ts_td_zan_2.0.8.pk3

PK3 44 MiB 0 map(s)

Counts

endoom0
graphics2
lumps3254
maps2
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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        "ZDOOM"
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      "iwad": [],
      "filename": null,
      "added": "2016-02-26 21:34:16",
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      "name": null,
      "description": null,
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      "screenshots": {
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        "TITLEMAP": "TITLEMAP.png",
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        "titlemap": "titlemap.png"
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      "palettes": null,
      "categories": null
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    "added": "2016-02-26 21:34:16",
    "file": {
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      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/4577bd0f0df032af2428af22b4886767a3f4fa24/4577bd0f0df032af2428af22b4886767a3f4fa24.pk3.gz",
      "corrupt": false
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    "content": {
      "maps": [
        "MAP999",
        "TITLEMAP"
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      "counts": {
        "endoom": 0,
        "graphics": 2,
        "lumps": 3254,
        "maps": 2,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
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    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Credits.txt",
        "contents": "//the uncredited, credited. with what they made and where i found it\n\nMike12/Unknown Author : Assault Rifle Frankensprite\n\nEpic Games : For creating Gears of War\n\nTorridGristle : For ripping the audio from Gears of War for the PC\n\nShadow_of_Nemo : for his/her deviantart submission \"Skull.png\" of which an edited version can be seen on the titlemap\n\nMike12 & DoomNukem for the Visor Hud //Zdoom Forums\n\nJimmy91 for the original Thamuz monster //Realm667\n\nAgaures for the awesome thamuz recolor he did for the annihilator //Agaures\n\nCaptain Toenail for the new monster projectiles //Polished Skull\n\nMarine Skins by Ghastly_dragon, Xim, Captain Toenail, Boingo_The_Clown, Anthony Cole and Toke. //Hard Doom\n\nCaptain Toenail For the new Baron Ball FX. //Polished Skull\n\nMike12 for the alpha doom rifle sprite with minor edits by me. //ZDoom Forums\n\nSargeantmarkIV 3d splashes, various particles, terrain defs for footstep sounds (the list goes on.) //Brutal Doom, and no, I'm not proud of this at all but its a neat effect so it stays.\n\nPerkristian for the use of his smooth weapon animations. //Various Mods\n\nLogan MTM for the base of the quad-shotgun sprites. //Legacy of Suffering\n\nWarkhawk for the quad shotgun sprite edit. //Realm667\n\nPillowblaster for the decorate behavior that powers the mingun and super nailgun\n\nMinigunner for the better looking ssg barrels. //Polished Skull\n\nEriance for the base repeater sprite used in the Super Nailgun //ZDoom Forums\n\nZero Prophet for the casing and smoke code. //Zero Tolerance\n\nZDCMP2 Dev Team for the colormap and pallet from ZDCMP2. //yeah...\n\nMagSigmaX For some code and sprites from MSX 0.2a. //Project MSX Beta 0.2a\n\nZirron The Insect for the new Piercer Sprites and Piercer Zombie //Realm667 & ZDoom Forums\n\nVarious Realm667 Authors: for most of the Monsters seen herein. Realm667\n\nMegaherz for the Widowmaker Sprites and code (edited by TiberiumSoul) //Zdoom forums\n\nEclipse for making the recolors of the Archon of Hell by Eriance //Skype File Transfer\n\nStrikerman780 for the snazzy new bullet decals\n\nGhastly for the backpack replacement //Realm667\n\nXim and Enjay for the zombie tanks //Realm667 Shocker, I actually use stuff from the Realm.