Hideous Destructor 4.10.0b

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Somagu
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Re: Hideous Destructor [last update dated June 22, 2015]

Post by Somagu »

I thought it was intentional. A frag grenade will kill you if you are standing on it when it goes off, but the shrapnel will just propel you. I've used it to jump over gaps in co-op before.
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Matt
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Re: Hideous Destructor [last update dated June 22, 2015]

Post by Matt »

Definitely not intentional - and it seems it's still there.

Meanwhile I just realized that the new fatigue-makes-wounds rule has a rather unfortunate implication when paired with medikits-give-you-fatigue rule.

(Unfortunate... or balancing?)
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Abba Zabba
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Re: Hideous Destructor [last update dated June 22, 2015]

Post by Abba Zabba »

...are you saying medikit use potential is reduced now because of medical induced fatigue? Should I sit this update out?

Also, a different minor gripe about fatigue in relation to god mode; god mode is capable of receiving wounds through fatigue which makes it pretty annoying.
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Silentdarkness12
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Re: Hideous Destructor [last update dated June 22, 2015]

Post by Silentdarkness12 »

Mmmm.....

I would suggest you reduce the amount of fatigue medkits give, to be at least somewhat fair.
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Silentdarkness12
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Re: Hideous Destructor [last update dated June 22, 2015]

Post by Silentdarkness12 »

Okay, here's two (what I presume to be) bugs regarding the ZM66.

1. Firing a lot on full auto seems to leave the opportunity open for the rifle to suddenly discharge all the rounds, even after you reload a fresh clip in there, it just keeps on shooting until you run out of 4.26. I find this rather aggravating.....I gotta think it's just a whoopsie-daisie in the Fire state.

2. If you end up with a jammed rifle and the clip is full(51 rounds), then you can't un-jam the rifle, and have no choice but to go looking for a new rifle to replace the screwed one, or drop the rifle and pick it back up again. I suppose, in theory, this would be impossible to make happen during standard play because of fact that ammo must be spent in order to make the jam happen and the fact that the ZM66 rifle has a preposterously low jam rate, but I just thought that a bit odd.
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Abba Zabba
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Re: Hideous Destructor [last update dated June 22, 2015]

Post by Abba Zabba »

The first sounds like cookoff, a feature of this mod.

For the second, have you tried holding the fire key instead of repeatedly pressing it? Some jams are royal bitches that don't ever want to clear.

Also, can anyone clarify if medikit bandages being used up to cover up the fatigue created wounds from using it is a thing?
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Silentdarkness12
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Re: Hideous Destructor [last update dated June 22, 2015]

Post by Silentdarkness12 »

I now am sure that the second one isn't supposed to be happening. It doesn't happen on the GL rifle, but it happens on the Select Fire rifle.

Also, fire key does nothing. Press or hold, makes no difference.
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Matt
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Re: Hideous Destructor [last update dated June 22, 2015]

Post by Matt »

2. If you end up with a jammed rifle and the clip is full(51 rounds), then you can't un-jam the rifle
Can't replicate, but thanks for pointing out that you can drop and pick up a rifle to unjam it! D:

EDIT: Nevermind, I see it on the non-GL rifles. This is going to be a long next couple updates...
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Silentdarkness12
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Re: Hideous Destructor [last update dated June 22, 2015]

Post by Silentdarkness12 »

Also, a minor suggestion.

Could you add an inventory flag for when the player is on fire? : P I have it in mind for an..........addon.....i'm making : 3
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Silentdarkness12
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Another HD Video, covered in my digital tears

Post by Silentdarkness12 »

Also



*sobs uncontrollably*

THIS MOD IS EVIL.
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Abba Zabba
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Re: Hideous Destructor [last update dated June 22, 2015]

Post by Abba Zabba »

Vae, would you be opposed to giving the supernatural health bonuses the ability to extinguish flames on your person? Lore wise, it's basically a blue glass bottle of magic water, so why wouldn't the "blue water" theme of it allow it supernaturally extinguish fire? Seeing as how it's a somewhat rare find, often times not in the open but rather in corners and other less frequented areas, it can kind of serve as that life saver you discover early on and pocket for when the moment calls. As it stands, it's only real functional use is for when you take major damage and need some repair before you can get standard first aid going. Not to mention the quick healing it provides would greatly cover any burn damage you've took before you could down the bottle...at least some kind of surefire (heh) way to get the flames off your back, and this way doesn't sound too far-fetched.
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Silentdarkness12
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Re: Hideous Destructor [last update dated June 22, 2015]

Post by Silentdarkness12 »

I just noticed that you can actually break down SMG mags for pistol mags. Pistol's Zoom function.
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Medicris
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Re: Hideous Destructor [last update dated June 22, 2015]

Post by Medicris »

Believe me, just read the included manual in the download. That stuff and plenty more is explained.
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Silentdarkness12
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Re: Hideous Destructor [last update dated June 22, 2015]

Post by Silentdarkness12 »

Well no, it's just that Vaecrius's previous statement made me think that he got rid of turning SMG clips into pistol clips. Also, i'm fairly certain he doesn't keep the manual fully up to date all the time...
Arek_PL
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Re: Hideous Destructor [last update dated June 22, 2015]

Post by Arek_PL »

Episode 1 of doom is realy easy with hideous destructor when compared with other episodes and games even E1M9 is beatable and crouching with vulcannete waiting for enemy to run into your sights is good strategy drinking some blue potions before fight when you have full health is good idea too because you regen some health in middle of fight
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