Hard-Doom v8.1 - Updated 10/8/17

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Hard-Doom v8.1 - Updated 10/8/17

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

Current Revision: Version 8.1

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:

Code: Select allExpand view
<> Monsters <>
1. Increased the bullet spread of the Dual-Chaingunner by 5%.
2. Changed the bullet spread of the Faceless Shotgunner to 11.25 from 11.2.
3. Changed the bullet spread of the Dual-Pistol Zombie's first attack to 11.25 from 11.2.
4. The SSG Zombie can no longer cancel its reload with its pain state.
5. Added new blood effect to the Bruiser Demon.
6. Made the Revenant's blood color match its sprites.
7. Made the Hellfire Revenant's blood color match its sprites.
8. Made the Hellfire Revenant's eyes green.
9. Added new projectiles to the Rictus.
10. Fixed the offsets on the Visage projectiles.
11. Made the Visage have its frost effect during its charge attack.
12. Recolored the Necrodemon's tracer so it stands out more.

<> Weapons <>
1. Added Fist swing and hit wall sounds.
2. Made the Chainsaw and Berserk-Fist always gib enemies.
3. Shortened the alt-fire of the Sonic Railgun by 7 tics.
4. Fixed a bug where the Sonic Railgun's drop rate was higher on the xdeath state.
5. Reduced the amount of pellets the Quad-Shotgun fires by 1 (now 52).
6. Adjusted the drop rate of Quad-Shotgun to 25% per Quad-Shotgunner (from 30%). This makes the overall rate about 1.25% per Shotgunguy spawn.
7. Fixed a bug where the Quad-Shotgun's drop rate was higher on the xdeath state.
8. Swapped the slot priorities of the Plasma Rifle and Sonic Railgun.

<> Other <>
1. Added a custom cvar "sv_coopprojectiles". When set to 1 it will make projectiles pass through other players.
2. Added a custom cvar "sv_ssgdrop". When set to 1 it will make SSGers drop the SSG.
3. Made "sv_shotgunstart" work like the old Shotgun start from v7.1 and prior. Enable it to start with Shotgun + 8 shells.
4. Gave the Radiation Suit a unique pickup sound.
5. Players now go into an ice death when killed by ice projectiles.
6. Made the screen fade to black when dying in VR with the ViveDoom port.
7. Forced HUD scaling for the mods HUD.
8. Changed the alignment of Health, Armor, and Ammo values on the HUD.
9. Added missing GLDefs for the BFGExtra.
10. Named the ACS scripts so they dont conflict with any map ACS.
11. Removed the unused Dark Imp sprites.
12. Removed a few unused sounds.
13. Turned all the remaining sounds that were .wav into .ogg.
14. Optimized PNG's to lower the file size of the mod.


Hard Doom Bestiary
Spoiler:


Screenshots(old):
Spoiler:


CVARS For Hosting
Code: Select allExpand view
sv_shotgunstart 1 - Enable this to start with the Shotgun and 8 Shells. (Zandronum Only)
sv_ssgdrop 1 - Enable this to make SSGers drop the SSG.
sv_coopprojectiles 1 - Enable this to make fired projectiles travel through other players.


Download Links:
Link 1
Link 2
Last edited by Faerlyn on Sat Oct 14, 2017 11:17 am, edited 16 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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