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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: Hard-Doom v6 - Updated 2/18/13

#21

Post by Xenaero » Tue Feb 19, 2013 6:55 am

This is still going? That's pretty awesome. I like this project. I remember the betas!

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RE: Hard-Doom v6.1 - Updated 4/20/13

#22

Post by Faerlyn » Sat Apr 20, 2013 11:39 pm

Updated to version 6.1! Check the text file for changes. Also on a side note.... Hard-Doom turned 5 this month! :biggrin:

Edit: Released a small 1kb patch to fix the dynamic lights on the grenade.
Last edited by Faerlyn on Sun Apr 21, 2013 3:14 am, edited 1 time in total.
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RE: Hard-Doom v6.1 - Updated 4/20/13

#23

Post by DevilHunter » Sun Apr 21, 2013 5:46 am

Links for the Hell of it

Hard-Doomv6.1.zip
HDv61-GLDef_Fix.pk3

Enjoy :p and Nice to see people finally using v6 heh
Last edited by DevilHunter on Thu May 09, 2013 10:30 pm, edited 1 time in total.

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RE: Hard-Doom v6.1 - Updated 4/20/13

#24

Post by Faerlyn » Sun Apr 21, 2013 7:41 pm

Thanks! I added the links to the main post. Also yeah its nice that people are starting to actually use v6. :biggrin:
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RE: Hard-Doom v6.2 - Updated 6/8/13

#25

Post by Faerlyn » Sat Jun 08, 2013 5:19 pm

Updated to 6.2! Check the first post for links to the new version. This update includes some fixes as well as two new enemies!

* Change List *
1. Added dynamic lights to the grenade.
2. Added dynamic lights to the arachnotron projectiles.
3. Cyberdemons can no longer infight.
4. Fixed the bfg10k suicide obituary.
5. Added a rare spawn for the Revenant with a 4% spawn chance.
6. Lowered the chance for an Archon to use a comet as the first attack to 37.5% (was 50%).
7. Added a rare spawn for the Chaingunner and moved the minigun drop to it.
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RE: Hard-Doom v6.2 - Updated 6/8/13

#26

Post by DevilHunter » Sat Jun 08, 2013 7:55 pm

Mirrored for the Hell of it... (someone give me a new line plox :p)

Hard-Doomv6.2.zip

Enjoy :p

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RE: Hard-Doom v6.2 - Updated 6/8/13

#27

Post by Faerlyn » Sun Jun 09, 2013 8:48 pm

Updated to v6.21! This is just a minor update but I didn't want to release it in the form of a patch. This will be the final version of Hard-Doom for Zandronum as we will be moving the mod over to ZDoom. I would like to thank everyone that has played this mod over the last 5 years, and in thanks I leave you with a old build from 11/27/08. The links for both versions are in the main post.
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RE: Hard-Doom v6.2 - Updated 6/8/13

#28

Post by Ænima » Sun Jun 09, 2013 8:50 pm

Wait why are you "moving" it over to ZDoom? Some feature you need that hasn't been backported yet?
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RE: Hard-Doom v6.2 - Updated 6/8/13

#29

Post by Faerlyn » Sun Jun 09, 2013 8:53 pm

Ænima wrote:Wait why are you "moving" it over to ZDoom? Some feature you need that hasn't been backported yet?

There is a few features that I would like to use that haven't been backported yet (and won't be anytime soon). Also I'm sick of having to work around bugs in Zandronum all the time. Also in all honesty... I feel this port just isn't worth the time anymore.
Last edited by Faerlyn on Sun Jun 09, 2013 9:04 pm, edited 1 time in total.
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RE: Hard-Doom v6.21 - Updated 6/9/13

#30

Post by DevilHunter » Mon Jun 10, 2013 3:52 pm

Mirrored Because I feel like it

Hard-Doomv6.21.zip
H-D_11-27-08.zip

Enjoy...

Also, I'm sure Zandro would of Updated a long time ago, but Bugs kept appearing out of nowhere, that and nobody wanted to help Test to get the Bugs squished. That, and Torr keeps holding back updating till all Current Bugs are gone.

Not saying the Community is to blame, its just that people are losing interest to Help out, and in Doom all on itself. Not sure what kind of features you would want to add to Hard-Doom. To me, it seems decent. I would say, Just cut off Hard-Doom here, and make another project, renamed to something else.

Anyhow, Sad to see you move on. I'm sure it will be awhile still that Zandro will be behind, what with Gzdoom, and Zdoom being updated just yesterday, I think...

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RE: Hard-Doom v6.3 - Updated 12/27/13

#31

Post by Faerlyn » Sat Dec 28, 2013 3:33 am

Finally released version 6.3! NOW PEOPLE CAN STOP BUGGING ME FOR IT! :evil: Changes are listed in the main post, enjoy!
Last edited by Faerlyn on Sat Dec 28, 2013 3:34 am, edited 1 time in total.
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RE: Hard-Doom v6.3 - Updated 12/27/13

