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

PostPosted: Tue Jul 11, 2017 3:04 pm
by dljosef
That's definitely fine. I definitely like the new additions of the new pistol zombies and faceless shotgunners.

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

PostPosted: Tue Jul 11, 2017 3:44 pm
by Dr_Cosmobyte
I understand you. Doom is plenty of shotgun drops, because is one of the most reliable weapons in the game. And i won't ask you to put it back.

I actually liked the shotgun start because, well, you're playing something with "HARD" on the name, and instead of a pistol you started with a shotgun. That surely meant there was some freaky dicky shit going on :p

Keep on the good job, imma downloading v8 now!

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

PostPosted: Thu Jul 13, 2017 5:28 pm
by Faerlyn
GAA1992 wrote:I understand you. Doom is plenty of shotgun drops, because is one of the most reliable weapons in the game. And i won't ask you to put it back.

I actually liked the shotgun start because, well, you're playing something with "HARD" on the name, and instead of a pistol you started with a shotgun. That surely meant there was some freaky dicky shit going on :p

I actually plan to make a custom cvar for v8.1. It will be for shotgun starting but default to off. This way people that enjoy the old shotgun starting can do so. :)

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

PostPosted: Thu Jul 13, 2017 5:40 pm
by dljosef
Come to think of it, speaking of bestiaries, I'm thinking of writing one for Colourful Hell as well.

Btw, I definitely don't mind the balanced enemy spawns. The chance to find a quad shotty early in a full megawad run can really make some levels easier. (If you don't use those megawads that have some slaughter levels in them, that is)

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

PostPosted: Thu Jul 13, 2017 9:51 pm
by Untitled
Faerlyn wrote:
GAA1992 wrote:I understand you. Doom is plenty of shotgun drops, because is one of the most reliable weapons in the game. And i won't ask you to put it back.

I actually liked the shotgun start because, well, you're playing something with "HARD" on the name, and instead of a pistol you started with a shotgun. That surely meant there was some freaky dicky shit going on :p

I actually plan to make a custom cvar for v8.1. It will be for shotgun starting but default to off. This way people that enjoy the old shotgun starting can do so. :)


You don't need to make a custom CVar for it - sv_shotgunstart is already an existing CVar, and it should be used instead (just remember to make an ACS script that removes "Shotgun" and then gives you "Shotgun~"

While we're at it, would it be possible to make a CVar to make SSG Zombies drop said SSG? It'd be really nice.

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

PostPosted: Fri Jul 14, 2017 1:09 am
by Faerlyn
Untitled wrote:You don't need to make a custom CVar for it - sv_shotgunstart is already an existing CVar, and it should be used instead (just remember to make an ACS script that removes "Shotgun" and then gives you "Shotgun~"

While we're at it, would it be possible to make a CVar to make SSG Zombies drop said SSG? It'd be really nice.

Ahh right! I didn't think of using ACS to just make the sv_shotgunstart cvar work properly in HD. Also I was discussing a custom cvar for SSG drops from zombies earlier with Ghastly and it is indeed planned for the next release.

Re: Hard-Doom v8.1 - Updated 10/8/17

PostPosted: Sun Oct 08, 2017 7:35 pm
by Faerlyn
Version 8.1 is released! Check the main post for links and details.

Re: Hard-Doom v8.1.1 - Updated 2/18/18

PostPosted: Sun Feb 18, 2018 7:42 pm
by Faerlyn
Version 8.1.1 has been released. It's a pretty small update check the main post for details.

Re: Hard-Doom v8.2 - Updated 3/14/18

PostPosted: Wed Mar 14, 2018 9:42 pm
by Faerlyn
Updated to v8.2! Check the main post for links and details.

Edit: Had to removed the coop-mthru CVAR due to desync issues in Zandronum. Current version is now v8.2f!

Re: Hard-Doom v8.2 - Updated 3/14/18

PostPosted: Thu Mar 15, 2018 8:08 am
by Doomenator
Spoiler:

Re: Hard-Doom v8.3 - Updated 5/7/18

PostPosted: Mon May 07, 2018 7:22 pm
by Faerlyn
Updated to version 8.3! 8-)

Re: Hard-Doom v8.3 - Updated 5/7/18

PostPosted: Sat Jun 30, 2018 1:28 pm
by MaxRideWizardLord
Can you please release unnerfed monster pack without guns and other items, please? So that it can be used with mods like Guncaster, Wrath of Cronos and many others gameplay mods. Just please give back all the monsters original damage and abilities, like Pyrodemon his famous teleport which made him to be who he is.

Re: Hard-Doom v8.3 - Updated 5/7/18

PostPosted: Sun Jul 01, 2018 7:22 am
by Untitled
I actually PM'd Faerlyn with a request for a "Hard-Doom-Lite", which would be a version with none of the weapons/items for exactly the purpose of mod compatibility - the message was never answered.

Fae also hasn't posted on the forums at all since May 07th, 2018 (the "Updated to version 8.3!" post).

Re: Hard-Doom v8.3 - Updated 5/7/18

PostPosted: Sun Jul 22, 2018 4:33 pm
by Faerlyn
I plan to do a "Lite" version eventually. I just haven't yet due to loosing interest in Doom.

Edit: Added a "Lite" version to the main post. Figured it was easy enough to just make today quickly. 8-)

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

PostPosted: Mon Oct 15, 2018 7:25 pm
by Faerlyn
Updated to version 8.3.1! This release also includes an updated Lite version. Nothing major (unless you like fast monsters?) just some small fixes to things that were bugging me.