Hideous Destructor 4.7.1c

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Matt
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Re: Hideous Destructor 4.7.1a

Post by Matt »

Abba Zabba wrote:The steps are simple and straight forward in this case, which is why I didn't elaborate. But for a step by step, here's what I just did that also yielded the same result:

1: loaded the range map
2: spawned an archvile, shot it until the final pain trigger causes the fade out death
3: observed that the archvile's 'corpse' doesn't truly disappear when the sprite fades away, it remains as an invisible, non-obstructing, draggable entity that displays dynamic light flickers perpetually, along with registering collisions with hitscan and projectiles, still spraying yellow blood.
....I'm glad I asked for clarification!
(not one of my 3 guesses had even been close)

The archvile is up for one heck of an overhaul anyway...
EDIT: or I could just add that one little thing it needed to fix the reported bug.
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Abba Zabba
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Re: Hideous Destructor 4.7.1a

Post by Abba Zabba »

Thanks for checking it out.

Could side-hops/jumps be made more effective at the cost of stamina? Just a little bit more distance covered without the extra momentum from crouch slides, enough to juke projectiles when you're carrying a decent load of gear, with a similar camera or view jerk. Way back when they were first implemented, they complemented each other perfectly for typical shift (sprint) and space (jump) finger resting positions, but the meta has long since changed, while the normal default key binding layouts no longer work together nearly as well.
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Matt
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Re: Hideous Destructor 4.7.1a

Post by Matt »

I'll think about it next time I'm working on stuff, but IIRC that was back when imp/caco/baron shots tracked targets a lot more than they do now so the overall balance hasn't fundamentally changed...
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Somagu
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Re: Hideous Destructor 4.7.1a

Post by Somagu »

Side hops seem pretty sufficient to me, at least, even at higher weight. Just need to pay close attention to timing.
Proydoha
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Re: Hideous Destructor 4.7.1a

Post by Proydoha »

I was playing Auger;Zenith with HDest and spotted this bug related to BigTree (it's hard to miss, it's at the end of the first map). I've recreated setup used in Auger;Zenith so it would be easier to see it:

https://i.imgur.com/M9pCHt9.png
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Matt
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Re: Hideous Destructor 4.7.1a

Post by Matt »

What is the expected behaviour? It's just really big.
Proydoha
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Re: Hideous Destructor 4.7.1a

Post by Proydoha »

Matt wrote:What is the expected behaviour? It's just really big.
I don't know how Hideous Destructor trees expected to work but this effect happens if tree starts inside the ceiling and then sector it is standing on lowers down.

If it starts in a sector that has "enough space" for it - it appears like a normal, not stretched out, tree.
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Matt
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Re: Hideous Destructor 4.7.1a

Post by Matt »

Found the problem - the formula for fitting the tree was backwards.

After this fix, this particular setup will never result in a bigger-than-default tree, but I don't think it'll be a huge issue.
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ZikShadow
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Re: Hideous Destructor 4.7.1a

Post by ZikShadow »

I mean, if nothing else, it's always funny when you go through a map and then suddenly see a BIG SKYSCRAPER TREE in the distance.
Pretty much why I never really reported it myself, even though it's been a thing for years.
https://cdn.discordapp.com/attachments/ ... 125602.jpg
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Caligari87
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Re: Hideous Destructor 4.7.1a

Post by Caligari87 »

RIP

Code: Select all

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8-)
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Matt
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Re: Hideous Destructor 4.7.1b

Post by Matt »

NEW UPDATE!

Highlights of changes:
  • BFG can now be charged by hitting Use+Unload like reloading rounds on the Liberator.
  • 7.76mm mag/clip consolidation has now been updated to match the new system.
  • Necromancer no longer leaves a tangible, shootable, invisible corpse on death.
  • One more attempt to address the "rolling breaks crouch toggle" problem.
  • Bullets are no longer restricted to busting small objects.
  • Brontornis non-zoom sights simplified into a single front bead.
  • All physical front and rear sight graphics are now defined in TEXTURES as different lumps for each type of weapon, allowing customization with weapon sprite replacement mods.
  • Map tweaks now remove arbitrary blocking lines with no textures.
  • New Brontornis sprites!
  • New team banners!
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ZikShadow
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Re: Hideous Destructor 4.7.1b

Post by ZikShadow »

Noticed that the new Brontornis has a bit of a cutoff in the reload animation. Might wanna lower them or extend the sprites a notch.
https://cdn.discordapp.com/attachments/ ... Cutoff.png
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Dr_Cosmobyte
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Re: Hideous Destructor 4.7.1b

Post by Dr_Cosmobyte »

Sorry for the totally unrelated situation, but tomorrow HDest will be celebrating its 15th birthday :o

That's quite an accomplishment.
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Eric_
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Re: Hideous Destructor 4.7.1b

Post by Eric_ »

If you drop the Boss at the start of either reloading or unloading (before the rounds get into/out of the gun), several 50-round boxes are manifested and dropped with it. It's also not possible to load loose recasts into the magazine.
Barons are still spotting the player through blur pretty consistently, even though their seeinvisible flag was removed. They don't seem to "forget" about an invisible player the way other enemies do.
Bronto reload/unload sprites are still cutting off.
Berserk doesn't augment weapon throws.
Using the dedicated binds for rolling doesn't increase your speed at all and actually brings you to a stop. The keychords work fine, other than having very tight timing.
ImTooYoungToDie91
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Re: Hideous Destructor 4.7.1b

Post by ImTooYoungToDie91 »

Hey, new to this mod, I noticed that the scope only works with the Hardware Accelerated renderer, which is an FPS killer for me. Is there an addon that makes the zoom function work with Truecolor or Carmack renderer?

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