Hideous Destructor [Release version 3.1.0.2]

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: Hideous Destructor [last update dated September 22, 2014

Postby Abba Zabba » Sun Sep 21, 2014 10:26 pm

Vaecrius wrote:Hmm, yes, I do suppose people do use these trees as normal trees don't they... would be nice to have a way to make them active only on a hell-themed map.


The hellish, floating pieces of earth with skulls on top would be more appropriate in my opinion. Maybe the all-watching eye too.

Bug: manually gibbing corpses drops items.
User avatar
Abba Zabba
 
Joined: 05 Sep 2011
Location: a place lol!

Re: Hideous Destructor [last update dated September 22, 2014

Postby Vaecrius » Mon Sep 22, 2014 12:39 am

The screams must be coming from the trees if it is to mean anything.

However, I can use these things to communicate with the trees through AAPTR_PLAYER1 at map start...
User avatar
Vaecrius
Putting the XD into *xdeath since 2007
 
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 September 22, 2014

Postby Jack Mackerel » Mon Sep 22, 2014 8:17 pm

It's GZDooM's newest build definitely being wonky, but I'll leave this here.

OS: Windows 7 (NT 6.1) Build 7601
Service Pack 1
M_LoadDefaults: Load system defaults.
Using program directory for storage
Gameinfo scan took 2 ms
W_Init: Init WADfiles.
adding C:/Users/Reisen/Desktop/GZDooM/gzdoom.pk3, 586 lumps
adding ./doom2.wad, 2919 lumps
adding C:/Users/Reisen/Desktop/GZDooM/Hideous Destructor/DOOM2.WAD, 2919 lumps
adding C:/Users/Reisen/Desktop/GZDooM/Hideous Destructor/hd.pk7, 99 lumps
adding C:/Users/Reisen/Desktop/GZDooM/Hideous Destructor/hd.pk7:demonicron_pinkies.wad, 60 lumps
adding C:/Users/Reisen/Desktop/GZDooM/Hideous Destructor/hd.pk7:femdmug.wad, 42 lumps
adding C:/Users/Reisen/Desktop/GZDooM/Hideous Destructor/hd.pk7:hdgfx.wad, 166 lumps
I_Init: Setting up machine state.
CPU Speed: 2295 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7-3610QM CPU @ 2.30GHz
Family 6, Model 58, Stepping 9
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.36
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script warning, "" line 0:
Invalid face '' for 'HDPlayer';
STF replacement codes must be 3 characters.

Script warning, "" line 0:
Invalid face '' for 'HDPlayer';
STF replacement codes must be alphanumeric.

Script error, "hd.pk7:actors/dcrocket.txt" line 643:
'user_rocqfuel' is already defined in 'HEATRocquette' or one of its ancestors.
Script error, "hd.pk7:actors/dcrocket.txt" line 644:
'user_rocqdamage' is already defined in 'HEATRocquette' or one of its ancestors.
Error in translation 'none':
Script error, "translation" line 1:
Expected integer constant but got 'none' instead.

Script error, "hd.pk7:actors/dccyber.txt" line 42:
'user_rocqfuel' is already defined in 'SatanRocquette' or one of its ancestors.

Execution could not continue.

3 errors while parsing DECORATE scripts


Also, I'll agree that the trees scream a bit too often, though I'm not sure what a good frequency for them would be.
Last edited by Jack Mackerel on Tue Sep 23, 2014 3:30 am, edited 1 time in total.
User avatar
Jack Mackerel
 
Joined: 30 Jan 2013

Re: Hideous Destructor [last update dated September 22, 2014

Postby Vaecrius » Tue Sep 23, 2014 2:40 am

Script error, "hd.pk7:actors/dcrocket.txt" line 643:
'user_rocqfuel' is already defined in 'HEATRocquette' or one of its ancestors.
Script error, "hd.pk7:actors/dcrocket.txt" line 644:
'user_rocqdamage' is already defined in 'HEATRocquette' or one of its ancestors.
Error in translation 'none':
Script error, "translation" line 1:
Expected integer constant but got 'none' instead.

Script error, "hd.pk7:actors/dccyber.txt" line 42:
'user_rocqfuel' is already defined in 'SatanRocquette' or one of its ancestors.

Oh cool, I had no idea actors inherited uservars! Should be fixed as of next release.
User avatar
Vaecrius
Putting the XD into *xdeath since 2007
 
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 September 22, 2014

Postby Abba Zabba » Tue Sep 23, 2014 10:19 pm

Do you think you could remove the falling frame thing you added for monsters? It looks ok with most zombies, but when the marines are involved it just looks weird.

Also, not getting the whole screaming tree thing. I guess it's comes from some piece of literature, but I can't google anything about it without getting something about the Screaming Trees.
User avatar
Abba Zabba
 
Joined: 05 Sep 2011
Location: a place lol!

Re: Hideous Destructor [last update dated September 22, 2014

Postby Vaecrius » Wed Sep 24, 2014 2:06 am

dude, it's even referenced in that totally-utterly-unfaithful-to-the-book-in-all-the-worst-ways game.

