HXRTC Project Golden Edition Plus R15b (9 Jun 2024)

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Hexereticdoom
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Re: HXRTC Ultimate Pack 2.0c (UPDATED 18 oct 2015)

Post by Hexereticdoom »

-Ghost- wrote:Cool, glad to see another release! I think the light/torch noises might be a bit loud. I was playing E2M2 and the fluorescent buzzing was almost deafening, couldn't even hear my music. I also feel pretty overpowered in regular Doom, what's your baseline for difficulty, Doom 2 UV, or harder?
Just to know, are you using OpenAL as audio output in (G)ZDoom? Because I have read somewhere it's a known issue... OpenAL doesn't take into account the sounding-objects distance in the map, unlike FMOD EX. I experienced it myself, not long time ago, in a testing with 1st map of Plutonia, all the light & torches playing simultaneously with OpenAL, but normally with FMOD EX as main audio output. Please check it and see if that solves the problem.

Regarding the difficulty baseline, I use always the same one, 'Hurt Me Plenty' as game default. Yeah, maybe the Doom classic episodes might be a little easy with the H-Pack, but I consider there are out there harder (in some cases, insane) megawads that can be a true nightmare for average players, especially with the classic limitations of health, armor and ammo levels. However, with help of the H-Pack can be a more affordable objective (but without arriving to the level of Russian Overkill, for example). Anyway, it's hard to fit the profiles of each player, because everyone has their own way and skills of playing.

If you find regular episodes of Doom quite easy, I recommend to use the Map of Chaos addon to make the classic levels longer and harder to complete, personally I find it a great challenge! :-)
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-Ghost-
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Re: HXRTC Ultimate Pack 2.0c (UPDATED 18 oct 2015)

Post by -Ghost- »

Thanks, I switched the audio setting to FMOD EX and that seems to have fixed it. I've always been afraid to mess with the sound settings too much so it was mostly defaults.

I hadn't noticed there are higher difficulties above the defaults, they seem to play pretty well against all the new stuff the player has, so I'll just stick with those.
Cacobus
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Re: HXRTC Ultimate Pack 2.0c (UPDATED 18 oct 2015)

Post by Cacobus »

Hey Hex I really like your hud,and monster mod,but I just noticed that when I play normal Doom1,and,2,and also the ZDCMP take two wad,I am not seeing the keys show up,and also some of the weapons aren't showing in the hud either,is this the right version of the hud to use?Thanks
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Hexereticdoom
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Re: HXRTC Ultimate Pack 2.0d (UPDATED 1 nov 2015)

Post by Hexereticdoom »

Well Doomguys, another update release of the H-Pack is available for download. This may be the last one of the 2.0x branch, before I release the awaited v2.1, which will include (hopefully) the also awaited, ACS-based Shop system. I'm working on it these last days, but still needs some polishment, so again once more I beg you please be patient... :ugeek:

The current v2.0d release has some new and cool features, like these ones:
- New Zombie foes added to enemies list, including many female variations like: Butcher Zombie, Pulse Marksman, Trooper Girl, Riflewoman, Railgunny and Pulse Markswoman. Watch out: the female zombies, although they have lower HP than male zombies, they're a bit faster and more aggresive than their male counterparts, so do not get caught off guard in front of them!
- Two new weapons available for your arsenal: Hatchet and Railgun 2.0! The Hatchet is a powerful hand-axe, a melee weapon which can reduce into pieces many of the weaker/medium enemies, specially with the charging-attack with secondary fire. If you want one, pick it from a Butcher Zombie or a Mistery Box if you're lucky. Aside, the Railgun 2.0 is an advanced, experimental version of the old classic Skulltag Railgun, but improved & optimized for using a single Cell unit from shot to shot. Primary fire uses a strong, accurate and fully-charged railbeam (perfect for strong enemies); secondary fire shoots a sequential burst of 4 medium-power beams (ideal for reducing multiple weaker enemies). However, it requires some time to reloading (Doomguy does it automatically, unlike with other weapons), so this toy maybe not advisable on strong ambushes. You can pick it as a rare item on the floor, or from Railgunny-babe enemies.
- Updated the Quad Shotgun with a new skull-ornament (as a small tribute to some other well-known Doom mods) and also updated its SFX.
- Incorporated the remastered PerKristian's Doom sound effects, it's no longer necessary to load them apart as an addon (if you were using it).
- Updated the Help Screen, replacing it with a bit more readable one. (Yup!)
- Plenty minor tweaks, optimizations and bugfixings.