#32

Post by Untitled » Sat Dec 28, 2013 5:45 pm

Nice update, but I have two issues with it:
-The new Wolfenstien enemies are a bit too common. Especially mutants, given they hit for 10-30 a shot, shoot almost immediately, and don't make any wake up sound.
EDIT: I checked the odds for these guys. 50% for the SS, 30% for the officer, and 20% for the mutant. I'd make it 70/20/10 myself, but you have the ultimate decisions on this project.
-The new archvile rare spawn, the shadow vile, is kind of lame. It's far easier than the diabolist, unless placed in clever positions. Even then, the diabolist is worse since it's ALWAYS going to get just a bit of damage.
Last edited by Untitled on Sat Dec 28, 2013 5:47 pm, edited 1 time in total.
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RE: Hard-Doom v6.3 - Updated 12/27/13

#33

Post by Faerlyn » Sat Dec 28, 2013 10:44 pm

Untitled wrote:Nice update, but I have two issues with it:
-The new Wolfenstien enemies are a bit too common. Especially mutants, given they hit for 10-30 a shot, shoot almost immediately, and don't make any wake up sound.
EDIT: I checked the odds for these guys. 50% for the SS, 30% for the officer, and 20% for the mutant. I'd make it 70/20/10 myself, but you have the ultimate decisions on this project.
-The new archvile rare spawn, the shadow vile, is kind of lame. It's far easier than the diabolist, unless placed in clever positions. Even then, the diabolist is worse since it's ALWAYS going to get just a bit of damage.

I'm going to give the Mutants a wake up sound so don't worry about that. As for the spawn rate I'm going to be changing it to 55/30/15 just so the mutants show up a little less. The Shadowvile I plan on making a little stronger, it was a lot stronger before release but I was scared that it would be too strong and ruin the map when it was spawned. :P
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RE: Hard-Doom v6.3 - Updated 12/27/13

#34

Post by Untitled » Sun Dec 29, 2013 1:27 am

Faerlyn wrote:I'm going to give the Mutants a wake up sound so don't worry about that. As for the spawn rate I'm going to be changing it to 55/30/15 just so the mutants show up a little less.

The lack of wake up sound is probably the least of their problems. The main one is that 10-30 damage, given a relatively tight spread, is way too much damage to fire with absolutely no time to react.

The main problem is that damage with these guys is more or less totally unavoidable. They shoot almost as soon as they see you, and hit for a lot of damage given that kind of reaction time. It's sort of like the cultists from blood, as quoted by The Goddamn Doomguy:
“What makes the hitscan enemies in Blood particularly annoying is their lightning-fast reflexes. They fire the SPLIT-SECOND they spot you and there’s nothing you can do almost all of the time. Doesn’t help also that they’re accurate as a motherfucker.”


Faerlyn wrote:The Shadowvile I plan on making a little stronger, it was a lot stronger before release but I was scared that it would be too strong and ruin the map when it was spawned. :P


Understandable fear, as I've gone the opposite direction by accident a couple times (of course, the issue that's cropping up for me more often is now "Will this lag the server to hell upon activation?")

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RE: Hard-Doom v6.3.1 - Updated 1/12/14

#35

Post by Faerlyn » Mon Jan 13, 2014 12:15 am

Updated to 6.3.1! The Shadowvile rework didn't end up happening I'll get around to doing that when I release 6.4 (which is when Zandronum 2.0 comes).

Edit: Added two new files into the main post. One allows Hard-Doom to once again be fully compatible with Invasion. The other makes only ammo items respawn for Coop/Survival.
Last edited by Faerlyn on Mon Jan 13, 2014 1:00 pm, edited 1 time in total.
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RE: Hard-Doom v6.3.1 - Updated 1/12/14

#36

Post by Untitled » Mon Jan 13, 2014 10:36 pm

Uh, you didn't upload the hd-invasion.pk3 to BestEver. The link does nothing.

I also can't seem to get it off doomseeker.

EDIT: Just got it off Doomseeker, nevermind, you fixed it.
Last edited by Untitled on Tue Jan 14, 2014 1:14 am, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
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RE: Hard-Doom v6.3.2 - Updated 1/24/14

#37

Post by Faerlyn » Fri Jan 24, 2014 6:21 pm

Updated to 6.3.2! Check the main post for details and links. :cool:

Edit: Updated the invasion patch for v6.3.2!
Last edited by Faerlyn on Fri Jan 24, 2014 6:35 pm, edited 1 time in total.
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RE: Hard-Doom v6.3.2 - Updated 1/24/14

#38

Post by DevilHunter » Fri Jan 24, 2014 9:51 pm

Links for the hell of it

Hard-Doomv632.zip

hdammoonlyrespawnv2.wad

hd-invasionv2.pk3

H-D_11-27-08.zip

Sucks that Footsteps didn't go over well, I'll go check them out right now since I missed out earlier, but hey.. I was busy.

Also, any new versions will appear here

Felt it would be easier to keep it there.
Last edited by DevilHunter on Sat Jan 25, 2014 3:06 am, edited 1 time in total.

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RE: Hard-Doom v6.3.2 - Updated 1/24/14

#39

Post by Empyre » Sat Jan 25, 2014 1:54 am

The hdammoonlyrespawnv2.wad appears to be a text file.

EDIT: Ohter wads are doing that, too. Maybe it is a problem in my IE settings, or my fille associations settings. I'll check that out and report back here.
Last edited by Empyre on Sat Jan 25, 2014 1:59 am, edited 1 time in total.
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RE: Hard-Doom v6.3.2 - Updated 1/24/14

#40

Post by DevilHunter » Sat Jan 25, 2014 3:07 am

It works just fine for me. Ditch IE and use something like Firefox.

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