Hideous Destructor 4.10.0b

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Abba Zabba
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by Abba Zabba »

kodi wrote: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.
Sounds really cool but damn if you don't have a special control setup (aka not a keyboard) you're gonna have a bad time. I would, anyway.
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Matt
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by Matt »

Glad you like it. :D

I thought of doing something similar, but

a) when I saw someone describe Receiver as "gun QWOP", I knew it was a bit too extreme in granularity; and
b) too many keys to bind - I'm already having trouble reaching for my zoom key.

I might consider separating each reload into distinct mag-release and load-mag stages. The Liberator was originally going to be like that anyway but I wanted it to be more consistent with the ZM66.
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kodi
 
 
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by kodi »

Vaecrius wrote:
a) when I saw someone describe Receiver as "gun QWOP", I knew it was a bit too extreme in granularity
Yeah, wouldn't take it that far. Not supposed to be a challenge, just to make the player a bit more involved.
Vaecrius wrote: I might consider separating each reload into distinct mag-release and load-mag stages. The Liberator was originally going to be like that anyway but I wanted it to be more consistent with the ZM66.
Hmm, you could use R or whatever for both release and load, as long as the player can't just mash the key but has to wait a small time in-between (or else you'd fumble and it'd take more time). Having a charging handle key would feel immensely satisfying though, and if you want to implement realistic gun jamming you'd have it for that too.
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Big C
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by Big C »

Alright, the reason I called for a shotgun buff is this:

I find the shotguns too difficult to use against babuins. I find the Liberator rifle is PERFECT because it has a good RoF in semi-auto, it's responsive, it's powerful. If I miss a shot I can do a followup shot easily, and this makes it good to stunlock babuins with.

The shotguns, on the other hand, have either a small mag (Slayer) or lower RoF (Hunter). So ironically I find shotguns better for use against imps/zombies/human-sized targets and the Liberator rifle the superior anti-babuin weapon.

Maybe it's my tactics. I dislike the Slayer as a primary personally because it has such a small mag, so I use it in combination with other weapons---as an extra "doorkicker" punch for the Hunter, and as a high-powered sidearm for the rocket launcher/particle beam/BFG/etc.

Anyway, moral of the story---shotguns are better at one-shotting charging opponents, but the rifles are better at tracking, firing, and stunlocking moving targets.
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Matt
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by Matt »

For the longest time, especially while the ZM66 had a 30-round mag and otherwise behaved like the Liberator does now, I've had exactly the same thoughts about ZM66 versus shotgun against the babuins. I've thought of shotgun babuin kills as more of a trick shooting thing than a serious defence.

I find the shotguns very, very good against humanoids and lost souls, though.
Big C wrote:Maybe it's my tactics. I dislike the Slayer as a primary personally because it has such a small mag, so I use it in combination with other weapons---as an extra "doorkicker" punch for the Hunter, and as a high-powered sidearm for the rocket launcher/particle beam/BFG/etc.
long ago in the manual, I wrote:Protip: You can switch to and from the Slayer faster than any other primary gun. Keeping the Slayer ready as an opening attack before a quick switch to the rifle or Hunter makes for a powerful defensive combo when exploring uncleared areas.
:)

In other news, score another for doing a single player spriteset.
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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:For the longest time, especially while the ZM66 had a 30-round mag and otherwise behaved like the Liberator does now, I've had exactly the same thoughts about ZM66 versus shotgun against the babuins. I've thought of shotgun babuin kills as more of a trick shooting thing than a serious defence.

I find the shotguns very, very good against humanoids and lost souls, though.
Ahhhh, okay. Maybe it's just post-Call of Duty games spoiling me, but usually my first instinct for dealing with a charging enemy is to use the given shotgun.

Also I'm biased because manually cycling the Hunter after every shot is...Joyous. So of course I'm going to use it every chance I can. :P

[/b] BAM-ch-chak-BAM-ch-chak-BAM-ch-chak-BAM-ch-chak-BAM-ch-chak-BAM-ch-chak-BAM-ch-chak-BAM-ch-chak.
Big C wrote:Maybe it's my tactics. I dislike the Slayer as a primary personally because it has such a small mag, so I use it in combination with other weapons---as an extra "doorkicker" punch for the Hunter, and as a high-powered sidearm for the rocket launcher/particle beam/BFG/etc.
long ago in the manual, I wrote:Protip: You can switch to and from the Slayer faster than any other primary gun. Keeping the Slayer ready as an opening attack before a quick switch to the rifle or Hunter makes for a powerful defensive combo when exploring uncleared areas.
Exactly, and the reason why I use the Slayer as such. It's awkward on its own but a wonderful complimentary weapon with great versatility depending on what you're using it with.

