Hideous Destructor 4.7.1a

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Re: Hideous Destructor 4.6.1b

Postby Matt » Mon Oct 04, 2021 3:24 pm

Bulk bug fixed, but this auto-fire bug (a) totally sounds like something I'd deliberately code in to simulate an awful kludge like this and (b) I can't find the code that causes it anyway lol
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Re: Hideous Destructor 4.7.0a

Postby Matt » Mon Oct 11, 2021 5:56 pm

NEW UPDATE! This one's a big one.

Highlights of changes:
  • Massive overhaul to the metrics. Lots of stuff will be a good deal closer and slower.
  • Gravity has been adjusted to have things fall at 9.8m/s after falling for 1 second.
  • Scale no longer resets to default on skin change.
  • hd_height can now be expressed in centimetres rather than proportional to the default.
  • Bunch of little changes and tweaks to fit the new physics.
  • Various magic item messages now use the game tip display instead of print.
  • ZM66 force-load message no longer imputes words to the operator.
  • Lots of critical bugfixes related to the height custimization.
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Re: Hideous Destructor 4.7.0a

Postby ThinkSome » Sun Oct 17, 2021 6:43 am

Hi.

Are HD changes causing this:
Code: Select allExpand view
Script error, "booster-jets/:zscript.zsc" line 91:
Unknown function CheckEncumbrance
Script error, "booster-jets/:zscript.zsc" line 92:
Unknown identifier 'Cost'
?

Cannot load save game without booster-jets repository either:
Code: Select allExpand view
Unknown object class 'BoosterJetsHandler' in savegame
Unknown object class 'HDBoosterJets' in savegame


Is there a way to tell gzdoom to replace unknown object classes with some dummy floating question marks? I don't particularly like booster jets, anyway.




I have a more serious problem: my heartbeat is red and blood packs do not help. I suspect it is due to blurspheres. Particularly, I think that one of them got "glued" to me. It seems that when you pick up your second blur sphere, they either merge into one or one of them gets hidden and constantly hurts you. I played for 40 minutes without a visible blursphere in item rotation (leaving it by the entrance) and it does not help. 2 maps later it pretty much kills me. HELP
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Re: Hideous Destructor 4.7.0a

Postby ZikShadow » Sun Oct 17, 2021 8:06 am

If you managed to drop the Ring of Shadows, it means that its effects no longer affects you.
It is most likely that you need medical attention. See this for possible solutions.

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Re: Hideous Destructor 4.7.0a

Postby ThinkSome » Sun Oct 17, 2021 11:18 am

[quote="ZikShadow"][/quote]

Thanks, I did not know about the burns treatment. Turns out that I had 49% burns. After using up nearly all of the 10 auto-suture guns (have scarcity mod on) on the map, I'm on 0% burns and with yellow health. Now I just need to find some blood packs. I think.

But now I cannot drop the blursphere. Will it become droppable later on? Perhaps when I reach green area with health?
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Re: Hideous Destructor 4.7.0a

Postby Caligari87 » Sun Oct 17, 2021 11:50 am

You probably have aggravated damage, which is invisible long-term stuff (think "space cancer") or old untreated wounds (think "scar tissue"). The only thing that can cure either is blue magic (potions / soulspheres).

But be careful, because if your soul is tainted by using the blursphere, then blues will try to burn it out, usually killing you in the process. You can clear your blurtaint by picking up spiritual armor (helmets), or use an invulnerability sphere to protect you from the cleansing flames before drinking a potion.

(sidenote, the blursphere is currently undergoing big changes so this might only apply if you're playing a version of HD older than the last few days)

8-)
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Re: Hideous Destructor 4.7.0a

Postby Somagu » Mon Oct 18, 2021 2:16 am

Shellshades currently drop a blursphere every time they die, which, while funny to turn around and have them all scramble, should probably not be the case, since an archvile curse can make one drop quite a few.
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Re: Hideous Destructor 4.7.0a

Postby Matt » Mon Oct 18, 2021 3:48 pm

Oops, forgot that the flag would reset to default on death. Fixed.

I wish I could remember where that red light had been defined though...
EDIT: what the fuck why are the flash frame lights staying on
EDIT: GZDoom bug
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Re: Hideous Destructor 4.7.0a

Postby Eric_ » Mon Oct 18, 2021 9:24 pm

The red light the shellshade had prior to these changes? Right here.

