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

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Hexereticdoom
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Re: HXRTC Project v3.2d (UPDATED 28 apr 2016)

Post by Hexereticdoom »

Hi again, just announcing there is another minor update for the mod...

Apart from some little bugfixings as the usual thing, version 3.2d features a couple of new elements: a new plasma-based weapon, the Proto Blaster, a pretty rare but powerful pistol that will become a big ally for some quite critic situations, it can shoot single green plasma bursts or alternatively, a four-shot spread at once. And the best of all, it doesn't need to be manually recharged!

The second one is the inclusion of a new hellish foe: the Medusoid. As its name suggests, this ugly cacodemon-type creature has the shape of a floating jellyfish, and can shot two fireballs at once, in contrast to its caco-relatives. Maybe you can take apart them easily in single confrontations, but in moderate or big groups could be really menacing. Take care of them quickly!

That's all for the moment... So, keep having fun guys! :wink:
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Hexereticdoom
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Re: HXRTC Project v3.2e (Now 100% FreeDoom compatible!)

Post by Hexereticdoom »

Hello everyone, how is it going? Here I am for announcing yet another update for the H-Project, in shape of v3.2e...

These one is a pretty major release (although still in the 3.2 branch, because there are still not enough new features to number up) that brings cool news for FreeDoom fans. Yes, now the mod is fully compatible with the free alternative to commercial Doom! What does this means? Well, if you are an accustomed Doom player, you can try to play FreeDoom Phase 1&2 levels with H-Project! And the same thing applies if you play custom wads/megawads, now you have a chance to play all those without having to use the official stock Doom wads! :D

Also this update features a couple of new and harmful enemies: Nightly Shade and Ghost Ghoul! (Warning: they're only available for Doom II or FreeDoom Phase 2).

Remember you can download FreeDoom wads right here:

https://freedoom.github.io/

Hope all of you enjoy this new release. Keep having fun doomguys! 8-)
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Mister Neauxbauxdeay
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Re: HXRTC Project v3.2e (Now 100% FreeDoom compatible!)

Post by Mister Neauxbauxdeay »

Was it your intention to convert the sprites for the coach gun back to the ones for the original Doom 2 Super Shotgun? If so, then the sprites briefly flicker between the original double barreled shotgun and your custom sprites every time I fire it.
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Naniyue
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Re: HXRTC Project v3.2e (Now 100% FreeDoom compatible!)

Post by Naniyue »

That shop droid is what I had wanted in my own mod, so I'm glad somebody was able to program one!
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Hexereticdoom
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Re: HXRTC Project v3.2e (Now 100% FreeDoom compatible!)

Post by Hexereticdoom »

Mister Neauxbauxdeay wrote:Was it your intention to convert the sprites for the coach gun back to the ones for the original Doom 2 Super Shotgun? If so, then the sprites briefly flicker between the original double barreled shotgun and your custom sprites every time I fire it.
Nope sir, just an unintended bug due to a sprite names conflict. Fixed now in 3.2e-u1, check first post! :!:
Naniyue wrote:That shop droid is what I had wanted in my own mod, so I'm glad somebody was able to program one!
Hi, then feel free to use it in your mod if you want! :wink:

(In case you do it, just please give credits and all it's OK!)
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4thcharacter
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Re: HXRTC Project v3.2e-u1 (Now 100% FreeDoom compatible!)

Post by 4thcharacter »

Whenever I reload the rifle I lose the entire ammo that's used for it. Am I the only one getting this bug? Using the current official release of GZDoom.
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Re: HXRTC Project v3.2e-u1 (Now 100% FreeDoom compatible!)

Post by Hexereticdoom »

And here it comes v3.3! 8-)

Somehow, I felt in previous releases that there were still a few things missing, so I put my hands on work again and once completed I share it to you as usual. And what's new this time? Ok, let's see:

- New weapon available: the Peashooter. (What, a peashooter now? Really?!) Well yes, why not? This long-shaped pipe will allow you throwing as many darts you want to your enemies, in case the standard ammo is scarce or you're running out of it. In fact, it's another Slot-1 emergency weapon like your fists or chainsaw, but with the benefit to attack at long range, with an unlimited set of harmful darts. You can also use it as a limited-damage club, in case you're surrounded.
- Bestiary increased with five more dangerous enemies: Dart Shooter Zombie (yeah, this one can give you the aforementioned weapon), Supreme Shotgunner (he attacks with an Auto Shotgun, so be very careful), Plasma Gunman Zombie (another rat lab with a powerful plasma gun in his hands), CyberKnight (a-ha, a cybernetic Hell Knight creature, don't take it as a joke or you'll be sorry) and the Viscount of Hell(an advanced flamboyant and fearsome version of the standard Baron of Hell, but as every fire-based enemy, ice is its weakness!).
- A new and green-skinned Auto Shotgun weapon. As powerful as previous grayish version, but with a cooler aspect! :wink:
- Updated HXRTC HUD to v5.4 for keeping compatibility with new weapons.
- Code optimizations and tweaks, and pertinent bugfixings.

And that's all for now, more or less... Keep enjoying and having fun!
4thcharacter wrote:Whenever I reload the rifle I lose the entire ammo that's used for it. Am I the only one getting this bug? Using the current official release of GZDoom.
Hello, may I ask you... When you say the 'current official release' of GZDoom, are you referring to v2.1.1, v2.1.1 (64 bits) or v1.9.1? In my case I am using v2.1.1 (64 bits), and I'm not able to reproduce the problem...

(However, some time ago I WAS ABLE to reproduce the issue with the MP40 and its ammo, running with a development release of GZDoom v2.1, so it could be an internal bug of (G)ZDoom perhaps?) :-?
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4thcharacter
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Re: HXRTC Project v3.3 (Now 100% FreeDoom compatible!)

