HXRTC Project Golden Edition Plus R15b (9 Jun 2024)

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m8f
 
 
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Re: HXRTC Project Golden Edition Plus R7 (Updated 23 Jan 202

Post by m8f »

This stays one of my favorite randomizer mods! Thank you for all the updates.

Feature request: weapon icons in Inventory.AltHUDIcon property. For most of the weapons pickup sprites act as a viable substitute, but there are no icons for Double Knuckles and Z-Gun, and icons for dual-wielded weapons are the same as for their single-wielded variants. Asking this for certain weapon selection mod support. ;)
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Hexereticdoom
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Re: HXRTC Project Golden Edition Plus R7a (Updated 3 Feb 202

Post by Hexereticdoom »

Hi there dear Doom dudes, just announcing that I have published a few minutes ago a hotfix release of the H-Project mod. This small update includes the following changes:
  • - Removed the SPF_INTERPOLATE flag from several Decorate lumps of the mod, because they were causing a strange visual behaviour when using Mouse Look feature and firing simultaneously certain weapon types. It seems that this flag doesn't work properly and it was provoking somehow an undesired wobbly effect when aiming and shooting with the mouse. And as I have tested, it affects to the latest GZDoom and LZDoom versions, so the flag has been temporarily deleted until the issue gets fixed. (Thanks to StroggVorbis for the report). :thumb:

    - Included Inventory.Icon and Inventory.AltHUDIcon auxiliary properties for each and every weapon in the mod, for adding extra compatibility with GZDoom/LZDoom's alternative HUD and some other external addons or mods. (So then, your request has been accepted, my friend M8f, now you can proceed with what you already know...) :wink: :biggrin:
I recommend all of you to get your updated copies by accessing to the available download links at first post, as usual... Cheerio, everyone! 8-)
user5124 wrote:The continual improvement and refinement has made this into a very good quality mod - the recent release was great, and I've completed a megawad with it. :wub:
Glad you like it, hope you keep enjoying and having fun mate! :cheers:
dragomir
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Re: HXRTC Project Golden Edition Plus R7a (Updated 3 Feb 202

Post by dragomir »

Any planes on companions update?
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Hexereticdoom
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Re: HXRTC Project Golden Edition Plus R7a (Updated 3 Feb 202

Post by Hexereticdoom »

dragomir wrote:Any planes on companions update?
Yes, indeed I'm planning carefully and making preparations to implement that feature, which will probably see the light in the future R8 update.

However, I don't know how long will take me to complete it, so I couldn't give a precise release date at the moment. So be patient, I'm sure the results will be worth it. :wink:
dragomir
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Re: HXRTC Project Golden Edition Plus R7a (Updated 3 Feb 202

Post by dragomir »

I'm planning carefully and making preparations to implement that feature, which will probably see the light in the future R8 update.
Thanks.I cant wait to play this. :D :D :D
also i think you can get some idea from Doomgal companions.their behavior is most sophisticated among all minion modes i have seen.They follow order,can be called back to player and wait.But the are overpowered(like all other minions deals huge damage and have high health(1000))
You can check ISABELLE and Deltarune Companion too. :idea: :idea:
Pillowz_Here
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Re: HXRTC Project Golden Edition Plus R7a (Updated 3 Feb 202

Post by Pillowz_Here »

The mod is great, but autoaim doesn’t work...
OlegGontar
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Re: HXRTC Project Golden Edition Plus R7a (Updated 3 Feb 202

Post by OlegGontar »

Only children using autoaim...
Starman the Blaziken
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Re: HXRTC Project Golden Edition Plus R7a (Updated 3 Feb 202

Post by Starman the Blaziken »

Pillowz_Here wrote:The mod is great, but autoaim doesn’t work...
Pretty sure auto aim was not meant for this mod like a hand full of other mods too. :|
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DiodeDrake
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Re: HXRTC Project Golden Edition Plus R7a (Updated 3 Feb 202

Post by DiodeDrake »

Wasn't expecting the female demons, almost ended up dying to an Impette after getting pelted by her spikes while I stood there like a deer in headlights begpre a slice of pizza gave me the health I needed. I can only imagine how much crazier this mod will get. :0
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Hexereticdoom
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Re: HXRTC Project Golden Edition Plus R7b (Updated 23 Feb 20

Post by Hexereticdoom »

Hi there again Doomguys, how is it going? Well, I hope! Just announcing that there is available right now a minor update (but recommended) release of the mod, which fixes some slight issues from previous versions, and at the same time brings a few new features that were not included on time before due to some implementation problems, but now they are full ready to go! :yup:

Here is the detailed changelog for the R7b update:
  • - Added a couple of new weapons to your arsenal, which as usual they will be of great help in your doomish adventures:
    • - AK47 Assault Rifle: yup, as some of you may know, this one is the well-known semiautomatic weapon of Soviet origin called also Kalashnikov, although it has been moderately modified by the UAC armament engineers, keeping all its deadly properties but with the added advantage of not requiring any manual reloading, thanks to its automatic ammo-feeding system similar to the minigun & chaingun ones. Keep in mind that depending on the fire type you use (primary or secondary) it will require more or less rifle ammunition to shoot, and usually needs quite a lot! :!:

