Hideous Destructor 4.10.0b

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Caligari87
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Re: Hideous Destructor [Release version 3.2.4.1]

Post by Caligari87 »

Pretty sure you can't. Might as well get used to it; really not so bad after a while and I like how I don't have to switch optics for a far-out shot anymore.

Alternatively I think there's Liberator and ZM66 variants without scopes, right? Maybe make a custom loadout.

8-)
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Re: Hideous Destructor [Release version 3.2.4.1]

Post by Silentdarkness12 »

Not to my knowledge. There's Liberator and ZM66 variants without the under-barrel GL. All of these rifles have scopes on them to my recollection.
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Re: Hideous Destructor [Release version 3.2.4.1]

Post by Matt »

Scopes are now strictly under the Goatse Rule: if it bothers you please don't look at it. :V

I acknowledge it does present some visual annoyance and it blocks some of your view (hence why it was originally togglable to begin with). However, I found that at certain ranges it was good to have access to both views, and I'd often lose my target trying to toggle. It also created some confusion when the zoom key was used both to adjust and to toggle a view - I'd start to adjust, realize no adjustment was necessary, then let go and suddenly my magnified view is gone.

I also found that having both views available at once really helped line up my shot and give better feedback as to the actual distance of the target.

Now that most of the zoomed view is overlapping with the weapon sprite anyway, the tradeoff seemed fairly obvious that it should always be enabled.

One of the things I tried was to make the scoped view translucent so the player could choose what to look at, but for some rather hindsight-obvious reasons the human brain is incapable of differentiating the two views like that without a lot of context that wouldn't be available in actual play.

One thing I've wanted to do was to have a simple way to temporarily disable the crosshair/sights view altogether without messing with the player's settings. Right now I just do that with the sprint key, but it does mean I can't walk around with the view off and there's still a noticeable lag bringing my weapon back up. But I can't think of any way to do that without binding another key, which I really don't want to do (and I'm still hoping to eventually set up a proper partial-mag management system that may make use of user3).

Now that I've typed that all out, maybe the best compromise is this:

1. New user cvar bool, hd_xhzoom
2. New alias, hd_togglexhzoom that just toggles the above cvar
3. If anyone really wants it, they can bind their own key
4. This will affect the TB, Liberator, ZM66 and Boss, but not RL or Brontornis.

As a side note, the following should be possible once this is set up but I do not intend on including it by default:

Code: Select all

alias +hd_popscope "hd_xhzoom true;"
alias -hd_popscope "hd_xhzoom false;"
bind mouse5 +hd_popscope

EDIT: Or... I could have them pop up only when you're bracing your weapon against something.

In which case hd_xhzoom would only mean that the scope view is always on.

Or I could have multiple options...



EDIT: Totally unrelated to the above, but does anyone still use these, or can I consider them clutter to be removed from keyconf?

hd_drop
hd_pistol
hd_frags
hd_rock
hd_band
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Leon_Portier
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Re: Hideous Destructor [Release version 3.2.4.1]

Post by Leon_Portier »

Matt wrote: [...]
EDIT: Totally unrelated to the above, but does anyone still use these, or can I consider them clutter to be removed from keyconf?

hd_drop
hd_pistol
hd_frags
hd_rock
hd_band
I use hd_drop for inventory management, hd_frags for easy acces to nades and especially hd_band for not bleeding to death a whole lot.
Instead of hd_pistol and hd_rock i usually just use the weapon keys. Am I the only one playing like this?

Also, hd_rock - hd_band, I get it heh.
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Re: Hideous Destructor [Release version 3.2.4.1]

Post by Matt »

Amazingly enough, that rock band thing was unintentional.
I use hd_drop for inventory management
Just to clarify: hd_drop or hd_dropone? The former is literally just "weapdrop;use ring" now, while the latter actually does something that would be significantly more cumbersome to do by making a custom bind.
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Leon_Portier
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Re: Hideous Destructor [Release version 3.2.4.1]

Post by Leon_Portier »

Matt wrote:Amazingly enough, that rock band thing was unintentional.
I use hd_drop for inventory management
Just to clarify: hd_drop or hd_dropone? The former is literally just "weapdrop;use ring" now, while the latter actually does something that would be significantly more cumbersome to do by making a custom bind.
hd_drop is the right one, I have the habid of picking up every weapon I find. With that bind I can drop the weapon without the habit lol. It also saves a quarter second switching weapons.
hd_dropone I don´t quite get the use for. Maybe its for sharing ammo in multiplayer? hd_purge already get rid of unwanted ammo.