Post by 4thcharacter »

I'm using 1.9.1. The bug only happens on the assault rifle that uses the "RIFL" ammo.

EDIT: It's fixed in the latest version of this mod now.
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HXRTC Project v3.5u1 (UPDATED 15 may 2016)

Post by Hexereticdoom »

Hi there mates!

The H-Project keeps growing up, and now I have the pleasure to bring you the v3.5 release! (What! Where in hell did you put the v3.4?) Well... It has not been officially released, so for now just forget it... :P

Anyway, this one is a quite major update, and as expected it includes some new and interesting features, and also a lot of bugs have been fixed, as being usual, blah blah blah... (OK, let's be brief and concise, and starting with What's New list at once!)

- Two more new enemies added to the bestiary: Venom Revenant (smoky and toxic greenish skeleton that likes to spit poison bolts to those lost marines) and Chilly Mancubus (an icy version of those flabby-big-fat-butt hell spawns, with two different attack patterns depending on player's proximity).
- A pair of new special monster weapons: the Nightmare Reaper's Double Raygun and the Chilly Mancubus' Ice Bombard! (Really? Yes!!!) Your already plentiful arsenal can be now increased with these two hellish devices. NR's Double Raygun is quite similar to the standard Revenant's Hell Missile Launcher, but instead of shooting fire & ice projectiles, it blasts pretty lethal laser rays (requires Energy Cells to work), and the CM's Ice Bombard is at same time similar to standard Mancubus Flame Cannon, but with the potential of Sub-Zero's favourite type attacks. (You'll need to get Chiller Bolts to put it freezing enemies!)
- Changes in Hell Missile Launcher and Flame Cannon: these special monster weapons now share the same type of ammunition (Gasoil Cans) instead of using their previous own ammo. Evil Warrior Shield keeps using same type of ammo, though (Venom Bottles).
- Added small variants of Gasoil Cans and Venom Bottles: small Gasoil Tins and small Venom Jars. Pick up of them as much you can!
- Updated HXRTC HUD to v5.5 for making it compatible with new monster weapons.
- Several tweaks and bugfixes.

Please update to new version, and also don't forget to report any bugs you encounter! :wink:

Keep having fun everyone, and have a nice Doomsday... 8-)

EDIT: A last-minute fix: in v3.5 the Venom Revenant is affected by poison attacks and that shouldn't happen, so v3.5u1 fixes this issue.
durbdoogle
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Re: HXRTC Project v3.5u1 (UPDATED 15 may 2016)

Post by durbdoogle »

Sounds great! This mod keeps getting bigger :)
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4thcharacter
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Re: HXRTC Project v3.5u1 (UPDATED 15 may 2016)

Post by 4thcharacter »

The weapon wheel could work well with this now..
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Re: HXRTC Project v3.5u2 (UPDATED 19 may 2016)

Post by Hexereticdoom »

Second update of v3.5 now available!

This one corrects some critical bugs present on last previous releases, and hoping I have squished them all for good (for example, Underworld King's long-range fireballs were somehow broken). Also I've optimized a bit some weapon random spawners, specially when you play with Doom 1/Ultimate Doom WADs. For example, and due to the absence of many Doom II monsters in D1/UD, instead of a BFG-X or a Black Hole Maker you could find one or more of the Doom II's special monster weapons (except the Evil Warrior Shield, available if you defeat a CyberWarrior in D1/UD).

Plus, a new special item is available from now: the mysterious Ghostly Black Gem! This unique and pretty rare object will help you in your Doom crusades on a special way: when you pick up one, it will come alive and join you as a magic floating device, following you if possible and in case it encounters any enemies around, it will use its special powers to eradicate them (it can shoot powerful beams at long range, or alternatively using a fierce melee attack). In summary, it can become a helpful ally, specially on those enemy-charged slaughter levels!

Well, that's almost all for now. Time to prepare next release, I presume... :wink:

Keep having fun, and have a nice Doomsday! 8-)
Killamanjaro53
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Re: HXRTC Project v3.5u2 (UPDATED 19 may 2016)

Post by Killamanjaro53 »

Weird, I don't see my Health and stuff.
Kagur
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Re: HXRTC Project v3.5u2 (UPDATED 19 may 2016)

Post by Kagur »

Call me misogynistic if you may, but I dig the fact that you have replaced all the male zombie enemies with female zombies. Its so different from what the usual realm667 enemies and the I'm also impressed with the sounds they make.
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Re: HXRTC Project v3.5u2 (UPDATED 19 may 2016)

Post by Hexereticdoom »

Hi there, I've opened a poll 'cause I would like to know about your opinion. For now I've almost got ready the new Dual Plasma Zapper weapon, however I'm still undecided about the way for inserting it into the mod... Personally I would like to set the Dual Plasma Zapper in Slot 6 in the actual place of the Proto Blaster, and insert this one in Slot 7, or maybe another slot. But in fact I would like to hear more opinions... So, what do you think about this, veteran doomguys? :?:
Killamanjaro53 wrote:Weird, I don't see my Health and stuff.
Yeah, it sounds weird... Could you please post a screenshot to check it? :?

Also by the way, are you using some external addons?
Kagur wrote:Call me misogynistic if you may, but I dig the fact that you have replaced all the male zombie enemies with female zombies. Its so different from what the usual realm667 enemies and the I'm also impressed with the sounds they make.
Well, in fact not all male zombies have been replaced by females, but around the fifty percent, approximately. (Although that depends of the random spawners...) :P

Anyway, glad you like it! :thumb:
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