HXRTC Project v5.0u4 (UPDATED 13 mar 2017)

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HXRTC Project v5.0u4 (UPDATED 13 mar 2017)

Postby Hexereticdoom » Mon Mar 09, 2015 12:34 pm

Image

PLAYTHROUGH (Video by Rallinth, playing and commenting about HXRTC Project v4.7 SE):



SCREENSHOTS (MOST OF THEM OUTDATED):
Spoiler:


HXRTC Project v5.0u4 compressed zip file includes the following:

    - HXRTC Project v5.0u4 main file (contains all and each one of the basic things to play, including a special version of the HXRTC HUD);
    - JPHUD HealthBar v3 (optional, but useful addon that allows to see the HP enemies you aim with your weapon).
    - JP Special Powers 3-in-1 v1 (*) (optional addon for giving the player some special abilities like using a Grappling Hook for climbing unreachable heights or overcoming deep chasms, or being able to use a Double Jump and/or a Hovering effect for floating briefly in the air).
    - HXRTC No Smoke SFX v1 (a small optional addon for disabling several smoke cloud effects in the mod; if your computer is a bit old and/or slow, you may try this one for increasing the global performance of the game).

(*): Created from original addons by JPalomo (see this forum thread for more info).

DESCRIPTION

The HXRTC Project is an addon for exclusive use with Doom & Doom 2 games, that means it won't work correctly with Heretic, Hexen or Strife games. However, it's fully compatible with many classic custom Doom megawads that don't alter the gameplay, monsters and/or weapons in a critic way. (For example, megawads using special definitions through DEHACKED lumps, unless a patch for them is created). You'll be able to play with HXRTC Project addon with megawads like Alien Vendetta, Community Chest series, Hell Revealed, Icarus, Memento Mori, Scythe, etc. Also you can use it with some auto-generated wads or megawads by Oblige or Obhack tools, so the fun can be almost endless!

WHAT CAN BE EXACTLY FOUND HERE?

Well, as presumably and like many other existing mods, it adds plenty new things and features respect from the classic Doom. In fact, it has a huge bunch of new monsters (around 40-50 enemy types at the moment, taken from several sources and customized specially for the mod), a large weapons arsenal (more than 30, including dual-wield modes) with also plenty of new items and new ammo types, and some exclusive abilities (in this mod the player has a bit more walk/run speed, can jump higher, has more health and armor capacity, and can enter in a 'rage-stage' if receives enough damage from enemies, doubling this way his attack power). Furthermore the monsters, weapons, ammo and items are totally randomized from one game to another, making player progress easier or tougher depending on map conditions and/or his luck.

In general terms, monsters are a bit harder in this mod than in classic Doom, but also the player weapons are quite more powerful than classic ones. Player starting weapon is a special pistol named Z-Gun, which has infinite ammo, but it's globally weaker than the rest of weapons, so like in Hexen game, it's better using it at first on weak enemies and save collected ammo for harder foes in latter levels. Also, some monsters have some special resistances depending of their nature elements (fire, ice, stone, poison) so also some weapons can be less effective versus them than other ones. (More details in the mod's Help Screen!)

Killed enemies can drop (apart from weapons, ammo and/or items) coins and special treasures, which can be collected for increasing player's funds with the possibility of investing them buying some basic elements from Trade Shop Droids (special units spawned randomly in levels) like weapons, ammo & health refills, armors, special items, etc. There is also the possibility of meeting some special powerful allies to help you killing enemy hordes. Big bosses (Cybies and SM types I mean) will release a special prize for defeating them, a Mistery Box that can hide a lot of precious items or a nasty surprise, depending of your luck.

So well, all those features (and some more not detailed here) can be encountered in the mod, so if you're curious and want to discover yourself the rest of them, I recommend to download it and play it. Hope it will be a good and fun Doom experience for you! :wink:

IMPORTANT NOTE: If you're experiencing some problems executing HXRTC Project addon with your current GZDoom or QZDoom version, please check for a more recent version in their webpages, development versions are often recommended:

http://devbuilds.drdteam.org/gzdoom

http://devbuilds.drdteam.org/qzdoom

HOT TIP: If you are a GZDoom user and you own a good/newer computer, you should load also the LIGHTS.PK3 and BRIGHTMAPS.PK3 files provided in GZDoom's main folder for a better experience in game. For example, HXRTC Project includes a lot of new dynamic light definitions, but if you don't load the basic LIGHTS.PK3 within the mod, some of them may get missing. On the other hand, if your computer is quite old and/or slow, deactivating use of dynamic lights through GZDoom's options menu could be a good idea for increasing global game performance.

If you are using the JPHUD HealthBar for first time and having strange screen issues, you should go to GZDoom's Main Menu > Options > HUD Options > JP HealthBar Option and scale the health bar resolution conveniently to your actual screen size.

