HXRTC Project Golden Edition Plus R10 (7 Jul 2022)

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Re: HXRTC Project v3.0 (Formerly known as HXRTC Pack)

Postby Hexereticdoom » Mon Jan 04, 2016 2:50 pm

-Ghost- wrote:I haven't played much yet, though I've noticed my reload button isn't working. I just updated to the latest SVN of GzDoom and HXRTC 3.0 and while I still auto-reload if I empty the gun, I can't hit R to manually reload. Is this something on my end?

Right, I've already noted that issue with the pre-1523 build... Try with some previous one, for example pre-1486 works OK with reloads.

jpalomo wrote:Oh no, not the girl scouts!

Don't be fooled by their name, these fiery tattoo-witches do not distribute cookie boxes, but fully-loads lead in player's butts... :mrgreen:
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Re: HXRTC Project v3.0 (Formerly known as HXRTC Pack)

Postby Miguel371xd » Mon Jan 04, 2016 3:18 pm

omg nice update :D
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Re: HXRTC Project v3.0 (Formerly known as HXRTC Pack)

Postby leodoom85 » Mon Jan 04, 2016 8:30 pm

I found a bug, it happens when you are in the exit area. First press the taunt button and before the taunt animation finish press the exit button, when the next level starts the taunt animation activates automatically and you cannot use any weapon not even use the taunt and the kick animation. I tested it in GZDoom 1.8.10.
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Re: HXRTC Project v3.0 (Formerly known as HXRTC Pack)

Postby Mister Neauxbauxdeay » Wed Jan 06, 2016 1:19 pm

On MAP13 of Doom 2 Unleashed aka Pcorf Community Project 1, pressing the exit switch that kills the hidden baphomet brain activator on the tanker does not trigger the level completion. I will do further tests to see if other level exits that kill a baphomet brain to finish the level might suffer from the same problem (i.e. MAP06 of Requiem, MAP16 of Vile Flesh, MAP08 of Scythe, etc).

Also, it's not unusual for me to amass and maintain 3000-5000 health in the course of a game on the "Danger is My Life!" skill level by purchasing soulspheres and berserk packs from the droids. Perhaps this calls for a cap on player HP total and/or similar balance measures?
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Re: HXRTC Project v3.0 (Formerly known as HXRTC Pack)

Postby LivingWithGames » Wed Jan 06, 2016 4:05 pm

I did also notice that too. And even if on that difficulty you may have chances to die, these Soulspheres make the game quite easy, considering the luck on the gems. Maybe RNG wise but, while a HP cap would be nice, I think making the spheres more expensive would be the idea. Makes you actually think if you should save money for more health or use it a bit for the guns you don't have yet.
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Re: HXRTC Project v3.0 (Formerly known as HXRTC Pack)

Postby Patriot1776 » Wed Jan 06, 2016 6:07 pm

Mister Neauxbauxdeay wrote:On MAP13 of Doom 2 Unleashed aka Pcorf Community Project 1, pressing the exit switch that kills the hidden baphomet brain activator on the tanker does not trigger the level completion. I will do further tests to see if other level exits that kill a baphomet brain to finish the level might suffer from the same problem (i.e. MAP06 of Requiem, MAP16 of Vile Flesh, MAP08 of Scythe, etc).

Also, it's not unusual for me to amass and maintain 3000-5000 health in the course of a game on the "Danger is My Life!" skill level by purchasing soulspheres and berserk packs from the droids. Perhaps this calls for a cap on player HP total and/or similar balance measures?


I can confirm to you that the bossbrain bug exists on MAP06: The Reactor of Requiem too. I had to stop my playthrough of Requiem at that point because of it and switch to another megawad.

On amassing several thousand points of health easily, I prefer the idea of making the various flavors of soulspheres FAR more expensive than they are currently, and possibly capping health at about 1000-1500. I'm on 'The Gateway' of Hellbound, have 2300+ health, and have a feeling I'm going to survive the end-of-level killexit that is supposed to force a pistol start on the next level, 'The Woods'. While doing so would be nice, that's not what the author of the wad intended.

