32)\n\tCLAW E 0 A_JumpIf(tid==618, 32)\n\tCLAW E 0 A_JumpIf(tid==619, 32)\n\tCLAW E 0 A_JumpIf(tid==620, 32)\n\tCLAW E 0 A_JumpIf(tid==621, 32)\n\tCLAW E 0 A_JumpIf(tid==622, 32)\n\tCLAW E 0 A_JumpIf(tid==623, 32)\n\tCLAW E 0 A_JumpIf(tid==624, 32)\n\tCLAW E 0 A_JumpIf(tid==625, 32)\n\tCLAW E 0 A_JumpIf(tid==626, 32)\n\tCLAW E 0 A_JumpIf(tid==627, 32)\n\tCLAW E 0 A_JumpIf(tid==628, 32)\n\tCLAW E 0 A_JumpIf(tid==629, 32)\n\tCLAW E 0 A_JumpIf(tid==630, 32)\n\tCLAW E 0 A_JumpIf(tid==631, 32)\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff1\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff2\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff3\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff4\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff5\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff6\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff7\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff8\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff9\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff10\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff11\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff12\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff13\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff14\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff15\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff16\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff17\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff18\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff19\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff20\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff21\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff22\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff23\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff24\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff25\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff26\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff27\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff28\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff29\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff30\",72)\n\tgoto FireEnd\n    CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff31\",72)\n  FireEnd:\n\tCLAW B 0 A_JumpIfInventory(\"FirstClaw\",1,\"FireLeftEnd\")\n\tCLAW F 2 A_PlaySound(\"CLAWSOUN\")\n    CLAW ED 1\n    CLAW CB 2\n    CLAW A 1 A_GiveInventory(\"FirstClaw\",1)\n    goto Ready\n  FireLeftEnd:\n\tCLAW J 2 A_PlaySound(\"CLAWSOUN\")\n    CLAW IH 1\n    CLAW GF 2\n    CLAW A 1 A_TakeInventory(\"FirstClaw\",1)\n    goto Ready\n  AltFire:\n  \tCLAW A 0 A_JumpIfInventory(\"ZAcidSpitCooldown\", 0, \"AcidSpit\")\n  \tCLAW A 0 A_JumpIfInventory(\"ZPushCoolDown\", 0, \"BarrelPush\")\n\tGoto Ready+1\n  BarrelPush:\n\tCLAW A 0 A_TakeInventory(\"ZPushCoolDown\", 999)\n  \tCLAW A 0 A_PlaySound(\"CLAWSOUN\")\n\tCLAW A 1 offset(0,-10)\n\tCLAW A 1 offset(0,-15)\n\tCLAW A 1 offset(0,-20)\n\tCLAW A 0 A_CustomPunch(70, 