Search found 12 matches
- Sat Jan 14, 2023 10:49 am
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085862
Re: Hideous Destructor 4.10.0a
Failure to protect and coordinate with that team member is a team skill issue. Aye. I still think separate lives/respawn tickets would be a good compromise and let us lower the lives pool to something more reasonable. Currently I set very forgiving lives pools to take into account our lives are ...
- Thu Jan 12, 2023 3:34 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085862
Re: Hideous Destructor 4.10.0a
Will there be any plans to add a COOP mode that has each player get separate lives? We currently have: 1. All players have a shared lives pool. When you run out of lives, the map immediately restarts even if some players are still alive. 2. All players have a shared lives pool. When you run out of ...
- Sat Jan 07, 2017 5:29 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085862
Re: Hideous Destructor [last update dated January 2, 2017]
Does anyone know if Chex Quest works with HD? I just realized how hilarious it would be, and can't use my computer atm so I can't test it myself.
- Thu Jan 05, 2017 7:08 am
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085862
Re: Hideous Destructor [last update dated January 2, 2017]
Any plans to have permanent damage staying upon respawn return as a server option? I liked how playing with multiple lives still meant you had to be careful about dying, and medkits and such were still very useful, as even when respawning you might need a first aid kit. This was especially true if ...
- Tue Oct 18, 2016 7:25 am
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085862
Re: Hideous Destructor [last update dated October 17, 2016]
We should keep both damage types on respawn but just make them separate options so the player can set it to their needs. Everybody technically "Wins" this way. Again I personally like both damage types being kept. Others want neither, and some want only aggravated damage to be kept.
- Mon Oct 17, 2016 11:41 am
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085862
Re: Hideous Destructor [last update dated October 17, 2016]
I have mixed feelings on lethal and aggravated damage being reset on respawns. I get the logic that you're respawning and should be a fresh character, but at the same time you seem to keep your gear, armor damage, ammo, etc. but it just seems a little bit too forgiving. As it was before, it felt ...
- Wed Oct 12, 2016 7:41 am
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085862
Re: Hideous Destructor [last update dated October 10, 2016]
I saw this idea thrown around and discussed very briefly many pages back I'd like to bring up for more discussion. Suppressed weapons, which would help prevent agro when firing. (Damaged enemies still get agro, as well as enemies close by.) Project Brutality has a silenced pistol. Basically ...
- Tue Oct 11, 2016 3:12 am
- Forum: Gameplay Mods
- Topic: Crossfire ~ v0.81 (5/1/2019)
- Replies: 159
- Views: 36775
Re: Crossfire - Maintenance update (9/30/14)
Whoops, so sorry about that.wildweasel wrote:I wouldn't mind seeing this mod worked on again, but please understand that you've just bumped a three-year-old thread.

- Mon Oct 10, 2016 6:43 pm
- Forum: Gameplay Mods
- Topic: Crossfire ~ v0.81 (5/1/2019)
- Replies: 159
- Views: 36775
Re: Crossfire - Maintenance update (9/30/14)
VERY nice. I noticed a big Metal Gear influence. The way the health bar looks, the healing and menu sounds, the patriot gun, etc.
Any plans to add in a FAMAS, or even genome soldier looking enemies?
Any plans to add in a FAMAS, or even genome soldier looking enemies?
- Mon Oct 10, 2016 8:44 am
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085862
Re: Hideous Destructor [last update dated October 10, 2016]
Discovered a bug I think.
When you equip the vulcanette, your crosshair "Droops" downwards to simulate the massive weight of it. If you sprint for a tiny bit (basically tap shift) then stop, your crosshair stops drooping until you change weapons and back to the vulcanette.
When you equip the vulcanette, your crosshair "Droops" downwards to simulate the massive weight of it. If you sprint for a tiny bit (basically tap shift) then stop, your crosshair stops drooping until you change weapons and back to the vulcanette.
- Sat Oct 08, 2016 1:16 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085862
Re: Hideous Destructor [last update dated October 3, 2016]
Have not actually played H.D. yet I've considered both of those in the past and have concluded it's better the way it is. What you're suggesting is analogous to requiring that the SMG, ZM66, BFG, etc. be manually unloaded first and the reload key only loads a weapon if it's already got an empty ...
- Fri Oct 07, 2016 9:26 am
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085862
Re: Hideous Destructor [last update dated October 3, 2016]
Have not actually played H.D. yet, I have a few questions about game mechanics/suggestions. Primary fire to throw grenades shouldn't auto-pull the pin. You should be required to alt fire once to remove the pin, then optionally a second time to start the timer before throwing. Not sure if this is ...