\n\nOSJC Latchford and Daedalus for the new railgun sprites //Spriting Carnival\n\nMike12 for the new Minigun Sprites //Searched EVERYWHERE for these and finally found a mod that had them :P\n\nDoomNukem and PillowBlaster for a combination of effects from The Guncaster and The Trailblazer used in the creation of the Loudmouth and Heavy Rifle projectiles //No disrespect intended Pillow, but I was going to do this for the quadshot ever since i saw the ironblast in the trailer.\n\nBlackFish, Ptoing and Esselfortium for the new hud that hopefully works for both parties"
      },
      {
        "source": "pk3",
        "name": "CVARINFO.TXT",
        "contents": "User Int hud_enemyhealthbar = 1;\nUser Int hud_healthdisplay = 0;\nUser Bool hud_drawenemytag = true;\nUser Int hud_globalxoffset;\nUser Int hud_globalyoffset;\nUser Int hud_xresolution = 320;\nUser Int hud_yresolution = 240;\nUser Int HUD_BarXOffset;\nUser Int HUD_BarYOffset;\nUser Int HUD_TagXOffset;\nUser Int HUD_TagYOffset;\nUser Int HUD_HPXOffset;\nUser Int HUD_HPYOffset;\nUser Bool hud_bigfont;"
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      {
        "source": "pk3",
        "name": "LANGUAGE.txt",
        "contents": "[enu default]\n\nSTSTR_DQDON\t= \"\\cdtiberium infusion activated...\";\nSTSTR_DQDOFF = \"\\citiberium infusion deactivated...\";\nSTSTR_NCON\t= \"\\cdyou feel like a ghost...\";\nSTSTR_NCOFF\t= \"\\ciyou feel like your usual self...\";\nSTSTR_MUS\t\t= \"\\ci<changing music hang on>\";\nSTSTR_NOMUS\t\t= \"\\ci<hrrrrmmm... now where did i put my ipod?>\";\nSTSTR_FAADDED\t= \"\\cgWeapons and Ammo Granted.\";\nSTSTR_KFAADDED\t= \"\\cgWeapons, Keys and Ammo Granted.\";\nSTSTR_CHOPPERS\t= \"\\cgWant a Chainsaw? Too fucking bad.\";\nSTARTUP1 = \"\\chWeaps_Init: Activating TDWeaps Weapon Placement System\";\nSTARTUP2 = \"\\chGore_Init: Activating TDGore Blood Effect System\";\nSTARTUP3 = \"\\chMons_Init: Activating TDMons Monster Placement System\";\nSTARTUP4 = \"\\chSfx_Init: Activating TDFX Special Effects System\";\nSTARTUP5 = \"\\cfWelcome to \\cdTiberium\\cuDoom\\cf, We hope you enjoy your stay.\";\nDOSY = \"\\ci> Press [\\cdY\\ci] to leave or [\\cgN\\ci] to stay <\";\nTXT_YES = \"Yep.\";\nTXT_NO = \"Nope.\";\n\nSECRETMESSAGE = \"\\cgYou found a secret... Well whoop de fucking do.\";\nGOTBLUECARD = \"Picked up a Blue Keycard.\";\nGOTYELWCARD = \"Picked up a Yellow Keycard.\";\nGOTREDCARD = \"Picked up a Red Keycard.\";\nGOTBLUESKUL = \"Picked up a Silver Keycard.\";\nGOTYELWSKUL = \"Picked up a Green Keycard.\";\nGOTREDSKUL = \"Picked up an Orange Keycard.\";\n\nPD_BLUEO = \"You need a blue key to activate this object\";\nPD_REDO = \"You need a red key to activate this object\";\nPD_YELLOWO = \"You need a yellow key to activate this object\";\nPD_BLUEK = \"You need a blue key to open this door\";\nPD_REDK = \"You need a red key to open this door\";\nPD_YELLOWK = \"You need a yellow key to open this door\";\nPD_BLUECO = \"You need a blue card to activate this object\";\nPD_REDCO = \"You need a red card to activate this object\";\nPD_YELLOWCO = \"You need a yellow card to activate this object\";\nPD_BLUESO = \"You need a silver card to activate this object\";\nPD_REDSO = \"You need an orange card to activate this object\";\nPD_YELLOWSO = \"You need a green card to activate this object\";\n\nPD_BLUEC = \"You