Also I've updated the included HXRTC HUD with v4.1, including compatibility with the new weapons and tweaked some of the HUD screen components, adding them a bit more transparency. (See first post's screenshots). Cool than before, I think! :wink:

Hoping you keep enjoying it, and as usual, I wish all of you a nice Doomsday! 8-)
Cacobus wrote:Hey Hex I really like your hud,and monster mod,but I just noticed that when I play normal Doom1,and,2,and also the ZDCMP take two wad,I am not seeing the keys show up,and also some of the weapons aren't showing in the hud either,is this the right version of the hud to use?Thanks
Hello Cacobus, as far I know ZDCMP is a quite stand-alone PWAD that includes some heavy modifications in inventory items & weapons, and therefore it's not 100% compatible with HXRTC Pack. As I quoted in description:

Code: Select all

HXRTC Pack is fully compatible with many classic custom Doom megawads that don't alter the gameplay,monsters and/or weapons in a critic way. You'll be able to play with HXRTC Pack addon with megawads like Alien Vendetta, Community Chest series, Hell Revealed, Memento Mori, Scythe, etc.
I'm sorry for it. :(
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Hexereticdoom
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Re: HXRTC Ultimate Pack 2.0d-u1 (UPDATED 3 nov 2015)

Post by Hexereticdoom »

Mini-bump for notifying a small hotfix update, for correcting some last-minute errors and adding some new things. :!:

Here's the list of changes/fixings:

- Standard Zombieman (Trooper) now uses an alternative skin, now he wears a pistol instead of a rifle.
- Female Zombie (Trooper Girl) now can drop a rifle with a 25% chance, apart from the usual items (ammo, pistols and backpack).
- Added new random marine and enemy corpses (used in map or level design, not for those ones killed by the player).
- Added a new alternate death for the Cacodemon.
- Fixed the Railgunny's attack, now it aims at the player even when they're on different heights.
- Tweaked the Rifle Commando (Rifleman) sounds; now he has again classic ones, but with a bit lower-pitch.
- Some minor tweaks and enhancements.

That's all for now, please keep having fun... :violin: B-)
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-Ghost-
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Re: HXRTC Ultimate Pack 2.0d-u1 (UPDATED 3 nov 2015)

Post by -Ghost- »

Pretty cool! You're really pumping out the updates for this. On a balance note, I feel like the super shotgun fires a little bit too slow considering the regular pump shotgun is already powerful and shoots faster.
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Hexereticdoom
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Re: HXRTC Ultimate Pack 2.0d-u2 (UPDATED 17 nov 2015)

Post by Hexereticdoom »

Hi there, another mini-bump to notify a new maintenance-release of v2.0d, for squishing some bugs and improving the H-Pack in general terms...

List of changes & fixings:

- Updated and improved the Railgun 2.0 behaviour. Now the reload process is similar to most of the clip-based weapons of your arsenal, instead of the previous (and SLOWWW) auto-reloading procedure, allowing to shoot more beams a lot faster, either with primary fire or secondary fire. (HXRTC HUD has also been updated to v4.2 to keep ammo-info compatibility with this weapon).
- Replaced the Pulse Rifle secondary fire. Instead of the spreading blue plasma multishoot, now fires a colourful plasma tri-wave attack. It's not as precise and fast like the primary fire, but its a bit more powerful and it costs less ammo per shot than the old secondary attack.
- Tweaked some sounds for Nazi Gunners and Bloodhounds.
- Revised & updated shooting recoil for most of the weapons, and improved a bit some of their special visual and sound effects .
- Some minor fixings and enhancements.

