Hideous Destructor

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Hideous Destructor

Postby Matt » Tue Feb 20, 2007 2:22 am

Image
Download latest release

(version number always starts with target GZDoom version.)


Executive Summary
Ghost Recon meets Ghosts & Goblins. In Doom.

A gameplay mod that:
  • Slows the player down to more anatomically plausible speeds;
  • Adds and modifies weapons and adds numerous options to better emulate the behaviour of real-life counterparts; and
  • Beefs up various monsters and items for verisimilitude and difficulty.


Quickstart (no seriously read this if you're new to this mod):
  • Use slot 9 or look down in case you're bleeding to death.
  • Use medikits to stop bleeding. Fire to stop bleeding, altfire for longer-term healing.
  • Hit the reload key to reload. (Hold the key to avoid dropping the mag.)
  • Hit the unload key (user4) to strip ammo from your current weapon.
  • Hit the alternate reload and fire mode keys (user1 and user2) to operate certain alternative functions on your weapon. (Details in the manual.)
  • Tap or hold the use/open door key to pick up things and melee people.
  • Hit the user3 key to charge or reorganize magazines or batteries.
  • Hold the jump key in front of a low ledge to climb over it.
  • Hold the run/walk key to run.
  • Stop moving and hold the use/open door key to view all inventory.


Videos
2018-08-09 by Knox et al


2018-04-09 by GoatPriest


2018-01-17 by Turbo


2017-04-01 by Knox


Spoiler: More videos:



Related mods
Also recommended

Maps specifically designed for Hideous Destructor:
This mod was never designed to actually allow the player to win anything and may make it literally impossible to advance through some maps. For convenience I've included a list of a few maps that seem to work better than others (but the one on the git wiki is better updated and tested).
Last edited by Matt on Mon Oct 15, 2018 5:19 pm, edited 594 times in total.
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Postby sirjuddington » Wed Feb 21, 2007 12:00 am

I didn't upload that, simply linked to it. It's on the front page of the wiki :P
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Postby Matt » Wed Feb 21, 2007 12:14 am

Oh, whoops, fixed! Sorry RazTK :P

Anyway, because I want more replies to this to stroke my own ego (and, as a distant secondary motivation, I actually want to know the answers) I've got some actual questions about people's experience with this wad:

- Are the sounds playing correctly in 3D mode even without the disable-special-effects patch? (the easiest way to test this I've found is to go to map15 with god mode on, run into the middle field and fire one shot to catch everyone's attention)

- Is the gameplay too difficult? I deliberately geared things to be just a bit more than I personally can handle. Yes, you do have to play quite differently than you do in normal Doom, but my experience tends to be that people who are good at one style will do comparably in the other.

- Are there any weird glitches in the sounds themselves, or other bugs worth noting?
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Postby hnsolo77 » Wed Feb 21, 2007 2:02 am

im having some problems getting this to run

at first it gave me an error in line 33 of dcppawnw lump of expected ')' and i fixed that, now it tells me sprite names must be exactly 4 characters long and it is 4 characters long.

WTF is going on with this?

oh yeah im running ZDoom version 2.1.7
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Postby TomD666 » Wed Feb 21, 2007 2:47 am

The gameplay is rather difficult and I don't like how the Arch-Vile can't be killed. :(

But overall I do like it for some reason, it's rather neat and different from the usual doom fare

Though the alive barrels are wtfage
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Postby Osiris Kalev » Wed Feb 21, 2007 3:47 am

@hnsolo77 - You'll need to use a version of ZDoom that utilizes custom states. There's a link for the latest version in Vaecrius's first post.
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Postby Matt » Thu Feb 22, 2007 4:17 am

@hnsolo77: What Osiris said.

@Tom: Thanks. I'm wondering what other alternatives I should go for with the Archvile... I don't like the original death animation at all, and something about it always really stood out to me that it should get special treatment in this regard. Knowing me, though, I'll probably settle for something involving huge explosions, earthquakes, and additive translucency XD

Speaking of which, anyone killed the cyberdemon yet? :D

And now I just wonder how on earth to make the Industrial Zone playable with the cyberdemon... maybe I should test with real people instead of these useless bots <_>;
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Putting the XD into *xdeath since 2007
 
 
 
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Postby TomD666 » Thu Feb 22, 2007 8:33 am

Could do a huge explosion that fires out flames that resurrect the corpses! :O

Also that flaming barrel is unfair. As are the barrels in general.
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Postby Cutmanmike » Thu Feb 22, 2007 1:33 pm

Wow. I really can't get used to this way of playing at all :P
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Postby Matt » Thu Feb 22, 2007 8:53 pm

@Cutman: I can't tell if you're joking :P Guess I'll have to finally get around to playing those Ghoul's Forest maps after all... :O

@Tom: New update. Thanks, btw, I've wanted to do this particular death sequence for a while...
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Putting the XD into *xdeath since 2007
 
 
 
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Postby Cutmanmike » Fri Feb 23, 2007 4:30 am

No really. I can't even get past map02 in doom2. The bleeding to death thing I can't stand, even if it is a nice effect it gives me headaches. And what Tom said about the archviles.
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Postby Matt » Fri Feb 23, 2007 7:00 pm

Y'know, I think after a couple attempts to play without -host 1 I'm really going to have to do a few maps specialized for this mod XD

EDIT: And to clarify for those who haven't played this thing yet, you're not actually bleeding to death, though the zombies do (unless that's what you're talking about, Cutman) - it's just a persistent red flash and loss of fine motor control while moving...
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Putting the XD into *xdeath since 2007
 
 
 
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Re: Hideous Destructor [last update 22 Feb 2007]

Postby HotWax » Sat Feb 24, 2007 1:23 am

Vaecrius wrote:Since <strike>SlayeR</strike> RazTK was kind enough to upload a binary of the SVN I decided to throw this wad out to see what you guys think.


For future reference, could you please provide a direct link to the file rather than a link to a thread with a link to a thread with a link to the file?

Thanks.

Also, using the version of GZDoom linked to in the above file, I get the following error when loading hideousd.wad:

Code: Select allExpand view
Script error, "actors/shared/debris.txt" line 397:
Invalid state parameter a_fadeout


I think I may be needing an updated gzdoom.pk3 as well, yes?

[edit]Nevermind that, I thought I had gotten the latest GZDoom version already, but apparently not. I downloaded 1.0.22 and extracted gzdoom.pk3 from it alongside the fixed version of GZDoom, and the error now reads as follows:

Code: Select allExpand view
Script error, "dcppawnw" line 1265:
Invalid state parameter a_setgravity


Thus far, not impressed.
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Postby Matt » Sat Feb 24, 2007 5:30 am

You need the SVN (last one I downloaded being r490).

EDIT: Just noticed the old reference to GZDoom in the text file. Fixed.

Incidentally, I've also nerfed the archvile...
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Postby TheDarkArchon » Sat Feb 24, 2007 8:11 am

The rifle's spare ammo count doesn't work: It shows the number of shells left, not bullets. Also for the love of all things blowy-uppy, get rid of the attacking barrels. Game play in general is far too frustrating, partially to almost-overpowered monsters and an overly slow player. The reloading animations need a ton of work though: Drop and reload isn't very convincing and there also needs to be more than the stock sounds as well as the SSG sounds don't make particularily good clip removing sounds. The mod is good on the technical side of things, though, I liked the gradually restoring your health effect once you get out of a firefight.
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