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

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-Ghost-
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Re: HXRTC Project v3.2 (Formerly known as HXRTC Pack)

Post by -Ghost- »

Yeah, the saw thrower shot could use a buff. It's nice that it bounces around so it can get multiple hits on the same enemy, but it's not really good as a corridor crowd control weapon at the moment.
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Patriot1776
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Re: HXRTC Project v3.2 (Formerly known as HXRTC Pack)

Post by Patriot1776 »

Grigori wrote:Encountered a bug. Shop told me it sells Auto Shotgun, but it actually sold me a Quad Shotgun.
I can corroborate this bug. Happened on my first playing with the 3.2 version. I already had found a Quad Shotty at the time, and so was wondering what the crap happened, the store-droid literally ate my cash. :evil: Did find an Auto Shotgun later in the level though. Haven't used it enough yet to really have an opinion.
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leodoom85
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Re: HXRTC Project v3.2 (Formerly known as HXRTC Pack)

Post by leodoom85 »

-Ghost- wrote:Yeah, the saw thrower shot could use a buff. It's nice that it bounces around so it can get multiple hits on the same enemy, but it's not really good as a corridor crowd control weapon at the moment.
The Saw Thrower must be buffed because as a piercing weapon has to deal more damage to the monsters. Maybe it is useful for monsters with larger hitboxes like the Mancubus, the Arachnotron and the Mastermind but it is useless for example the master shotgun guy, it takes 2 or 3 saws to kill him :? .
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Hexereticdoom
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Re: HXRTC Project v3.2a (New Optional Addon Pack available!)

Post by Hexereticdoom »

Hi there again guys! 8-)

Ouch... Sorry about the Auto Shotgun shop bug, my fault again. I better not have much hurry next time when slade-editing out there! :bang:

Apologies for the inconvenience... :blergh:

Released just now the v3.2a hotfix to squish that stupid Autoshotgun bug. By the way, I have also listened all of you and proceeded to modify the Saw Thrower's main behaviour. From now, the ST's primary attack will be a lot more precise and more powerful than before. When you shoot a saw, it will search and shred into pieces the enemy (or group of enemies) getting in its way, but more efficiently than before. For example, if there are several enemies, after killing the first one, the thrown saw keep searching and will also kill the nearest foe(s) it encounters. However, the seeking effect from the saw is time limited, after a while it will crash onto a wall or obstacle, but it will be enough time to take away a plentiful group of weak enemies like zombies or imps. Please try it and test yourselves! :wink:

Warning: from now the ripping projectiles (like the thrown saws or the Evil Shield venom attack) will be almost useless against stone enemies. So beware, don't try to defeat a Rocky Mancubus with your Saw Thrower's primary attack, the saw will simply break when touches it and make ludicrous damage. (And to make things worse, the Stone Imp now can attack you from medium/close range with big pebbles.) :P

On the other side, I've also included on first post a small compilation of optional addons for use with the H-Project to enrich your experience in game, all of them are fully tested and totally compatible with the mod (see the description on first post and pick up what you want).

Cheerio, and keep having fun! :cheers:
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leodoom85
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Re: HXRTC Project v3.2a (New Optional Addon Pack available!)

Post by leodoom85 »

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.
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wildweasel
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Re: HXRTC Project v3.2a (New Optional Addon Pack available!)

Post by wildweasel »

I was goofing around with this yesterday and found something oddly familiar: the Colt pistol. Were you the person that submitted that to ww-nazis-v2? Because the version I've got in there is near identical, color aside, and if you weren't the one that sent it to be included, I'll want to remove it from my mod asap. (Unless you didn't create it either, in which case I've got some investigating to do...)
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Hexereticdoom
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Re: HXRTC Project v3.2 (Formerly known as HXRTC Pack)

Post by Hexereticdoom »

The Thing Thing wrote:P.S. are you planning on adding dual wield to the other lighter weapons ( MP40, Autorifle, Plasma Pistol ect)
Perhaps yes, in case of the Plasma Zapper. But the main problem is obtaining the angled sprites for it... :?
wildweasel wrote:I was goofing around with this yesterday and found something oddly familiar: the Colt pistol. Were you the person that submitted that to ww-nazis-v2? Because the version I've got in there is near identical, color aside, and if you weren't the one that sent it to be included, I'll want to remove it from my mod asap. (Unless you didn't create it either, in which case I've got some investigating to do...)
No, that wasn't me for sure... I just extracted the Colt 1911 sprites from this thread by Captain J (3rd spoiler):

http://forum.zdoom.org/viewtopic.php?t=37556&p=715066
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wildweasel
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Re: HXRTC Project v3.2a (New Optional Addon Pack available!)