The icing on the cake is that if anything is STILL alive after unloading your chosen pimary and the Slayer on sumbitch, you can speedily switch out to the pistols and plug the stragglers with up to 32 9mm rounds with only split-second pauses.

It's alllllll in the wrist.
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Abba Zabba
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by Abba Zabba »

Yeah I love the pistols as well, but man they have a quick damage ramp down once you start getting to knights/other armored beasts.
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[id]Angel
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by [id]Angel »

Just a fanart created by me using Pimp My Gun, i present to you. The Volt-Shepard Arms ZM-66 Bullpup Assault Rifle
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Matt
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by Matt »

Heh, thanks! Even looks like the ingame sprite...

(though I take it PMG doesn't have a caseless round model...)
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[id]Angel
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by [id]Angel »

Vaecrius wrote:Heh, thanks! Even looks like the ingame sprite...

(though I take it PMG doesn't have a caseless round model...)
Yeah lol, you have to use shapes and stuff. And i do not know how weapons that fire caseless rounds operate, what happens to the plastic casing after you fire it? does it disintegrate? does it fall to the ground? What lol?
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Matt
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by Matt »

hxxp:// lmgtfy.com/?q=caseless+ammunition
EDIT: aw hell, Google's pissing me off again with its confusing renaming, this URL is just as self-explanatory.
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Yutrzenika
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Re: Hideous Destructor [last update dated November 4, 2013]

Post by Yutrzenika »

[id]Angel wrote:
Vaecrius wrote:Heh, thanks! Even looks like the ingame sprite...

(though I take it PMG doesn't have a caseless round model...)
Yeah lol, you have to use shapes and stuff. And i do not know how weapons that fire caseless rounds operate, what happens to the plastic casing after you fire it? does it disintegrate? does it fall to the ground? What lol?
It disintegrates, I'm pretty sure. The link provided above should be more informative though. Caseless ammo is pretty cool, though not really feasible today.
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Matt
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Re: Hideous Destructor [last update dated November 11, 2013]

Post by Matt »

Pretty much, though I believe most have a plastic bit that holds the bullet in that also shoots out.

The way all the problems with caseless are addressed in HD is that

a) the entire mag basically acts as a case for all the rounds in it, for an effective multi-shot cartridge; and
b) the whole system is a strictly enforced monopoly by the manufacturer as quality control issues can ruin a whole gun where something more traditional might have just jammed or cooked off. (also politics, money, cf. manual)

I should probably add a cheap foreign knockoff-brand ZM66 mag ("Dolt Shepherd"?) as an occasional pickup.


EDIT: oh for fucks sake how many posts are on a page anyway might as well post the update here


I considered doing something Remembrance Day-ish for this NEW UPDATE! but nothing came to mind that was not either glurgey, flippant or otherwise horribly inappropriate.

Changes:
  • Bugfix: What the hell was I thinking when I set that spectre raise state.
  • Being set on fire now only lasts a third as long in Homely skill.
  • Reduced hellfire speed and lifespan.
  • Increased the delay before the caco ball's lightning sparks to keep them from killing themselves.
  • Bossbrain dying explosions now spawn a random distance between floor and ceiling.
  • Archangels no longer feel pain while attacking or healing.
Last edited by Matt on Sun Nov 10, 2013 9:30 pm, edited 1 time in total.
Ribo Zurai
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Re: Hideous Destructor [last update dated November 11, 2013]

Post by Ribo Zurai »

Heh, the funny part of the mod is that I enjoy every new update despite the fact I barely survive the first level of Doom II. :P
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Big C
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Re: Hideous Destructor [last update dated November 11, 2013]

Post by Big C »

Ribo Zurai wrote:Heh, the funny part of the mod is that I enjoy every new update despite the fact I barely survive the first level of Doom II. :P
Likewise. Defeat is constant, but the victories are so, so sweet.
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