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

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

Postby Faerlyn » Fri Jan 24, 2014 1:24 pm

Current Revision: Version 8.1.1

Hard Doom Website

Hard Doom ModDB Page

Hard Doom is a replacement/enhancement mod that replaces all monsters in Doom 2 with versions that are similar in role, but more dangerous. In general, Hard-Doom is geared towards players who want a more difficult, genuine survival experience, and it has a variety of visual effects that are more subtle and don't block your view of the action. Over the years since its initial release, it has been meticulously balanced and rebalanced, with new features and effects added to make this a great mod to play through the popular megawads with, without changing Doom's flavor or core gameplay.

The latest version now also now works between Zandronum and ZDoom.

Changes in v8.1.1:

Code: Select allExpand view
<> Monsters <>
1. Doubled the spawn rate of the Ancient Apparition (16% from 8%).
2. Lowered the damage of the Ancient Apparition's ice breath from 4 to 3 per projectile and added +NoDamageThrust.
3. Raised the damage of the Hell's Fury tracers from 5 to 6. This will increase the total tracer attack damage to 18-144 (from 15-120).
4. Made the Shadowvile's wraith attack 5 tics shorter.
5. Increased the Cyberfiend's run speed by 2.
6. Added +NoBloodDecals to the Bruiser Demon.
7. Fixed a sprite bug in software mode with the Rictus rear frames and its blood sprites.
8. Added improved SuperShotgunner front frames.

<> Weapons <>
1. Added the Grenade Launcher back with tweaks and a lower drop rate (25% from 40%).

<> Other <>
1. Made sv_coopprojectiles default to on.
2. Fixed a bug where blood actors would not be removed properly.
3. Tweaked blood actors, and reduced overall amount of gib pieces.
4. Renamed keys to "KeyCard~" instead of "HDKeyCard" so it looks better with shared keys on.


Hard Doom Bestiary
Spoiler:


Screenshots(old):
Spoiler:


CVARS For Hosting
Code: Select allExpand view
sv_shotgunstart - Enable this to start with the Shotgun and 8 Shells. (Zandronum Only)
sv_ssgdrop - Enable this to make SSGers drop the SSG.
sv_coopprojectiles - Enable this to make fired projectiles travel through other players. (Enabled by default)


Download Links:
Link 1
Last edited by Faerlyn on Sun Feb 18, 2018 8:42 pm, edited 17 times in total.
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Re: Hard-Doom v6.3.2 - Updated 1/24/14

Postby niculinux » Sat Jan 25, 2014 5:48 am

Thank you very much. Is it fully copatible with other mods eg iwad pwad and eventually freedoom?
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Re: Hard-Doom v6.3.2 - Updated 1/24/14

Postby Ed the Bat » Sat Jan 25, 2014 6:00 am

niculinux wrote:Thank you very much. Is it fully copatible with other mods eg iwad pwad and eventually freedoom?

Mostly. It no longer uses setslot to declare weapons, which is fantastic. It does still need to use KEYCONF to clear and declare playerclasses, in order to maintain Zandronum compatibility, so it won't be compatible with other mods that use the current MAPINFO method.
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Re: Hard-Doom v6.3.2 - Updated 1/24/14

Postby niculinux » Sat Jan 25, 2014 6:02 am

Ed the Bat wrote:
niculinux wrote:Thank you very much. Is it fully copatible with other mods eg iwad pwad and eventually freedoom?

Mostly. It no longer uses setslot to declare weapons, which is fantastic. It does still need to use KEYCONF to clear and declare playerclasses, in order to maintain Zandronum compatibility, so it won't be compatible with other mods that use the current MAPINFO method.


