Hideous Destructor 4.10.0b

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Abba Zabba
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Re: Hideous Destructor 4.4.2c

Post by Abba Zabba »

A few things I forgot to mention before:
Spoiler: Bugs
Spoiler: Suggestions
Last edited by Abba Zabba on Sat Dec 05, 2020 12:26 am, edited 1 time in total.
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Matt
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Re: Hideous Destructor 4.4.2c

Post by Matt »

I don't see why HDBlueBottler should be given at that point - it should only be available when the item is used, so it's given then. Both other bug points addressed though.

I think I'm out of buttons for the mag manager interface, or at least not anything obvious and not easy to accidentally hit.

I'll think about the friendly marine behaviour. Trying to infer player intent is the worst...


(Other stuff has been added and well received. HERP failing to retain botid was a bug.)
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Abba Zabba
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Re: Hideous Destructor 4.4.2c

Post by Abba Zabba »

If loose round control was added to the mag manager, it would have to be a button combo, for sure. Maybe zoom + reload/unload?

The reason I mentioned the blue bottler is because HD greatly benefits from hotkeys (as you know from all the binds you've made) and being able to have a dedicated bind to take a quick sip after bandaging or stapling is essential over fuddling with your inventory. So when I start fresh and get a potion, I need to use it from the inventory first. Almost like popping the cork or something.
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Re: Hideous Destructor 4.4.2c

Post by Caligari87 »

bind X "use BluePotion" would cover that just fine, as that's the only way to access HDBlueBottler anyway.

8-)
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Re: Hideous Destructor 4.4.2c

Post by Abba Zabba »

Ha, it occurred to me right after I typed out that post, and read it in my mind. But thank you for mentioning it, too. I'll edit my post reflecting that.
Last edited by Abba Zabba on Sat Dec 05, 2020 4:33 am, edited 1 time in total.
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Re: Hideous Destructor 4.4.2c

Post by Matt »

hd_potion alias added.
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Re: Hideous Destructor 4.4.2c

Post by Abba Zabba »

This might be a one off problem, but didn't the zscript overhaul a long while ago pretty much stomp out any TID conflict existing before the change? I can't think of any examples like this off the top of my head, but I'm getting a softlock on MAP:28 of DUMP 2, and even though it can't be beaten normally due to the instant death lava, it may at least serve as an indicator for other map conflicts. The second area has a fight with mancubi and hellknights with you situated on a large ring of rock. All of the mancubi and hell knights spawned in for that fight have an ID of 123, which seems like a likely number to conflict with stuff. Is this the case, or is it an issue with HD decoupling thing IDs from vanilla? I could test other 'kill all tagged monsters to trigger' map examples if I could remember any.

Edit: I tested MAP:55 of DUMP 3 which has a cyberdemon with a TID of 29 and the map's trigger worked normally (it lowered a door.) So unless a TID of 123 is the issue, I'm not sure why that map is broken. Tried it with Faspons and it replaces the 'fatso' class with it's own inherited version, and the map doesn't break.
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Matt
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Re: Hideous Destructor 4.4.2c

Post by Matt »

....as a matter of fact I do use TID 123. D:

.......and I have no idea why. o_O;

I'm just gonna comment out that line and see if anything breaks.
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Re: Hideous Destructor 4.4.2c

Post by Abba Zabba »

Perfect, that solved it. Weird though how the console made no warning message for it.

One last question for now, would be if there's any reason against adding SXF_TRANSFERSPECIAL to armor pickups; that same theoretically playable map, MAP:28 of DUMP 2, has a small arena fight with a blue combat armor pickup that apparently triggers the event on item pickup/deletion from the world. Apparently somebody else noticed this when they tried playing the map with Samsara, so the flag was added and fixed the issue. I'll test it myself, but I imagine there are other, newer maps that could potentially break if this is the case with other similar setups, particularly with ID'd soulspheres and megaspheres.

Edit: Apparently SXF_TRANSFERSPECIAL is only for A_SpawnItemEx? I'm not seeing a plain actor flag equivalent. Regardless, that seems to be the issue.
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Matt
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Re: Hideous Destructor 4.4.2c

Post by Matt »

Armour pickups should already be transferring their specials. No idea why it wouldn't be called like with any other pickup.
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Re: Hideous Destructor 4.4.2c

Post by wisezombiekiller »

Anyone else having trouble with UaS? I've tried older versions of UaS and GZDoom, and neither seemed to work, they're all just spitting out "Fatal: unknown event handler class UaS_Spawner"
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Re: Hideous Destructor 4.4.2c

Post by Caligari87 »

Make sure you're doing all the following, in order:
  1. Use the latest version of GZDoom v4.5.0.
  2. Have the latest "main" version of HD, and the latest "master" version of UaS. These should be in sync 99% of the time unless either Matt or I just made a recent change in the last 24 hours. If your versions of either of these are out of date with each other, then it might break.
    • If you use older versions, the release version numbers must match as close as possible: HD v4.4.2c and UaS v4.4.2b-3 for example.
  3. You must make sure you're loading UaS after HD. You can't guarantee this by dragging and dropping, so using a batch file, command-line, or launcher like ZDL is highly recommended to set your load order properly.
8-)
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Matt
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Re: Hideous Destructor 4.5.0a

Post by Matt »

NEW UPDATE!

Highlights of changes:
  • hd_persistentlives server bool that scales up your lives limit to match the session rather than the map.
  • hd_potion shortcut key.
  • Skins can now be untranslated and given custom blood colours.
  • Various oversights patched that were screwing up gameplay in edge cases.
  • Some additional modding options.
  • Collapsed front menu into submenus of "HD Options".
  • Monsters more aggressive.
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Re: Hideous Destructor 4.5.0a

Post by KynikossDragonn »

Matt wrote: Monsters more aggressive.
Does "Fast Monsters" (aka UVFast) make them even more aggressive by any chance?

I kinda want things to be as hairpin reaction times as possible when I play this. But, I don't want to absolutely use Skill 5 either.
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Re: Hideous Destructor 4.5.0a

Post by Matt »

I think so?

HD calls A_Chase much less often than vanilla so I temporarily set the minmissilechance lower. I believe nightmare/fast adjustments would naturally stack on top of that.
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