Hideous Destructor 4.10.0b

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mumblemumble
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Re: Hideous Destructor [Release version 3.3.0]

Post by mumblemumble »

That was me, actually. It was originally a "proof of concept" for a map involving enemies firing through walls.

Really wish the mastermind was more of a threat, the 7 mil rounds are nasty, but so wide and random that its possible to just waltz through the second floor with decent luck.

I really should make something else. The cyberdemon is giving me an idea For some city ruins considering it can now blast away cover.
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Caligari87
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Re: Hideous Destructor [Release version 3.3.0]

Post by Caligari87 »

Excellent, updated page :)

8-)
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Matt
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Re: Hideous Destructor [Release version 3.3.2]

Post by Matt »

Added link to the wiki on the OP, which will shortly be edited to include this NEW UPDATE!

Changes:
Spoiler:
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Tranthula
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Re: Hideous Destructor [Release version 3.3.0]

Post by Tranthula »

An update! Oh. . .

"Healer imps will actively seek corpses to raise."

How could you. . .

EDIT: Awesome looking update, can't wait to give it a run
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Re: Hideous Destructor [Release version 3.3.2]

Post by mumblemumble »

Afraid I've found at least 1 fatal crash in latest version, sorry matt.

on my map...
http://www.mediafire.com/file/2k852xip7 ... edtown.wad
Which I am creating, it almost always crashes a few seconds after launching. something to do with marines I think. Or else im lagging my own system, but that doesn't sound right.

Shame, because i've hardly made anything for it.

EDIT : also, at some point, rad suits began to melt off on certain kill floors, namely the ones in doom recon, the custom hd mapset, which is a bit of a problem. It seems the map is currently unplayable, as the suit instantly dissolves in acid as soon as you get in it. Or at least, this is what happens when I used the suit and ladder to investigate the northern acid pits.
Last edited by mumblemumble on Sun Apr 29, 2018 12:16 am, edited 1 time in total.
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Matt
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Re: Hideous Destructor [Release version 3.3.2]

Post by Matt »

Should be addressed in the latest git.
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Re: Hideous Destructor [Release version 3.3.2]

Post by mumblemumble »

if it was "look and chase", you might want to check out other AI too, Ive had a few random crashes on office assault and some dump maps which have shotgunners.

By the way, cacos feel pretty excessive in their power. Their radius of melting you, and damage combined, feels way too much. Id either make the radius like, a 3rd the size, or drastically lower the damage of it. Otherwise a ball passing 3 meters out is enough to kill you, which means most cover isn't safe. I wouldn't mind lower damage, pulsing 2 damage every 10 ticks, but like I said, one going overhead a few meters away can end up lethal. They feel like tiny BFG balls.

Darts seem to break doors in a strange way if multi segment. The door in question is the large blast door on map 2 of recon redux, which slowly rises. Shooting the door didn't remove anything, but once opened, part of the door was disconnected from the rest, staying down as the rest rose....working as designed?

Imp mage balls seem to float like bloody mines, waiting to home in when you get within around 10 meters. Beyond that they are thrown incredibly fast, and burn very harsh. I think, considering the power within imps, they should either take longer to charge or they should do equal, or slightly less damage.

Suggestion for backpack : make use while having it open shovel crap inside the backpack. This way you can pick up things directly into it, without having to do a goofy transfer from pocket to pack.

Seems the hole variance is off for blown up walls. Some are incredibly deep, like, over 64 units deep. The map I showed you, segments of the upper level baracade can be blown away, and leave things incredibly deep. And Cement slabs sticking up near lava springs, if you shoot the inside red parts, make holes that feel like over 1000 units deep. Also, it seems its impossible to destroy parts if you hit tops or bottoms of them. Rather odd, for very steep, wall like slopes that are thin.

By the way, does the impact calculation for destruction of 3d floors base the size off of the fake 3d floor, or the size of the voodoo floor normally hidden in the wall?...Id prefer the second, as this could enable some form of anti missle doors with a decent sized triangle.
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Re: Hideous Destructor [Release version 3.3.2]

Post by Olroda »

Error Report:

The latest version freezes when you kill chaingunners, but it happens infrequently, perhaps one out of ten or so. I used the ZM66 and the M99 against them, but the choice of weapon might be unrelated.


EDIT:

After some additional testing, I've concluded that it isn't exclusively chaingunners. Imp deaths also lead to the same effect. If you play for a while I'm sure it will happen to you as well. I recommend starting the Chasm and head to the trap room directly behind your starting point (the one loaded with imps, chaingunners and two hell knights).
Last edited by Olroda on Sun Apr 29, 2018 9:23 am, edited 1 time in total.
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Re: Hideous Destructor [Release version 3.3.2]

Post by Caligari87 »

mumblemumble wrote:By the way, does the impact calculation for destruction of 3d floors base the size off of the fake 3d floor, or the size of the voodoo floor normally hidden in the wall?...Id prefer the second, as this could enable some form of anti missle doors with a decent sized triangle.
Pretty sure accessing the control sector during gameplay is impossible, but even if it weren't this would be a bad idea. There's no consistent method or requirement for 3D floor control sectors, so some people use a square, some use a triangle, some use an exact copy of the target sector, and everyone uses arbitrary sizes/locations so it would be impossible to achieve any sort of consistency.

8-)
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Re: Hideous Destructor [Release version 3.3.2]

Post by Matt »

Never had that crash.