This Doom project has been created mainly from arranged & fixed versions of WEAPONS OF SATURN weapon mod and DOOM MONSTER RANDOMIZER monster mod, along with lots and lots of edited extra elements (most of them from Realm667 website) and some other additional random generators/spawners coded by me, for making your oddisey through Doom a bit different from one game to another.

By the way, the HXRTC Project has been created from multiple sources just and only for fun. So don't think bad, I'm absolutely not earning any money from it in any way, not even in the hosting and downloading file action. Just please enjoy and play, OK?

ABOUT THE HUD: From version 4.0, the HXRTC HUD for HXRTC Project is now fully integrated into the mod's main file, so it's no longer necessary loading it separately on GZDoom. For showing the HUD correctly, you must set in Display Options a screensize of 11 and turn off the alternative HUD. On the other hand, if you find the size of the HUD is too small, you should open GZDoom/QZDoom console and input the following command:

Code: Select allExpand view
HUD_SCALE 1


Alternatively, you can also turn on the Stretch Fullscreen HUD option in the GZDoom/QZDoom HUD options menu.

CREDITS LIST (MAY BE INCOMPLETE):
Spoiler:


EXTRA: Here it is the Optional Addons Pack, a small collection of addons created by several ZDoom forum users. They're distributed as-is, without any modification and they are fully compatible with HXRTC Project (and maybe with many Doom mods out there).

The Optional Addons Pack include the following files:

    - CROSSHAIRS (Original author: Mauricio Rocks) Contains an awesome crosshairs collection. Which one is your favourite?
    - DARK DOOM LITE (V1 & V2) (Original author: SidDoyle) Helps to create a more tetric and obscure atmosphere in most Doom level maps.
    - DROPLETS (V13 & V14) (Original author: SidDoyle) More gore, more! Splats a lot of blood from enemies (and also from player). Compatible with custom blood colors.
    - FLASHLIGHT (V1 & V2) (Original author: The Zombie Killer) A beam flashlight, very useful for illuminating dark zones. (Night Vision Goggles are soooo scarce, aren't they?)
    - FOOTSTEPS (V4 & V5) (Original author: The Zombie Killer) Now you'll hear your own footstep sounds when walking or running!
    - REGEN (Original author: Sr69Mm-jC) A highly customizable regeneration mode for your player's health.
    - QUAKETILT (Original authors: Nash & Ral22) Quake-style view tilting. A cool effect for your movements, try it!
    - REALAIM (Original author: SidDoyle) Realistic aiming inertia. (Beware, maybe it can provoke you dizziness!)
    - AMBIENCE PACK & INTERTEXTEXP (Original author: Hellstorm Archon) Replaces standard Doom background music with a compilation of tetric and sinister ambience soundtracks, ala Silent Hill saga style. Includes also alternative intermission texts. A very recommended combination, specially using it with Dark Doom and Flashlight addons! :)


DOWNLOAD PAGE (MODDB)

ALTERNATIVE MIRROR (MEDIAFIRE)

OPTIONAL ADDONS PACK (UPDATED)



Hope you have fun with the HXRTC Project mod. Enjoy and have a nice Doomsday! 8-)
Last edited by Hexereticdoom on Sun Mar 12, 2017 7:01 pm, edited 76 times in total.
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Re: HXRTC Ultimate Pack 1.1

Postby mamaluigisbagel » Mon Mar 09, 2015 3:26 pm

for a while, I thought you had disappeared. Glad to see your back, and with this add-on :D Using it immediately.
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Re: HXRTC Ultimate Pack 1.1

Postby -Ghost- » Wed Mar 11, 2015 12:02 am

Nice, glad to see you're still working on this. I've played through it a bit with Doom 1 and 2, and to be honest it feels too easy at the moment. I'll have to try it out with some harder mapsets to confirm, but for the most part I was running around with 200+ HP and armor for the majority of each level. You might need to just throw some tougher monsters in there, or maybe bring the default HP cap to 150 or 125 or something.

Also when I use the JPHUD addon I get weird colored artifacting/numbers across my screen, like it's trying to work but something isn't loading.
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Re: HXRTC Ultimate Pack 1.1

Postby RikohZX » Wed Mar 11, 2015 12:26 am

-Ghost- wrote:Nice, glad to see you're still working on this. I've played through it a bit with Doom 1 and 2, and to be honest it feels too easy at the moment. I'll have to try it out with some harder mapsets to confirm, but for the most part I was running around with 200+ HP and armor for the majority of each level. You might need to just throw some tougher monsters in there, or maybe bring the default HP cap to 150 or 125 or something.

Also when I use the JPHUD addon I get weird colored artifacting/numbers across my screen, like it's trying to work but something isn't loading.