And don't forget, v2.1 is on the way... See ya soon, and keep dooming away! 8-)
-Ghost- wrote:On a balance note, I feel like the super shotgun fires a little bit too slow considering the regular pump shotgun is already powerful and shoots faster.
Sorry, exactly which one of the two super shotguns do you refer? Coach Gun or Quad Shotgun?
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-Ghost-
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Re: HXRTC Ultimate Pack 2.0d-u2 (UPDATED 17 nov 2015)

Post by -Ghost- »

The Coach Gun; does it have a slower fire-rate than the vanilla double barrel, or does it just feel that way?
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Hexereticdoom
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Re: HXRTC Ultimate Pack 2.0d-u2 (UPDATED 17 nov 2015)

Post by Hexereticdoom »

-Ghost- wrote:The Coach Gun; does it have a slower fire-rate than the vanilla double barrel, or does it just feel that way?
Oh, I see... Yeah, I have just remembered, I updated some time ago most of the reloadable weapons including a 'No-Ammo' state with some delaying extra tics, that slightly slows the process between dryfire and auto-reloading. So, possibly yes, Coach Gun might be slower than vanilla SSG.

However, is not a problem to check and shorten it a bit in some next update... :wink:
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Re: HXRTC Ultimate Pack 2.0d-u2 (UPDATED 17 nov 2015)

Post by Silentdarkness12 »

Sounds like the shop is right around the corner o3o
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-Ghost-
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Re: HXRTC Ultimate Pack 2.0d-u2 (UPDATED 17 nov 2015)

Post by -Ghost- »

Yeah, I'm looking forward to seeing how the shop will work out. Will everything be super expensive, though, since money seems to drop pretty easily? I usually prefer lower numbers rather than Blizzard style "add three 0's to everything" for huge amounts.
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Hexereticdoom
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Re: HXRTC Ultimate Pack 2.0d-u2 (UPDATED 17 nov 2015)

Post by Hexereticdoom »

Merry Christmas doomguys! Bringing to you some quite good news... 8-)

The forthcoming version of the H-Pack is pretty almost finished (around 80% aprox.) and this one is gonna be a BIG major release! I have included some nice new features (Shop System included!!!), a bunch of new bad dudes and a pocketful of surprises, just need some more time to polish some naughty bugs and updating some other things, but I swear, probably this is going to be the best version of this mod to date! :yup:

(Or at least, I hope so...) :P

I'll try to keep you informed these days, so cheerio, and I wish you all happy holidays! :cheers:
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Hexereticdoom
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Re: HXRTC Project v3.0 (Formerly known as HXRTC Pack)

Post by Hexereticdoom »

Happy New Year 2016, everyone! :D

Well well well, finally I have released the so-long awaited major update of the HXRTC Pack, but you know what?... From now, it will be known as HXRTC Project, and thereby continuing in its 3.0 version!

(So, there is not a v2.1 as I announced previously, because after thinking about it deeply, this edition includes so many, many, really a lot of new things and features that it surely deserves a higher version number!) :P

What is awaiting you in this fresh release? As I said, it includes a pretty long list of new things and features, so here are the most destacable ones:

