Hideous Destructor 4.10.0b
- Matt
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Re: Hideous Destructor [Release version 3.2.4]
yes everyone please update your GZDoom to 3.2.4, I've deliberately set the number to the current version because there's a security issue with earlier versions.
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Re: Hideous Destructor [Release version 3.2.4]
Few thoughts on new release.
First, nice new battle rifle sprites! they look great.
new scope changes are nice : but the fully zoomed out number is 70, while full in is 16? shouldn't this be the other way around? Also, I'm afraid your changes to the rocket launcher GUTTED the scope it had : was this intentional? I felt a pang of disappointment in my gut seeing this, as I really wanted to try shots on the range, but without a scope its rather iffy. The higher velocity is wonderful, as is crushing a zombiemans ribcage with a pointblank rocket, like an unwieldy shotgun slug, but not having a zoom feature on the rocket launcher is a pretty big blow. Its even worse that the new grenade arch sight is good, but doesn't work on grenade mode.. Is this a mistake? I also gotta say, your scope setup feels amazing in that it blends well, functions well, and doubles as a visible obstruction, making gun play SLIGHTLY more difficult with rifles, while also easier.Though I think your scope setup would defy the laws of physics in terms of perspective... you cannot look to the exact same point with 2 parallel lines, like the red dot and scope, and it would make more sense to still need to pick. Small nitpick, but still. Also, the sights would be ever so slightly different in aiming point. Again, nitpicks
not entirely fond of the whole vulcanette change, the ability to turn it on or off was handy as you could troll around large maps with it out and off, and switch to spraying in a moments notice. I'm a LITTLE worried power concerns might be more of a problem now because of this, but like the health system I'm sure I'll grow used to it. Also, the vulcanette has an overhand grip, and underhand rifle grip right? I wonder, could you actually make a system to switch holding positions? Overhand would be a lot easier to handle recoil, resting the gun against your hip and not having to handle the weight as intensely, but obviously would be less accurate, firing from the hip, while firing underhand like a rifle would be more accurate and let you look down sights, but the muzzle jump, and handling the weight would make recoil a bitch. Could you do this? This would really make the vulcanette a beast of a gun, and make it a LITTLE less op, being difficult to handle. Especially if it also effected how it turned, overhand being quicker but a little more "slidey" like how the bfg is, while underhand would be slower but less slidey, and obviously holding from the hip being slightly faster to move with, and perhaps having no immediate indication of aim. This would help keep the vulcanette powerful and portable without feeling like a giant assault rifle all the time, and help to make a legendary weapon have a bit higher of a skill ceiling, with carefully switching between 2 fire stances which both need to be learned, mastered, and swapped between to achieve full effectiveness. After all, I "sorta" miss the whole idea of the chain-gun being more unwieldy, and this would be an interesting compromise : swapping between mobile and quick to turn, but inaccurate and drifty, and accurate and precise, but harsher recoil and more difficult handling.
Encumbrance seems a little less forgiving than before, which I suppose makes sense. I was able to carry a lot before to the point carry wasn't much of a worry. Jarring change though, and I worry the effects are a little too sudden in terms of how gradual the effect is. For instance sprinting seems flat disabled at some point, and I think there should be a gradual point of sprinting adding SOME movement boost, but with absolutely shitty efficiency (high stamina use, low speed gain). before eventually just having sprinting not work at all. (or even make sprinting attempt after that point, but with no speed gain and exhaustion. This is hd after all, we should suffer for our choices!). I also gotta say, my old custom with blue and black armor, zm with 5 mags, 11 rockets, 2 auto pistols with 6 mags, a bronto with 15 bolts, backpack, derp, 8 ieds, 2 berserk, 2 stims, 1 healthpack and 1 hazard suit, is now too heavy to sprint with...but I realize after writing that, that is a LOT of crap, and I really shouldn't be able to sprint anyway
Scope adjustment really should bump around the view just slightly. its a nob on the scope yes? This would turn the gun itself ever so slightly especially from a non braced position, id think, from the pressure of your twisting grip
moving with the chainsaw running makes the sprite erratically jerk up and down in a terry esque way. This occurs if you saw from a still position, and begin moving.
