Hideous Destructor 4.10.0b

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Tapwave
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Re: Hideous Destructor [now with new preview pic!]

Post by Tapwave »

Image
This brokeded. I'm using 2.4.0, by the way.
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Re: Hideous Destructor [now with new preview pic!]

Post by Silentdarkness12 »

Latest version of HD?
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Re: Hideous Destructor [now with new preview pic!]

Post by Tapwave »

Yep, the one Vae posted just before me. Removing the offending "const" blocks the parser at the = that follows.

Code: Select all

	static const String lq[]={
		"MFLR8_4","MFLR8_2",
		"SFLR6_1","SFLR6_4",
		"SFLR7_1","SFLR7_4",
		"FWATER1","FWATER2","FWATER3","FWATER4",
		"BLOOD1","BLOOD2","BLOOD3",
		"SLIME1","SLIME2","SLIME3","SLIME4",
		"SLIME5","SLIME6","SLIME7","SLIME8"
	};
That's the incriminated bit, if you're wondering.
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Re: Hideous Destructor [now with new preview pic!]

Post by Matt »

Well that's disappointing. Link removed from OP. :/

(I'm aiming towards a possible release with GZDoom 3.0 at this point which should substantially restore all functionality that got lost when I started converting major things to ZScript.)
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Re: Hideous Destructor [now with new preview pic!]

Post by Tapwave »

Vaecrius wrote:Well that's disappointing. Link removed from OP. :/

(I'm aiming towards a possible release with GZDoom 3.0 at this point which should substantially restore all functionality that got lost when I started converting major things to ZScript.)
I've also tried the version just before the one you linked. For some reason, nothing gets read by except the sounds in 2.4.0. No clue why. It does parse, though.
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Re: Hideous Destructor [now with new preview pic!]

Post by Matt »

2.4.0 is from March 19. I've made a fuckton of changes since then without really thinking about the versions.

Reading the changes I think everything up to April 1 should still be compatible with 2.4...


EDIT: hot diggity. So glad I didn't try to start working on a 2.4 compat version today...


EDIT: So anyway, here's how the new medikit works:
Medikit
ZDoom actor name: PortableMedikit
The staple (no pun intended) bit of safety equipment once prevention has failed. You will find in each sealed package:
1. One (1) sterile, single-use Nano-Bio-Fusion Auto-Suture medical stapler loaded with... let's just say enough auto-sutures to do the job;
2. One (1) sterile, single-use Hyper-Expansive Bio-Foam injector (specially designed for bullet and other puncture wounds) loaded with... well, again, NDC and all, I can't really say; and
3. One (1) dose of Second Flesh(tm) Human Biotic Rapid Growth Medium.
To use, remove armour and unseal one package.
Once the applicator is in hand, look down at yourself and press and hold the fire button to begin applying items 1 and 2 (automatically selected as necessary) to stop virtually any bleeding.
If lasting injuries or burns require treatment, press alternate fire similarly to apply the Second Flesh(tm).
To switch between using on yourself and using on others, use the Zoom key.
WARNING: Do NOT attempt to apply the Second Flesh(tm) while in combat. Retreat to a secure position first!
WARNING: DO NOT USE THE SAME APPLICATOR ON MULTIPLE PATIENTS. (Seriously, if half of what your buddies say about their R&R exploits were true...)
EDIT: And now you can use them in multi... theoretically anyway


EDIT: Now stimpacks actually help when you're bleeding and bandages work on other players.
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Re: Hideous Destructor [now with new functional medikits!]

Post by Caligari87 »

How "stable" or "complete" do you consider the current git build of HD? I tried it today after getting GZD 3.0, and I've gotta say it felt nigh-unplayable in a ton of little ways. Maybe I'm just used to the old build, but still...

8-)
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Re: Hideous Destructor [now with new functional medikits!]

Post by Matt »

In what ways? At this point all I've got planned is to make the berserk and stims consistent with the medikit.

EDIT: Also the turning code, though I kinda want to just quick-and-dirty-patch the bracing/weapon collision stuff now that I'm trying for a 3.0.0-compatible release and yet a post-release devbuild just dropped this bombshell...
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Re: Hideous Destructor [now with new functional medikits!]

