Hideous Destructor 4.10.0b

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Matt
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Re: Hideous Destructor [last update dated July 8, 2013]

Post by Matt »

What an absolutely bizarre bug... only happens when I suicide with the thunder buster, can't replicate with rockets or brontornis. I suspect some kind of "overflow" with too many explosions going on in the same tic, or explosion+earthquake+complex pain states, not dissimilar to how you occasionally get a "Player died." message instead of the defined obituary, or grenades can occasionally kill friendly players even with FF off.

What is 5,2,2?
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Re: Hideous Destructor [last update dated July 8, 2013]

Post by DoomRater »

Is the thunder buster doing anything special with Flash states? I've had this sort of error with weapons that do additional things during flash states causing them to trigger the player's flash states and as a result never (re)entering the death frames. They key here is that the player DID enter death frames upon dying, so you can overwrite them with some code that lets the player stand states know the player really is dead and he should fall over now, then go back to the original death frames.
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Re: Hideous Destructor [last update dated July 8, 2013]

Post by Matt »

As a matter of fact, yes it does! When the lightning effect starts, the player gets an item that triggers A_Gunflash independently of the player's actual firing.

Adding {TNT1 A 0 A_JumpIfHealthLower(0,"Death")} to the beginning of the missile state fixes the problem as far as I can tell.
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Re: Hideous Destructor [last update dated July 8, 2013]

Post by NeuralStunner »

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Re: Hideous Destructor [last update dated July 8, 2013]

Post by DoomRater »

Oooh, that's a new flag I never knew about that I need to go back and implement and see if it fixes the need for a lot of my hacks, or if I want to keep the hack in anyway because of the way the gunflash tips other players off that there's something going on with the actor.
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Matt
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Re: Hideous Destructor [last update dated July 8, 2013]

Post by Matt »

:shock: !

(I remember reading that on the wiki a long time ago too... -_-)

As it just happens I've got things set up so I can't use that flag, but good to keep in mind for future use!
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Re: Hideous Destructor [last update dated July 15, 2013]

Post by Matt »

NEW UPDATE

Changes:
  • Bugfix: Player would occasionally jump to the spawn state, while dead, after suiciding with the thunder buster - and only the thunder buster. This was due to the way the weapon's flash was being handled, which looks like ass if I don't do it this way. Now the player's "missile" state explicitly jumps to a death state if the player's health is below 0. (Thanks to DoomRater for pointing out the cause)
  • Bugfix: Brontornis might not have been doing full damage in certain situations.
  • Bugworkaround: Undid the corpse thing from the last update because things could not be raised.
  • Added a thing in the quickstart and manual about how to play Doom 1 with HD.
  • Added some lift once the rocket ignites, so the initial lobbing arc isn't as steep.
  • Status bar now disappears when you're out.
  • Increased insurgent's chance of getting a powerful weapon.
  • Increased the Brontornis' maximum range to 3. 3 direct hit kills.
  • Replaced a lot of the spawned dying-cyberdemon actors with particles. No more undocumented revenge medusa attack!
  • Radsuit is now subject only to taking damage, not mere passage of time.
  • Beefed up the HEAT rockets to make them worth using compared to the Brontornis. Only takes 3 shots to kill a cyberdemon now.
  • Added some meat to the spiderdemon death. Didn't really sit well with me before.
  • Added the Brontornis into the main game by adding:
    • the playerclass "Bombardier"; and
    • the cvar hd_nobronto.
  • Realized that the rocket launcher was now much cheaper than either the BFG or the Brontornis, so now you also get hd_norockets. If both this and hd_nobronto are true, both weapons are replaced with the grenade rifle.
  • The hd_no* cvars now only prevent spawning with a prohibited weapon.
  • Replaced the teleport fog so you're not blinded by it.
  • Gave cyberdemon some wandering frames.
  • Increased raise and lower speed for Brontornis.
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Re: Hideous Destructor [last update dated July 15, 2013]

Post by Abba Zabba »

Just wanted to throw this out there (as it blends in so well I forgot that it wasn't part of the original games). It fixes a bunch of little sprite errors including the monsters and the view sprites for the weapons, too. I don't play HD without it. It is however, incompatible with ultimate doom but I could probably make a compatible version if someone wants it so PM. Just noticed that there is a Doom 1 version in there, nevermind. It also adds in all the other attack frames for the nazis (and they look professional, not some garbage.)

Uh oh, looks like Nazis have figured out anti-gravity:

Image

(note: bug shown above not related to sprite fix)
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Matt
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Re: Hideous Destructor [last update dated July 15, 2013]

Post by Matt »

:oops: will fix.

That fixwad's been in my autoloads for a while. I'd put it on the front page but it's more of a general thing rather than anything I'd recommend for HD-specific reasons.
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Re: Hideous Destructor [last update dated July 15, 2013]

Post by Abba Zabba »

Noticed a weird phenomenon with the tackle (fist alt) attack: when done on enemies stuck in walls (not 100% sure, but enemies lodged inside thin pillars made it always happen) it will instantly kill them. Screwing around some more I found that enemies that aren't stuck into any walls/pillars take crazy high damage (can go roughly as high as 400) when I tackled them into pillars. The monster in case was a spiderdemon. So, not sure about the size of the obstable stuck in/mass of the monster, but one thing is for certain: boss monsters in tiny pillars go boom.

While we're on hand to hand combat, the punch is pretty inferior to the other attacks. The rate should be sped up a tad. The jab-hook combo is very useful, but do you think it could be slown a bit? Would put emphasis on it being a finisher like in this:
ok it was a heave kick in the video and not a jab hook but at least you could still do it

And lastly, the tackle does the most damage of the three in one go and doesn't take long at all to do again; keep the way it is now but see if you could hook it up to the fatigue system so he can't keep pumping them out so quick (unless he took some juice.)
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Matt
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Re: Hideous Destructor [last update dated July 15, 2013]

Post by Matt »

D:

Turning off all A_RadiusThrust-related damage and implementing both of your other suggestions in the next update.
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Matt
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Re: Hideous Destructor [last update dated July 15, 2013]

Post by Matt »

With the new tweaks as of this upcoming update the pistol will be far, far from a shitty backup weapon of unadulterated suck that it is in vanilla. This means that more people might want to voluntarily select the pistol, which means it should be a priority in one slot.

I've added a poll with the options I'm considering right now, including the status quo.
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Re: Hideous Destructor [last update dated July 15, 2013]

Post by Marrub »

Just wondering, would gun overheats be plausible? After about 4-5 mags gone through without much pause or something like that.
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Re: Hideous Destructor [last update dated July 15, 2013]

Post by Matt »

In all likelihood I'm not going to try to do a cookoff or weapon damage. The Brontornis already has an overheating effect but that's just the player character refusing to load a new round until the gun has cooled off a bit. Not ruling it out though!

Meanwhile, my last 2 3 Oblige deaths have both been spectre-related despite their having very few defences and no ranged weaponry. I think I'm on the right track.
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Re: Hideous Destructor [last update dated July 15, 2013]

Post by Matt »

So here are the options I'm looking at...
  • Pistol only slot 2, AR > Chaingun slot 4
  • Pistol > Frag grenades slot 2, AR > Chaingun slot 4, Brontornis > RL slot 5
  • Pistol only slot 2, AR > Chaingun slot 4, frags > RL slot 5, Brontornis > ThunderBuster slot 6
First option is a subset of the third.
Second option will get a lot of people killed reaching for one and grabbing the other.
I don't like having slots all the way up to 9.

Third option it is then.
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