
Hellrider v0.9c - Swift Demon Killing! (28-04-21)
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Ferretmanjcdenton
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Re: Hellrider v0.9 - Swift Demon Killing!
Version 0.8 works perfectly but 0.9 is broken for me 

Re: Hellrider v0.9 - Swift Demon Killing!
I'm a huge fan of this mod, thank you for your continued hard work and dedication to it! It is very stylish and makes ripping through monsters a delight.
Overall, I like most of the changes in this newest update:
Overall, I like most of the changes in this newest update:
- I like the improved fire sound effect for the MK23
- I like that you are a lot more stable while using the mini-gun
- I like the improved secondary effects from firing the grenade launcher
- I like the changes made to the plasma rifle sprites and rate of fire
- I'm honestly not a big fan of the muzzle flashes used for the SMG and the Assault Rifle
- I personally prefer the previous sprites that were used for the Assault Rifle and the Sniper Rifle
- I agree that the smoke from the mini-gun's use impairs the player's vision a bit too much
- I also think the explosion from the grenade launcher projectile could use more impact; it's a bit weird that the thrown hand grenade has a louder, more impactful explosion than the grenade launcher's. Also the grenade launcher's explosion sounds, particularly from secondary effects, sometimes do not seem to play.
- The colored hitsparks when the melee attack hits a monster feel out of place for the weapon
- I'm personally not a fan of the "hmmm" sound played when then the player presses the use key against a wall. Also, it can be a bit annoying to hear this sound played when you cling to a wall, especially when trying to scale it.
Re: Hellrider v0.9 - Swift Demon Killing!
What happened to your Discord server?
Re: Hellrider v0.9 - Swift Demon Killing!
I know, I want casings, just not for them to hang around the map forever and choke up the framerate, that's my only real issue, other than that, awesome mod.Endie wrote:You can disable casings under "Mod Options > Effects"
- Yebudoom
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Re: Hellrider v0.9 - Swift Demon Killing!
Exactly what I was wondering about yesterday.Rodman909 wrote:What happened to your Discord server?
As for the new update: I'll be testing it soon.
- Ferretmanjcdenton
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Re: Hellrider v0.9 - Swift Demon Killing!
Why did you change the support for this awesome mod ?
It worked ABSOLUTELY great with lzdoom 3.87a/b ..
Now only gzdoom 4.5 works
Any chance we get support for lzdoom again ?
It worked ABSOLUTELY great with lzdoom 3.87a/b ..
Now only gzdoom 4.5 works
Any chance we get support for lzdoom again ?
- wildweasel
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Re: Hellrider v0.9 - Swift Demon Killing!
Because there are new features in gzdoom 4.5 that the author wants to use? Remember, this is a hobby project, like everything else on this forum, so the authors are not obligated to remove features from their mod to maintain legacy support.Ferretmanjcdenton wrote:Why did you change the support for this awesome mod ?
It worked ABSOLUTELY great with lzdoom 3.87a/b ..
Now only gzdoom 4.5 works
Any chance we get support for lzdoom again ?
- Ferretmanjcdenton
- Posts: 418
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Re: Hellrider v0.9 - Swift Demon Killing!
wildweasel wrote:Because there are new features in gzdoom 4.5 that the author wants to use? Remember, this is a hobby project, like everything else on this forum, so the authors are not obligated to remove features from their mod to maintain legacy support.Ferretmanjcdenton wrote:Why did you change the support for this awesome mod ?
It worked ABSOLUTELY great with lzdoom 3.87a/b ..
Now only gzdoom 4.5 works
Any chance we get support for lzdoom again ?
What is the problem ?
Please tell me what I've done to you that I deserve such behavior from your side ?
I believe this here is the 3 or 4th comment you made which replies to questions Definitely not asked In your direction ..
And if you actually wanted to help me what I'm highly doubtful about you could have just told me that the developer has changed his main post and notified us about the issue ..
But you didn't..
You act like I would FORCE the developer to do anything on gunpoint ..
What ever you mean I've done to you ..I am sorry ..
Didn't meant to p*ss you off ..
I just hoped for a nice answer from the dev like before when I had other conversations with him ..
- Endie
- Posts: 227
- Joined: Thu Mar 16, 2017 7:34 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Somewhere in the void
Re: Hellrider v0.9 - Swift Demon Killing!
Alright so, I think you took Weasel's answer in a wrong way, it's not like he was angry with you or something, all he did was explain shortly
But, if you still need an answer from me, then I'm glad to explain - Earlier versions of GZDoom, AND the current version of LZDoom still doesn't have A_OverlayRotate, which the mod makes use of
And I don't think it's worth to make an entirely new version without this feature just for LZDoom support, knowing that most likely in a short period of time, LZDoom will also get access to that function, so all I can ask is for LZDoom users to be patient, and I'm sorry for the inconvenience
But, if you still need an answer from me, then I'm glad to explain - Earlier versions of GZDoom, AND the current version of LZDoom still doesn't have A_OverlayRotate, which the mod makes use of
And I don't think it's worth to make an entirely new version without this feature just for LZDoom support, knowing that most likely in a short period of time, LZDoom will also get access to that function, so all I can ask is for LZDoom users to be patient, and I'm sorry for the inconvenience
- Ferretmanjcdenton
- Posts: 418
- Joined: Mon Mar 09, 2020 5:38 am
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- Location: Germany
Re: Hellrider v0.9 - Swift Demon Killing!