- A huge bunch of new and fierce enemies: Girl Scout, Master Shotgunner, Double Chaingunner, Infernal Imp, Hellish Dog & Hellish Spectre, Dark Satyr, Cyberwarrior, Baby Cacodemon, Watcher, Blizzard Soul, Wicked Shadow & Wicked Spectre, Nightmare Reaper, Gremlin & MiniGremlins, Underworld Minion, Machinegun Mancubus, Zombie Missile Tank, Railgun Spider, Arachnorb, Hell Necromancer, Big Rat, Giant Bat and the new big bosses: Underworld King and Arachnorb Queen!
- A new and dangerous cutting weapon: the Saw Thrower. Once you get it, you can shoot seeking-circular saws to your foes or alternatively, use it as an even more powerful Chainsaw! :chainsaw:
- Improvements for the HXRTC Player actions: now you can kick everytime your opponents, without the need of switching to a pistol weapon type as before, and now even you can shout and taunt your enemies with a middle finger (ala BD Style!). Be sure to bind your favourite keys in (G)ZDoom control options if you want to use the Kicking and/or Taunting feature. :!:
- New auto-powerup feature based on Player rage: the most pain gets the player (with enemy attacks or by other means) more rage points he will obtain. Once he reaches enough rage points, he will get in a kind of trance ('limit attack') for a very limited time, in which he will be able to make double damage to all enemies, at the same time he will be immune to all types of damage. Seize it!
- New interactive decorations: now most of tech lamps are breakable, and the computerized pillars can be hit until destroying their crystal display (beware with the shards!) Also, in Hell levels, the impaled skull piles can be football-kicked like, and some ceiling hangmans can be torn apart... but if you do it, the gnawing-meat rats over them may get angry!
- After all this time, the Shop system feature is now a reality! As far as you advance in your Doom adventure killing enemies and finding treasures, you'll encounter occasionally (and randomly) with some TSD (Trade Store Droids, or Trade Shop Droids, as you prefer to call). All and each one of them will be pleased to accept your gathered wealth (money) in exchange of multiple and useful items/actions, like weapons, armors, special objects, ammo recharge, health recovering, etc. However, each TSD is only able to trade one item or action once, so beware and search the ones you really need, and pay the price they claim if necessary!
- Released Mistery Boxes are still helpful, but now you'll have to take care, they can now be morphed in a pretty nasty surprise! (No more details available, please discover it with your own eyes!) :P
- Some weapon behaviour changes: updated the old silver 1911 pistol to the solid Colt 1911, which is a bit more powerful and has more capacity per clip. Also, the secondary attacks of the pistols (kick hit) has been replaced: now you'll whack your foes with pistol grips when you equip the Beretta and Colt 1911, and shoot a three-burst attack with the Plasma Zapper.
- The old single Knuckle fist weapon has also been updated with the Double Knuckles, more practical and fearsome than before. If you pick up a Berserk, you'll become a dangerous demon-killing machine! :twisted:
- Some enemy attack patterns updated and improved.
- Other minor changes and fixes: sound tweaking, sprite fixing, code cleaning (all that stuff, you know).

And last, but not least, the HXRTC HUD has been updated to v5.0, which includes compatibility with new features and some little improvements.

For now that's all, or almost all. Hope all of you enjoy this new release, and don't forget to report any bugs you encounter! :wink:

Cheerio, have fun and a nice Doomsday! 8-)
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-Ghost-
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Re: HXRTC Project v3.0 (Formerly known as HXRTC Pack)

Post by -Ghost- »

Awesome, congrats on the new release!

I haven't played much yet, though I've noticed my reload button isn't working. I just updated to the latest SVN of GzDoom and HXRTC 3.0 and while I still auto-reload if I empty the gun, I can't hit R to manually reload. Is this something on my end?
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jpalomo
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Re: HXRTC Project v3.0 (Formerly known as HXRTC Pack)

Post by jpalomo »

-Ghost- wrote:Awesome, congrats on the new release!

I haven't played much yet, though I've noticed my reload button isn't working. I just updated to the latest SVN of GzDoom and HXRTC 3.0 and while I still auto-reload if I empty the gun, I can't hit R to manually reload. Is this something on my end?
See here. It has been fixed already, but the build available on DRD Team doesn't have the fix. If you know how to build from the source, you can do that to get the latest changes before a new build is uploaded.
Hexereticdoom wrote: - A huge bunch of new and fierce enemies: Girl Scout...
Oh no, not the girl scouts!
Spoiler:
I'll have to give this a try later when I have time. I should probably update the enemy healthbar too.

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