1, 0, \"PushPuff\", 72)\n\tCLAW A 1 offset(0,-15)\n\tCLAW A 1 offset(0,-10)\n\tGoto Ready\n  AcidSpit:\n  \tCLAW A 28 A_PlaySound(\"zombie/spitattack\")\n\tCLAW A 0 A_TakeInventory(\"ZAcidSpitCooldown\", 9999)\n\tCLAW A 1 A_FireCustomMissile(\"AcidSpitMissile\",0,1,0,0)\n\tGoto Ready\n  }\n}\n\n/* ZOMBIE SPIT */\n\nACTOR AcidSpitMissile\n{\n  Radius 8\n  Height 16\n  Speed 40\n  Projectile\n  Damage (10)\n  Scale 0.75\n  Seesound \"\"\n  Deathsound \"\"\n  -NOGRAVITY\n  +RANDOMIZE\n  +DONTSPLASH\n  +NODAMAGETHRUST\n  Gravity 0.2\n  Obituary \"%o was burnt up by %k's acid spit.\"\n  DamageType \"AcidSpitDamage\"\t// Direct hit\n  Translation \"112:121=118:127\"\n  States\n  {\n  Spawn:\n\tBAL7 A 1 A_SpawnItemEx(\"AcidSpitTrail\",0,0,0,0,0,0,0)\n\tloop\n  Death:\n  \tBAL7 A 0 A_Explode(5, 128)\n\tBAL7 A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\tBAL7 A 0 A_SpawnItemEx(\"AcidSpitFountain\",0,0,0,0,0,0,0)\n\tBAL7 A 0 A_SpawnItemEx(\"AcidSpitFountain\",48,0,0,0,0,0,0)\n\tBAL7 A 0 A_SpawnItemEx(\"AcidSpitFountain\",-48,0,0,0,0,0,0)\n\tBAL7 A 0 A_SpawnItemEx(\"AcidSpitFountain\",0,48,0,0,0,0,0)\n\tBAL7 A 0 A_SpawnItemEx(\"AcidSpitFountain\",0,-48,0,0,0,0,0)\n\tBAL7 A 0 A_SpawnItemEx(\"AcidFountainSmoke\",0,0,0,0,0,0,0)\n\tBAL7 A 0 A_PlaySound(\"zombie/acid\")\n\tBAL7 CDE 6\n\tStop\n  }\n}\n\nACTOR AcidSpitTrail\n{\n  Radius 8\n  Height 16\n  Scale 0.2\n  +NOGRAVITY\n  +RANDOMIZE\n  +CLIENTSIDEONLY\n  +DONTSPLASH\n  +NOINTERACTION\n  Gravity 1.0\n  Translation \"112:121=118:127\"\n  States\n  {\n  Spawn:\n\tBAL7 AAAAAA 3 A_FadeOut(.2)\n\tstop\n  }\n}\n\nACTOR AcidSpitFountain\n{\n\t+DONTSPLASH\n\t+NODAMAGETHRUST\n\t//+NOCLIP\n\t-SOLID\n\t-NOGRAVITY\n\tGravity 1.0\n\tRadius 8\n\tHeight 4\n    renderstyle Translucent\n    alpha 0.0\n\tTranslation \"0:255=118:127\"\n\tDamageType \"AcidSpitDamage\"\n\tReactionTime 10\n\tProjectile\n\tSpeed 1\n\tStates\n\t{\n\tSpawn:\n\t\tPOB1 AAAAA 3 A_FadeIn(.2)\n\tSpawnLoop:\n\t\tPOB1 A 0 A_Explode(3, 128)\n\t\tPOB1 AA 5 A_SpawnItemEx(\"GreenSparkParticles\", Random(-20, 20), Random(-20, 20), 5, 0, 0, Random(2, 5), 0, 0)\n\t\tPOB1 A 0 A_CountDown\n\t\tGoto SpawnLoop\n\tDeath:\n\t\tPOB1 A 3 A_FadeOut(.1)\n\t\tloop\n\n\t}\n\n}\n\nActor AcidFountainSmoke\n{\n\t+DONTSPLASH\n\t//+NOCLIP\n\t-SOLID\n\t-NOGRAVITY\n\tGravity 1.0\n\tRadius 8\n\tHeight 4\n    Renderstyle Translucent\n    alpha 0.5\n\tScale 0.5\n\tReactionTime 10\n\tProjectile\n\tSpeed 1\n\tStates\n\t{\n\tSpawn:\n\t\tZSMO AAAAA 3 A_FadeIn(.2)\n\tSpawnLoop:\n\t\tZSMO AA 5\n\t\tZSMO A 0 A_CountDown\n\t\tGoto SpawnLoop\n\tDeath:\n\t\tZSMO A 3 A_FadeOut(.1)\n\t\tloop\n\n\t}\n}\n\nActor GreenSparkParticles : Itemsparks\n{\n  +DONTSPLASH\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    SPAK EEEEEEEEEEEE 2 A_Fadeout(.1)\n    goto death\n    death:\n  TNT1 A 1\n    Stop\n  }\n}\n\n/* ZOMBIE ALT FIRE */\n\nACTOR ZPushCooldown : Inventory { Inventory.MaxAmount 160 }\nACTOR ZAcidSpitCooldown : Inventory { Inventory.MaxAmount 1575 }"
      }
    ]
  },
  "maps": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.