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IEDs trigger too quickly in the sense that blazing fast doors and walls will absorb most if not all of the shrapnel if the IED is placed directly on the other side, thus rendering it mostly pointless. Not sure if a custom fuse/trigger delay option is better, or a flat addition of a few extra tics to each IED. Nothing would really escape the blast if it had a few extra tics, barring maybe a sprinting and leaping naked marine.
The 'HDBlueBottler' use weapon is not given on potion pickup (or alternatively, on the player's default spawn class.) Not an issue, a hotkey for the inventory item itself is best, 'use BluePotion' works instead.
Somewhat ironically, the revenant's death/corpse height is way too tall; I reduced it to 8 and found it pretty accurate. Not sure how long this has been affected.
Spoiler: Suggestions
Would be great if the HERP retained or handled ID tag numbers the same as a DERP. I find myself picking them up often after an initial setup to reposition, almost as much as I pick up DERPs to reload them. If there is some reason against this, please share.
Add the ID tag numbers to the print message for when your robots engage a target. This isn't too useful, but it would be nice to know where something is happening at a glance.
Add the ability to store and remove loose rounds from the backpack when inside of the mag manager menu. It's the only thing that seems missing from it. I frequently use the drop loose rounds command when topping up just the right amount of magazines I need, it would be great to handle all loose ammo from one place.
Lastly, if there would be a way to slow down friendly ZDoom marines when you're trying to scan them, that would be great. Stapling their wounds isn't hard, but trying to get them to slow down after a fight so that you can see all stats is a challenge of its own. Maybe make them slowdown when the scan touches them, since you wouldn't be endangering them by bothering to do this in a fight?
Last edited by Abba Zabba on Sat Dec 05, 2020 12:26 am, edited 1 time in total.
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.)
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.
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.
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.
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.
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"
Make sure you're doing all the following, in order:
Use the latest version of GZDoom v4.5.0.
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.
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.
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.