Hideous Destructor 4.10.0b

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Graf Zahl
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Graf Zahl »

Vaecrius wrote: HD is now designed for the latest GZDoom dev build (and not 2.2.0 release).
Just to let you know: As of today, 2.2.0 is no longer relevant.
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Matt
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Matt »

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Silentdarkness12
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Silentdarkness12 »

Well, you picked the perfect time to implement this. Was just about to start recording E2M1.
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Silentdarkness12 »

Wad Filtering Alternative

@Vaecrius You could use a system like this to make HD work with WadSmooshed Doom.
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Matt »

I am very hesitant to add that, since the last time I tried something similar many years ago it ended up breaking with so many bizarre corner cases it quickly became more trouble than it was worth. Now that old attempt only checked for level number so it was a lot worse, but already this new method is broken by HD's own firing range.

(If I did go this way, though, I'd want to add E5-9 just to include things like the Lost Episode... I should probably mention that on that thread)
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Silentdarkness12
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Silentdarkness12 »

Just add a custom check for the firing range.

Actually, now that I think about it, you could really just set it up so that if it's EXMX format, use Doom 1 mode, and have it be Doom 2 mode in all other circumstances.

Why would a Doom 1 custom map not use a EXMX format anyways?
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Toybasher »

Any plans to have permanent damage staying upon respawn return as a server option?

I liked how playing with multiple lives still meant you had to be careful about dying, and medkits and such were still very useful, as even when respawning you might need a first aid kit. This was especially true if you died from a high damage attack like an explosion.
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Matt »

Nope - I still think lives limit + insurgent gear reset is enough.

The problem is still that the trans-life damage doesn't represent anything that a respawn could plausibly represent, while carrying over that damage can turn an otherwise winnable run into a guaranteed unplayable lame-duck scenario (whereas the insurgent reset can still have you luck out and clear the starting area with a BFG or rocket launcher).

EDIT: SD12, can you try the newest GZDoom dev build and see if the smooshed wad still registers as D1?
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Silentdarkness12
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Silentdarkness12 »

Vaecrius wrote:EDIT: SD12, can you try the newest GZDoom dev build and see if the smooshed wad still registers as D1?
Done. It still registers as D1.

EDIT: Scratch that. It does seem to work after all. Registered as D2.

However, now there's the vice-versa problem with Hideous Destructor. Doom 1 maps playing in Doom 2 mode. I still think the ACS from MetaDoom should be brought in.
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Fort of Hard Knox »

Vaecrius wrote:Nope - I still think lives limit + insurgent gear reset is enough.
a guaranteed unplayable lame-duck scenario
Nail on the head. At a certain point you have to insurgent reset because you are worse off than the Hollow from Dark Souls.

Also, bug report: when playing multiplayer, as soon as a negative change of height over a linedef occurs the entire session freeze-crashes. If I walk up a set of stairs it's fine. The second I walk down the stairs, it hard freezes. Tested with the newest GZDoom SVN and GZ 2.3.0. Toybasher is my witness.

Is this the pitch change thing everyone's been talking about?
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Matt »

That is not. I'll try to see what's causing the crash.

EDIT: Though come to think of it it could be! I didn't touch the player code at all and it may well be one of the stumblantennae getting caught in an infinite loop...

EDIT2: Got rid of stumblantennae, crashed. Disabled ACS, crashed. Didn't even load HD, crashed,... I'll file a bug report on the git if it hasn't been done already.
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Matt »

This looks very similar. Whoever reads this next please try whenever this fix gets committed and see if it works.

EDIT: I just tried the latest devbuild, no crash.
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Fort of Hard Knox
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Fort of Hard Knox »

I'll be testing coop here in a second. Will report back shortly.

EDIT: No crashes! Nothing to report other than that.
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Djames516
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Djames516 »

Bug report.

The crosses on health packs are now green.
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Matt »

...why on earth would you think that's a bug???
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