Hideous Destructor 4.10.0b

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Kittyseer
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Re: Hideous Destructor 4.7.1c

Post by Kittyseer »

I want to use black gloves for my character and I want to use multiple weapon mods, the problem I have is peppergrinder there seems to be no black gloves patch for peppergrinder, I actually made some black gloves myself for other guns I installed but peppergrinder has a weird file format I couldn't make the patch myself, isn't there a black glove patch for it somewhere I failed to look?

I used Gimp to modify a few weapon mods to have black gloves but it doesnt always work, sometimes it causes the weapon sprite to appear at the top left of the screen instead of the normal position and I dont know what I did wrong in those cases, and with peppergrinder some of the sprites have no file format, the ones I modify are like "gun.png" in peppergrinder they're just "gun" so I dont know what to do with the file even if I open it with Gimp if I save it as PNG its different so it won't replace the one in the mod.
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Matt
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Re: Hideous Destructor 4.7.1c

Post by Matt »

Eric_ wrote:The chainsaw seems to need some beefing up in light of the new wound system. The small wounds it makes are basically harmless to monsters. It does a great job of tearing up a player, after less than a second of sawing I needed a medkit and a half to stop the bleeding and two bloodbags to replace what was lost, but even a babuin will just shrug it off if the raw damage doesn't kill them.
it can't be that bad, can it—...oh.

It seems like merging/adding to existing wounds is the best way to go, but I'll need some way to track which wound it is that was just added - apparently thinkers don't have GetAge() so I might need to add that in too.
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Abba Zabba
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Re: Hideous Destructor 4.7.1c

Post by Abba Zabba »

The blue magic change worked for closed tissue in wounds, but the 'tissue damage' (aggravated, right?) factor still doesn't clear with the change. Speaking of which, is it now intended for gunshots to give aggravated damage? Because I'm consistently getting a point with each self-inflicted derp shot, seems excessive. Considering that second flesh is intended to clear all that up with the relatively small chance of giving you a point of aggravated already.
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Matt
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Re: Hideous Destructor 4.7.1c

Post by Matt »

"tissue damage" is the old oldwoundcount, aggro's still its own thing.
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Abba Zabba
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Re: Hideous Destructor 4.7.1c

Post by Abba Zabba »

Ah, alright. So the aggravated of old is still supernatural, whereas old wounds are more or less scar tissue from wounds that never healed properly, meaning the cellular damage prevents the old wound from just being patched up with second flesh. Neat!

The chainsaw went under my radar, as it has, aside from chainsaw jousting around corners or a map section with a flood of bull demons, little use. But I did test it before the necessary beef up, and it was akin to some low-torque automatic butterknife flail that kept hitting in different spots on the monster instead of a focal point.
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Kittyseer
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Re: Hideous Destructor 4.7.1c

Post by Kittyseer »

Can I set up a key to toggle zoom instead of holding? I like using the zoom key to brace the weapon on walls and such but I wish i could just press it once and stay zoomed, having to hold it makes it harder to do other stuff while zoomed.
ghostboy1225
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Re: Hideous Destructor 4.7.1c

Post by ghostboy1225 »

you can do doublebind key "+zoom;+zoom" to make double tapping whatever key you set to toggle your zoom
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Abba Zabba
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Re: Hideous Destructor 4.7.1c

Post by Abba Zabba »

Kittyseer wrote:Can I set up a key to toggle zoom instead of holding? I like using the zoom key to brace the weapon on walls and such but I wish i could just press it once and stay zoomed, having to hold it makes it harder to do other stuff while zoomed.
Spoiler:
Since others already spilled the beans on the Sonic roll bug, I figure it's worth mentioning that the current door kick seems absurdly powerful without berserk - the closest crate when you load up the range map is possible to break with the door kick, usually in only 1-3 attempts.
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Eric_
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Re: Hideous Destructor 4.7.1c

Post by Eric_ »

Marines revived by an archvile's curse are being revived as friendlies.
Using the medkit diagnostic on another player shows your own wounds, not theirs.
Tissue damage isn't cleared by a full reset, like the exit switch on the range.
If you have spiritual armor, and you staple the bandaged wound that's created when you remove a bloodbag, it sometimes results in a bizarre fluctuating wound that repeatedly opens and then disappears. It seems to not be a real problem if you just leave it alone, but the first time it happened I ended up using an entire medkit worth of staples trying to close one wound that I shouldn't have even had.
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Abba Zabba
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Re: Hideous Destructor 4.7.1c

Post by Abba Zabba »

Could there be a way to make a check for the push movement from 'blocked' use commands, kind of like vanilla where you only grunt when a wall or door doesn't activate? It throws off door peekaboo and the like when you're shoved backward all the time from simply activating a door. The new 3D view features when you look up or down (particularly looking down over a ledge) are pretty nice, but it seems there's no way to look straight down if you're in a tight space. Maybe incorporate this into leaning so you can peer over edges?
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Matt
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Re: Hideous Destructor 4.7.1c

Post by Matt »

Eric_ wrote:Marines revived by an archvile's curse are being revived as friendlies.
Using the medkit diagnostic on another player shows your own wounds, not theirs.
Tissue damage isn't cleared by a full reset, like the exit switch on the range.
If you have spiritual armor, and you staple the bandaged wound that's created when you remove a bloodbag, it sometimes results in a bizarre fluctuating wound that repeatedly opens and then disappears. It seems to not be a real problem if you just leave it alone, but the first time it happened I ended up using an entire medkit worth of staples trying to close one wound that I shouldn't have even had.
I think I've addressed everything except the tissue damage reset. How long has that one been like that?
(Asking because I don't even remember there being a thing that would reset stuff like this and I'm not sure if I've accidentally deleted it or if it's one of those weird things no one notices for ages)


EDIT: I'm reminded that the expected behaviour based on the old system for a range-reset is that everything is patched/sealed but still present. The real "bug" here is that the wounds are disappearing. I'll have to give this some thought.
EDIT: Turns out the inter-level auto-restore/patch function wasn't working at all. Fixed.
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Eric_
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Re: Hideous Destructor 4.7.1c

Post by Eric_ »

You put an extra if in the spiritual armor commit, so it just crashes on startup now.

Edit: also getting a VM abort as soon as an SMG zombie tries to shoot:
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Matt
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Re: Hideous Destructor 4.7.1c

Post by Matt »

So that's what viewpos is like in other actors!

Both issues have been addressed.
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Eric_
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Re: Hideous Destructor 4.7.1c

Post by Eric_ »

The megasphere needs its IWAD check removed so that it gives the player a shieldcore in id.
Also, the casting call has a couple issues: the first appearance of the SMG zombie seems to break it entirely, resulting in a black screen if you don't immediately skip over it, and the yokai and archvile still have their old appearances.
Melodica
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Re: Hideous Destructor 4.7.1c

Post by Melodica »

So with the view being offset forward when looking straight down in the latest main, I'm noticing that the weapon sights no longer align to where bullets actually get shot from. In this screenshot I'd expect the bullets would go down where the sights are, but they go straight down where the scope is aiming, which is also not offset with the player camera.

EDIT: You can also just barely clip your camera view into walls before it snaps back by looking straight down, and straight through midtextures and glass windows by looking straight down aswell.
EDIT 2: The camera offsetting is also making picking up items off the ground more awkward since looking down at the item doesnt line up correctly with your crosshair.
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