Hard-Doom v8.3.1 - Updated 10/15/18

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Faerlyn
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Joined: Tue Dec 31, 2013 5:40 pm

Re: Hard-Doom v7 - Updated 1/18/16

Post by Faerlyn »

Version 7 is released!
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Faerlyn
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Re: Hard-Doom v7.1 - Updated 9/30/16

Post by Faerlyn »

Version 7.1 is released! This release will require Zandronum 3.0 if you wish to play online with that port.
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Trusty McLegit
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Re: Hard-Doom v7.1 - Updated 9/30/16

Post by Trusty McLegit »

Sweet mod! One thing I noticed though was when you altfire the sonic railgun, there is one misaligned frame of animation way off to the left. Also, I really like that HUD! If you have time, I would really love a standalone version.
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BFG
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Re: Hard-Doom v7.1 - Updated 9/30/16

Post by BFG »

glad to see this back, did you take over from Aerial and Ghastly (the original creators)?
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Faerlyn
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Re: Hard-Doom v7.1 - Updated 9/30/16

Post by Faerlyn »

Trusty McLegit wrote:Sweet mod! One thing I noticed though was when you altfire the sonic railgun, there is one misaligned frame of animation way off to the left. Also, I really like that HUD! If you have time, I would really love a standalone version.
That is strange! Alt-fire for me seems to be fine without any sprites looking wonky. Care to show me what you mean somehow? Also I can make a standalone version of the HUD for you sometime this weekend unless someone else wants to do it for you.
BFG wrote:glad to see this back, did you take over from Aerial and Ghastly (the original creators)?
I am Aerial. I just went back to using the name "Faerlyn" years ago to avoid confusion with the Aerial from ZDaemon.
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Cryomundus
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Re: Hard-Doom v7.1 - Updated 9/30/16

Post by Cryomundus »

It's hard to catch, but I think it happens in like the 1-2 seconds into the video, a sprite pops up on the left for a brief second.
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NullWire
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Re: Hard-Doom v7.1 - Updated 9/30/16

Post by NullWire »

http://imgur.com/LgL0aWQ I hope this can be useful, I forgot to add some monsters from project smx
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Faerlyn
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Re: Hard-Doom v7.1 - Updated 9/30/16

Post by Faerlyn »

I've actually managed to find the cause of this. I noticed that it isn't happening in ZDoom or Zandronum. However on GZDoom the "Rendering Interpolation" option is causing the bug. In GZDoom 2.1.1 and prior the issue doesn't happen however (which was the latest version when I did the smooth Sonic Rail). I'm not actually sure how I could fix this or if I even can. :?
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Trusty McLegit
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Re: Hard-Doom v7.1 - Updated 9/30/16

Post by Trusty McLegit »

That's really strange...
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Faerlyn
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Re: Hard-Doom v7.1 - Updated 9/30/16

Post by Faerlyn »

Here is a nice video that Sompi made of Scythe Map11 with Hard Doom v7.1! :biggrin:
Spoiler:
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Faerlyn
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Re: Hard-Doom v8 - Updated 7/10/17

Post by Faerlyn »

Version 8 is released! Check the main post for links and details.
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dljosef
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Re: Hard-Doom v8 - Updated 7/10/17

Post by dljosef »

And here's my updated bestiary for Hard Doom, to coincide with V8.
Spoiler:
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Dr_Cosmobyte
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Re: Hard-Doom v8 - Updated 7/10/17

Post by Dr_Cosmobyte »

1. Removed the Shotgun and shells from player start. Time for real pistol starting. :)
Nooooo, that's one of the things i liked most about this. :(
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Faerlyn
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Re: Hard-Doom v8 - Updated 7/10/17

Post by Faerlyn »

dljosef wrote:And here's my updated bestiary for Hard Doom, to coincide with V8.
Thanks a bunch for that! I was too lazy to update the text file for v8 within the mod itself. I added it to the main post I hope that is ok with you.
GAA1992 wrote:Nooooo, that's one of the things i liked most about this. :(
Should give it a try! In most cases shotgun starting isn't required anymore. Most maps usually put a weapon near the start or Shotgunners which you will now drop the shotgun from.
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