Search found 906 matches
- Thu Oct 11, 2018 10:23 am
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085722
Re: Hideous Destructor
Actually I think It could be relatively bog free if it used the following system. If enemy has no vanilla los, do nothing. If enemy has vanilla los, check for angle outside forward vision. If not within "possible success", do nothing. If possible, factor in lighting. If impossible, do nothing. If ...
- Wed Oct 10, 2018 11:42 am
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085722
Re: Hideous Destructor
Honestly, camo is taking it much too far, doom is almost entirely interior city / techbase with very little camo, so I don't think its all too important, compared to LOS handling peripheral vision handling, and detail levels compared to distance / movement / cover. Metal gear solid is a good example ...
- Sat May 26, 2018 3:19 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085722
Re: Hideous Destructor [Release version 3.3.2.3]
There is actually a binding for toggling scope, very useful if you want to switch between scope and high visibility on the fly.
I personally have scope as always and use this, it basically toggles scope always and never, and I often run around with it turned off unless I'm making difficult shots.
I personally have scope as always and use this, it basically toggles scope always and never, and I often run around with it turned off unless I'm making difficult shots.
- Fri May 04, 2018 12:33 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085722
Re: Hideous Destructor [Release version 3.3.2.1]
I'm serious....looking in latest commits, I see you buffed bullets a bit, and I wonder if this is a problem. Shotgunners are instantly lethal far more than before, right out the gate on rifleman class, and burst zombiemen make things even worse, as they have almost better range, kill before you can ...
- Thu May 03, 2018 10:48 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085722
Re: Hideous Destructor [Release version 3.3.2.1]
I wouldn't say the med system is completely perfect.... old system addressed many issues, but current Issue is, I wish stims had more of an immediate effect. Stims are supposed to be something that QUICKLY get someone up from being injured, and put them to use, while leaving wounds unattended, but ...
- Wed May 02, 2018 8:35 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085722
Re: Hideous Destructor [Release version 3.3.2.1]
We certainly need the auto pistol drop somewhere, even if rare. Extremely sparse in jackboots, very rare ammo box spawn, on marines or dragon guards occasionally.. Also iirc you mentioned you did put them in, but rarely, but I've never encountered one. Edit : though I suppose if the smg is made ...
- Mon Apr 30, 2018 5:07 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085722
Re: Hideous Destructor [Release version 3.3.2.1]
Wait, derp ambush is sleep mode? Alright.. Nevermind.
- Mon Apr 30, 2018 12:59 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085722
Re: Hideous Destructor [Release version 3.3.2.1]
The change certainly improved the destruction being more normal, but i still get outliers. Testing on map 73 of dump 3, northern data center (room with all the computers and blue key) all computers and chair backs broke as expected, except for the lowest row, which all raised. I think height might ...
- Mon Apr 30, 2018 12:58 am
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085722
Re: Hideous Destructor [Release version 3.3.2.1]
Seems lower sectors hit with bolts are having a bad habit of going UP and not down, making things grow. This happened on 90% of things i shot on map 73 of dump 3. Chair backs, mini crates on bigger crates, ect. It actually can even be used to create cover this way.. I think it has something to do ...
- Sun Apr 29, 2018 1:34 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085722
Re: Hideous Destructor [Release version 3.3.2]
Just an idea, but have you considered making imp mage balls behave more like revenant rockets? I feel this would be more consistent given other fireballs fly a little drunkenly. It would also make them more dangerous in longer range, and less dangerous at short range.. Just a thought to experiment ...
- Sun Apr 29, 2018 12:22 am
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085722
Re: Hideous Destructor [Release version 3.3.2]
if it was "look and chase", you might want to check out other AI too, Ive had a few random crashes on office assault and some dump maps which have shotgunners. By the way, cacos feel pretty excessive in their power. Their radius of melting you, and damage combined, feels way too much. Id either make ...
- Sat Apr 28, 2018 10:09 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085722
Re: Hideous Destructor [Release version 3.3.2]
Afraid I've found at least 1 fatal crash in latest version, sorry matt. on my map... http://www.mediafire.com/file/2k852xip79kxzeq/Besiegedtown.wad Which I am creating, it almost always crashes a few seconds after launching. something to do with marines I think. Or else im lagging my own system, but ...
- Sat Apr 28, 2018 4:10 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085722
Re: Hideous Destructor [Release version 3.3.0]
That was me, actually. It was originally a "proof of concept" for a map involving enemies firing through walls. Really wish the mastermind was more of a threat, the 7 mil rounds are nasty, but so wide and random that its possible to just waltz through the second floor with decent luck. I really ...
- Sat Apr 28, 2018 3:52 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085722
Re: Hideous Destructor [Release version 3.3.0]
What the... bloody HELL MATT, what did you do to the spidermastermind and cyberdemon! :shock: The mastermind has an energy shield which shrugs off rockets by the handful, and the cyberdemon fires homing plasma slugs?! :shock: hmmn...hold on. I'm off to give "gotcha" a try. EDIT : and cyberdemons now ...
- Sat Apr 28, 2018 2:41 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1085722
Re: Hideous Destructor [Release version 3.3.0]
Strangely, again, i remember railings working before. Actually i JUST checked the pre-zscript build stable, and yes, vaulting mid textures works fine there, but not in current. Maybe you should look there Also, considering air burst range starts at 10 meters, why not make the air burst setting go ...