Post by wildweasel »

Well for some reason it has the same exact sounds and animation...I think I'm going to go look into who submitted it, then.
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Ed the Bat
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Re: HXRTC Project v3.2a (New Optional Addon Pack available!)

Post by Ed the Bat »

weasel: the M1911 in Nazis came to me through Lippeth, so you might want to ask him for any further info.
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Mister Neauxbauxdeay
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Re: HXRTC Project v3.2a (New Optional Addon Pack available!)

Post by Mister Neauxbauxdeay »

Aside from the addons already included in the package, there are two others I have found to work well with the HRXTC Project:

Quake Style View Tilting:
http://forum.zdoom.org/viewtopic.php?f= ... 15#p814093

Realistic Aiming Inertia:
http://forum.zdoom.org/viewtopic.php?f= ... 60#p826504
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Hexereticdoom
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Re: HXRTC Project v3.2a (New Optional Addon Pack available!)

Post by Hexereticdoom »

Mister Neauxbauxdeay wrote:Aside from the addons already included in the package, there are two others I have found to work well with the HRXTC Project:

Quake Style View Tilting:
http://forum.zdoom.org/viewtopic.php?f= ... 15#p814093

Realistic Aiming Inertia:
http://forum.zdoom.org/viewtopic.php?f= ... 60#p826504
Wow, magnificent contribution my friend! I will update soon the Addon Pack with both of these ones! :thumb:

I've tested them minutes ago, and they are really awwwwwwwwwwesome... :yup: :trippy: :rock:
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Agitatio
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Re: HXRTC Project v3.2a (New Optional Addon Pack available!)

Post by Agitatio »

By the way Hexereticdoom, this thread is the new home for all resources made by The Zombie Killer.
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Patriot1776
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Re: HXRTC Project v3.2a (New Optional Addon Pack available!)

Post by Patriot1776 »

Upgraded Saw Thrower primary is now MUCH more useful! NOW the Saw Thrower is a very good weapon for use in an emergency on a very nasty, non-stone enemy that can quickly mess you up bad or outright kill you without good armor. Saw Thrower as it is now allows you to pain-lock them while falling back to a rally point or to go get yourself patched back up, or, if you run into several big nasties and don't have the Saturn-V or real plasma weapons, saw thrower allows you to grind them down now a little quicker than the M134.

Is the Auto-Shotgun not shooting as many pellets per shot as the Riot Shotgun, or is the spread just seemingly really wide? It just feels like the Auto-Shotgun is doing less damage per shot an the Riot Shotgun.
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Hexereticdoom
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Re: HXRTC Project v3.2a (New Optional Addon Pack available!)

Post by Hexereticdoom »

Patriot1776 wrote:Is the Auto-Shotgun not shooting as many pellets per shot as the Riot Shotgun, or is the spread just seemingly really wide? It just feels like the Auto-Shotgun is doing less damage per shot an the Riot Shotgun.
The Auto Shotgun and the Riot Shotgun shoot exactly the same number of pellets per shot, that is, 7 (except Riot Shotgun's iron sight, in which shoots 8). But in point of fact, the Auto SG has a bit more spread (6, 6) than the Riot SG (5, 5) and the first one makes a bit less random damage (from 3 to 6) than the Riot one (from 5 to 10). However, I made it that way considering the Riot SG is a manual-reload weapon and the Auto SG is not, to prevent making this last one quite OP.
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Patriot1776
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Re: HXRTC Project v3.2a (New Optional Addon Pack available!)

Post by Patriot1776 »

Ahh, just more spread. Alright, that makes more since, since the Auto-SG is a full-auto weapon, its got more spread just because of that. I like how you made the Auto-SG such that it doesn't completely replace the Riot Shotgun, Coach Gun or the Quad. Coach and Quad are still good for single enemies that 2-4 shells all at once WILL kill and so would be a potential waste of ammo to grind down with the Auto-SG. Riot Shotgun meanwhile is still good for when you need more punch at range than the Combat Rifle. The Auto-SG primarily crowd control of groups of zombies/imps that the M134 might be a bit of a waste on. 8-)

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.
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