I'll consider removing that frame for the marines and marine-alikes, though I still greatly prefer the presence of the implied movement over a totally static corpse sprite.
User avatar
Vaecrius
Putting the XD into *xdeath since 2007
 
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 September 22, 2014

Postby Abba Zabba » Wed Sep 24, 2014 2:32 am

Damn dude, I forgot about Gamefaqs. That site was (and I guess is) a gaming savior.

And about the movement...a static frame still conveys movement better than a floppy flailing corpse. Look what you did with the weapon bobbing for example; a static sprite sure, but you made it express movement quite well. It works for Doom.
User avatar
Abba Zabba
 
Joined: 05 Sep 2011
Location: a place lol!

Re: Hideous Destructor [last update dated September 22, 2014

Postby Slydir » Wed Sep 24, 2014 6:20 pm

Hey Medacris, I saw your video and I liked it a lot.

I know the trigger delay is old news, but I am now definitely getting the Way of the Gun firefight feel again.
Thanks a million for changing the launcher ladder sight to the way it is now.
Didn't get a chance to check the screaming foliage. I'll do it when I get home.
User avatar
Slydir
Everyday is UV -fast day
 
Joined: 26 Aug 2011
Location: Texas

Re: Hideous Destructor [last update dated September 22, 2014

Postby Hoodlook » Wed Sep 24, 2014 7:22 pm

I fucking love this. Everything is so realistic, this is something that I've actually been looking for all the time I've played ZDoom mods. Everything from the manual pump-action shotgun , weapon jams and bleeding system makes everything extremely difficult but an awesome, fun and satisfying challenge. Keep doing what you're doing. I think the main thing that makes this mod awesome is the MECHANICS. The little things like i said before...the manual pump action shotgun is an example. I have only tried 3 of the 10 or so classes so far and I am having a lot of fun with this.
User avatar
Hoodlook
You cannot find yourself until you loose yourself.
 
Joined: 16 Sep 2014

Re: Hideous Destructor [last update dated September 22, 2014

Postby Slax » Wed Sep 24, 2014 8:00 pm

Got this idea regarding swinging your big ol' gun around.

You probably need some time to steady that thing after quickly turning your body. So, here's the concept.
You get a "safe" horizontally oval circle to aim within whenever you're all steadied and ready. Aim to the side quickly, within this invisible circle, and it'll fairly slowly recenter on your new aim point. (Ride the edge of it and you'll lose some full auto control.) Go outside the circle and you'll be inaccurate and unsteady... until you steady yourself again. That is, having the circle find your aim point again.

Unpolished and unfinished idea buuuut I still kinda like it. Probably needs "weapon raised/lowered" states as well. Mumble grumble...
User avatar
Slax
Saucy.
 
Joined: 19 Oct 2010
Location: Window office.

Re: Hideous Destructor [last update dated September 22, 2014

Postby Abba Zabba » Wed Sep 24, 2014 8:23 pm

I was thinking about that too, kind of like what some varieties of SMOD did with the sway of the weapons, adding another crosshair; one that shows where your aim currently is and one that's glued to the center of the screen that the dynamic one will return to when you rest your movement/give yourself a momentum check.
User avatar
Abba Zabba
 
Joined: 05 Sep 2011
Location: a place lol!

Re: Hideous Destructor [last update dated September 22, 2014

Postby Jack Mackerel » Thu Sep 25, 2014 1:41 am

Isn't SMOD Tactical's (and, of course, the original SMOD and various spinoffs) aiming based on ARMA's, anyway?

I feel like raise/lower is kind of already in the game when you stop walking and fire immediately (and kind of even further when you trying to turn and your weapon bumps into the wall), but, yeah, maybe jacking UT2004's Ballistic Weapons raise/lower might work if someone wants to hug the wall, though that one's automatic.
User avatar
Jack Mackerel
 
Joined: 30 Jan 2013

Re: Hideous Destructor [last update dated September 22, 2014

Postby Somagu » Thu Sep 25, 2014 2:29 am

ArmA's vector aiming is actually much, much more tame compared to Operation Flashpoint's. Red Orchestra would be another good example.
User avatar
Somagu
 
Joined: 22 Nov 2013

Re: Hideous Destructor [last update dated September 22, 2014

Postby JimmyJ » Thu Sep 25, 2014 2:34 pm

Aiming deadzones are one of my favorite things in FPS games ever, if it's at all possible to implement in Doom I'm all for it.
User avatar
JimmyJ
Also known as Catweasel. I am not Jimmy or Wildweasel.
 
Joined: 09 Nov 2009

Re: Hideous Destructor [last update dated September 22, 2014

Postby Caligari87 » Thu Sep 25, 2014 3:07 pm

Aiming deadzones, or at least the possibility to adjust the crosshair aiming offset, would be awesome.
User avatar
Caligari87
I'm just here for the community
 
Joined: 26 Feb 2004
Location: Salt Lake City, Utah, USA
Discord: Caligari87#3089

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: Majestic-12 [Bot], UAC-Janitor, Princess Viscra Maelstrom and 5 guests