Hideous Destructor 4.10.0b

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Matt
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Re: Hideous Destructor [Release version 3.3.0]

Post by Matt »

Also to prevent accidental overdoses.
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TheNightATK300
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Re: Hideous Destructor [Release version 3.3.0]

Post by TheNightATK300 »

So why I keep getting messages saying that reloading the Assault Rifle is against something something like that?
Bigger C
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Re: Hideous Destructor [Release version 3.3.0]

Post by Bigger C »

It's lore reasons, basically. Used ZM66 mags wouldn't work right in a vacuum environment and thus they breach warranty if you load a used mag.
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TheNightATK300
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Re: Hideous Destructor [Release version 3.3.0]

Post by TheNightATK300 »

Meaning you need to get fresh magazines that are spawned in the map and not the ones dropped by zombies?
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Turbo
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Re: Hideous Destructor [Release version 3.3.0]

Post by Turbo »

Bigger C wrote:Hay Turbo, I think your New Zombies addon doesn't work right with current HD versions.
I know, will see if I can fix it in time for the next update.
*Edit: The addon now only applies to imp until I get the zombies fixed..
*Edit 2: Should be fixed now
Last edited by Turbo on Mon Apr 16, 2018 6:38 am, edited 4 times in total.
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Retraux Squid
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Re: Hideous Destructor [Release version 3.3.0]

Post by Retraux Squid »

TheNightATK300 wrote:Meaning you need to get fresh magazines that are spawned in the map and not the ones dropped by zombies?
Right. Clips are fairly common and you can get 50 rounds out of each one anyways, so you should only unload zombie rifles in an emergency. Note that filled magazines have a red strip along the top. If you load the ZM66 with a partial mag you'll get a pissy note from management, and your ammo counter will freak out (it only detects a full clip and counts down from 50 or 51) but the gun will be otherwise usable. I still wouldn't if I could load a full mag though since zombie ammo seems to jam more often than fresh clips.

As for some questions of my own:

On the subject of dropping stuff, shouldn't dead Marines have a rifle by their corpse? It makes no sense that they drop nothing and function as decoration right until they jump up and shoot at you.

Is there any way to disable imp resurrection? I hate having to go back again and again because some jackboot got back up and he'll empty his ZM66 into me if I don't go searching for him. (On that note- what ARE jackboots anyway? Are they "elite" shotgunners with rifles and armor, some kind of security dude, or low-rank Marine with crappy armor?
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Apeirogon
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Re: Hideous Destructor [Release version 3.3.0]

Post by Apeirogon »

I think, IMHO, destructor must show at the main menu background something like "Hideous destructor is about making the most of a bad situation" as in darkest dungeon.
Because, if talking about "realism"(TM, all right reserved), jammed bolt action and burning flak jacket is something from the category of fiction.
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Fort of Hard Knox
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Re: Hideous Destructor [Release version 3.3.0]

Post by Fort of Hard Knox »

The new aimbob in the last Git it really nasty. Played with it quite a bit this morning and both speeds make standard combat engagement much more awkward and disorienting than difficult. If anything I'd cut it down by maybe a third, then almost entirely remove it from the cl_run false mode, to allow for something like a "smooth is fast" corner sweeping. I do not disagree with it in principle, but giving the 'slow movement methodical sweeping crowd' such a kick in the nuts seems a little unkind.

I love the new menus, though. What does the Liberator front sight cvar do though?
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phantombeta
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Re: Hideous Destructor [Release version 3.3.0]

Post by phantombeta »

Apeirogon wrote:jammed bolt action and burning flak jacket is something from the category of fiction.
Sounds like you need to read more about guns.
LadyErisXII
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Re: Hideous Destructor [Release version 3.3.0]

Post by LadyErisXII »

phantombeta wrote:
Apeirogon wrote:jammed bolt action and burning flak jacket is something from the category of fiction.
Sounds like you need to read more about guns.
Pretty much exactly this. Bolt action rifles can stick if they ammunition or manufacturing of the rifle is poor, which would lead to the behavior of the boss rifle, alternatively introduction of weapon preservatives, like say cosmoline. See: A lot of surplus Mosin Nagants that haven't had their bolts properly cleaned of cosmoline. It is however, not very common unless you've got a piece of junk.

On the topic of flak jackets, I'm sure kevlar and ceramic burns fine when coated in magical flamey goo.
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Caligari87
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Re: Hideous Destructor [Release version 3.3.0]

Post by Caligari87 »

Hey Matt, this might be of interest to you regarding shotguns vs body armor:

Notably, not even slugs were going through level III and IIIA body armor (which seem roughly analogous to the security armor)

8-)
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Jack Mackerel
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Re: Hideous Destructor [Release version 3.3.0]

Post by Jack Mackerel »

Iirc, the reasoning for the bolt-action jams are inconsistent loads (like the shotgun and semi-auto) and an awkward bolt.

Re: foregrips - are Angled Foregrips more your speed, Vae? (Incidentally, your dislike of vert grips is similar to my dislike of angled/angular.whatever grips)

Re: re: the Liberator and Pax Americana: 1) I think this is similar to the pump vs. semi debate in that it boils down to personal preference. I personally prefer the Liberator for its punchiness, and I've only really had issues with certain types of enemies surviving more than three shots. 2) Even if America isn't top dog anymore, it is still plausible that the weapons companies will stick around.
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phantombeta
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Re: Hideous Destructor [Release version 3.3.0]

Post by phantombeta »

I encountered a division by zero VM abort related to fire on commit ee4b8e8. (currently the latest commit on the master branch)
Can be reproduced by hitting the barrel in front of you in E1M1 with the blooper.

Code: Select all

VM execution aborted: division by zero.
Called from Heat.AttachToOwner at HideousDestructor-master.zip:zscript/fire.txt, line 255
Called from Inventory.TryPickup at gzdoom.pk3:zscript/inventory/inventory.txt, line 281
Called from Inventory.CallTryPickup at gzdoom.pk3:zscript/inventory/inventory.txt, line 385
Called from Actor.A_GiveInventory [Native]
Called from HDFire.StateFunction.0 at HideousDestructor-master.zip:zscript/fire.txt, line 169
Called from state HDFire.0 in HDFire
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Matt
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Re: Hideous Destructor [Release version 3.3.0]

Post by Matt »

.....apparently the fire actor started heating up.

I'll have to look at that sometime after the bullet overhaul... this is surprisingly awful and I don't quite understand why
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Turbo
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Re: Hideous Destructor [Release version 3.3.0]

Post by Turbo »

What happened to the 4mm & 7mm damages in the latest builds? They seem to be overpowered, downing imps and zombies with only one shot from the ZM66.

Also, is there an easy way to change an actor's sprite in decorate/zscript without massively changing its action states?
Last edited by Turbo on Sat Apr 14, 2018 6:16 am, edited 1 time in total.
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