HXRTC Project Golden Edition Plus R18a (Update 17 Aug 2025)

Projects that alter game functions but do not include new maps belong here.
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Doctrine Gamer
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Re: HXRTC Project v3.2a (New Optional Addon Pack available!)

Post by Doctrine Gamer »

leodoom85 wrote:DARKDOOM_LITE.WAD (Original author: SidDoyle) Helps to create a more tetric and obscure atmosphere in most Doom level maps.

I will add the Extended Hell mod (this is the one what add scary music) to the add-on list for better experience 8-). I will try the crosshairs as well.
Yes, it is perfect with mods sountrack dark ambient . I recommend downloading different types of wads of dark ambient sound for each map: Doom PSX Music, Doom64 Music, Extended Hell and Doom Ambient Pack v1.2 they are excellent.

Suggestion: This mod could have two versions, one with normal energy 200 points and another with 999 points to beat the most difficult maps. (Restyled Health, Armor and Ammo system of version 2.0). :D

This mod is to be congratulated , very fun to play . Thanks.
Xanirus
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Re: HXRTC Project v3.2a (New Optional Addon Pack available!)

Post by Xanirus »

Got this error in the console just now after killing a female marine:

Unknown item class COLT1911WEAPON to drop from a random spawner.

Tried IDFA, still got a colt, so it wasn't removed.

So I checked the weapon name under ACTORS, it's apparently just COLT1911. So I tried to summon one via conosle, it works. I edited MONSTERS.TXT, and yup, it has the wrong name. Will report back if this doesn't work for some reason. Can't imagine why it wouldn't.

EDIT: This also seems to be the same thing with BERETTA and PULSERIFLE, both actors seem to have WEAPON in the name.
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Hexereticdoom
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Re: HXRTC Project v3.2b (Two more new Big Bosses!)

Post by Hexereticdoom »

Hi there Doomguys, I bring all of you a small update of the H-Project before leaving home for a few days!

There are not many changes from last v3.2a hotfix, apart from the usual minor bugfixing, but the inclusion of a couple of new Big Bosses: the Executioner (a greenish Cybie with a very bad temper and a big chaingun attached to his arm, instead of the classic rocket launcher) and the Juggernaut (a huge and hellish Mancubus creature type, morphed in a dangerous heavy-armored tank with a really menacing firepower). Both of them are superb hell bastards, so be careful and do not underestimate them under any circumstances! :whip:

Downloads available on first post, as usual. Hoping you keep having fun, and now some quotings...
Grigori wrote:By the way Hexereticdoom, this thread is the new home for all resources made by The Zombie Killer.
OK, updated!
Patriot1776 wrote:BTW, is the Railgun 2.0 meant to be here more like a space-age version of the classic 'battlefield rifle', a la M1 Garand/Mauser K98k? The limited times I've used it, it feels like it. Not that its a bad thing, just wanting to know.
Well, I have never played Battlefield (no, it's not a joke!) so I couldn't confirm that in a concise way. I have mainly been inspired for making it as is from several sources, like some Internet Flash games and also some Sci-Fi films...
Doctrine Dark wrote:Suggestion: This mod could have two versions, one with normal energy 200 points and another with 999 points to beat the most difficult maps. (Restyled Health, Armor and Ammo system of version 2.0). :D

This mod is to be congratulated , very fun to play . Thanks.
Well, after thinking about it deeply and after some previous suggestions, I consider that the actual 2000 HP maximum health is more than enough to open your way in those very hard maps. Also don't forget you can survive in pretty delicate situations with help of the Evil Warrior Shield weapon and its projectile-reflecting power defense, specially in slaughter maps...

Glad you like it, enjoy and keep having fun! :wink:
Xanirus wrote:Got this error in the console just now after killing a female marine:

Unknown item class COLT1911WEAPON to drop from a random spawner.

Tried IDFA, still got a colt, so it wasn't removed.

So I checked the weapon name under ACTORS, it's apparently just COLT1911. So I tried to summon one via conosle, it works. I edited MONSTERS.TXT, and yup, it has the wrong name. Will report back if this doesn't work for some reason. Can't imagine why it wouldn't.