The idea of ammo replenishment on coop respawn is nice, however, shouldn't this be a cvar, and not forced?... essentially it sounds like in coop, ammo starvation with multiple lives isn't a possibility. Options are always better, and I'm worried this might lead to things like grenade spam....why not just spam rockets if you get a full load if you die?
Swapping out empty pistols clicks...for some reason
Encumbrance is a little strange with fists equipped....somehow im heavier with the fist, and slower? not sure why, as pistol is very different.
just a nitpick, but I SHOULD NOT be able to see my own gun behind the scope view : this messes with scope view a lot, in high contrast areas, and really makes no sense to me. Why the transparency?
Vulcanette 5 mag high rpm spam has old lag levels back. I suspect this is new debris doing this? happens on far range, close up, and mid range.
First, nice new battle rifle sprites! they look great.
new scope changes are nice : but the fully zoomed out number is 70, while full in is 16? shouldn't this be the other way around? Also, I'm afraid your changes to the rocket launcher GUTTED the scope it had : was this intentional? I felt a pang of disappointment in my gut seeing this, as I really wanted to try shots on the range, but without a scope its rather iffy. The higher velocity is wonderful, as is crushing a zombiemans ribcage with a pointblank rocket, like an unwieldy shotgun slug, but not having a zoom feature on the rocket launcher is a pretty big blow. Its even worse that the new grenade arch sight is good, but doesn't work on grenade mode.. Is this a mistake? I also gotta say, your scope setup feels amazing in that it blends well, functions well, and doubles as a visible obstruction, making gun play SLIGHTLY more difficult with rifles, while also easier.Though I think your scope setup would defy the laws of physics in terms of perspective... you cannot look to the exact same point with 2 parallel lines, like the red dot and scope, and it would make more sense to still need to pick. Small nitpick, but still. Also, the sights would be ever so slightly different in aiming point. Again, nitpicks
not entirely fond of the whole vulcanette change, the ability to turn it on or off was handy as you could troll around large maps with it out and off, and switch to spraying in a moments notice. I'm a LITTLE worried power concerns might be more of a problem now because of this, but like the health system I'm sure I'll grow used to it. Also, the vulcanette has an overhand grip, and underhand rifle grip right? I wonder, could you actually make a system to switch holding positions? Overhand would be a lot easier to handle recoil, resting the gun against your hip and not having to handle the weight as intensely, but obviously would be less accurate, firing from the hip, while firing underhand like a rifle would be more accurate and let you look down sights, but the muzzle jump, and handling the weight would make recoil a bitch. Could you do this? This would really make the vulcanette a beast of a gun, and make it a LITTLE less op, being difficult to handle. Especially if it also effected how it turned, overhand being quicker but a little more "slidey" like how the bfg is, while underhand would be slower but less slidey, and obviously holding from the hip being slightly faster to move with, and perhaps having no immediate indication of aim. This would help keep the vulcanette powerful and portable without feeling like a giant assault rifle all the time, and help to make a legendary weapon have a bit higher of a skill ceiling, with carefully switching between 2 fire stances which both need to be learned, mastered, and swapped between to achieve full effectiveness. After all, I "sorta" miss the whole idea of the chain-gun being more unwieldy, and this would be an interesting compromise : swapping between mobile and quick to turn, but inaccurate and drifty, and accurate and precise, but harsher recoil and more difficult handling.
Encumbrance seems a little less forgiving than before, which I suppose makes sense. I was able to carry a lot before to the point carry wasn't much of a worry. Jarring change though, and I worry the effects are a little too sudden in terms of how gradual the effect is. For instance sprinting seems flat disabled at some point, and I think there should be a gradual point of sprinting adding SOME movement boost, but with absolutely shitty efficiency (high stamina use, low speed gain). before eventually just having sprinting not work at all. (or even make sprinting attempt after that point, but with no speed gain and exhaustion. This is hd after all, we should suffer for our choices!). I also gotta say, my old custom with blue and black armor, zm with 5 mags, 11 rockets, 2 auto pistols with 6 mags, a bronto with 15 bolts, backpack, derp, 8 ieds, 2 berserk, 2 stims, 1 healthpack and 1 hazard suit, is now too heavy to sprint with...but I realize after writing that, that is a LOT of crap, and I really shouldn't be able to sprint anyway

Scope adjustment really should bump around the view just slightly. its a nob on the scope yes? This would turn the gun itself ever so slightly especially from a non braced position, id think, from the pressure of your twisting grip
moving with the chainsaw running makes the sprite erratically jerk up and down in a terry esque way. This occurs if you saw from a still position, and begin moving.