Post by mumblemumble »

Bleeding in the github build is insanely dangerous, and it feels like maybe the armor isn't actually working at all (display shows just a black armor background, even when equiped). Armor pickups seem to be vanilla doom armor. carrylimit is not functional, and as a result, player is kinda stupid agile. I think that might be what caligari means : at least for me, it feels rediculous, and I can easily lose 60 hp and die from bleeding from a single long distance zm round, in around 7 seconds, which seems too much, and much worse than older builds.

Balance wise I think mage imps are a bit much, their flame geyser attacks being the worse imo. I think potentially a herp / derp spawn on zombie CVAR would be a good idea too, for those who want it, as sometimes an odd herp or derp can really screw a game up.

The new med kit is..interesting, but I think needing to remove armor is a little harsh - couldn't it be used with armor on, but with less reliability? I imagine the biofoam injector needle could be wedged into a bullet hole / gash in your armor to some extent, even if the second flesh / staplegun couldn't. Or maybe you could independently control the biofoam / stapler? Reason being I imagine the staple gun would be excruciating, and I could see just spraying it with foam in battle, not wanting additional pain from the staples... I also think maybe the second flesh should have a different downside... right now its just being very vulnerable, but once applied, it kinda acts like a soul sphere, which is a little much. It also makes you very, very vulnerable, so its kinda whacky. It also seems too powerful for something so common, perhaps it should instead inflict minor pain / fatigue for the duration of its healing, heal less, and then a BRIEF period of buffed feelings with no down side after (like, a minute after the pain subsides). Because currently it feels like a blue potion in every medkit, except it almost kills me at first...kinda odd.

The heart monitor, while interesting, makes tracking stamina REALLY difficult compared to before... I do like it, but maybe you could have both, or even decide which you want.

I DO really appreciate the change to grabbing items, as it makes it easier, but may I make a suggestion? Can you allow holding E to grab the next thing which is looked at? I expect puzzles where you have to grab something and run will be a real headache otherwise, having to run, stop, and grab a key..

Anyway, I love the changes, but caligari is right, balance wise it is VERY different than the "stable" build. Perhaps you should do a run of say, icarus level 1, with both the old build, and current dev build, and just see whats different.

On a different note... I discovered I can circle strafe / kill a cyberdemon with a zm66 at point blank. https://www.wad-archive.com/wad/NH666v2 This is the map to try it on. Just keep shooting and straffing, it should lose its bead on you and move before you get shot. It helps if you drop hand grenades first to be light, and time your reloads / fire in burst on auto to keep a little faster, but its very possible.
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Re: Hideous Destructor [now with new functional medikits!]

Post by Matt »

I just gave it a try on Map01.

First run on 2.3.2-compat: As I remembered it. Took a buttload of damage getting shot at the start, slowly clawed the rest of my way through.

First run of git: Better maneuvering = breezed right past the zombies, got set on fire twice by healer imps, mostly near-full health, stray mage imp fireball from courtyard (not the glyph attack, just straight-up shot) set me on fire and killed me.

Second run of git: Leapt out into hallway, immediately got shot twice by a zombie and died.

Run of local version with the imps reverted: Didn't get hit once.


Conclusions:
Imp superball is OP.
Player side jump is OP.

Will revert imps until after next release. (The new imps are a major paradigm shift away from standard Doom AI and if you watch them they stick out against the other monsters like a sore thumb right now)
Will reduce jump a bit.


Re: equivalent to blue potion: I just realized this is bugged - it shouldn't totally heal you each time. Will fix in a bit.


EDIT: And done. Old imps, jump power down significantly (except while berserk), medikit does more or less what it ought (which is still a lot). (EDIT: updated link - jump is now also subject to encumbrance. EDIT: updated again - movement speed is also calculated rather than tiered.)
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Re: Hideous Destructor [now with new functional medikits!]

Post by mumblemumble »

I see. I hope you didn't lower jumping much from the "stable" branch, or preferably, not at all. Also, what about bleeding? Bleeding in particular makes me want to bang my head against a wall, as I can often lose 40 hp and die from it before I can rip my armor off and stitch my wounds. I'm also worried numbers in general for damage is way off, as while testing, I got insta killed by a zombieman with a semi rifle, wearing armor, which was impossible before.