I think it's moreso the JPHUD being broken, it looks like enemy health bars that are scaling to the size of the entire screen inexplicably.
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Re: HXRTC Ultimate Pack 1.1

Postby -Ghost- » Wed Mar 11, 2015 1:14 am

Yeah, that might be it, now that I look at how the HP bar is supposed to look in the OP pic.
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Re: HXRTC Ultimate Pack 1.1

Postby The Thing Thing » Wed Mar 11, 2015 5:43 am

Here is my opinion on the mod and what i love about the mod.

The mod is very awesome and it provides a decent challenge

I Absolutely love the Health system in this with the stackable health system, Now i don't need to worry about wasting a perfectly good megasphere/soulsphere by accidentally running over it because it adds it's bonuses to my health going from 400+ to 500-600+ HP which is needed when playing maps with with OP monsters and rooms with a F**kton of powerful enemies.

The Normal health cap of 200 works well considering that with the monster randomizer some of the enemies in that class may be more powerful than the other example ( Imp = stoneimp and that imp that fires baron balls) (demon/pinky = IceDemon/Stonedemon which when they die they can still hurt you with the stone/ice shards).

I also find it pretty awesome but mildly irritating to find ammo boxes/health bonuses/medkits/berserk kits empty or used just to make it a little more difficult

my only gripe about the mod is that the shotgun ammo limit is a bit high 200-400 but that could be fixed by putting in a Automatic Shotgun or something to balance out the high ammo cap and the ice demon spreading Damaging ice shards after dying (especially in a small corridor)

And How to utilize the JPHUD { Main Menu > Options > Hud Options > JP health bar option > scale the health bar to your preference}

Overall i found this mod to be very enjoyable and Innovative (9.9/10) :D
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Re: HXRTC Ultimate Pack 1.1

Postby FreddBoy » Wed Mar 11, 2015 11:25 am

Im having an error when using 7-zip to extract the files, saying its an "unsupported compression method".

Any idea on whats wrong?
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Re: HXRTC Ultimate Pack 1.1

Postby Captain J » Wed Mar 11, 2015 12:12 pm

nice mod, those new monsters are giving me a extreme killing spree so far! but i had some issues;

-first off, player's health is too much, don't you think? i mean, the difficulty is increased because of those new monsters. but that doesn't mean it's unplayable without a lot of health amount at the beginning.

-second, HB addon is pretty makes my hud funny, check this out;
Spoiler:
and yes, i set my video setting into a opengl and run it with 1.9 version of gzdoom. what's wrong?

-and lastly, the player goes way too fast. unlike the vanilla speed, he sure running with speed of sound.

well, is first and last one was used to be in the original mod? because i can't remember it.
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Re: HXRTC Ultimate Pack 1.1

Postby -Ghost- » Wed Mar 11, 2015 12:26 pm

The Thing Thing wrote:Here is my opinion on the mod and what i love about the mod.

The mod is very awesome and it provides a decent challenge

I Absolutely love the Health system in this with the stackable health system, Now i don't need to worry about wasting a perfectly good megasphere/soulsphere by accidentally running over it because it adds it's bonuses to my health going from 400+ to 500-600+ HP which is needed when playing maps with with OP monsters and rooms with a F**kton of powerful enemies.

The Normal health cap of 200 works well considering that with the monster randomizer some of the enemies in that class may be more powerful than the other example ( Imp = stoneimp and that imp that fires baron balls) (demon/pinky = IceDemon/Stonedemon which when they die they can still hurt you with the stone/ice shards).

I also find it pretty awesome but mildly irritating to find ammo boxes/health bonuses/medkits/berserk kits empty or used just to make it a little more difficult

my only gripe about the mod is that the shotgun ammo limit is a bit high 200-400 but that could be fixed by putting in a Automatic Shotgun or something to balance out the high ammo cap and the ice demon spreading Damaging ice shards after dying (especially in a small corridor)

And How to utilize the JPHUD { Main Menu > Options > Hud Options > JP health bar option > scale the health bar to your preference}

Overall i found this mod to be very enjoyable and Innovative (9.9/10) :D


Thanks for the heads up on the HUD. I went into the options and set my x and y scaled resolutions at 500.0 and it seems to have fixed it. I'm running at 1600x900 at the moment.