Endie wrote:Alright so, I think you took Weasel's answer in a wrong way, it's not like he was angry with you or something, all he did was explain shortly
But, if you still need an answer from me, then I'm glad to explain - Earlier versions of GZDoom, AND the current version of LZDoom still doesn't have A_OverlayRotate, which the mod makes use of
And I don't think it's worth to make an entirely new version without this feature just for LZDoom support, knowing that most likely in a short period of time, LZDoom will also get access to that function, so all I can ask is for LZDoom users to be patient, and I'm sorry for the inconvenience
Thanks a lot ..
I have the possibility to play gzdoom (Delta touch has a wide variety of source ports. .) but even with the fastest soc available (Snapdragon 865+)
It's almost impossible to play certain maps together with hellrider and my favorite EnemyPacks ..
But like you said ..I'll wait for an update of lz and play the older version until then ..
And wildweasel seems to have a small problem with me since a few month ..no idea why cause that what he has a reason for that was definitely a misunderstanding ...
Re: Hellrider v0.9 - Swift Demon Killing!
I was actually in the middle of playing this with a megaWAD when I saw this was updated. I skipped to the map I left off on with the new version, and it's still been great. Not sure what changes to the grenade launcher have been made because it still seems to work the same as it did before, but it's still effective, so whatever. Having chaingunners drop miniguns crazy though. The minigun's just a tad OP at this point.
Re: Hellrider v0.9a - Swift Demon Killing!
I'm just going to gush for a bit. This is my favorite weapon mod, with Voyage Infernal a close second. I don't think I can think of anything to make it better, because everything that annoys me or gets in my way is completely fair and is balanced out by the punch of the weaponry. I always go with the Eagle because the SMG fills the gap left by skipping the other pistol, although that one is fun to use. I use the quick melee so much I had to bind it to Mouse3 instead of q so I could actually dodge around and axe things to death. I ADORE the fact that the spray from the grenade launcher doesn't hurt me, because otherwise I'd never use the thing (and because the little hop from the explosion at your feet is funny). Taking the Chaingun to the superweapon slot was the best move, I hated having to swap past it, but loved it for the bullet sponge traps. I guess I don't really get the double barrel shotgun; I usually just stick with the pump action to take down the big guys, but maybe I should try it at range some more and see if it's worth the shells. While I figure I'm doing something wrong with the gauss cannon (since I fired all my charges at a pack of barons and saw no casualties) I feel it's made up for with the Lioness and the Chaingun. Those are noice for making big stuff stop moving.
My favorite thing is that there's enough ammo to support moderate to heavy use of the heavy artillery. One too many maps seem to go "Oops! All Bullet Sponges!" and leave you spending 10 minutes holding left click waiting for their oh-so-clever 20 Cacodemon traps to finally empty out, hoping your ammo doesn't dry up first, then moving on to the next half hour encounter with 20 Barons and 20 Revenants doing sniper support. With Rachael I just whip out a grenade launcher and point to each thing that needs a-killin', and then move on to the next part of the map. I might actually finish playing through a megawad with this thing!
I do actually miss the "Hmm" sound, but I have to admit that not having it is objectively better when so many maps need you to go wall humping for ages. I wish I could add art or sound or code or anything, but I'm pretty limited creatively, so unless you need a male radio-host-style voice for some reason, or want to replace the intermission text in some map sets, I'll just have to say thanks for making one of the best weapon mods around. Oh, if you do modify enemies, please make that an add on... I like that I can use this in map sets that customize enemies.
My favorite thing is that there's enough ammo to support moderate to heavy use of the heavy artillery. One too many maps seem to go "Oops! All Bullet Sponges!" and leave you spending 10 minutes holding left click waiting for their oh-so-clever 20 Cacodemon traps to finally empty out, hoping your ammo doesn't dry up first, then moving on to the next half hour encounter with 20 Barons and 20 Revenants doing sniper support. With Rachael I just whip out a grenade launcher and point to each thing that needs a-killin', and then move on to the next part of the map. I might actually finish playing through a megawad with this thing!
I do actually miss the "Hmm" sound, but I have to admit that not having it is objectively better when so many maps need you to go wall humping for ages. I wish I could add art or sound or code or anything, but I'm pretty limited creatively, so unless you need a male radio-host-style voice for some reason, or want to replace the intermission text in some map sets, I'll just have to say thanks for making one of the best weapon mods around. Oh, if you do modify enemies, please make that an add on... I like that I can use this in map sets that customize enemies.
Re: Hellrider v0.9a - Swift Demon Killing!
Terrific updates!
One suggestion I have is to add a $rolloff parameter to the explosion sounds, so that they don't dissipate so quickly with distance from the player. It gives them a lot more oomph during gameplay.
As an example in SNDINFO:
One suggestion I have is to add a $rolloff parameter to the explosion sounds, so that they don't dissipate so quickly with distance from the player. It gives them a lot more oomph during gameplay.
As an example in SNDINFO:
Code: Select all
$rolloff GEXPLODE 900 1400
$rolloff WE5BA 900 1400
Re: Hellrider v0.9a - Swift Demon Killing!
Cool mod, thanks for making it. I'm trying it out now.
Only constructive criticism right now is the rail gun (I think that's what it is) is over-powered. Killed an arch-vile in a couple seconds.
Only constructive criticism right now is the rail gun (I think that's what it is) is over-powered. Killed an arch-vile in a couple seconds.