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

Posted: Wed Jul 01, 2015 2:02 am
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

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

Posted: Wed Jul 01, 2015 2:07 am
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??

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

Posted: Wed Jul 01, 2015 2:20 am
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 ).

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

Posted: Wed Jul 01, 2015 6:45 am
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.

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

Posted: Thu Jul 02, 2015 1:52 am
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?

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

Posted: Thu Jul 02, 2015 2:40 pm
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......

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

Posted: Fri Jul 03, 2015 12:09 pm
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.

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

Posted: Fri Jul 03, 2015 12:44 pm
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)

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

Posted: Fri Jul 03, 2015 1:39 pm
by Matt
I'm not acquainted with lockdefs at all. what would that do?

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

Posted: Fri Jul 03, 2015 2:14 pm
by StatisticalHourglass
i think he means changing the message the doors give you when you dont have the key.

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

Posted: Fri Jul 03, 2015 3:16 pm
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

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

Posted: Sat Jul 04, 2015 1:24 pm
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.

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

Posted: Sat Jul 04, 2015 4:53 pm
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.

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

Posted: Sat Jul 04, 2015 5:29 pm
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.

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

Posted: Sat Jul 04, 2015 5:55 pm
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.