EDIT: This also seems to be the same thing with BERETTA and PULSERIFLE, both actors seem to have WEAPON in the name.
I'ts pretty strange, 'cause I'm not able to reproduce the problem... The dual weapons spawns normally from enemies in my case, even summoning them through the console.

To make it clear, it's done that way in shape of internal custom inventory, for obtaining the dual weapon modes AFTER you get the single weapon first.

Anyway, I don't know why does that error message appear you in console... Are you using some external addons, or perhaps an outdated version of (G)ZDoom? Anybody else is experiencing the same problem? :?:

Please provide information to check and revise it...
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Mister Neauxbauxdeay
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Re: HXRTC Project v3.2b (Two more new Big Bosses!)

Post by Mister Neauxbauxdeay »

I don't know if it's just my limited exposure to them, but the Underworld Minions are the most underwhelming of the foes currently replacing the revenants, due to both their slow movement rate and lack of attacks other than melee claw scratching. Maybe something like a lesser version of the King's fire breath attack might do them justice? :wink:

Also, are the Saturn V's rockets/grenades considered as "fire-based attacks" in this modification? I can't help but ask, since stone enemies seem to shrug these off better than they do plasma, bullets, or shotgun pellets.
Last edited by Mister Neauxbauxdeay on Sat Jan 23, 2016 10:00 pm, edited 3 times in total.
Miguel371xd
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Re: HXRTC Project v3.2b (Two more new Big Bosses!)

Post by Miguel371xd »

oh very nice :D
Xanirus
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Re: HXRTC Project v3.2b (Two more new Big Bosses!)

Post by Xanirus »

Hexereticdoom wrote: I'ts pretty strange, 'cause I'm not able to reproduce the problem... The dual weapons spawns normally from enemies in my case, even summoning them through the console.

To make it clear, it's done that way in shape of internal custom inventory, for obtaining the dual weapon modes AFTER you get the single weapon first.

Anyway, I don't know why does that error message appear you in console... Are you using some external addons, or perhaps an outdated version of (G)ZDoom? Anybody else is experiencing the same problem? :?:

Please provide information to check and revise it...
Okay, I figured it out. First I tried updating my GZDOOM DRD build from Jan 16th to Jan 23rd. I honestly didn't think that small date range would of made a difference, but it turns out that wasn't it anyway, because the error still came out. The MONSTERS.TXT (for the respawners) had nothing to do with it at all. Yes I was using external addons, but other than the ones that came with 3.2, it was just an alternative universal gore mod. (Not yours.) In short, it was the COLT1911.TXT actor file:

The thing is, I often make the same kind of "personal preference" edits to GZDoom mods with guns, unless the mod tends to match them anyway. They are usually very minor and often don't break between updates, which is why I usually keep silent about them.

In this mod's case, I increased the fire rate of the Assault Rifle and MP40, but made them weaker to balance them out. As far as the rest of the weapons, I also removed the "A_SetPitch(pitch + X.Y)" line in each of them for the all the ballistic weapons, and the Plasma Rifle, specifically. I'm a fan of kickback, (even though I know this is just Doom) and having the need to compensate for the recoil. However, the negative "setpitch" command which is pushing the gun up is negated because of the positive one that comes after it in each gun actor file. It pushes it back down the same distance, and at least in my opinion, is meant to simulate kickback without actually giving it.

But like I said, it was just my taste. I might be doing these personal edits in a old-fashioned way though, what with what little I read from WildWeasel's Gunlabs years ago, unless it still holds true today. (Not really a programmer, more of a "learn just what I want" as I go person.)

