Hideous Destructor 4.10.0b
- Hetdegon
- Posts: 321
- Joined: Sat Oct 30, 2004 12:55 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Chireiden
Re: Hideous Destructor [last update dated September 12, 2016
Use Oblige7 maps so the players can't be clairvoyant. Mwahahaha...
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mumblemumble
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: Hideous Destructor [last update dated September 12, 2016
The talk of batteries reminds me : The normal spin rate should reduce just as the high rate does. If you compare to say, a power drill (same mechanism, but smaller) on low battery the lowest speed only makes a light electrical whining noise, while balls to the wall high speed is just enough to turn the mechanism. I think this should be the same, where at half battery, low spin output is slower, and it must be turned on high to get the old "low" fire-rate you get at max battery, and having it dying requires it to be on high power to get the last bit of energy to just move the heavy barrels..
As for oblige, I dont know...too generic, but I havent updated oblige recently.
Maybe I should start making maps again...my map for dump 3 was very inspired by HD, and TECHNICALLY possible, but very hard.
As for oblige, I dont know...too generic, but I havent updated oblige recently.
Maybe I should start making maps again...my map for dump 3 was very inspired by HD, and TECHNICALLY possible, but very hard.
- Hetdegon
- Posts: 321
- Joined: Sat Oct 30, 2004 12:55 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Chireiden
Re: Hideous Destructor [last update dated September 12, 2016
Oblige V7 does pretty cool maps, actually. Either way the point is more surviving the fights than how fancy the mapping is (and they inherently have nothing that isn't impossible to do with HD's movement speed). The amount of interconnection and range also allow some weapons to shine more than in many human-made maps.
Besides, the inability of the player to predict the traps due to the random layout would actually make the challenge more interesting. Playing stuff like the IWAD maps, you know what you are dealing with, whereas with computer-generated maps, you can take generic precautions but you can't know anything in advance. It's also warranted that none of the participants could have played it beforehand (and getting a dedicated mapper for an event, on schedule, is a bit of a shot in the dark)
Besides, the inability of the player to predict the traps due to the random layout would actually make the challenge more interesting. Playing stuff like the IWAD maps, you know what you are dealing with, whereas with computer-generated maps, you can take generic precautions but you can't know anything in advance. It's also warranted that none of the participants could have played it beforehand (and getting a dedicated mapper for an event, on schedule, is a bit of a shot in the dark)
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mumblemumble
- Posts: 927
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Re: Hideous Destructor [last update dated September 12, 2016
You might be right....maybe vae could produce, and post the map, and everyone gives it a single shot?.... Could be interesting.
Really looking for todays update
Really looking for todays update
- Matt
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
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- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
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Re: Hideous Destructor [last update dated September 12, 2016
not sure if I can update, been a pretty busy weekend, I'm just stopping by to post my headcanon about what actually happened while doomguy was gone
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mumblemumble
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: Hideous Destructor [last update dated September 12, 2016
Aww, I'm starting to feel neglected on updates vae..mind telling me what the overhaul is about at least?
- Matt
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Re: Hideous Destructor [last update dated September 26, 2016
oh shit the weapon encumbrance fix was in this NEW UPDATE! not a previous one, better upload what i've got
Changes:
I had some of the groundwork done (the only surviving piece of which is the new raise/lower states which I'm still not sure if I want to fully implement) but it soon became clear that it was impossible to do without throwing out and completely redoing a huge amount of code - and not only that, virtually every step of the redoing would be replacing a better, more elegant thing with a grosser, hackier thing rather than the other way around. So still a no-go (even if I were absolutely confident a deadzone would be an improvement at all).
Changes:
- Bugfix: "if(getzat(0)<z){A_PlaySound("misc/fragroll");}". Oops. Changed to >=.
- Bugfix: cacodemon shots could sometimes spawn with no momentum whatsoever and hang in the air indefinitely.
- Bugfix: Hunter/Slayer saddle sprites clearly showed only 5 shells on each side when you could hold up to 12. Finally decided that numerology trumped aesthetics and common sense and added the sixth shell slot.
- Bugfix: Team colour shield was missing from mugshot HUD.
- Bugfix: Hiding inventory selector when NullWeapon was selected didn't always work properly for whatever reason. Now it and a few other HUD elements are simply hidden whenever you are holding sprint.
