Ugly as Sin: A Hideous Destructor mutator pack

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Caligari87
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Re: Ugly as Sin: A Hideous Destructor mutator pack

Post by Caligari87 »

Yes, the loadout code for the reloader is "rld"

You can see other loadout codes here: https://github.com/caligari87/Ugly-as-S ... stants.zsc

8-)
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Gollgagh
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Re: Ugly as Sin: A Hideous Destructor mutator pack

Post by Gollgagh »

Excellent, thank you.
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-Ghost-
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Re: Ugly as Sin: A Hideous Destructor mutator pack

Post by -Ghost- »

I got a crash using this with the latest HD (before it got taken down), would this need an update to go with the medical system overhaul and such?
Jarewill
 
 
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Re: Ugly as Sin: A Hideous Destructor mutator pack

Post by Jarewill »

Weird, for me it works fine with the newest master of HD.
Are you using the newest master of UaS?
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Matt
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Re: Ugly as Sin: A Hideous Destructor mutator pack

Post by Matt »

That false-start release of HD was taken down because of a crash (null pointer for some bullet damage checks, most obvious when a trapped ammo box drops a grenade). Are you sure it wasn't that?
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Re: Ugly as Sin: A Hideous Destructor mutator pack

Post by -Ghost- »

Matt wrote:That false-start release of HD was taken down because of a crash (null pointer for some bullet damage checks, most obvious when a trapped ammo box drops a grenade). Are you sure it wasn't that?
Hmm, I think it was this. I use ZDL and it slipped back into the load order. Seems to be working fine with the latest HD from the GitHub + Github Ugly as Sin.
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Re: Ugly as Sin: A Hideous Destructor mutator pack

Post by Jarewill »

I apologize for the long bump, but would it be possible to make a toggle for enemy flashlights and lasers respectively?

I am personally not a big fan of the lasers, but the flashlights are nice to have.

It would be nice to be able to toggle the two on and off if it's possible.
JCGemX
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Re: Ugly as Sin: A Hideous Destructor mutator pack

Post by JCGemX »

Sorry for Nercoing, HD has been updated and because of that, the current version of this doesn't work anymore.
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Re: Ugly as Sin: A Hideous Destructor mutator pack

Post by Caligari87 »

Download the raw master code from Github, not the release version. I very rarely do stable releases (because UaS is rarely stable) but the in-dev code should almost always be functional (my last update was 3 days ago).

https://github.com/caligari87/Ugly-as-S ... master.zip

8-)
JCGemX
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Re: Ugly as Sin: A Hideous Destructor mutator pack

Post by JCGemX »

how do I compile this into a pk3?
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Re: Ugly as Sin: A Hideous Destructor mutator pack

Post by Caligari87 »

No need, a pk3 is just a renamed zip file. GZDoom can load the zip file directly or you can rename it to pk3.

8-)
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Re: Ugly as Sin: A Hideous Destructor mutator pack

Post by Abba Zabba »

The text wrapping (in addition to text spacing) broke when HD's print text got modified a week or so ago, namely on the flavor text for looting, but also on MREs, and the trauma kit. The colors were also affected on the wound stabilizer, and also I believe on the 'no treatable wounds' print for the trauma kit, can't remember.
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Re: Ugly as Sin: A Hideous Destructor mutator pack

Post by Caligari87 »

Yeah, people have been reporting it. I just haven't got around to fixing things yet, sorry. https://github.com/caligari87/Ugly-as-Sin/issues/173

8-)
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Re: Ugly as Sin: A Hideous Destructor mutator pack

Post by Nobody2 »

Hideous Destructor but harder?! Oh no...
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Re: Ugly as Sin: A Hideous Destructor mutator pack

Post by ThatCat »

Can someone explain how exactly the Trauma Kit works and how it interacts with the medical systems? I'm new to Ugly as SIn.
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