On a sidenote, I recently noticed if a weapon is picked up, unloaded and dropped again, the magazine is missing in the sprite. Very nice touch.
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Re: Hideous Destructor [Release version 3.2.4.1]

Post by mumblemumble »

Hd frags i use on g for quick explosion use, very handy.

Btw, i just want to say i love the new scopes. Gives a blind spot where the gun should be which makes it feel more realistic. In fact, maybe you could black out the scope and sway the iron sights with movement / pain to simulate not having proper scope view while sort of having sight view?
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Re: Hideous Destructor [Release version 3.2.4.1]

Post by Matt »

Leon: Yes, it's primarily intended for sharing ammo in multiplayer, though I tend to use it (those few times I do outside of just seeing if it works) primarily for building small piles of spare ammo here and there.

Can I ask though why hd_drop and not just weapdrop at this point? Ideally they should be identical at this point, though I can easily imagine that they might behave slightly differently.

Anyway, I think that gets rid of half my kill list, and I realize that the special pistol bind (and possibly the grenade one) was added years ago on a specific request from a player, so I'll keep those too.

I can't think of any reason why I had added a specific key for the RL, though, and given that that bind has been broken ever since I renamed the RL and no one said a thing, that one seems pretty safe to leave on the chopping block...


Mumbles: Yes, that was my thought when I implemented them as they are now. I may reconsider the additional option described in my last post. EDIT: However, that visibility or lack thereof is inconsistent between the scoped and unscoped weapons when there isn't really any inherent physical reason for that to be, and I don't want to bind a key just to peer around the weapon.
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Leon_Portier
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Re: Hideous Destructor [Release version 3.2.4.1]

Post by Leon_Portier »

On why I did use hd_drop, I just kept using it because it was there.
If I load up a new gameplay mod, I always scroll down the controls if something new was added, HD had hd_drop so I bound it.
In conclusion, the bind actually seems redundant to me, so I will use weapdrop and itemdrop from now on.

EDIT:
IMO the keys don´t need much change. If you may want to extend you keybind kill list, consider the derpat bind, it unused by me, since the control of the herp and derp over the console is more to my liking. Dunno if its just me.
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Re: Hideous Destructor [Release version 3.2.4.1]

Post by Somagu »

Ambush-tagged chaingunners don't ever actually seem to naturally leave their spawnhold state unless they enter pain state.

[edit]Also I think fall damage is whack again, I swear it got fixed a while back but now I'm dying immediately from 2-3 story falls instead of being stunned and slightly wounded. Is there some trick to it now, is it bugged, or is this working as intended?
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Re: Hideous Destructor [Release version 3.2.4.1]

Post by Matt »

Last I checked fall damage was super-random so dying from a 2-storey fall may be within reason.

Anyway, I just got on this thread to announce what I've decided re: scope views:
hd_noscope: Makes the scoped view only visible while you are "slow-aiming" with a braced weapon, rather than simply appearing as part of the sight crosshair. Note that the scope view will always appear while you are holding the zoom button.

EDIT:
Ambush-tagged chaingunners don't ever actually seem to naturally leave their spawnhold state unless they enter pain state.
I went in expecting to be totally in over my head with having to redo all the chaingunner code, but it turns out this one was a really obvious omission. Fixed.
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Re: Hideous Destructor [Release version 3.2.4.1]

Post by JustSomeGuy »

Think I would much prefer the option to bind my own zoom key instead of having the game dictate for me when the zoom is active.
It just feels really unnatural if the player has no full control over whether he looks through a telescopic sight or not.
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Re: Hideous Destructor [Release version 3.2.4.1]

Post by Matt »

Well just... don't... look... at it?????

Fine, I'll switch it back to the 3-way and include a bind in the keyconf.
EDIT: Done. 0 is for old behaviour (default), 1 is for bracing-only, 2 is no scope shots at all. Bind +hdzoom if you must.
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Re: Hideous Destructor [Release version 3.2.4.1]

Post by DeWolf »

Died while spraying with the zm66 and that is a really nice touch that the gun keeps firing even while dropped on the ground and I found it very amusing. With that said anyone ever manage to kill something by dropping the cooking off assault rifle and having it kill something while on the ground?


EDIT: Also I figured out what I was doing wrong with slade. I was trying to open the unpacked mod (I used 7zips extract function) where as slade opens archives (like the zip itself) so never mind I figured it out.
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Re: Hideous Destructor [Release version 3.2.4.1]

Post by Matt »

That's even weirder, because I was doing this with unpacked folders this whole time.

What version of Slade are you using?
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