Hideous Destructor 4.10.0b

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Hideous Destructor [last update dated June 29, 2015]

Post by Big C »

Vaecrius wrote:Are you sure hd_nobots is on? The walking into walls makes me think you're looking at the zcajun bots...
I'm sure. And at any rate I was spawning the Riflemen from the console instead of bottery.

And when I said "walking into walls" I meant they would keep trying to nudge their way towards me but just kept idling around the wall nearest-towards me instead of doing their teleport magic, not careening about like a drunk on skates. :P
User avatar
Somagu
Posts: 684
Joined: Fri Nov 22, 2013 8:56 pm

Re: Hideous Destructor [last update dated June 29, 2015]

Post by Somagu »

I was under the impression that the friendly human NPCs are just basically friendly former humans, whereas the hd_nobots 1 NPCs have more wizardry involved??
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Hideous Destructor [last update dated June 29, 2015]

Post by Big C »

After testing, looks like Somagu's right---only the bot-riflemen seem to follow the player around the whole level. I had no idea the bot-riflemen had such different code!

Problem solved!

Bad news: Though the bot-riflemen can follow me properly on Morcilette's map, their threat-detection radius is far less than that of monsters, meaning they often don't return fire on that map at the ranges involved. Oh well! They still work pretty good on other, smaller maps (and I swear they actually die a bit less than I do :P ).
User avatar
Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

Re: Hideous Destructor [last update dated June 29, 2015]

Post by Silentdarkness12 »

Or you could have just told me to put the A_TakeInventory in the AltReload state instead. : P

The pistol almost works. But now, the silenced pistol is crashing GZDoom randomly for no particular reason. Open up MAP01, give the silencer, put it on, kill some zombiemen, 15 seconds later, CTD.
Spoiler:
EDIT: On an unrelated note, it seems like you can't get bleeding damage from melee attacks. Idk, I thought that would have made sense. or maybe it does and I have ridiculous luck.
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Hideous Destructor [last update dated June 29, 2015]

Post by Big C »

Curious. Shotgunner Tangos appear to retreat when their magazine is empty and stop to reload when they've broken LOS with the player.

Is this correct, Vae?
User avatar
Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

Re: Hideous Destructor [last update dated June 29, 2015]

Post by Silentdarkness12 »

So i've been thinking about two things.

1. Think it might be worthwhile to quietly slide in some custom lockdefs? Change the key messages that they make more sense from a lore-perspective? I already have some already nearly-done that I could share. As well as a set for including support for the Realm667 keys.

2. Custom Intermission texts? Seems like the ones you come across by default are too empowering for the weak, overwhelmed marine that you are in HD. Not to mention the brain rapage that is fighting the Dictator and winning.

EDIT: Make that three. Someone made a mutator that lets Lost Souls revive enemies at the cost of their deaths. It would be very diabolical if that was integrated into Hideous Destructor, wouldn't it?.................muhahahahaha......
User avatar
RUNSABER
Posts: 282
Joined: Thu Apr 02, 2015 8:42 pm

Re: Hideous Destructor [last update dated June 29, 2015]

Post by RUNSABER »

Can someone get me a copy of HD that works with GZDoom 1.8? GZDoom 2.0 runs erroneously slow on my laptop and with HD requiring the latest version, it makes it hard for me to play it in GL with a satisfying experience. I played it on ZDoom for a little while but I can't STAND the software renderer. From what I've tested, HD from April still requires the newest so I may need a rendition from March. It really sucks.
StatisticalHourglass
Posts: 170
Joined: Tue Jan 01, 2013 8:51 pm

Re: Hideous Destructor [last update dated June 29, 2015]

Post by StatisticalHourglass »

alright, i think i attached the file correctly, let me know if it works for you, i have older versions.

alright, i could get it to upload, but i had to mangle the file real good, you'll have to re-add all the sounds and graphics yourself :(
(yes i could have used a file hosting service oh well)
Attachments
Hideous.zip
(203.35 KiB) Downloaded 20 times
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: Hideous Destructor [last update dated June 29, 2015]

Post by Matt »

I'm not acquainted with lockdefs at all. what would that do?
StatisticalHourglass
Posts: 170
Joined: Tue Jan 01, 2013 8:51 pm

Re: Hideous Destructor [last update dated June 29, 2015]

Post by StatisticalHourglass »

i think he means changing the message the doors give you when you dont have the key.
User avatar
Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

Re: Hideous Destructor [last update dated June 29, 2015]

Post by Silentdarkness12 »

Vaecrius wrote:I'm not acquainted with lockdefs at all. what would that do?
http://zdoom.org/wiki/LOCKDEFS

Like the person above me said, it's used to redefine existing locks for doors, and to add in new ones. For example, if someone wanted to use the community-added key/skullkey types, that would require defining new locks in LOCKDEFS.

It also allows you to define the sound a locked door makes when you try to open it without the required key.

Here, have an example from The Hideous, the Grimdark and the Fugly:
LOCKDEFS.txt
(9.71 KiB) Downloaded 20 times
User avatar
Abba Zabba
Posts: 2166
Joined: Mon Sep 05, 2011 8:50 pm
Location: a place lol!
Contact:

Re: Hideous Destructor [last update dated June 29, 2015]

Post by Abba Zabba »

Bug: picking up SMGs even though you already are holding one will switch the mode around randomly. Ones dropped by you (empty weapons aren't affected I'm guessing) don't cause this, but picking up ones dropped from SS certainly makes it happen.
User avatar
RUNSABER
Posts: 282
Joined: Thu Apr 02, 2015 8:42 pm

Re: Hideous Destructor [last update dated June 29, 2015]

Post by RUNSABER »

StatisticalHourglass wrote:alright, i think i attached the file correctly, let me know if it works for you, i have older versions.

alright, i could get it to upload, but i had to mangle the file real good, you'll have to re-add all the sounds and graphics yourself :(
(yes i could have used a file hosting service oh well)
Thanks for putting this together - unfortunately it doesn't work for me as well. It loads, though none of the classes or information seems to be replacing any in-game material.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Hideous Destructor [last update dated June 29, 2015]

Post by wildweasel »

Lava Grunt wrote:Bug: picking up SMGs even though you already are holding one will switch the mode around randomly. Ones dropped by you (empty weapons aren't affected I'm guessing) don't cause this, but picking up ones dropped from SS certainly makes it happen.
I sort of wonder if this is intentional; not every weapon you find will be set to the same fire mode, for example.
StatisticalHourglass
Posts: 170
Joined: Tue Jan 01, 2013 8:51 pm

Re: Hideous Destructor [last update dated June 29, 2015]

Post by StatisticalHourglass »

okay then, here are all the older versions of hd i have, hope it works this time.

https://drive.google.com/file/d/0B5R5c8 ... sp=sharing



@wildweasel, he means that the one you are holding in your hand changes firemode when you pick another one up.
Locked

Return to “Abandoned/Dead Projects”