Hideous Destructor [last update dated June 17, 2013]

For in-development or completed ZDoom projects
Forum rules
Got a cool project idea but nothing else? This forum is NOT for you! Put it in this thread instead!
Please read the full rules for more details.

Re: Hideous Destructor [last update dated August 6, 2012]

Postby Vaecrius » Sun Aug 05, 2012 10:18 pm

I considered adding a zoom for the rifle's semiauto function but that got awkward when I realized semi was actually pretty decent in close quarters as well.

Also I am a little too used to my own fov alias binds. :P
User avatar
Vaecrius
Team Bad Allocation, blast off at the speed of light!
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: Hideous Destructor [last update dated August 6, 2012]

Postby -Ghost- » Sun Aug 05, 2012 11:05 pm

I usually leave it in auto but just fire single shots/bursts anyway. Full auto is for a caco or higher right in my face. :P
User avatar
-Ghost-
 
Joined: 08 Sep 2010

Re: Hideous Destructor [last update dated August 6, 2012]

Postby Big C » Mon Aug 06, 2012 2:03 pm

Regarding the frame glitches for the Doom 64 shotgun, it seems to alternate between working properly for me and occasionally having the glitch mentioned in prior posts.

Maybe it's a loading order problem?
User avatar
Big C
@pocalypse Now
 
Joined: 19 Oct 2010

Re: Hideous Destructor [last update dated August 6, 2012]

Postby Vaecrius » Mon Aug 06, 2012 2:33 pm

How are you guys loading your stuff? I've always used command line and never had a problem.
User avatar
Vaecrius
Team Bad Allocation, blast off at the speed of light!
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: Hideous Destructor [last update dated August 6, 2012]

Postby Big C » Mon Aug 06, 2012 2:40 pm

I click and drag mine over the .exe since I am lazy. :P
User avatar
Big C
@pocalypse Now
 
Joined: 19 Oct 2010

Re: Hideous Destructor [last update dated August 6, 2012]

Postby -Ghost- » Mon Aug 06, 2012 3:09 pm

I use the qZDL launcher and put HD at the bottom of the order.
User avatar
-Ghost-
 
Joined: 08 Sep 2010

Re: Hideous Destructor [last update dated August 6, 2012]

Postby Lava Grunt » Mon Aug 06, 2012 4:10 pm

Yeah, I began to load it ondo the Zdoom file launcher thing and it worked just fine. Drag and drop doesn't seem to work right for this addon, though.
User avatar
Lava Grunt
*insert avatar related pun here*
 
Joined: 05 Sep 2011
Location: Roseville, MI

Re: Hideous Destructor [last update dated August 6, 2012]

Postby Turbo » Tue Aug 07, 2012 2:59 pm

An idea: The player cannot hear any supersonic cracks when firing full auto, with exception of hearing the crack from the last shot fired afterwards.
User avatar
Turbo
Let's just hope this works..
 
Joined: 22 Mar 2011

Re: Hideous Destructor [last update dated August 6, 2012]

Postby FDARI » Tue Aug 07, 2012 5:44 pm

When did the bullets become sooo powerful? I didn't notice it ingame until today, and I'm not sure "it" is real. But I bled to death after very brief exposure to zombiemen. I can't count the shots, but they sounded like single shots, there might have been two hits and I wore green armour (my health was probably not 100%, but enough that I noted no symptoms of injury). Zombiemen frequently/invariably go down in a single hit (bleeding inclusive), and the doomimp only took two bullets himself... Was the world always this dangerous? (This is only a single playthrough of map01 to try the latest version. May not reflect actual balance.)
User avatar
FDARI
Bronies eunt domus
 
Joined: 03 Nov 2009

Re: Hideous Destructor [last update dated August 6, 2012]

Postby -Ghost- » Tue Aug 07, 2012 7:14 pm

FDARI wrote:When did the bullets become sooo powerful? I didn't notice it ingame until today, and I'm not sure "it" is real. But I bled to death after very brief exposure to zombiemen. I can't count the shots, but they sounded like single shots, there might have been two hits and I wore green armour (my health was probably not 100%, but enough that I noted no symptoms of injury). Zombiemen frequently/invariably go down in a single hit (bleeding inclusive), and the doomimp only took two bullets himself... Was the world always this dangerous? (This is only a single playthrough of map01 to try the latest version. May not reflect actual balance.)


I think they've always been that way. Their whole role seems to be to just force you to keep your head down or bleed out. It does get pretty crazy though, sometimes 1 or 2 of those weak zombies are more dangerous than a whole pack of imps.
User avatar
-Ghost-
 
Joined: 08 Sep 2010

Re: Hideous Destructor [last update dated August 6, 2012]

Postby Big C » Tue Aug 07, 2012 7:17 pm

Yes, they've always been a pain. The manual says their whole purpose is to get off a lucky shot and laugh at you from beyond the grave as you bleed to death.

That much said, with the whole new FIRE schtick imps have turned into a legitimate threat at long last.
User avatar
Big C
@pocalypse Now
 
Joined: 19 Oct 2010

Re: Hideous Destructor [last update dated August 6, 2012]

Postby Vaecrius » Tue Aug 07, 2012 10:58 pm

@Turbo: Wonderful idea... if only I had some means of implementing it. :|

Bullets actually have increased in damage ever since I made them fastprojectiles... it should have been impossible to one-shot a zombieman before that update.
User avatar
Vaecrius
Team Bad Allocation, blast off at the speed of light!
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: Hideous Destructor [last update dated August 6, 2012]

Postby Lava Grunt » Thu Aug 09, 2012 8:32 am

Though very low priority, do you think the rifle reload sound could get an update? Something a tad pinch less...airy. Though the click of the lock when you empty a rifle completely, then reload is perfect.

Another idea I've been twiddling around in my head, though purely cosmetic, would be giving shell casings (and magnum casings) a +movable flag to scoot around (like gibs in beautiful doom; they'd move around from getting hit and splash damage from explosions.)
User avatar
Lava Grunt
*insert avatar related pun here*
 
Joined: 05 Sep 2011
Location: Roseville, MI

Re: Hideous Destructor [last update dated August 6, 2012]

Postby Vaecrius » Sat Aug 11, 2012 1:41 am

I'm a bit leery of having all those actors being checked for pushing... I did it for the grenades because that served a gameplay reason but unless I can get people slipping and falling over from stepping on casings that roll like spare buckshot...
User avatar
Vaecrius
Team Bad Allocation, blast off at the speed of light!
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: Hideous Destructor [last update dated August 13, 2012]

Postby Vaecrius » Mon Aug 13, 2012 1:43 am

NEW UPDATE

Changes:
  • Bugfix: Launched rockets would spawn on the wrong side of the wall. (Thanks to NeuralStunner - see link below)
  • Bugfix: Archvile flames could catch fire.
  • Added NeuralStunner's improved recoil code for the rockets.
  • Increased the delay for distance sounds and made the distant sounds non-directional again. I liked the feeling of not ever "really" knowing where the shots are coming from until it's too late.
  • Sped up the rocket.
  • You now get a warning before an archvile's ghost begins raising things.
  • Gave the archvile one more buff (and distinction from healer imps): mass raise.
  • Totally revamped the friendliness treatment for the archviles/archangels.
  • Some tweaks to the baron and lost soul attacks.
User avatar
Vaecrius
Team Bad Allocation, blast off at the speed of light!
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

PreviousNext

Return to Projects

Who is online

Users browsing this forum: watstha, zrrion the insect and 11 guests