It seems like maybe numbers are off from old bleeding pretty badly...Or were those fixed too? Because I swear, I've NEVER bleed out that fast, not even when coming down from a berserk where I take more lead than a Chinese paint factory. I seriously think something is very off.

It also looks like at LEAST the display for the encumbrance is broken, if not encumbrance itself. I have carrylimit set to 1, and holding use does not show my encumbrance, neither does the map button.

By the way, the change to grabbing got me thinking : could you change jumps to take in view pitch as a value to make the player jump higher / further? I think this would be a neat idea, and could possibly merge jumping, and mantling, as well as enable more "traditional" style game jumping....just a thought.
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Re: Hideous Destructor [now with new functional medikits!]

Post by Caligari87 »

Bleeding was one particular issue I noticed. Playing on Grimdark, one hit on green armor usually led to me dying within 10 seconds, and basically unable to move at all, just stumble in circles, making it literally impossible to get to safety, much less remove armor and try to patch myself.

Item pickups was another, I often could *not* get weapons/items to pick up consistently, nor could I kick corpses at all. The only way to pick things up seemed to be standing directly over the object and looking straight down, and even then it was 50/50 at best.

Movement felt... weird. Maybe it's because I'm used to the extreme viewbobbing present in the stable build, but the git version felt like I was on DoomSkates again, or even fly-mode. Until I got hit once, at which point it turns into the above where I couldn't move but just stumble randomly.

Balance on the Imps is definitely WAY more aggressive, but that's a minor gripe I suppose. I can deal with the fire geysers if they were delayed a little more but the tracking fireballs though... those follow crazy-close around tight corners and are literally almost impossible to avoid.

I dunno, it just *feels* different. Haven't tried the changes you mentioned yet; I'll continue updating and testing. So far I've done about 15 Map01 runs and only managed to beat it once, usually dying in the first room or hallway.

8-)
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Re: Hideous Destructor [now with new functional medikits!]

Post by Matt »

Gave it another try.

There is practically no difference most of the time between "shot dead" and "shot, ran off and bled to death". I actually like the current effect inasmuch as it resembles someone being fatally shot, but it is far too much stopping power.

I will definitely slow down the bleeding considerably.


EDIT: Done. Also fixed the heartbeat pitch thing.
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Re: Hideous Destructor [now with new functional medikits!]

Post by Matt »

Caligari87 wrote:Item pickups was another, I often could *not* get weapons/items to pick up consistently, nor could I kick corpses at all. The only way to pick things up seemed to be standing directly over the object and looking straight down, and even then it was 50/50 at best.
Corpse kicking was one of the things that was lost in the early ZScript implementation that I pretty much forgot about until this week. >_>

As for pickups - it's definitely more finicky than it used to be, and for the most part intentionally so, as to avoid the old "there's an extra ZM66 in front of the exit switch and now I can't exit" problem. I've not had that kind of problem with the pickups though that you describe, though it could definitely be better.

I've increased the range from 48 to 56 and added a code to let the sensor "slide" down a counter if your point of aim is a bit below the object sitting on it.
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Re: Hideous Destructor [now with new functional medikits!]

Post by Matt »

Would people prefer it if I just went back to pickup items being switchabeldecorations instead of having to hit them precisely with a "pick-up attack" like you do now? The only disadvantages I saw to the old method were:

1. Absurdly long range (can be and was circumvented)
2. Getting in the way of switches and doors (can be circumvented by players, I've never seen nor heard of a case where someone actually bled to death while clearing guns away from a switch or got in such a tight situation that they could not clear away the guns at all though I have occasionally died due to poor door-related timing combined with an unfortunately placed pickup that I didn't see was in the way. With the new method, however, I have the opposite problem of unintentionally activating an object behind an item I wanted to pick up, which I imagine can be disastrous for all those maps that start with a shotgun and a door)


EDIT: shotgun-door problem has it. Unless someone really likes the new system (and I'm getting the vibe that the opposite is true) I'm going to revert this.
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