      - RD-X Razor: a special monster weapon used by the new introduced enemy known as the RD-X (see its description below) that will allow you to use the same offensive abilities as it. Similar in appearance to the traditional Skeleton's Hell Missile Launcher, with this double-cannon device you'll be able to shoot fearsome seeking & sawing stars to your foes, either simultaneously or alternately. Best of all, it is fully compatible with your saws ammunition (yes, the same one used by your classic Saw Thrower!) and worst of all, it will be almost useless with stone-type enemies...
    - Introduced a small group of new hellspawns, which are eager to put their claws -or their teeth- in your fragile human skin and tear you with sovereign malice:
    • + Ectoplasm: a close relative of the revengeful Phantasm, which as you know when depleting all its HP explodes violently damaging those around him. However, the blueish-coloured Ectoplasm moves a bit faster, stronger and results slightly more aggresive than its soulish cousin, and its explosion is even more harmful. So try to stay back of it at all costs! :nope:

      + RD-X: this one is a rather dangerous robo-mechanical replica of the evilish Revenant foe, built perhaps by those twisted UAC scientists (although it is still not confirmed, but it wouldn't be surprising) so apart from having an imposing appearance it also has a terrifying attack mode: it can shoot a type of rotating & cutting stars that are able to seek and change their trajectory on the fly, converting to mincemeat to whoever is within reach. The RD-X is especially problematic in open fields, so try to take refuge in any corner to prevent it from shredding you apart with its sawing projectiles. And if that were not enough, if this deadly walking machine falls in combat, a self-destruct mechanism will automatically activate and cause a strong detonation some seconds later, enough to run away from it on time. (But look at it on the bright side, hopefully you will manage to get its weapon and use its own attack mode to your advantage!)

      + Chilly Minicubus: a small chubby monster that is actually the pre-evolution of the wicked Chilly Mancubus, and as expected, its frozen mind has no other goal than to finish you off as coldly as possible. Fortunately, this icy boy still has a lot to eat to become as strong as its daddy, so it shouldn't take too much work to knock it off, especially if you use your good fire-based weapons against it, to which it will succumb extremely quickly... :grr:
    - Improved visually the secondary firemode of all those player weapons that make a burst of shots (like the MP40, Uzi, Auto-Shotgun and more) adding some extra A_SetPitch Decorate functions to their respective code, giving them a bit more realistic visual recoil movement than before.

    - Changed slightly the name of the Nightmare Reaper's Double Raygun weapon, which is now known as the Nightmare Reaper's Dual Raygun. (All its properties remain as before, no other changes have been applied).

    - Updated the HUD for compatibility with the new featured weapons.

    - Some other bugfixes and several code optimizations.
Updated download links are awaiting for you at the first post, as usual...

Keep enjoying and having fun, my dear Doom mates! 8-)
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StraightWhiteMan
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Re: HXRTC Project Golden Edition Plus R7b (Updated 23 Feb 20

Post by StraightWhiteMan »

This new update sounds pretty cool, I'll try it out after typing this. I've always been a fan of this mod, but damn do I wish it had an auto update feature since you update so consistently, which don't get me wrong, is awesome and thank you for being that way. Normally I'd say that I wished you included screenshots for the new weapons/enemies, but to be honest I'm kind of looking forward to discovering it on my own from just playing the mod. I'm super curious to see what these RD-X's are all about, and it's cool to have some robotic type enemies in the mix, since the UAC is so damn advanced, it's weird there haven't ever been any in Doom before unless you count the upgrade station in the new games.
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Hexereticdoom
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Re: HXRTC Project Golden Edition Plus R7c (Update 23 Apr 202

Post by Hexereticdoom »

Hi there guys! I've published some instants ago the R7c update as a minor maintenance release. And hence, this one doesn't get any destacable changes in-game to highlight, just some internal code polishments and a few graphic improvements. It is not essential, but it is recommended to update your file copies with this one. Also, next future version will come with some more new features, although it will may be delayed a bit...

Meanwhile you wait patiently, I hope you keep enjoying with the most current releases of the mod. :wink:

Have lots of fun, Doomguys! 8-)
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Hexereticdoom
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Re: HXRTC Project Golden Edition Plus R7d (Update 12 Jun 202

Post by Hexereticdoom »

A minor maintenance release of the mod is up! A few addons in the ZIP archive have been updated, and also included a totally new one (check the Addons text file for more info).

Keep enjoying and having fun, guys! 8-)
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ClessxAlghazanth
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Re: HXRTC Project Golden Edition Plus R7d (Update 12 Jun 202

Post by ClessxAlghazanth »

I just started playing HXRTC Project Golden Edition and quite impressed with the variety in weapons/monsters and shop system , but I couldn't find any options menu to adjust progression , to turn on/off visual effects and such.Am I missing something here ? I'm using the latest edition with no other addons loaded

Best regards
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Hexereticdoom
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Re: HXRTC Project Golden Edition Plus R7e (Update 12 Aug 202

Post by Hexereticdoom »

ClessxAlghazanth wrote:I just started playing HXRTC Project Golden Edition and quite impressed with the variety in weapons/monsters and shop system , but I couldn't find any options menu to adjust progression , to turn on/off visual effects and such.Am I missing something here ? I'm using the latest edition with no other addons loaded
Hello, glad you like it! :thumb:

Sorry, but apart from the possibility of redefining the mod special keys in GZDoom's Player Settings, there are no such advanced options like the ones you have mentioned. If you need to increase the mod's performance, you could try for example disabling the use of dynamic lights, reducing number of visible decals, turning off sprite shadows (in case you're using GZDoom 4.6.x) and/or even using the HXRTC No Smoke SFX addon included in the downloaded ZIP file.

By the way, I've released some instants ago another minor maintenance release, which fixes a few wrong scaling properties in some weapon pickup sprites (in particular those that are spawned through CustomInventory class) and also a few corrections in some additional sprite offsets.

That's all for now. Enjoy and keep having fun everyone, as usual... 8-)

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