Hideous Destructor 4.10.0b

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

Post by Toybasher »

Does anyone know if Chex Quest works with HD? I just realized how hilarious it would be, and can't use my computer atm so I can't test it myself.
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Matt
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Matt »

It loads and the palette is not screwy. Weapon slots don't work so you have to type "use <weaponname>" in the console.

I suppose a hypothetical properly HD-ized Chex Quest would resemble Aliens TC a lot...


EDIT: Only marginally related, but apparently there's a Starcraft II mod that does for Starcraft what I wanted to do for Doom with HD.
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Djames516
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Djames516 »

Vaecrius wrote:...why on earth would you think that's a bug???
Sorry, just a little humour. Why'd you change them though?

Also (not sure if I ask here) what's the best, most stable release of this mod as far as multiplayer goes? I know the latest one has issues.
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Matt
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Re: Hideous Destructor [last update dated January 2, 2017]

Post by Matt »

........the answer to your question was in the last two posts before your so-called "bug" "report". It was a problem with GZDoom's movement prediction code that has since been fixed.
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Matt
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Matt »

NEW UPDATE!

Changes:
  • Bugfix: Dropped ZM66s should still start out chambered, of course!
  • Added a replacer for SSG map item in the D1 filter.
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Silentdarkness12
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Silentdarkness12 »

.....Damnit.

I'm still hoping you'll implement that ACS from Metadoom at some point, with the tweak I suggested earlier. This IWAD filtering stuff doesn't really make HD compatible with WadSmooshed Doom at all.
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Matt
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Matt »

I can easily imagine someone else doing an "episode 5" who doesn't know about the Lost Espisodes, or deliberately changes the LE to not use any D2 elements, and there'd be no way I could test which one's which and change the actors accordingly.

At this point if I'm going to change it it'll probably be just moving all the d1 stuff back into a separate pk3 with instructions to load that after hd if someone wants to avoid spriteless SSGs, etc. in their Doom. (If you go into hd.pk7 and delete the doom1 filter folder hd will behave the way it did before I started on all this wad filtering stuff.)
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Silentdarkness12
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Silentdarkness12 »

I think that would be best as an off the side patch, if such a scenario occurs.

I suppose i'd appreciate a seperate PK3 for Doom 1 mode, more than I would the current format.
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Matt
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Matt »

Agreed. After having to reconsider all the options when rewriting the manual now, it seems WadSmoosh and -file doom2.wad still remain vastly superior options, but something built-in (and also available for whatever shining crazy diamond has only D1/UD but none of the D2 games) is still nice at least in theory.
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Big C
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Big C »

Hey Vae, any possibility of a Boss rifle-wielding sniper enemy as a rare replacement for chaingunners?
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Matt
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Matt »

I can see that going one of two ways:

1. everyone complains that they just randomly die every so often.

2. they aim like regular zombies and the low ROF makes them basically into classic Doom zombiemen that just happen to do like 10 times more damage.

I'd be more interested in GL/RL and Liberator zombies at this point (though neither of those are on the table atm either).
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Silentdarkness12
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Silentdarkness12 »

I actually fiddled around with that idea in DECORATE. Adding bullet tracers to enemy sniper rifle shots would do a lot to alleviate the whole "welp i'm just ded now" problem. Because you could actually see what's killing you.

EDIT: Also, lol, the idea of people complaining a lot about just suddenly dying. In Hideous Destructor.
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twinkieman93
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by twinkieman93 »

There's a difference between dying suddenly due to an ambush from around a corner or whatever and dying suddenly from an enemy across the map that you simply couldn't see.
That having been said, that only happens in Downtown, and it already happens there now, so I don't think much would be different.
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Josh771
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Josh771 »

I wonder if you might be able to write Decorate/ACS to make sniper zombies have a drifting aim: they lead shots, but they only change where they aim slowly, so running around with sudden stops or even running serpentine could throw them off. Probably would have to use a script that updated some target position and spawned a thing (to be hated) based every tic on the player's position and velocity.

Then you'd have snipers deadly to anyone standing still, but you might notice them if you're doing other things and they fire just in front of you or next to you. Just a thought.

Or, another thought: their first shot always misses. Whenever you break LoS with a sniper, their next shot is a guaranteed miss - a close one, though - and you've got to hop from cover to cover or take him out. Could be fun. With a distinct sound effect to let you know a sniper just took a shot at you, it would be an "Oh shit!" moment without sending the player into an instant rage quit. :P
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Silentdarkness12
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Silentdarkness12 »

Ditto to what Sid's saying. I'd love to see some snipers.

Because i'm a masochist. : P
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