need a blue card to open this door\";\nPD_REDC = \"You need a red card to open this door\";\nPD_YELLOWC = \"You need a yellow card to open this door\";\nPD_BLUES = \"You need a silver card to open this door\";\nPD_REDS = \"You need an orange card to open this door\";\nPD_YELLOWS = \"You need a green card to open this door\";\nPD_ANY = \"Any card will open this door\";\nPD_ANYOBJ = \"Any card will activate this object\";\nPD_ALL3 = \"You will need the red, blue, and yellow cards to open this door\";\nPD_ALL3O = \"You will need the red, blue, and yellow cards to activate this object\";\nPD_ALL6 = \"You will need all six keys to open this door\";\nPD_ALL6O = \"You will need all six keys to activate this object\";\n\nLOADNET\t\t= \"ERROR: unable to load during a net game!\\n\\nany key to advance.\";\nQLOADNET\t= \"ERROR: unable to quickload during a netgame!\\n\\nany key to advance.\";\nQSAVESPOT\t= \"ERROR: quicksave slot not yet selected!\\n\\any key to advance.\";\nSAVEDEAD\t= \"Are you stupid? You cant save if you are not playing\\n\\nPress any key to leave\";\nQSPROMPT\t= \"Confirm quicksave over slot named\\n\\n[ %s ]?\\n\\nconfirm y or n.\";\nQLPROMPT\t= \"Confirm quickload over slot named\\n\\n[ %s ]?\\n\\nconfirm y or n.\";\nNEWGAME\t\t= \"ERROR: unable to start a new game\\nwhile in a network game.\\n\\nany key to advance.\";\nNIGHTMARE\t= \"WARNING: This skill level is only for players\\nthat enyoy inhumane amounts of pain.\\n\\n- Press [Y] to accept -\";\nSWSTRING\t= \"this is absolutely not the shareware version of doom.\\n\\nyou do not need to order the entire trilogy.\\n\\nany key to advance.\";\nMSGOFF\t\t= \"Messages OFF\";\nMSGON\t\t= \"Messages ON\";\nNETEND\t\t= \"If you want to end this multiplayer game tell your buddies to leave, otherwise press a key to return.\";\nENDGAME\t\t= \"Coward...\\n\\n- Press [Y] to leave -\";\nDOSY\t\t= \"> Press [Y] to leave <\";\nEMPTYSTRING\t= \"Free saving slot\";\nGGSAVED\t\t= \"Game saved\";"
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        "source": "pk3",
        "name": "Textures.Effects.txt",
        "contents": "// Texture definitions generated by SLADE3\n// on Mon Jun 08 20:13:20 2015\n\nSprite DYMIA0B0, 256, 256\n{\n\tOffset 128, 128\n\tPatch SMOKE_01, 0, 0\n\t{\n\t\tBlend \"#1E0A0A\"\n\t\tStyle CopyAlpha\n\t}\n\tPatch SMOKE_01, 0, 0\n\t{\n\t\tBlend \"#323232\"\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite DYMIC0D0, 256, 256\n{\n\tOffset 128, 128\n\tPatch SMOKE_01, 0, 0\n\t{\n\t\tFlipY\n\t\tBlend \"#1E0A0A\"\n\t\tStyle CopyAlpha\n\t}\n\tPatch SMOKE_01, 0, 0\n\t{\n\t\tFlipY\n\t\tBlend \"#323232\"\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite FLFRA0B0, 256, 256\n{\n\tOffset 128, 128\n\tPatch FLAKFLAR, 0, 0\n\t{\n\t\tBlend \"#E63333\"\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite FLFRC0D0, 256, 256\n{\n\tOffset 128, 128\n\tPatch FLAKFLAR, 0, 0\n\t{\n\t\tFlipY\n\t\tBlend \"#FF1A1A\"\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite FLTRA0B0, 256, 256\n{\n\tOffset 128, 128\n\tPatch SMOKE_01, 0, 0\n\t{\n\t\tBlend \"#E63333\"\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite FLTRC0D0, 256, 256\n{\n\tOffset 128, 128\n\tPatch SMOKE_01, 0, 0\n\t{\n\t\tFlipY\n\t\tBlend \"#E63333\"\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite FLTRE0F0, 256, 256\n{\n\tOffset 128, 128\n\tPatch SMOKE_01, 0, 0\n\t{\n\t\tBlend \"#EC2D2D\"\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite FLTRG0H0, 256, 256\n{\n\tOffset 128, 128\n\tPatch SMOKE_01, 0, 0\n\t{\n\t\tFlipY\n\t\tBlend \"#EC2D2D\"\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite