Hard-Doom v8 - Updated 7/10/17

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Hard-Doom v8 - Updated 7/10/17

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

Current Revision: Version 8

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:

Code: Select allExpand view
<> Monsters <>
1. Added a new Zombieman variant. Spawn rates for Zombiemen are now 75%/20%/5%.
2. Added a new Shotgunner variant. Spawn rates for Shotgunners are now 75%/20%/5%.
3. All second enemy variants now spawn at a 8% chance except for ones that have a third variant.
4. All second enemy variants now have the same HP as vanilla Doom enemies (was +25%).
5. All third enemy variants (Rocket Zombie, Quad-Shotgunner, Crackodemon) now spawn at a 5% chance.
6. All third enemy variants now have +25%HP instead of +50%HP.
7. Raised the Rocket Zombie's damage reduction to 82% (from 78%) from his own rocket. This is due to now having 5 less HP.
8. Raised the Necrodemon spawn rate to 10% (was 8%).
9. Raised the Visage spawn rate to 32% (was 16%).
10. The Dark Cyber and Dark Spider spawn chance has been raised to 7% from 6.5%.
11. Lowered the damage of the Daedabus and Mafibus projectiles from 12(1,8) to 10(1,8).
12. Raised the radius and height of the Pyrodemon's fireshot.
13. Adjusted the damage on the Pyrodemon's fireshot. Explosion damage is now (32,64) from (96,92), and direct hit damage is now 12(1,8) from 4(1,8). Damage on a direct hit is 44-128, down from 100-128.
14. Raised the spread on the Pyrodemon's fire shots. Its now -5,0,5 instead of -4,0,4.
15. Lowered the speed on the Annihilator's homing rockets to 28 (from 30).
16. Removed the BFG9k attack from the Dark Cyber and replaced it with homing rockets.
17. Removed the "MissileMore" flag from the Archon of Hell.
18. Removed the "MissileMore" flag from the Bruiser Demon.
19. Removed the "MissileEvenMore" flag from the Fusion Arachnotron.
20. Reverted a change made in v7.1 to the Fusion Arachnotron. It will once again fire 7 projectiles in its missile state instead of 6.
21. Raised the spread of the Fusion Arachnotron to (-9,9) from (-8,8). It was originally (-10,10) pre 7.1 but with set spread per projectile.
22. Changed "MissileEvenMore" to "MissileMore" on the Cyberdemon and Spider Mastermind enemies.
23. Lowered the Quad-Shotgunner's spawn rate to 5% (from 8%).
24. Adjusted the Quad-Shotgunner's single shot. It now fires 7 bullets for 4 damage (was 8/3). The spread has been changed to 7,2.8 (was 6/3).
25. The Sonic Railgunner will now fire a minimum of 10 shots at under 1024 range(was 6) and 8 shots between 1024-2048 range(was 6). At 2048+ range it is still 6 shots minimum.
26. The Sonic Railgunner secondary attack spread was lowered to 1,0.5 (from 1.2,0.6).
27. Enemies that drop a rare weapon no longer drop the weapon and ammo at the same time.
28. Added the new BFG10k projectiles to the Dark Spider and Cyberdemon and made them fire 6 shots now instead of 4.
29. Lowered the spawn height and size of the Hell's Fury's skull projectile. It should no longer collide with low ceilings.
30. Adjusted the speed and aggressiveness of the Hell's Fury's tracers. They are now the same speed and aggressiveness as Revenant missiles.
31. Replaced the "MissileEvenMore" flag on the Hell's Fury with "MissileMore".

<> Weapons <>
1. Removed the Grenade Launcher and Skulltag Railgun.
2. Adjusted the drop rate of Quad-Shotgun to 30% per Quad-Shotgunner (from 20%). This makes the overall rate about 1.5% per Shotgunguy spawn (was 1.6%).
3. Adjusted the drop rate of Minigun to 50% per Minigunner (from 100%). This makes the overall rate about 4% per Chaingunner spawn (was 5%).
4. Adjusted the drop rate of Sonic Railgun to 20% per Sonic Railgunner (was 6.5%). This makes the overall rate about 4% per Zombieman spawn (was 6.18%).
5. Replaced Doom weapon sounds with PKST hi-res weapon sounds.
6. Replaced the Minigun sound with the original sound from Skulltag.
7. Added a small spread to the first two shots of the Sonic Railgun's primary fire (0.5,0.3/0.9,0.6). This way the Chaingun is better for long distance firing against lower tier enemies.
8. Raised the ammo per pickup on the Sonic Railgun to 40 (from 30).
9. Changed the BFG10k. It now fires 60 speed projectiles and uses the Q3A sound for them.
10. Reduced the amount of bullets the Quad-Shotgun fires by 2 (now 53).

<> Other <>
1. Removed the Shotgun and shells from player start. Time for real pistol starting. :)
2. Added new HUD sprites.
3. Made some alignment adjustements to the HUD to fit the new sprites better.
4. Lowered the playback volume of bullets hitting flesh slightly.
5. Lowered the limit of bullet hit sounds from 12 to 10 at a time.
6. Replaced the secret sound to the one from the original Tomb Raider.
7. Converted the remaining footstep and monster sounds to .ogg to lower file size of the mod.
8. Fixed a small issue with Agathoball GLDefs.
9. Organized GLDefs and split them into multiple lumps.


Hard Doom Bestiary
Spoiler:


Screenshots(old):
Spoiler:


Download Links:
Link 1
Link 2
Last edited by Faerlyn on Tue Jul 11, 2017 3:57 pm, edited 14 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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