Hideous Destructor 4.10.0b

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Matt
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Re: Hideous Destructor [Release version 3.1.0.5]

Post by Matt »

Spawn state added, at least for HD.

...and the Heretic stuff actually runs after all these years of neglect :shock:
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Somagu
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Re: Hideous Destructor [Release version 3.1.0.5]

Post by Somagu »

I was thinking that, yeah. Only big problem is that the flasks and vials don't do anything.

(Not asking you to fix them/resume Heretic support, just remarking.)
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Matt
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Re: Hideous Destructor [Release version 3.1.0.5]

Post by Matt »

I've just changed how fraglimits in co-op works.

Now fraglimits <=100 means you restart after you hit that many deaths, while fraglimits >100 mean you wait until everyone's eliminated.

This makes it the same as TDM where <=100 is just a normal fraglimit and >100 is elimination mode.
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Somagu
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Re: Hideous Destructor [Release version 3.1.0.5]

Post by Somagu »

So I'll want to change my fraglimit to 103 from 3?
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Re: Hideous Destructor [Release version 3.1.0.5]

Post by Matt »

Yes (unless you want to declare defeat and restart the map right after the third death).

Also, I've just changed it so that fraglimit exactly 100 is also elimination mode - use sparingly since spawntelefrags happen.
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Doominer441
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Re: Hideous Destructor [Release version 3.1.0.5]

Post by Doominer441 »

What's "Synthetic Deities"?
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Silentdarkness12
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Re: Hideous Destructor [Release version 3.1.0.5]

Post by Silentdarkness12 »

Vaecrius doing some gameplay related stuff to Heretic.
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Matt
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Re: Hideous Destructor [Release version 3.1.0.5]

Post by Matt »

Basically trying to do for Heretic what HD does for Doom.

Nowhere near publishably complete, but it is in HD right now and if you run it with Heretic some stuff is still functional.
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Somagu
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Re: Hideous Destructor [Release version 3.1.0.5]

Post by Somagu »

Dunno if anything happened recently with the related entities but firing a grenade with the blooper at a Baron caused a memory leak (?) that immediately froze the game and then subsequently locked up my computer entirely (!!!)
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Matt
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Re: Hideous Destructor [Release version 3.1.0.5]

Post by Matt »

I've been getting random memory leak crashes for no reason for as long as I've been using ZScript...
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Somagu
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Re: Hideous Destructor [Release version 3.1.0.5]

Post by Somagu »

Duly noted. Guess I'll be quicker to close gzdoom next time heh.
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Matt
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Re: Hideous Destructor [Release version 3.1.0.5]

Post by Matt »

Do let me know if you notice any unequivocal pattern though... even if it's replicable I might not be able to do anything about it, but I could try to hack my way around it or just put a warning in the manual or something.
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phantombeta
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Re: Hideous Destructor [Release version 3.1.0.5]

Post by phantombeta »

Somagu wrote:Dunno if anything happened recently with the related entities but firing a grenade with the blooper at a Baron caused a memory leak (?) that immediately froze the game and then subsequently locked up my computer entirely (!!!)
I'd just like to point out that if you're using the devbuilds, it's a good idea to take the OpenAL DLL from the official 3.1.0 release and replace the one in the devbuild with it. The devbuilds have an outdated OpenAL, and it can cause exactly that. (I've had it happen myself)
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Somagu
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Re: Hideous Destructor [Release version 3.1.0.5]

Post by Somagu »

I'm pretty sure I was using 3.1.0 (DLL and all) but I'll keep that in mind for the future, thank you. Is this a thing that can be fixed, or?
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Re: Hideous Destructor [Release version 3.1.0.5]

Post by phantombeta »

It can be fixed by replacing the DLL in the devbuilds with the newer one from 3.1.0. For it to be fixed in the devbuild downloads in DRDTeam, the maintainer (Blzut3, I think) has to update the DLL it uses. I've never done automated compilation, so I have no idea whether this is easy or not, or whether it can even be done.
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