I agree with CJ too that the stat buffs are a bit too much, like the extra speed, and I think possible extra jump height? I like that they're there, but I think a better way to implement them would be finding items that give you permanent stat bonuses. Like a health item that boosts your max HP by a few points at a time, same for armor or ammo caps or speed. That way you can still get that edge, but not all at once.
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Re: HXRTC Ultimate Pack 1.1

Postby Captain J » Wed Mar 11, 2015 12:46 pm

oh, and another issues; i think the massive numbers of stone and ice shards that comes from different pinkies when they dies are pretty pain in the butt to dodge or take them. especially when you have to fight with pinkies and spectres without covers or in small rooms like on the gauntlet from doom 2, they just flies all around and faster like they are on zero gravity and hurts me a lot. and i know having the large amounts of health or heavy armor covers me a lot from those. but if you are on low health or no armor, game over, man.

and what about the empty and broken items that spawned in every place? items should be need to help the player, not being useless. and i understood if those items are pretty overwhelming to make the game easy, but hell, we already have 200 health, after all.
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Re: HXRTC Ultimate Pack 1.1

Postby blackfish » Wed Mar 11, 2015 10:27 pm

This was pretty fun to play with Oblige just now. It would be nice for a gameplay option to disable the "broken medikits", as that could really hurt vanilla wad gameplay.
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Re: HXRTC Ultimate Pack 1.1

Postby TiberiumSoul » Fri Mar 13, 2015 1:33 pm

could you put a mirror link on dropbox for those of us who cant access ModDB
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Re: HXRTC Ultimate Pack 1.1

Postby Hexereticdoom » Mon Mar 16, 2015 2:29 pm

Wow, it's time again for some multi-quoting... :ugeek:

@mamaluigisbagel: Not disappeared, just quite busy with routine stuff, that's all... Enjoy the HXRTC Pack! :wink:

@-Ghost- & @Captain J: Well, I might say the H-Pack is more focused to play with harder megawads & levels than the classic ID's. For these last ones, if you find them too easy, it could be desirable to play them at hardest skills, or even better, using the Brutalized Doom 1 & 2 addons, for a more intense challenge.

About the player states, I buffed some of them (like the run speed and jumping) a bit for balancing some things, apart from little personal preferences. In H-Pack, Doomguy is stronger and more 'athletic', but on the other hand has to confront with a more varied & dangerous fauna, and also some strategy is required to survive, so if you're in an ambush situation, specially with a pinky & cousins group, you have time to run out of them faster. And if they chase you in a wall, you can still jump over them to escape and search a safe place. But, anyway, I'm actually thinking about these type of situations; perhaps in a future release I make the Hell Warrior's shield to be collectable and make a type of "defensive weapon", but first I have to think how to implement it...

@The Thing Thing: Thanks for your extended feedback! Glad you like the H-Pack in general. :thumb:

As you could see, the health system is somewhat inherited from Brutal Doom, but with some major changes, as you described them. But that stackable health advantage must also have a counterpart as a balance, that's where the 'wasted items' makes their move, forcing you sometimes to change your strategy through levels. And respect from the shell ammo capacity, will be more balanced when next revision of H-Pack, because it will include a new weapon, a Quad Shotgun. You'll waste more ammo then unlike with the standard Coach Gun!

By the way, I forgot to detail the JP Health Bar addon tweaking for resolve those screen issues, I'll update the first post info soon!

@FreddBoy: Quite strange, perhaps your downloaded file must be corrupted or must be a problem with your file compression program. Have you tried to extract it with another one? :?:

@blackfish: Yeah, Oblige can be also an interesting way to play with H-Pack! About the option to disable wasted items... Would it require the use of ACS? Because my knowledge of it is pretty null, as yet I've only worked with Decorate codings...

@TiberiumSoul: OK, sorry for the inconvenience, by the way I'm gonna upload inminently the 1.2 release and I'll provide all of you an alternative link! (I'm not a Dropbox user, hope Mediafire works also for you).
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Re: (UPDATED!) HXRTC Ultimate Pack 1.2

Postby Hexereticdoom » Mon Mar 16, 2015 3:49 pm

New release uploaded, please check first post!

This one includes some major changes, for example: the old Coach Shotgun has been replaced by a more powerful Quad Shotgun; included fierce bloodhounds as a new enemy type for levels with Wolfenstein nazi soldiers, and included some new SFX for doors, elevators and other stuff! :3:

Keep having fun... :plasma: :rocket:
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Re: (UPDATED!) HXRTC Ultimate Pack 1.2

Postby Patriot1776 » Tue Mar 17, 2015 10:58 am

Haven't played 1.2 yet, but from 1.1, the biggest most annoying problem from my view has been the stone demons and ice demons and their shards that can take a major bite outta your health when they die if you are in a very close/confined space with them or have no room to maneuver. Required-to-finish-level traps that put a bunch of demons around you the instant you pickup a berserk pack are practically impossible to survive when you have no armor and don't have less than 300 health, and playing at the higher difficulties you recommend, its very likely often you'll be in that condition when you come across such traps. Nerfing the ice/stone demon shards a little may need to be looked at if its not been done already in 1.2. Yes, they'll become a little less dangerous, but with the preference of mapmakers to throw bull demons/spectres at you in huge packs at times, they become now disproportionately dangerous, especially in compared with the other nastier baddies.
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