Hideous Destructor 4.10.0b

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Matt
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Re: Hideous Destructor [last update dated April 14, 2014]

Post by Matt »

Would you believe that, this whole time, all these years, I completely forgot to test this mod with the lite-amps? (It looks just a little less awful when you use the new GZDoom green liteamp but it's no less jarring.)

The square is unfortunately inevitable, as the alternative is to make the border completely opaque. I could pull some sci-fi-y bullshit and make all the scopes square, but it just doesn't feel right to me. (which is, granted, a rather fickle justification, so I will look into this.)


EDIT: It seems as though we do not, in fact, have the technology or consumer/political will to develop a telescopic thingy of any kind with a rectangular image. I might have to revise the Thunder Buster sight picture because of this.

The lite-amp problem is surprisingly easy to fix, however, though there was significant cussing in trying to recall the correct ZDoom actor name for the powerup.


EDIT2: The crash seems to happen the moment SetCameraToTexture is called. Does anyone know of another mod where that ACS command is called on the first map, so I can see if it's just the way I do it in HD or if it's something else?
Last edited by Matt on Tue Apr 22, 2014 12:26 am, edited 1 time in total.
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Hetdegon
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Re: Hideous Destructor [last update dated April 14, 2014]

Post by Hetdegon »

Vaecrius wrote:
Seemed turning off "camera textures offscreen" did the trick (not even sure why it was on, must have enabled by accident), so I am not sure if this is a bug or undefined behavior on the engine's part
That actually happened to me too, I totally forgot about that until now!

I'd always assumed that it was a quirk of my own system since no one else had reported it. No idea why it would crash like that though - maybe something to do with the texture not existing when it's offscreen???
Yes, by the debug output I think it must be that, probably a pointer is not initialized properly. To confirm, I ran it with the option disabled, enabled it, tested the scope, it worked instead of crashing (although there was a blink-and-you-miss-it visual artifact in the first frame the first time).
I didn't get around to test this, but maybe you could add a little check for the cvar, initialize, and then return to user value, that should be enough to prevent a crash.

With that out of the way, I think it's a pretty nice effect. Clever implementation, didn't know it was possible.
HexaDoken
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Re: Hideous Destructor [last update dated April 14, 2014]

Post by HexaDoken »

The entire point of my video was to prove that doom 2, is, in fact, possible to beat with HD.

It's just incredibly difficult.

(i'm currently stuck on map06 lawl)
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Re: Hideous Destructor [last update dated April 14, 2014]

Post by Abba Zabba »

Vaecrius wrote:EDIT: It seems as though we do not, in fact, have the technology or consumer/political will to develop a telescopic thingy of any kind with a rectangular image. I might have to revise the Thunder Buster sight picture because of this.
I wouldn't be bothered with a change, but, in my opinion, if any weapon were to get away with a rectangular telescopic scope, it would be the Thunder Buster and/or the BFG9K (even though in the latter's case you don't really need to aim at all.)

If you do that though I recommend adding the tritium dots to the small arm crosshairs (the pistol and both shotguns, along with changing the rifle's red dot.) I already did this small edit so if you want me to attach them to save you like a minute and a half of work, let me know.
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Big C
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Re: Hideous Destructor [last update dated April 14, 2014]

Post by Big C »

Vaecrius wrote: EDIT: It seems as though we do not, in fact, have the technology or consumer/political will to develop a telescopic thingy of any kind with a rectangular image. I might have to revise the Thunder Buster sight picture because of this.
Err...I don't understand why. I figured that the scope was like a TV camera/monitor instead of a glass scope or a flat piece of glass with a holosite projected on it. Like the Cobra cannon from Robocop. :U

That much said, the Buster's scope site being nothing but a red dot in the center bothered me because it was ironically a bit harder for me to aim at a longer distance than the ZM66/Liberator scopes. I gotta have my crosshairs.
HexaDoken
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Re: Hideous Destructor [last update dated April 14, 2014]

Post by HexaDoken »

Spoiler: map04
Spoiler: map05
Spoiler: map06
Spoiler: map07
The amount of time taken to record a video is going to change a bit due to the fact that I've beaten all the difficult maps in HD Doom 2! Hooray!

Now it's time to move on to the nigh-impossible ones.