The idea of ammo replenishment on coop respawn is nice, however, shouldn't this be a cvar, and not forced?... essentially it sounds like in coop, ammo starvation with multiple lives isn't a possibility. Options are always better, and I'm worried this might lead to things like grenade spam....why not just spam rockets if you get a full load if you die?
Swapping out empty pistols clicks...for some reason
Encumbrance is a little strange with fists equipped....somehow im heavier with the fist, and slower? not sure why, as pistol is very different.
just a nitpick, but I SHOULD NOT be able to see my own gun behind the scope view : this messes with scope view a lot, in high contrast areas, and really makes no sense to me. Why the transparency?
Vulcanette 5 mag high rpm spam has old lag levels back. I suspect this is new debris doing this? happens on far range, close up, and mid range.
- Matt
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Debian Bullseye
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
- Contact:
Re: Hideous Destructor [Release version 3.2.4]
I don't get any lag and the scope view looks fine to me. What are your settings???
The click is the player putting the slide back forwards. it's locked back just for convenience of reloading (and as a visual cue for the player that the gun is empty).
Not sure what's causing the saw issue. Doing what looks like the exact same thing with the Vulcanette seems to work just fine. Was definitely not doing the same thing. Fixed.
Leaving the Vulcanette on with these batteries was calculated to take weeks before there was a casually noticeable reduction so I removed the feature for maintainability.
The rocket launcher has a magnified view, just hit zoom. (I just tried allowing it for grenade mode as well but that turned out badly.)
The click is the player putting the slide back forwards. it's locked back just for convenience of reloading (and as a visual cue for the player that the gun is empty).
Not sure what's causing the saw issue. Doing what looks like the exact same thing with the Vulcanette seems to work just fine. Was definitely not doing the same thing. Fixed.
Leaving the Vulcanette on with these batteries was calculated to take weeks before there was a casually noticeable reduction so I removed the feature for maintainability.
The rocket launcher has a magnified view, just hit zoom. (I just tried allowing it for grenade mode as well but that turned out badly.)
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Re: Hideous Destructor [Release version 3.2.4]

Bug report: got this crash when trying to reload a vulcanette with 4 spare mags loaded and a recently emptied one still sitting in the gun
Another problem: is firing the full auto pistol supposed to give doom guy a heart attack with the fun switch on?
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- Joined: Fri Aug 23, 2013 1:59 pm
Re: Hideous Destructor [Release version 3.2.4]
I think you missed the point, at least in the last stable (havent tried bleeding edge) zoom button makes a sort of holographic sight with grenade drop lines, but there is indeed no zoom with it. Did you perhaps mean to replace the grenade launcher mode sight, but mix things up??
Apparently hugging a tree with the use key give you a heart attack, try it on the range by holding use. You will slowly take damage.
Central point on shotgun / boss rifle pickups are off center
"isjumping" is unknown actor class which spams with boss rifle out
...yeah, seems theres a very harsh cuttoff point in movment at around 865, with a shotgun out : dropping a few shells makes a radical difference, leaving you at 861. More importantly, swapping to the slayer, pistol, fist, or anything smaller will make you slower....is this intentional? I seem to rememeber your weight system before would always have roughly the same walk speed based on weight, and fists were always the fastest, yet now it is reversed.
And it seems overall lag is worse, officeassault now lags a lot with the rocket marine spamming rockets when he didn't before. . did you somehow make debris / dust/smoke more laggy? this would explain the lag with the vulcanette and explosives
Apparently hugging a tree with the use key give you a heart attack, try it on the range by holding use. You will slowly take damage.
Central point on shotgun / boss rifle pickups are off center
"isjumping" is unknown actor class which spams with boss rifle out
...yeah, seems theres a very harsh cuttoff point in movment at around 865, with a shotgun out : dropping a few shells makes a radical difference, leaving you at 861. More importantly, swapping to the slayer, pistol, fist, or anything smaller will make you slower....is this intentional? I seem to rememeber your weight system before would always have roughly the same walk speed based on weight, and fists were always the fastest, yet now it is reversed.
