Hideous Destructor 4.10.0b

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Abba Zabba
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Re: Hideous Destructor [last update dated September 22, 2014

Post by Abba Zabba »

Vaecrius wrote:Hmm, yes, I do suppose people do use these trees as normal trees don't they... would be nice to have a way to make them active only on a hell-themed map.
The hellish, floating pieces of earth with skulls on top would be more appropriate in my opinion. Maybe the all-watching eye too.

Bug: manually gibbing corpses drops items.
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Matt
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Re: Hideous Destructor [last update dated September 22, 2014

Post by Matt »

The screams must be coming from the trees if it is to mean anything.

However, I can use these things to communicate with the trees through AAPTR_PLAYER1 at map start...
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Jack Mackerel
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Re: Hideous Destructor [last update dated September 22, 2014

Post by Jack Mackerel »

It's GZDooM's newest build definitely being wonky, but I'll leave this here.
OS: Windows 7 (NT 6.1) Build 7601
Service Pack 1
M_LoadDefaults: Load system defaults.
Using program directory for storage
Gameinfo scan took 2 ms
W_Init: Init WADfiles.
adding C:/Users/Reisen/Desktop/GZDooM/gzdoom.pk3, 586 lumps
adding ./doom2.wad, 2919 lumps
adding C:/Users/Reisen/Desktop/GZDooM/Hideous Destructor/DOOM2.WAD, 2919 lumps
adding C:/Users/Reisen/Desktop/GZDooM/Hideous Destructor/hd.pk7, 99 lumps
adding C:/Users/Reisen/Desktop/GZDooM/Hideous Destructor/hd.pk7:demonicron_pinkies.wad, 60 lumps
adding C:/Users/Reisen/Desktop/GZDooM/Hideous Destructor/hd.pk7:femdmug.wad, 42 lumps
adding C:/Users/Reisen/Desktop/GZDooM/Hideous Destructor/hd.pk7:hdgfx.wad, 166 lumps
I_Init: Setting up machine state.
CPU Speed: 2295 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7-3610QM CPU @ 2.30GHz
Family 6, Model 58, Stepping 9
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.36
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script warning, "" line 0:
Invalid face '' for 'HDPlayer';
STF replacement codes must be 3 characters.

Script warning, "" line 0:
Invalid face '' for 'HDPlayer';
STF replacement codes must be alphanumeric.

Script error, "hd.pk7:actors/dcrocket.txt" line 643:
'user_rocqfuel' is already defined in 'HEATRocquette' or one of its ancestors.
Script error, "hd.pk7:actors/dcrocket.txt" line 644:
'user_rocqdamage' is already defined in 'HEATRocquette' or one of its ancestors.
Error in translation 'none':
Script error, "translation" line 1:
Expected integer constant but got 'none' instead.

Script error, "hd.pk7:actors/dccyber.txt" line 42:
'user_rocqfuel' is already defined in 'SatanRocquette' or one of its ancestors.

Execution could not continue.

3 errors while parsing DECORATE scripts
Also, I'll agree that the trees scream a bit too often, though I'm not sure what a good frequency for them would be.
Last edited by Jack Mackerel on Tue Sep 23, 2014 2:30 am, edited 1 time in total.
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Matt
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Re: Hideous Destructor [last update dated September 22, 2014

Post by Matt »

Script error, "hd.pk7:actors/dcrocket.txt" line 643:
'user_rocqfuel' is already defined in 'HEATRocquette' or one of its ancestors.
Script error, "hd.pk7:actors/dcrocket.txt" line 644:
'user_rocqdamage' is already defined in 'HEATRocquette' or one of its ancestors.
Error in translation 'none':
Script error, "translation" line 1:
Expected integer constant but got 'none' instead.

Script error, "hd.pk7:actors/dccyber.txt" line 42:
'user_rocqfuel' is already defined in 'SatanRocquette' or one of its ancestors.
Oh cool, I had no idea actors inherited uservars! Should be fixed as of next release.
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Abba Zabba
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Re: Hideous Destructor [last update dated September 22, 2014

Post by Abba Zabba »

Do you think you could remove the falling frame thing you added for monsters? It looks ok with most zombies, but when the marines are involved it just looks weird.