A couple of bugs I noticed:
1) The HEAT round icon on the HUD is displaced - it doesn't appear near it's number, but instead at the very top of the screen a tiniest bit of it can be seen.
2) I picked up a DERP and saw it's pickup message in console, but it did not appear in my inventory.
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Eric_
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Re: Hideous Destructor [last update dated April 14, 2014]

Post by Eric_ »

Hexadoken wrote:[the shotgun blast] cannot be dodged
Yeah it can. You can actually duck right before the shotgunner shoots and avoid it. It's saved me countless times at point-blank range.

In fact, I've noticed that the zombies in HD are actually worse shots up close than they are at range. I've been repeatedly hit by zombiemen so far away I can barely see them, but up close I've seen them miss multiple times in a row.
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twinkieman93
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Re: Hideous Destructor [last update dated April 14, 2014]

Post by twinkieman93 »

What difficulty are you playing on? I've never had a shotgunner one shot me, so long as I had even a little bit of armor and time to patch up afterwards(and if you're playing smart, you will have time to duck behind cover and patch yourself up). I mean, I've actually been killed by that "silly" kick, he did it after shooting me point-blank in the face. Yes, really, I didn't immediately die. Sure, I had three full layers of armor, but still.

You know... it's totally okay to turn the difficulty down. No one will think less of you for it, and if they do, they're an asshole and you shouldn't listen to them anyways. For reference, "Grotesque" is normal, last time I checked. That's what I usually play on.

Or just stop playing as Doomed Guy, he's basically a joke class anyways.
HexaDoken
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Re: Hideous Destructor [last update dated April 14, 2014]

Post by HexaDoken »

I play on Hideous, as evidienced by the first video. The second video's scenes that appear after I beat map06 show quite a bunch of times where I got downright oneshotted by a shotgay.

Even if they don't immediately kill me outright, they are still much more dangerous than any of the basic type monster so far have been.

There is, in fact one person who will think less of me for turning the difficulty down. That person's name is HexaDoken, and you're right - he is a total asshole. Can't stop listening to him though.

Hideous is definitely no cakewalk, and I die a lot while recording, which sometimes leads to me attempting to throw my keyboard out of the window(thankfully after playing Super Meat Boy I now nail it down to the table), but on the other hand, there is much, much more satisfaction when I finally get to the damn exit switch. Overall, pays off IMO, so that's why I stick to Hideous.

Plus bragging rights! Don't forget about those.

Class selection doesn't really matter in long-term since the only thing it does is determine your start weapon. Doomed Guy didn't really do anything other than making Entryway much harder than it should normally be - by the time I reached Underhalls, I already was carrying two primary weapons, an armor vest and a respectable supply of medicaments. So yeah.
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Somagu
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Re: Hideous Destructor [last update dated April 14, 2014]

Post by Somagu »

Don't forget the Derp. Also, I get oneshot by shotgunners alllll the time on Hideous. Especially SSGs. With multiple layers of armor. So it's definitely a thing that happens.
I think nothing less of others who don't do so, but I refuse to acknowledge the existence of anything below UV-equivalents~♫

Also, as an aside, shotgunners are much, much worse when you're playing with +200~ms ping. Actually, everything is.
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Matt
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Re: Hideous Destructor [last update dated April 14, 2014]

Post by Matt »

HexaDoken wrote:1) The HEAT round icon on the HUD is displaced - it doesn't appear near it's number, but instead at the very top of the screen a tiniest bit of it can be seen.
2) I picked up a DERP and saw it's pickup message in console, but it did not appear in my inventory.
Unable to replicate either. Screenshot for 1?

Yes, the zombies do aim better when you're further out, if you look at the code it's deliberately set up so the zombies (and marines if I recall) take faster, wilder spaz shots against an enemy that's up close, but take more care and hit stationary targets more often at a distance.

Re OP: Not much I could do, besides maybe swap out a few sarges for zeds. I really want to have them use the same weapon as the player in all respects that could be modeled. Nerfing sarges = nerfing shotties, which has bad effects. They're already much more conservative in their shots than zeds, if that's anything.

I should note that, IIRC, a zombieman can "one" shot you with a 3-round salvo.

...and that I pretty much only ever play on medium. >_>
HexaDoken
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Re: Hideous Destructor [last update dated April 14, 2014]

Post by HexaDoken »

The first issue is evidienced in the video(bit harder to see due to youtube butchering but possible). The first time I check my inventory in second video is around 0:32. I play on 1366x768 with hud scaling on.

The second issue happened on MAP07 - when I walked over the ridiculous pile of items that is known as 07's Pile O Backpacks my console registered a pickup message for DERP bot, however, doing a quick scroll through my inventory I didn't find any(but there were two med stations). Using printinv didn't reveal any DERP related things in my inventory either.