FLSTA0B0, 256, 256\n{\n\tOffset 128, 128\n\tPatch SMOKE_01, 0, 0\n\t{\n\t\tBlend \"#1E0A0A\"\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite FLSTC0D0, 256, 256\n{\n\tOffset 128, 128\n\tPatch SMOKE_01, 0, 0\n\t{\n\t\tFlipY\n\t\tBlend \"#323232\"\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite FLSTE0F0, 256, 256\n{\n\tOffset 128, 128\n\tPatch SMOKE_01, 0, 0\n\t{\n\t\tBlend \"#1E0A0A\"\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite FLSTG0H0, 256, 256\n{\n\tOffset 128, 128\n\tPatch SMOKE_01, 0, 0\n\t{\n\t\tFlipY\n\t\tBlend \"#323232\"\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite FLEMA0B0, 176, 176\n{\n\tOffset 88, 88\n\tPatch EMBER_01, 0, 0\n\t{\n\t\tBlend \"#FF1A1A\"\n\t\tStyle Translucent\n\t}\n}\n\nSprite FLEMC0D0, 176, 176\n{\n\tOffset 88, 88\n\tPatch EMBER_01, 0, 0\n\t{\n\t\tFlipY\n\t\tBlend \"#FF1A1A\"\n\t\tStyle Translucent\n\t}\n}\n\nSprite FLEME0F0, 176, 176\n{\n\tOffset 88, 88\n\tPatch EMBER_01, 0, 0\n\t{\n\t\tBlend \"#FF1A1A\"\n\t\tStyle Translucent\n\t}\n}\n\nSprite FLEMG0H0, 176, 176\n{\n\tOffset 88, 88\n\tPatch EMBER_01, 0, 0\n\t{\n\t\tFlipY\n\t\tBlend \"#FF1A1A\"\n\t\tStyle Translucent\n\t}\n}\n\nSprite CLODA0B0, 128, 128\n{\n\tOffset 64, 64\n\tPatch CLOUD_01, 0, 0\n\t{\n\t\tBlend \"#FF2305\", 1.0\n\t}\n}\n\nSprite CLODC0D0, 128, 128\n{\n\tOffset 64, 64\n\tPatch CLOUD_01, 0, 0\n\t{\n\t\tRotate 90\n\t\tBlend \"#FF641E\", 1.0\n\t}\n}\n\nSprite CLODE0F0, 128, 128\n{\n\tOffset 64, 64\n\tPatch CLOUD_01, 0, 0\n\t{\n\t\tRotate 180\n\t\tBlend \"#AA3214\", 1.0\n\t}\n}\n\nSprite CLODG0H0, 128, 128\n{\n\tOffset 64, 64\n\tPatch CLOUD_01, 0, 0\n\t{\n\t\tFlipY\n\t\tBlend \"#FF280A\", 1.0\n\t}\n}\n\nSprite SNCFA0B0, 128, 128\n{\n\tOffset 64, 64\n\tPatch CLOUD_01, 0, 0\n\t{\n\t\tBlend \"#FF3705\", 1.0\n\t}\n}\n\nSprite SNCFC0D0, 128, 128\n{\n\tOffset 64, 64\n\tPatch FLAME_01, 0, 0\n\t{\n\t\tRotate 90\n\t\tBlend \"#FF501E\", 1.0\n\t}\n}\n\nSprite SNCFE0F0, 128, 128\n{\n\tOffset 64, 64\n\tPatch FLAME_01, 0, 0\n\t{\n\t\tRotate 180\n\t\tBlend \"#BE4614\", 1.0\n\t}\n}\n\nSprite SNCFG0H0, 128, 128\n{\n\tOffset 64, 64\n\tPatch CLOUD_01, 0, 0\n\t{\n\t\tFlipY\n\t\tBlend \"#FF5A0A\", 1.0\n\t}\n}\n\nSprite EMBRA0B0, 256, 256\n{\n\tOffset 128, 128\n\tPatch EMBER_01, 0, 0\n\t{\n\t\tBlend \"#FF7814\", 1.0\n\t}\n}\n\nSprite EMBRC0D0, 256, 256\n{\n\tOffset 128, 128\n\tPatch EMBER_01, 0, 0\n\t{\n\t\tBlend \"#FF461E\", 1.0\n\t\tStyle Add\n\t}\n\tPatch EMBER_01, 0, 0\n\t{\n\t\tBlend \"#FF4B3C\", 1.0\n\t\tStyle Add\n\t}\n}\n\nSprite EMBRE0F0, 256, 256\n{\n\tOffset 128, 128\n\tPatch EMBER_01, 0, 0\n\t{\n\t\tBlend \"#FF3C1E\", 1.0\n\t\tStyle Add\n\t}\n\tPatch EMBER_01, 0, 0\n\t{\n\t\tBlend \"#FF4B3C\", 1.0\n\t\tStyle Add\n\t}\n}\n\nTexture DOC1, 128, 128\n{\n\tPatch AG128_1, 0, 0\n\tPatch AG128_1, 64, 0\n}\n\n// End of texture definitions"
      },
      {
        "source": "pk3",
        "name": "BADASSES.txt",
        "contents": "#include \"zcommon.acs\"\n#library \"BADASSES\"\n\nbool is_mon_music_playing = false;\nbool is_mon_int_music_playing = false;\n\n//monster music start\nScript 5432( int mNum ) CLIENTSIDE\n{\n    Delay( 1 );\n\n    if (GetCvar(\"tibdoom_badassmusic\") && !is_mon_music_playing && !is_mon_int_music_playing)\n    {\n        SetMusic( StrParam(s:\"D_BADASS\", i:mNum), 0 );\n        is_mon_music_playing = true;\n    }\n}\n\n//monster music stop\nScript 5433( void ) CLIENTSIDE\n{\n    if (GetCvar(\"tibdoom_badassmusic\")) {\n        SetMusic( \"*\", 0 );\n        is_mon_music_playing = false;\n    }\n}"
      }
    ]
  },
  "maps": []
}

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