Also, not getting the whole screaming tree thing. I guess it's comes from some piece of literature, but I can't google anything about it without getting something about the Screaming Trees.
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Matt
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Re: Hideous Destructor [last update dated September 22, 2014

Post by Matt »

dude, it's even referenced in that totally-utterly-unfaithful-to-the-book-in-all-the-worst-ways game.

I'll consider removing that frame for the marines and marine-alikes, though I still greatly prefer the presence of the implied movement over a totally static corpse sprite.
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Abba Zabba
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Re: Hideous Destructor [last update dated September 22, 2014

Post by Abba Zabba »

Damn dude, I forgot about Gamefaqs. That site was (and I guess is) a gaming savior.

And about the movement...a static frame still conveys movement better than a floppy flailing corpse. Look what you did with the weapon bobbing for example; a static sprite sure, but you made it express movement quite well. It works for Doom.
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Fort of Hard Knox
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Re: Hideous Destructor [last update dated September 22, 2014

Post by Fort of Hard Knox »

Hey Medacris, I saw your video and I liked it a lot.

I know the trigger delay is old news, but I am now definitely getting the Way of the Gun firefight feel again.
Thanks a million for changing the launcher ladder sight to the way it is now.
Didn't get a chance to check the screaming foliage. I'll do it when I get home.
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Hoodlook
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Re: Hideous Destructor [last update dated September 22, 2014

Post by Hoodlook »

I fucking love this. Everything is so realistic, this is something that I've actually been looking for all the time I've played ZDoom mods. Everything from the manual pump-action shotgun , weapon jams and bleeding system makes everything extremely difficult but an awesome, fun and satisfying challenge. Keep doing what you're doing. I think the main thing that makes this mod awesome is the MECHANICS. The little things like i said before...the manual pump action shotgun is an example. I have only tried 3 of the 10 or so classes so far and I am having a lot of fun with this.
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Slax
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Re: Hideous Destructor [last update dated September 22, 2014

Post by Slax »

Got this idea regarding swinging your big ol' gun around.

You probably need some time to steady that thing after quickly turning your body. So, here's the concept.
You get a "safe" horizontally oval circle to aim within whenever you're all steadied and ready. Aim to the side quickly, within this invisible circle, and it'll fairly slowly recenter on your new aim point. (Ride the edge of it and you'll lose some full auto control.) Go outside the circle and you'll be inaccurate and unsteady... until you steady yourself again. That is, having the circle find your aim point again.

Unpolished and unfinished idea buuuut I still kinda like it. Probably needs "weapon raised/lowered" states as well. Mumble grumble...
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Abba Zabba
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Re: Hideous Destructor [last update dated September 22, 2014

Post by Abba Zabba »

I was thinking about that too, kind of like what some varieties of SMOD did with the sway of the weapons, adding another crosshair; one that shows where your aim currently is and one that's glued to the center of the screen that the dynamic one will return to when you rest your movement/give yourself a momentum check.
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Jack Mackerel
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Re: Hideous Destructor [last update dated September 22, 2014

Post by Jack Mackerel »

Isn't SMOD Tactical's (and, of course, the original SMOD and various spinoffs) aiming based on ARMA's, anyway?

I feel like raise/lower is kind of already in the game when you stop walking and fire immediately (and kind of even further when you trying to turn and your weapon bumps into the wall), but, yeah, maybe jacking UT2004's Ballistic Weapons raise/lower might work if someone wants to hug the wall, though that one's automatic.
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Somagu
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Re: Hideous Destructor [last update dated September 22, 2014

Post by Somagu »

ArmA's vector aiming is actually much, much more tame compared to Operation Flashpoint's. Red Orchestra would be another good example.
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JimmyJ
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Re: Hideous Destructor [last update dated September 22, 2014

Post by JimmyJ »

Aiming deadzones are one of my favorite things in FPS games ever, if it's at all possible to implement in Doom I'm all for it.
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Caligari87
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Re: Hideous Destructor [last update dated September 22, 2014

Post by Caligari87 »

Aiming deadzones, or at least the possibility to adjust the crosshair aiming offset, would be awesome.
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