Hideous Destructor 4.10.0b

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DavidWolfe
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Re: Hideous Destructor [Release version 3.2.5]

Post by DavidWolfe »

Matt wrote:Sorry, but this is one of the ones (in contrast to the (0,0) bug) that I find nearly impossible to follow your writing.
Sorry, English is not my first language.

What I mean is: Grab any GL Mounted zm66/spawn with any GL mounted zm66, switch to grenade mode, unload. Attempt to reload the grenade, it will instead play the unloading animation when the altreload is pressed. You'll only be able to reload another grenade after you've reloaded the primary magazine. This is not the case for the liberator.

Also, big props to the amazing performance update over, like, version 2.5 or something. i don't know what you changed, but I can now play big ass slaughter maps (with over 800 active combatants) with only like, an 8th of the frameskip as it was a year or 3 ago. I'd say I have a steady rate of 20 FPS with all actors actively fighting.
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Matt
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Re: Hideous Destructor [Release version 3.2.5]

Post by Matt »

Found the problem and kinda embarrassed it took me this long:

Code: Select all

    altreload:
        RIFG A 0{
            if(
                !(invoker.weaponstatus[ZM66S_FLAGS]&ZM66F_NOLAUNCHER)
                &&!(invoker.weaponstatus[ZM66S_FLAGS]&ZM66F_GRENADELOADED)
                &&countinv("HDRocketAmmo")
            )setweaponstate("unloadgrenade");
        }goto nope;
        unloadgrenade:
            ...
There's nothing there setting the "unloadonly" flag to false after it's set to true during the unload sequence. In contrast, the Liberator clearly does so. Will get this fixed tonight, hopefully.

(It would be nice to make this code common but it would take a lot of thinking through that I was not able to do while scriptifying these two weapons one at a time...)
DavidWolfe
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Re: Hideous Destructor [Release version 3.2.5]

Post by DavidWolfe »

Matt wrote: (It would be nice to make this code common but it would take a lot of thinking through that I was not able to do while scriptifying these two weapons one at a time...)
Nothing to be embarassed about, I remember when HD was only a few kb's big with just code and little to no sprites at all. I think you've made amazing leaps and bounds over that time, and an oversight every now and then is to be expected with something that gives this unique play style.

Just some general advice for future projects, what I usually used to do is making a base for all of my weapons. It might sound lame, but if I expect multiple weapons to behave the same way and just have different stats, all I had to do was change the sprite and change some of the timing. This works great for rifles and submachine guns, not so great for exotic weapons.

Edit-
That's strange, did you change anything about the zombieriflemen? I just had 3 SMG troopers drop rifles instead of smgs.
Bigger C
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Re: Hideous Destructor [Release version 3.2.5]

Post by Bigger C »

Matt wrote: In other news, the way Foursite implements those tables is the single most fucking pointlessly arbitrary example of toxic railroading I've seen all day in any creative medium. I recommend noclipping through the entire map.
Ouch. Harsh, care to elaborate? :O
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Matt
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Re: Hideous Destructor [Release version 3.2.5]

Post by Matt »

In map01 (doom2 with no additional mods), take one of the enemy's ZM66 rifles, go to 0 0 0, now unload the rifle, pick up the magazine, unload it again, and reload it again. This should cause one or more empty mags to spawn, which can be infinitely picked up with the amount of rounds the original magazine had.
This has been isolated and addressed.

Can't replicate the SMG rifle drop though. Found it. Will address properly "soon", will fix superficially sooner. The "proper" address has been done.


Bigger C: The first shotgun on the map is on a low display "table" that's about 16 units from the ground - the height a slightly steep-ish stair (well under 2'). The author decided that this had to be a "table" for his aesthetic vision so he made it out of invisible block-all lines to keep the player from ever stepping on it. The vanilla shotgun's radius is then made to extend beyond those lines to allow a collision with the player.

I should clarify that what irritated me was not the unexpected annoying edge case where HD's pickup didn't work (OBLIGE has a very similar thing with skull keys on top of pillars), but rather that it wouldn't work because of an arbitrary limitation a mapper felt they just had to include to force the player to do things the "right" way - even though a person in that situation IRL would have easily been able to do the prohibited thing and there was no engine or budget limitation that required accommodation.
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Arco
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Re: Hideous Destructor [Release version 3.2.5]

Post by Arco »

With a fully loaded DERP, it's possible to get a mag and 10 additional rounds for the pistol and SMG.

I hope that this isn't too much to ask, but I was wondering if you would be open to feature suggestions. I have a few that I can demonstrate but I'm not sure if you would be willing to see them.
DavidWolfe
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Re: Hideous Destructor [Release version 3.2.5]

Post by DavidWolfe »

When you fill up a pistol mag in the mag manager while already having full ammo, the magazine is never spawned. Haven't checked the other mags yet.

