Hideous Destructor 4.10.0b

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Matt
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Re: Hideous Destructor [last update dated October 28, 2013]

Post by Matt »

> trying to code Doom critters to back away from or go around an arbitrary object that is neither their target, their parent or their tracer

D: D: D:
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Abba Zabba
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Re: Hideous Destructor [last update dated October 28, 2013]

Post by Abba Zabba »

Just give the fire actors released from the grenade that ogre armor flag along with a +noattack flag so they avoid the flames while still attacking you.

Also, what's with the green text arrow?
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Matt
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Re: Hideous Destructor [last update dated October 28, 2013]

Post by Matt »

Had to search the forums for what you meant by ogre armour.

All I found was another post by you and a feature suggestion for +AVOID that seems to have been implemented as the +FRIGHTENED flag. That should only cause a monster to run away from its target - and getting the monsters to reliably target a flame for the purposes of avoiding it, while keeping it attacking the players, is a bit beyond me.
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Abba Zabba
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Re: Hideous Destructor [last update dated October 28, 2013]

Post by Abba Zabba »

I'm pretty sure it would work. I can't do anything right now since I'm heading out. I'll dick around when I get back and report back to you if anything good came from it .
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[id]Angel
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Re: Hideous Destructor [last update dated October 28, 2013]

Post by [id]Angel »

Hey there Vaecrius, since the aim of the mod is hardcore realism right (Like Red Orchestra?), Why wont you replace the secondary fire with Iron Sights, I mean it would make the wad become more badass and awesome but at the same time the size of the wad is small.

P.S Will you revert the size of the Pinky Demons, Archvilles and Revenants back to their default sizes?, And can you remove the fucking other Imps (The Small Jr.ArchImp, and the one that launches tracing Fireballs). PLEASE :3!!!!!!!!!!!!!!!!!!!
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Matt
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Re: Hideous Destructor [last update dated October 28, 2013]

Post by Matt »

> make assloads of sprites
> change a key part of the interface in a way that results in significant complications down the line
> undo half the monster changes
> because "hardcore realism" and my capricious whim

Image
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Big C
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Re: Hideous Destructor [last update dated October 28, 2013]

Post by Big C »

Big C wrote:The spent pistol casings seem to be coming from the bottom of the grip, rather than the side of the slide of the gun.
Quoting myself because I think this got lost in the shotgun discussion.

Also:
[id]Angel wrote:Hey there Vaecrius, since the aim of the mod is hardcore realism right (Like Red Orchestra?), Why wont you replace the secondary fire with Iron Sights, I mean it would make the wad become more badass and awesome but at the same time the size of the wad is small.

P.S Will you revert the size of the Pinky Demons, Archvilles and Revenants back to their default sizes?, And can you remove the fucking other Imps (The Small Jr.ArchImp, and the one that launches tracing Fireballs). PLEASE :3!!!!!!!!!!!!!!!!!!!
The idea is that you ARE ironsighting when you're not moving (or moving slowly) and hipfiring when you're in a hurry.

Also, the imp subspecies are kinda vital to what makes this mod this mod.

Also also, please use exclamation points in more moderation.
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JimmyJ
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Re: Hideous Destructor [last update dated October 28, 2013]

Post by JimmyJ »

One thing I've noticed about spent casings is, at least with the pistol and shotgun, if a wall is on the right of you, and you're really close to it, casings clip through it. I'm not sure how fixable this is, but I figured I'd say something anyway.
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Matt
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Re: Hideous Destructor [last update dated October 28, 2013]

Post by Matt »

@Big C: I saw it. Was quietly fixed after I reminded myself that not everyone sets cl_capfps to true and won't notice 99.99% of the time.

@JimmyJ: Confirmed. Happens with Liberator brass too. Setting their size to 2x2 rather than 1x1 seems to fix it.

@Angel: Just to elaborate on my answer: ironsights would be nice, but besides the whole thing with having to create a rather large number of weapon sprites and animations for every single weapon other than the melee weapons and BFG, the result would obscure so much of the player's view that it would have to be toggled rather than passive the way the sight-shaped crosshairs are now - which would involve setting up a new key - which would add a whole new element of inaccessibility where I just wanted the game to be harder. I can make people have to bind things to fire, alt, reload and zoom, because they're natively supported in GZDoom, but beyond that things get unwieldy.

Then again, zoom could be the go-to for everything...
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Matt
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by Matt »

NEW UPDATE!

Changes:
  • Bugfix: Brontornis handled like the rifle instead of the SSG.
  • Bugfix: Increasing spent casing size to 2x2 instead of 1x1 seems to prevent them from clipping through walls if you shoot right next to one.
  • Bugfix: You could put the pin back in on a grenade that was cooking.
  • Battle rifle slightly heavier, handling more similar to the shotgun.
  • Battle rifle brass doesn't shoot forward quite as much.
  • Raised the height of the pistol casing ejection to make it line up with the slide instead of somewhere under it.
  • Reduced max Liberator mag capacity to 5 (+ spares + gun).
  • You now lower your weapon while jumping.
  • Increased speed penalty if overfatigued.
  • Redid the pump shotgun reloading sequence. Now if you interrupt with shells in hand, and you have no space in your general pool, you drop the shells on the ground, but on the plus side things should be a little faster, and you can load 3 shells at once from either pool - and 2 shells even at extremely low health.
  • New shotgun function! When you hit Zoom, up to 3 shells are removed from the side saddles of the other shotgun and placed in your general pool.
  • Medical station now gives you up to 20 shots.
  • Got rid of all instances of PUNG from the weapons, just to see what it looks like.
  • The grenade toss is now represented by a HUD cursor that hopefully is a bit more useful.
  • Added a short delay after you either auto-throw an overcooked grenade or put the pin back into a non-cooking grenade, to (hopefully) prevent more accidental re-pulls.
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Abba Zabba
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by Abba Zabba »

Regarding the medical station, do you think you could change the color of the lights and/or it's blinking frequency to let players know when it runs dry?
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RikohZX
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by RikohZX »

Man, this mod is so difficult that it practically curbstomps me. Even playing on Homely, a single homing fireball at the very end of the first map of Doom 2 set me on fire and killed me in seconds. Image
You sure the title doesn't apply towards the sanity of those who play this, Vaecrius?
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Matt
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by Matt »

Nah, the sanity destroys itself. :V

That said, I am reminded of the fact that right now being set on fire does not scale in the Homely skill when it really should. Players will only be on fire 1/3 as long in the next release.
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Big C
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by Big C »

Vaecrius wrote:Players will only be on fire 1/3 as long in the next release.
I think this sentence sums up the Hideous Destructor experience in a nutshell. :V
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kodi
 
 
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by kodi »

Love the mod! For some reason I enjoy games that kick me in the face.

One thing I think would fit well is a more active reloading system, where there's separate keys for magazine release and pulling the slide/charging handle along with sticking a new mag in (R). Just a thought.
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