Ok thanks...i'm really not into doom programming (i barely know how to turn on a pc) but seems very interesting. Possibly, gotta try out with latest freedoom version, 0.8. Thanks again!
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Re: Hard-Doom v6.3.2 - Updated 1/24/14

Postby niculinux » Sat Jan 25, 2014 6:52 am

Ok given a very very very quick try with freedoom 2 IWAD file, weapons seems to work but some shows up with the original freedoom sequence, like the regular shotgun:

Image
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Re: Hard-Doom v6.3.2 - Updated 1/24/14

Postby Faerlyn » Mon Mar 31, 2014 3:50 pm

niculinux wrote:Ok given a very very very quick try with freedoom 2 IWAD file, weapons seems to work but some shows up with the original freedoom sequence, like the regular shotgun:

Image

This is because Freedoom is an iwad and Hard-Doom doesn't replace weapon sprites. :)

Also... I've created a little website for Hard-Doom which now contains the download links. Also I'm going to be releasing an update tomorrow to fix the small amount of bugs that exist in 6.3.2 as well as improving the Sonic Railgun, and the Hells Fury.
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Re: Hard-Doom v6.3.2 - Updated 1/24/14

Postby dljosef » Mon Mar 31, 2014 5:04 pm

When the update comes, will I get credited with the bestiary info?
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Re: Hard-Doom v6.3.2 - Updated 1/24/14

Postby Faerlyn » Mon Mar 31, 2014 5:16 pm

dljosef wrote:When the update comes, will I get credited with the bestiary info?

You already are! :)
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Re: Hard-Doom v6.3.2 - Updated 1/24/14

Postby dljosef » Tue Apr 01, 2014 12:21 pm

And there's a random error that keeps crashing GZDoom.

Code: Select allExpand view
C0000095 (Integer Overflow)
Address: 0144AD7A


I have no idea what causes that.
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Re: Hard-Doom v6.3.2 - Updated 1/24/14

Postby Faerlyn » Wed Apr 02, 2014 6:12 pm

dljosef wrote:And there's a random error that keeps crashing GZDoom.

Code: Select allExpand view
C0000095 (Integer Overflow)
Address: 0144AD7A


I have no idea what causes that.

No clue! I only use ZDoom and Zandronum and have yet to see this error. It might be something related to just GZDoom.

Also version 6.3.3 has been released! I wasn't able to upload it yesterday due to not having internet. :shock:
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Re: Hard-Doom v6.3.2 - Updated 1/24/14

Postby Siberian Tiger » Wed Apr 02, 2014 6:46 pm

dljosef wrote:And there's a random error that keeps crashing GZDoom.

Code: Select allExpand view
C0000095 (Integer Overflow)
Address: 0144AD7A


I have no idea what causes that.


I am just guessing, but are you using the latest GZDoom version available or the latest developmental build?
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Re: Hard-Doom v6.3.3 - Updated 4/2/14

Postby dljosef » Wed Apr 02, 2014 8:24 pm

@Siberian Tiger - I have the latest developmental build now. However, I'm starting to save at certain points more often because the crashing still happens at random points.

Crashing aside, I noticed that making rictus skulls kamikaze can pretty easily work against the enemies given the right circumstances. (Having small blast radius sure as hell helps.)
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Re: Hard-Doom v6.3.3 - Updated 4/2/14

Postby Princess Viscra Maelstrom » Wed Apr 09, 2014 10:25 am

the Gamefront mirror seems to be down for me. is it a site-wide thing? i could download it just fine some days ago.
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Re: Hard-Doom v6.3.3 - Updated 4/2/14

Postby Faerlyn » Mon Apr 14, 2014 9:29 pm

Viscra Maelstrom wrote:the Gamefront mirror seems to be down for me. is it a site-wide thing? i could download it just fine some days ago.

I've added a second mirror to download the file from. This way if this happens with Gamefront to anyone else they can still get the file. :)

Edit: I'm messing around with a new HUD currently. It will most likely be in the next release, so let me know what you think of it.
Spoiler:
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Re: Hard-Doom v6.9 - Updated 5/7/14

Postby Faerlyn » Wed May 07, 2014 4:55 pm

Version 6.9 is released! The next version was supposed to be v7 and have three new enemies but I decided to release it as is for now as v6.9. :)
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