Also, this might be working as intended, but the liberator only seems to unleash brass when you aim further down than dead center view, or after the 4th shot in a set. Sometimes it doesn't appear to eject brass at all until you reselect it.
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Arco
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Re: Hideous Destructor [Release version 3.2.5]

Post by Arco »

DavidWolfe wrote:Also, this might be working as intended, but the liberator only seems to unleash brass when you aim further down than dead center view, or after the 4th shot in a set. Sometimes it doesn't appear to eject brass at all until you reselect it.
I believe that is intentional, as the liberator has a design similar to the FN F2000, where the cases are ejected forward instead of from the sides. That means that whenever you point the weapon downwards, the cases are removed by gravity.
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Freaklore1
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Re: Hideous Destructor [Release version 3.2.5]

Post by Freaklore1 »

Wow,this is probably one of the biggest topic i have ever seen,heck i remember back when this topic was below 1000 replies.

This beast just doesnt want to die and keep going and going and going.

If it continue,we will reach an amount of 500 pages soon.
Serathis
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Re: Hideous Destructor [Release version 3.2.5]

Post by Serathis »

A mag manager would be lovely.
DavidWolfe
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Re: Hideous Destructor [Release version 3.2.5]

Post by DavidWolfe »

Serathis wrote:A mag manager would be lovely.

There already is one?
Use +user3 (weapon function 3 or something along those lines in controls) for any cartridge-ammunition based (non-caseless) weapon, so that's any 9mm ot 7.76 weapon.

@@Matt - Is there a way we can have the backpack inventory system before picking up a backpack? It works a lot better to sort stuff out.
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Caligari87
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Re: Hideous Destructor [Release version 3.2.5]

Post by Caligari87 »

It'd be nice if the backpack system was used for reloading magazines. Put a "dummy" magazine inventory item that works the same as the backpack when you use it. The "put/remove" functionality moves rounds into a fake magazine (removes them and increases the ammo count on the fake "currently being loaded" mag. When the mag is full, add a new full mag to the inventory.

8-)
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Matt
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Re: Hideous Destructor [Release version 3.2.5]

Post by Matt »

DavidWolfe wrote:When you fill up a pistol mag in the mag manager while already having full ammo, the magazine is never spawned. Haven't checked the other mags yet.

Also, this might be working as intended, but the liberator only seems to unleash brass when you aim further down than dead center view, or after the 4th shot in a set. Sometimes it doesn't appear to eject brass at all until you reselect it.
First is fixed.

Second issue is as Arco said.

Arco wrote:With a fully loaded DERP, it's possible to get a mag and 10 additional rounds for the pistol and SMG.

I hope that this isn't too much to ask, but I was wondering if you would be open to feature suggestions. I have a few that I can demonstrate but I'm not sure if you would be willing to see them.
Confirmed bug, will f--- ::looks at the DERP pickup code:: ahahahahahaha ai yai yai

will eventually fix

I occasionally read and even consider suggestions, but get annoyed (without necessarily ruling them out) at suggestions that sound like the suggester has no idea how much work what they're suggesting would imply.

DavidWolfe wrote:Is there a way we can have the backpack inventory system before picking up a backpack? It works a lot better to sort stuff out.
I've never really given that any serious thought. Would be nice to have exact numbers without cluttering up the main HUD though.


Caligari: That sounds a lot like what's in the latest HD git!
(Which, admittedly, was influenced by Tranquility's method, albeit vastly simpler)
DavidWolfe
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Re: Hideous Destructor [Release version 3.2.5]

Post by DavidWolfe »

Matt wrote:This has been isolated and addressed.
Sorry to say this Matt, but I just ran into this issue again when I bumped on a stack of used 4.26 mags in a coop campaign. Loaded it up in singleplayer and it happened there as well :/
Lovely, never seen it in action before.



Edit:
So, this mod seems to really like to desynchronize on multiplayer (even over lan), any idea how ot make this less likely to happen?
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Matt
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Re: Hideous Destructor [Release version 3.2.5]

Post by Matt »

I may need to shorten the turn time on the arachnotron and spider mastermind.

So, this mod seems to really like to desynchronize on multiplayer (even over lan), any idea how ot make this less likely to happen?
1. Use -noautoload to clear out every possible residual mod that might change things.

2. Tell me exactly what is going on when it desyncs. No guarantee it would ever be fixed, though.

Knox mentioned a desync when bleeding but I have not been able to reproduce it.


EDIT: 4.26mm bug now fixed. I really don't see why that workaround would even be necessary, but apparently another entire instance of the inventory actor is created during the A_GiveInventory call even when the receipient already has one???
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