The megasphere logic (this line and the next) is non-functional - it never gives you spiritual armor, because it's making a check for an "id" lump, which doesn't actually exist in the id IWADs. I tried inverting this logic using lumps exclusive to Freedoom (since there doesn't seem to be anything exclusive on the id side, but there is a FREEDOOM lump that can be checked and shouldn't ever cause a false positive), and the next line throws a VM abort if you aren't given a shield core. This line also doesn't appear to actually function - even if it doesn't abort, the given shield doesn't get activated. EDIT: I see now, it only works if you very quickly tap use. Holding use prevents the auto-activation, it's fairly sensitive. I can't get the IWAD logic working at all, though - it just always fails even if it's pointed at a lump that does exist. Is the value returned by CheckLump simply not compatible in this use case?

Obtaining spiritual armor also still destroys your held blursphere, even though they aren't exclusive anymore. I figured you probably had more plans for spiritual armor/shield cores, but I'm mentioning it in case you just forgot about it.
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Re: Hideous Destructor 4.7.0a

Postby Crudux Cruo » Tue Oct 19, 2021 7:24 am

I was just doing a playthrough on blood stained and I was single shotting enemies with the liberator, I don't remember being such a BAMF with it before!
Damn this is so much fun and now I can spy roll too! I can't believe this mod has been in production for 13 YEARS! It's come such a long way too.
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Re: Hideous Destructor 4.7.0a

Postby Somagu » Tue Oct 19, 2021 11:39 am

As of this commit, the increased crouch speed when a single stim is injected prevents crouch slides of any kind, and uncrouching makes you jump quite a bit higher than a regular standing leap. While I'm fine if both of these end up being deliberate, just checking to make sure that the uncrouch leap being nearly 2x that of a proper jump is intentional, and not a miscalculation.

[edit] left out an important detail that was the entire reason I posted lmao
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Re: Hideous Destructor 4.7.0a

Postby Abba Zabba » Tue Oct 19, 2021 7:33 pm

Somagu wrote:Stims making you high jump and breaking crouch slides

Thought I was going crazy for a second when I had it happen a few times then stop. Also, the disabled or broken crouch slides while stimmed are even older than that commit you linked.
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Re: Hideous Destructor 4.7.0a

Postby Matt » Tue Oct 19, 2021 7:54 pm

The "id" lump is in HD under the doom.id filter. The detection code does work for me in principle though I can't test it right now.

Turns out the stim jump is a very old bracketing error - the speed adds 4% of zerk but 100% of stims. Actually I'm not 100% sure this is an error since each point of zerk is a lot less than each point of stim, but it's still giving stim way too much of a difference.
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Re: Hideous Destructor 4.7.0a

Postby Eric_ » Tue Oct 19, 2021 8:09 pm

Yeah, after further experimentation and checking again on the latest commit (still gives a shieldcore in id), I think CheckLump just doesn't work inline like that. I borrowed a different method from the pistol and got it working, though:
Code: Select allExpand view
override void A_HDUPKGive(){
        bool id=(Wads.CheckNumForName("id",0)!=-1);
       
      if(!picktarget||bnointeraction)return;
      picktarget.A_GiveInventory(id?"SpiritualArmour":"ShieldCore",1);
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Re: Hideous Destructor 4.7.0a

Postby Eric_ » Sat Oct 23, 2021 1:59 am

Another slew of bug reports:
Blursphere doesn't clear the specialfiredamage flag if you decloak by attacking, so unless you drop the sphere, enemies will ignore you even when you're supposed to be visible.
Shield cores display the partial charge warning message even if the core you're wanting to remove is fully charged but damaged. Unworn cores get dropped by the purge useless ammo bind.
I recognize drugs are likely not in a ready state at the moment, but stims seem to be lasting almost three minutes, around twice their previous duration. If that's intended it's fine, thought I'd report it in case it's not.
From this commit onward, sprinting speed is capped to somewhere around 22km/h, down from about 30, and even on zerk you can't exceed it. Between the debug speedometer's rapid flickering and this cap practically matching zerk's jogging speed, I get the feeling it's not intentional.
This is an older bug, but it's screwed me over again in recent times: the altfire+reload keychord to chamber load the Boss rifle sometimes cleans it instead. I think it only happens beyond a certain dirt threshold, I was only able to reproduce it on the range after running several clips worth of ammo, and after the first time I had to run a few clips more to make it happen again.
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