I made these edits in 3.1, backing up each .txt I made for the eventual next update. Seeing as 3.2 was mostly just a hotfix for the Sawthrower, the addition/fix for the Autoshotgun and new addons, I thought it was ok to just throw my edited files back in. I didn't feel like making the same edits again manually like I do with other mods, especially when I had just did already did them. Usually a mod takes a while to update; I guess you're just fast. (I specifically waited until the shop was in because I wanted to start this mod again fresh, the last version I played from 3.1 was 2.0)

Guess I was wrong, since COLT1911.TXT seems to of made some changes that were not present in the previous edit I did in 3.1. Probably the whole "weapon" part you mentioned for making sure the dual-wielded version would spawn after the single, though I don't think that was bugged in 3.1 anyway, so I don't know what was changed in COLT1911.TXT, if any. I never got the error with the the mod spawning the Dual Berretas, (and I haven't played long enough to see if it had problems with the dual-plasma rifles..not that I think any monster drops them) so I don't know why it was specific to the Colt, which can't be dual-wielded anyway.
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Mister Neauxbauxdeay
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Re: HXRTC Project v3.2b (Two more new Big Bosses!)

Post by Mister Neauxbauxdeay »

Word of caution: firing the saw thrower while running forward will result in taking damage from your own sawblades. :oops:
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Patriot1776
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Re: HXRTC Project v3.2b (Two more new Big Bosses!)

Post by Patriot1776 »

Mister Neauxbauxdeay wrote:Word of caution: firing the saw thrower while running forward will result in taking damage from your own sawblades. :oops:
:lol: :lol: :lol:

To be serious though, thanks much for the warning. What were you pursuing btw that gave you the idea to try that? Big nasty or a rabble crowd?
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Mister Neauxbauxdeay
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Re: HXRTC Project v3.2b (Two more new Big Bosses!)

Post by Mister Neauxbauxdeay »

Patriot1776 wrote:
Mister Neauxbauxdeay wrote:Word of caution: firing the saw thrower while running forward will result in taking damage from your own sawblades. :oops:
:lol: :lol: :lol:

To be serious though, thanks much for the warning. What were you pursuing btw that gave you the idea to try that? Big nasty or a rabble crowd?
'Twas a large crowd of [mostly] non-stone enemies. However, this wasn't something I anticipated as a result since I've never been able to shoot myself with one of my own projectiles before, aside from the usual result with close-range splash damage.
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NullWire
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Re: HXRTC Project v3.2b (Two more new Big Bosses!)

Post by NullWire »

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Re: HXRTC Project v3.2c (UPDATED 12 apr 2016)

Post by Hexereticdoom »

Hi there doomguys, how is it going? B-)

Well then, after a pretty long hiatus, a minor update of the H-Project is available to download. This release applies (as usual) some bug fixings and also some tweaks and improvements. Among others, the Underworld creatures have learned a couple of new attack patterns: UW Minion now has a rapid fire breath attack (thanks for the suggestion Mister Neauxbauxdeay!) and the UW King is now able to shoot huge and powerful fireballs to the player at long range. Also fixed a small issue with the Freezer Imp, which it could sometimes shoot a 'normal' fireball instead of an iceball. (And talking about the iceball, I've also tweaked it and now it is a bit more seeable than before).

The Optional Addons Pack has also been updated with two more addons, check them at first post... :wink:

(Besides, in my still to-do list is the incorporation of a new dual weapon. To be precise, the Dual Plasma Zapper. However, it's still a WIP, so expect to be released in a not too distant future version!)

That's almost all for now... Keep dooming and shooting dudes! 8-)
Last edited by Hexereticdoom on Mon Apr 11, 2016 7:32 pm, edited 1 time in total.
Miguel371xd
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Re: HXRTC Project v3.2c (UPDATED 12 apr 2016)

Post by Miguel371xd »

por un momento pense que el mod estaba muerto :'v
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Re: HXRTC Project v3.2c (UPDATED 12 apr 2016)

Post by Hexereticdoom »

Miguel371xd wrote:por un momento pense que el mod estaba muerto :'v
Aún no amigo... Solo estaba descansando. :winker:
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Re: HXRTC Project v3.2c (UPDATED 12 apr 2016)

Post by Miguel371xd »

bueno probare la actualizacion :v
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Re: HXRTC Project v3.2c (UPDATED 12 apr 2016)

Post by Hexereticdoom »

A last-minute minor update: fixed some issues with dynamic lights in most of red plasma balls (for weapons and monsters). Also fixed a minor problem with Flashlight optional addon, just an unwanted behavior that caused triggering some special switches with the beam light. :!:

I recommend you to download again the main files for your easement...

Cheerio! 8-)
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