Raw model (for completeness)
{
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"zhbeta29patchv1.pk3"
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"added": "2021-01-10 03:57:32",
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"added": "2021-01-10 03:57:32",
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"type": "PK3",
"size": 164375,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/f69876d884130c0a8ff3f8b19b0efcb9db160970/f69876d884130c0a8ff3f8b19b0efcb9db160970.pk3.gz",
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{
"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": []
}