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

Posted: Tue Jan 19, 2016 2:13 am
by Faerlyn
Version 7 is released!

Re: Hard-Doom v7.1 - Updated 9/30/16

Posted: Fri Sep 30, 2016 10:52 am
by Faerlyn
Version 7.1 is released! This release will require Zandronum 3.0 if you wish to play online with that port.

Re: Hard-Doom v7.1 - Updated 9/30/16

Posted: Fri Sep 30, 2016 12:27 pm
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.

Re: Hard-Doom v7.1 - Updated 9/30/16

Posted: Fri Sep 30, 2016 1:16 pm
by BFG
glad to see this back, did you take over from Aerial and Ghastly (the original creators)?

Re: Hard-Doom v7.1 - Updated 9/30/16

Posted: Fri Sep 30, 2016 1:37 pm
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.

Re: Hard-Doom v7.1 - Updated 9/30/16

Posted: Fri Sep 30, 2016 4:13 pm
by Trusty McLegit

Re: Hard-Doom v7.1 - Updated 9/30/16

Posted: Fri Sep 30, 2016 4:50 pm
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.

Re: Hard-Doom v7.1 - Updated 9/30/16

Posted: Fri Sep 30, 2016 8:05 pm
by NullWire
http://imgur.com/LgL0aWQ I hope this can be useful, I forgot to add some monsters from project smx

Re: Hard-Doom v7.1 - Updated 9/30/16

Posted: Sat Oct 01, 2016 11:42 am
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. :?

Re: Hard-Doom v7.1 - Updated 9/30/16

Posted: Sat Oct 01, 2016 12:07 pm
by Trusty McLegit
That's really strange...

Re: Hard-Doom v7.1 - Updated 9/30/16

Posted: Sun Nov 06, 2016 1:46 pm
by Faerlyn
Here is a nice video that Sompi made of Scythe Map11 with Hard Doom v7.1! :biggrin:
Spoiler:

Re: Hard-Doom v8 - Updated 7/10/17

Posted: Mon Jul 10, 2017 2:58 am
by Faerlyn
Version 8 is released! Check the main post for links and details.

Re: Hard-Doom v8 - Updated 7/10/17

Posted: Tue Jul 11, 2017 12:44 pm
by dljosef
And here's my updated bestiary for Hard Doom, to coincide with V8.
Spoiler:

Re: Hard-Doom v8 - Updated 7/10/17

Posted: Tue Jul 11, 2017 12:56 pm
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. :(

Re: Hard-Doom v8 - Updated 7/10/17

Posted: Tue Jul 11, 2017 2:54 pm
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.