Not getting it now anyway... I hope it's related to that chase crash because if so it is now addressed.
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Re: Hideous Destructor [Release version 3.3.2]

Post by mumblemumble »

Just an idea, but have you considered making imp mage balls behave more like revenant rockets? I feel this would be more consistent given other fireballs fly a little drunkenly. It would also make them more dangerous in longer range, and less dangerous at short range.. Just a thought to experiment with.

Any chance we could get bindings for remote derp placement and activation for switches?

Also, i think both temperature transfer, and initial damage should really rely more heavily on crits. Seems to me even grazing fireballs act identical to square on hits, or at least, the margin for what is considered a graze is very unforgiving. This would be extremely helpful with the mage balls. This obviously cant effect the now terrifying mancubi, but for imps, would provide a small amount of forgiveness for grazes that a player tries to dodge.

Pressing use should act like shift in vanilla doom, at least when running. I have a few reasons for this, first, use already is for fine aiming when still, so this feels appropriate as a catch all "hold to snipe" button, keeping movement light, and aim steady. Second, this would make grabbing stuff in a dead sprint no longer such a ridiculous thing. Grabbing things would require a slowdown, even for a slight moment, and this change would do it. Third, activating switches and hitting doors would ALSO slow things down, and this simple change would simulate all of them quite well. and considering fine aim ALREADY disables when moving, I feel this would be a really good , but cheap thing to code in.

I've been considering the ZM66, and more importantly, the burst function. It makes zombiemen REALLY overpowered when they REALLY shouldn't be. so I'd like to suggest a 3rd variant of the ZM, which has automatic fire, but no burst....burst is a very specialty mechanism which would be rarer, more expensive, and more prohibitive than a simple automatic change (those are actually extremely simple). But a burst that also increases the fire rate, that would be more complex. So what about 3modes, ZM66 C (civilian) ZM66 A (automatic, for security companies with the right paperwork, and ZM66 M, military grade, with the burst mechanism inside, specifically for milirary forces, or mercenaries of the VERY powerful. This way zombiemen can still have automatics, without being as strong as jackboot riflemen. I'd also imagine the ZM66 C, and A would be a few units lighter than the M variant. As for the GL well, I still thing the GL is attached to a rail, and this will eventually change. I suggest this, because current burst zombiemen can instantly kill the player at a decent range if it uses it, and this seems a little excessive, even for hd.
Last edited by mumblemumble on Sun Apr 29, 2018 11:58 pm, edited 1 time in total.
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Re: Hideous Destructor [Release version 3.3.2.1]

Post by Matt »

A hasty NEW UPDATE! to deal with some crashes and whatnot.

Changes:
  • Fixed:
    • Arachnotrons weren't spawning on maps due to an initial ---- frame.
    • Got rid of an A_Look call in HDMobAI.Chase.
    • Removed a debugging log from the doorbuster.
    • Attached dynamic light to plasma spray.
    • Rocket boxes now have pickup messages.
    • Plasma spray bursts now have lights.
    • Flames from hot actors now spawn based on world tics rather than own amount.
    • Boss brain was still spawning the old cacodemon.
    • Mage imp balls no longer come to a complete stop in midair when unable to seek.
    • HERP help said "ied" instead of "herp".
    • Added height check to prevent picking things up from distant overhead ledges.
    • Player still screaming when bleeding to death.
    • DERP was still getting into a look/see infinite loop.
  • Added:
    • Legs for the HERP, as well as some minor sprite adjustments.
    • hd_debug 2 shows a particle trail for bullets.
  • Changed:
    • Nerfed shields. A bit.
    • Trying to centralize all the basic corpse handling for gibbing and raising.
    • Scriptified the revenant and the ninja pirate.
    • Bullet penetration now based on speed instead of speed squared.
    • HERPs use LineTrace now. No more midair laser dot!
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Re: Hideous Destructor [Release version 3.3.2.1]

Post by mumblemumble »

Seems lower sectors hit with bolts are having a bad habit of going UP and not down, making things grow. This happened on 90% of things i shot on map 73 of dump 3. Chair backs, mini crates on bigger crates, ect. It actually can even be used to create cover this way.. I think it has something to do with multiple adjacent sectors
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Re: Hideous Destructor [Release version 3.3.2.1]

Post by Caligari87 »

I haven't looked at the code to see how the height calculation works, but it seems to me a fairly straightforward check would be to not let lower linedef sectors ever move upward from their current height, regardless (same for upper linedef sectors, never let them move down ward from their current height).

8-)
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Re: Hideous Destructor [Release version 3.3.2.1]

Post by Matt »

The chair backs in that room (and the monitors) are precisely where it does not happen, as far as I can tell.

I really have no idea what the fuck you did with those sectors.

Even if I just make it go to position -32 no matter what the stupid chairs still go up.


EDIT: Apparently one of the values was relative when I'd been treating it as absolute this whole time. Is there any way to get what Move* does exactly instead of just guessing all the time???

EDIT: ...why the fuck do all these things mean totally different things for MoveFloor and MoveCeiling!??!?
(EDIT: to clarify: MoveFloor's "dest" is relative while MoveCeiling's "dest" is absolute; MoveCeiling does not have an "instant" parameter either but I've been setting the speed to be equal to the amount moved anyway)

EDIT: Anyway I think it's fixed now. The amount destroyed seems a bit too regular but that can be dealt with eventually.
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