I don't really remember last time zombies oneshotted me even with 3 round salvo, providing I'm in good health and at least have SOME sort of protection. There were times when I would bleed out before being able to patch myself up(sometimes bleeding out three seconds AFTER I take a medkit), but I was never killed outright.
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twinkieman93
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Re: Hideous Destructor [last update dated April 14, 2014]

Post by twinkieman93 »

Vaecrius wrote:Yes, the zombies do aim better when you're further out, if you look at the code it's deliberately set up so the zombies (and marines if I recall) take faster, wilder spaz shots against an enemy that's up close, but take more care and hit stationary targets more often at a distance.
Wow, you really did level the playing field, huh? That's exactly how I(and I imagine most players) react to an enemy being in my bubble. "shoot it shoot it oh god plz no"

On a slightly related side note, if you want to experience tension, I've found one particularly good spot for it. The labyrinthine server room in Doom's E1M2, with its lurking undead and malfunctioning lighting, is a goddamn nightmare. I should just peer into the pulsing and flickering darkness, go "nope", and leave. The thing is, as we all know, there's loads of ammo in there, and the first available chainsaw(not important, but hey, I like a full armory) is hidden in there. So you have to go. It's never actually killed me(it's come close) but it still makes me cringe when I consider going in there.

It does help to camp the entrance with a vulcanette for a bit before going in with your weapon of choice(I like using a rifle, but I imagine a lot of dudes like the shotguns for that sort of thing) for clean-up, but still.
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Matt
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Re: Hideous Destructor [last update dated April 14, 2014]

Post by Matt »

Oh, THAT sprite! Fixed for next release.

Looking at the code I think i see the problem - I'm surprised no one's reported a crash long ago! Fixed for next release as well.

Just saw entirety of vid and commentary.
- To make them more like both the Army of the Dead and the blursphere, the ghosts only do nominal 1-point damage. Their power is in drawing aggro from monsters that then get frightened into a rout. I am almost certain you would not have survived Map07 without them.
- Nice job, btw, getting into position before killing the last manc. I suspect a lot of people just try to kill them as fast as possible without planning out the next step.
- the rifle also has a semiauto setting if you want to use it. :V
twinkieman93 wrote:Wow, you really did level the playing field, huh? That's exactly how I(and I imagine most players) react to an enemy being in my bubble. "shoot it shoot it oh god plz no"
It was modeled after my own behaviour, of course. :)

As for E1M2, I never really found it quite that scary, but a lot of that is due to sounds basically passing through walls with impunity such that you know exactly where the actor that played DSPOSACT is relative to you. If the engine had more realistic sound echoing and misdirecting the player... dang. :shock: (that and I camp and saturate the long hall with explosives from the relative safety of the nukage room for a few minutes before going in >_>)
HexaDoken
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Re: Hideous Destructor [last update dated April 14, 2014]

Post by HexaDoken »

Vaecrius wrote:- To make them more like both the Army of the Dead and the blursphere, the ghosts only do nominal 1-point damage. Their power is in drawing aggro from monsters that then get frightened into a rout. I am almost certain you would not have survived Map07 without them.
Well, I've figured out as much. I certainly remember them actually being able to kill things though. Guess this disqualifies them from the status of "the most powerful attack" I've given then in some previous commentary, huh.

The thing is that the Liberator weapon sounds suggest that they are shooting rather powerful weapons at the enemies, and it's very weird to instead see them just... shooting endlessely at them. It's as if they fire blanks. Maybe giving them some ghostly weapon thing or something could help to show that "no this is not a room cleaner".
Vaecrius wrote:- Nice job, btw, getting into position before killing the last manc. I suspect a lot of people just try to kill them as fast as possible without planning out the next step.
The first time I played I've actually made this very mistake, although I've managed to recover by quick thinking and sprinting towards the megasphere.
Vaecrius wrote:- the rifle also has a semiauto setting if you want to use it. :V
but-but-but-how do i kill things with it then

I can control my firing on full auto more or less fine, it's just that single bullets usually fail to accomplish much and multiple bullets usually succeed in accomplishing the destruction of both the enemy and my ammo supplies


Meanwhile, the DERP is definitely broken. There was another one that I grabbed and didn't find in my inventory afterwards.

On another note, oh holy jesus christ dog heaven god damned MAP08

Barons of hell are very seriously op.

Though what's most interesting about it is that when it comes to simply beating it, it's easily the most trivial map in the entire game so far.

Beat it with 100% kills? You might as well ask me to cure cancer while at it.
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