And it seems overall lag is worse, officeassault now lags a lot with the rocket marine spamming rockets when he didn't before. . did you somehow make debris / dust/smoke more laggy? this would explain the lag with the vulcanette and explosives
- Matt
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
- Preferred Pronouns: They/Them
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- Contact:
Re: Hideous Destructor [Release version 3.2.4]
Post a screenshot, the view inside that sight should be magnified.
Holding use while facing the tree should result in the player kicking the tree over and over again. Is there no audio feedback? whoa now that's just fuggin weird [turns out the corpse kick never accounted for solid non-shootable actors. Fixed.]
I tend to use the trigger/action point for reference on weapon pickup sprites but I may reconsider this.
EDIT: I'm not getting any lag at all quickly godmoding through Office Assault on UV. Does it get worse over time?
Holding use while facing the tree should result in the player kicking the tree over and over again. Is there no audio feedback? whoa now that's just fuggin weird [turns out the corpse kick never accounted for solid non-shootable actors. Fixed.]
I tend to use the trigger/action point for reference on weapon pickup sprites but I may reconsider this.
EDIT: I'm not getting any lag at all quickly godmoding through Office Assault on UV. Does it get worse over time?
Re: Hideous Destructor [Release version 3.2.4]
So what image editing software did you use to make the few weapons you added? I ask since the only png files are for the scopes, nvgs and smoke. Also since it looks like mostly vanilla graphics for weapons are used is this mod compatible with weapon texture mods?
- Matt
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
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- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
- Contact:
Re: Hideous Destructor [Release version 3.2.4]
Until recently almost all the graphics were stored in wad files, so a lot of those are now raw Doom-format lumps which can be opened up in Slade and exported.
HD is mostly not compatible with weapon texture mods not made for it in mind, as it does have a few additional frames (shotgun racking, SSG reloading) that are not found in vanilla.
HD is mostly not compatible with weapon texture mods not made for it in mind, as it does have a few additional frames (shotgun racking, SSG reloading) that are not found in vanilla.
Re: Hideous Destructor [Release version 3.2.4]
So all those files that don't have a file extension (no .png or .jpeg) can be opened in slade if I am reading you right yes? If that is the case Guess I'll have to fenangle the graphics in myself then, either that or find one of said texture mods for your mod. I am wondering how the doom one v0.4.1 wad causes the area where the scopes zoom in to shrink.
- Matt
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Re: Hideous Destructor [Release version 3.2.4]
What is this 0.4.1 wad?
EDIT: Yup, getting that bug as well. Even if I load HD after. I'm also getting a bunch of error messages that I'm pretty sure are independent of HD.
It's a conflict with the TCAMTEX* names. Renamed.
EDIT: Yup, getting that bug as well. Even if I load HD after. I'm also getting a bunch of error messages that I'm pretty sure are independent of HD.
It's a conflict with the TCAMTEX* names. Renamed.
Re: Hideous Destructor [Release version 3.2.4]
So do I download off of github again or something else?
- Matt
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Re: Hideous Destructor [Release version 3.2.4]
Yes, latest Git version.
Might do a release during the long weekend.
Might do a release during the long weekend.
Re: Hideous Destructor [Release version 3.2.4]
Currently getting incorrectly offset graphics while the minor sprite fix project is loaded on both shotguns. Not sure what's changed?
Re: Hideous Destructor [Release version 3.2.4]
Thank you and by the way the new assault rifle textures look great.
- Matt
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
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- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
- Contact:
Re: Hideous Destructor [Release version 3.2.4]
HD is also using TEXTURES to do the alignment corrections, which means they stack and bad things happen. I'm not sure why, but the SSG looks fine to me when this happens but the shotgun is totally off.
Will comment out the corrections for now since they're really not part of HD's scope.
Or I could just copy the relevant sprite lumps into HD. A bit bloaty but the zip's still under 2 megs right???
Will comment out the corrections for now since they're really not part of HD's scope.
Or I could just copy the relevant sprite lumps into HD. A bit bloaty but the zip's still under 2 megs right???