EDIT: Yes, I did survive the exit of 'The Gateway', which is not intended. I think possibly amping up the damage and blast radius of the barrels is in order as well.
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Re: HXRTC Project v3.0 (Formerly known as HXRTC Pack)

Postby -Ghost- » Wed Jan 06, 2016 6:39 pm

If things are getting more expensive I think I'd prefer a few 0's to be knocked off the pickups. I'd rather have things based around tens and hundreds, wtth thousands or tens of thousands being really pricey, then having like half a million.
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Re: HXRTC Project v3.0 (Formerly known as HXRTC Pack)

Postby Patriot1776 » Wed Jan 06, 2016 8:49 pm

I would like to think that ammo purchases need to be toned down as well. As frequently as ammo refill droids show up, I think it would be better for them to offer to give you partial refills, like maybe 25%-33% per purchase, instead of complete refills, if cash is going to remain as ample as it is. Right now, and mind you I'm playing on normal difficulty, I'm running around with practically limitless ammo for all the bullet and shotgun weapons. Energy cells, venom bottles, and gasoil cans are really the only things I'm scrounging for once I get going good on a playthrough.
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Re: HXRTC Project v3.0 (Formerly known as HXRTC Pack)

Postby Silentdarkness12 » Thu Jan 07, 2016 9:03 am

Ammo refill droids?

I've yet to run into those.

Btw

SHOP YAAAYYYYY
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Re: HXRTC Project v3.0 (Formerly known as HXRTC Pack)

Postby Patriot1776 » Thu Jan 07, 2016 11:06 am

Well, the 'shops' are what I'm talking about. A lot of the times, at least on the normal skill level, a level will get filled up with lots of shops, and many of them sell you complete ammo refills for one class of weapon. With how plentiful money is at present, if you're stingy about what you buy and don't buy, you find you always have the cash needed to NEVER run low on almost ANY kind of normal, non-hellish ammo (e.g. bullets, shells, rockets, saws, and energy cells). Shop droids that spawn set to sell ammo I think could be tweaked to only give you say a third to half of the amount of ammo you can carry for the same current prices so that it becomes now more difficult to use the 'shop' droids to have an endless supply of said ammo types.

I do have another critique about the shops: they only tell you what they are selling the first time you bump into them, and they NEVER tell you again what they are selling. This becomes a problem when there are lots of them spawning and you do not need a lot of what they are selling. It would be a very good help if the HUD could be tweaked to where whenever your crosshair falls on a shop droid you've already checked out, the HUD informs you what the shop is offering, using the same kind of check that gives you the health of enemies. This would make it much, MUCH easier to know which shop droids you do not need to buy from to conserve your cash.
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Re: HXRTC Project v3.1 (Formerly known as HXRTC Pack)

Postby Hexereticdoom » Sun Jan 10, 2016 11:50 am

OK dudes, first of all I must say thanks a lot to all your feedback and bug reporting. Also, according to most of your suggestions, I have published an update of the mod in shape of version 3.1. There are been some significant changes to avoid map breaking and setting up some more balance in game; but also a couple of new features, now detailing them below:

- Changed the maximum player's Health: instead of previous 9999 HP max, it has been downsized to 2000 HP, for avoiding to make advanced WAD levels/maps too easy. The player's maximum Armour has also been fixed in a similar way.
- The monsters agressiveness factor has been arranged in all the 6 skill levels: lowest skills have got lesser agressiveness values, and highest ones have got greater ones (stablished on internal's (G)ZDoom MAPINFO, this should make the game more challengeable in higher skills).
- Possible map breaking fixes: reduced significantly the New BossBrain total health value. It seems he had too much in previous releases (from 666 HP to 240 HP). The explosive barrels damage and radius have also been increased (they were also a bit debuffed in previous versions). :!:
- Changes in Trade Store Droids behaviour: reduced a little the TSD spawning ratio so they'll appear a bit less frequently than before. Also, most of Healing and Special Items prices have been quite increased, and ammo refills are now fractional (1/2 ammo resupply with no Backpack, 1/4 ammo if you have got it).
- Changes in player's Rage Points feature: fixed a glitch that was happening when the player achieved the maximum RP and value not resetting to zero, if the player was not idle (firing, running, etc.) causing a non-intentional infinite RP resource. Also, the added invulnerability effect with max RP's Double Damage has been removed. (For trying this way to fix some WADs forced-pistol starts). :idea:
- New timed Powerup available: the Terror Mask! A quite rare item with a dark legend behind which reads: "Whoever becomes the carrier of this underworld skull shaped helmet, will cause panic and terror to all his/her/its oppositionists." So if you encounter one, use it to scare your enemies and kill them in an easier, funny way! :twisted:
- New Wolfenstein special treasures available! When you get in an ambiented-Wolf3D map/level (with Nazi Gunners and Bloodhounds) you'll be able to obtain occasionally some ancient, exclusive golden treasures like Crosses, Chalices, Chests and Crowns! They are quite rare but very valuable, so if you're lucky your wealth could raise the roof! (Unlike other standard treasures, they are also obtainable with Mistery Boxes, so go on and test your luck!)
- Some minor changes and other fixings.

(Updated also the HXRTC HUD to v5.1 for including compatibility with the new Terror Mask powerup.)

There are still some known bugs and problems like the ones that leodoom85 and Patriot1776 have reported; I'm still finding a way to try and solve them, so please be patient and I'll see if I can address them for good!

Please keep having fun, take care everyone... And have a nice Doomsday! 8-)
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Re: HXRTC Project v3.1 (Formerly known as HXRTC Pack)

Postby wolf00 » Sun Jan 10, 2016 3:37 pm

i playing inoence new technology epizode with hxrtc 3.0 , levels are flooded with shop boys [always blocking my way] , for me one or two shop droid's is enough for level ...
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Re: HXRTC Project v3.1 (Formerly known as HXRTC Pack)

Postby Mister Neauxbauxdeay » Mon Jan 11, 2016 5:26 pm

The fix to the bossbrain death issue that I previously mentioned worked for the case of Requiem, but not for Map13 of Doom 2 Unleashed/Pcorf Community Project. After having seen this, I researched how specifically the level's exit switch killed the bossbrain via noclip/degreelessness and discovered that the failure of the exit mechanism had to do with the fact that the bossbrain's exit trigger was broken as a result of it being crushed into a puddle of blood on the floor before it could trigger its level-ending explosion. Trying the same in vanilla Doom 2 setup did not suffer from this same issue, since the bossbrain still stood intact by the time it got killed.
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Re: HXRTC Project v3.1 (Formerly known as HXRTC Pack)

Postby leodoom85 » Mon Jan 11, 2016 7:08 pm

I have a problem with one of the trades, when a droid trades the terror mask it gave me a invisibility powerup. I don't know if it's a bug or the creator did it on purpose :( lol.
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Re: HXRTC Project v3.1a (Formerly known as HXRTC Pack)

Postby Hexereticdoom » Tue Jan 12, 2016 1:54 pm

Published a hotfix update (v3.1a) for removing some serious bugs encountered in most recent release, please download again the mod file ASAP! :!:

wolf00 wrote:i playing inoence new technology epizode with hxrtc 3.0 , levels are flooded with shop boys [always blocking my way] , for me one or two shop droid's is enough for level ...

Please try with v3.1, the spawning rate of Trade Store Droids is lower than in 3.0.

(Anyway, each TSD can only block your way once, if you talk with them they become not-solid for avoiding the player got stuck on narrow halls, for example).

Mister Neauxbauxdeay wrote:The fix to the bossbrain death issue that I previously mentioned worked for the case of Requiem, but not for Map13 of Doom 2 Unleashed/Pcorf Community Project. After having seen this, I researched how specifically the level's exit switch killed the bossbrain via noclip/degreelessness and discovered that the failure of the exit mechanism had to do with the fact that the bossbrain's exit trigger was broken as a result of it being crushed into a puddle of blood on the floor before it could trigger its level-ending explosion. Trying the same in vanilla Doom 2 setup did not suffer from this same issue, since the bossbrain still stood intact by the time it got killed.

Added a DONTGIB flag to the New BossBrain Decorate lump, please check and try again!

(And if that doesn't resolve the issue, I'll have to eliminate the special lump on next release...) :|

leodoom85 wrote:I have a problem with one of the trades, when a droid trades the terror mask it gave me a invisibility powerup. I don't know if it's a bug or the creator did it on purpose :( lol.

My fault. A Copy-Paste mistype was causing the problem... Fixed in v3.1a!
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