- Bug"fix": Commented out respawn in difficulties. Apparently they haven't worked for some time.
- Updated cacodemon attack to use modern A_FaceTarget features.
- Changed the weapon slowdown rules again. Now either a weapon (other than the pistol or hand grenade) adds to your encumbrance if it is not wielded, or it slows you down directly if it is. This way the penalties won't stack for encumbrance players while your choice of weapon still affects your movement.
- Defined miscellaneous machine sounds as "it" player sounds.
- Zombiemen are now occasionally (rarely) replaced with *ERPs.
- Imps now jitter a bit when waiting for you to get back into LOS, instead of being frozen in place.
- Moved the HUD team colour shield a bit.
- Pistol, SMG, ZM66 and shotguns now have new raise/lower states. Liberator does not, so you can see the difference by getting both rifles and switching between them. Let me know what you think!
- Ninja pirate obituary is now a space rather than nothing at all (which apparently defaults to "%o died." in newer GZDoom versions).
I had some of the groundwork done (the only surviving piece of which is the new raise/lower states which I'm still not sure if I want to fully implement) but it soon became clear that it was impossible to do without throwing out and completely redoing a huge amount of code - and not only that, virtually every step of the redoing would be replacing a better, more elegant thing with a grosser, hackier thing rather than the other way around. So still a no-go (even if I were absolutely confident a deadzone would be an improvement at all).
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mumblemumble
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: Hideous Destructor [last update dated September 26, 2016
Why would you do that...how could you be so incredibly heartless, vae!? I mean, I haven't seen it yet, but still... ...damnit.Vaecrius wrote: [*]Zombiemen are now occasionally (rarely) replaced with *ERPs.
In all seriousness, interesting update, and an interesting approach to balancing encumbrance. Does this mean having a single weapon, like the rifleman class are now much more agile? Because that seems cool. EDIT: ok, it doesn't, not enough to tell, but I think it should to a certain extent. I think extra weapons would be a serious burden on walking with them swaying around, while even a few magazines in pockets would be easier comparatively.
new raise states are nice, but the sprites go a bit too high and show a gap under it briefly on the upswing. At least they do with ziks sprite mod. This applies to every weapon but the pistol that you changed.
stamina bar seems to vanish while sprinting, which is obviously a problem.
Last edited by mumblemumble on Mon Sep 26, 2016 4:00 am, edited 1 time in total.
- ZikShadow
- Posts: 611
- Joined: Wed Jul 13, 2016 1:43 am
- Location: Could be the chair, the floor, or the bed.
Re: Hideous Destructor [last update dated September 26, 2016
Not anymore on my end.mumblemumble wrote: new raise states are nice, but the sprites go a bit too high and show a gap under it briefly on the upswing. At least they do with ziks sprite mod. This applies to every weapon but the pistol that you changed.
Re: Hideous Destructor [last update dated September 26, 2016
Everytime an enemy is hit by my bullets I get this message VM EXECUTION ABORTED: INVALID SELF POINTER in the console on the latest SVN versions of GZDoom.
- Silentdarkness12
- Posts: 1555
- Joined: Thu Aug 15, 2013 5:34 pm
- Location: Plains of Pride
Re: Hideous Destructor [last update dated September 26, 2016
I know this isn't really related to HD, but I feel like it is somehow related to my HD playthrough getting me some attention. I've got over 250 subs now. Awesomesauce.
I got Youtube livestreaming to work, also. Who would like to see me possibly livestream HD sometime, or something else?
I already have something else planned to celebrate 250 subs, but just thought i'd ask here.
I got Youtube livestreaming to work, also. Who would like to see me possibly livestream HD sometime, or something else?
I already have something else planned to celebrate 250 subs, but just thought i'd ask here.
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mumblemumble
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: Hideous Destructor [last update dated September 26, 2016
Could give eviltech a try with HD, its fairly forgiving for like half the game, and very possible for a good 10 levels alone at least.
Oh and just a reminder, I still DESPISE the fact hellknights can throw putti. I wouldn't mind if they like, orbitted around their heads, but them wandering off and doing their own thing makes it pretty cheap. Still fear hell knights more in groups than barons due to this.
I have an idea to both resolve the drunken angry bee revenant missle issue, and make them more dangerous : could you code them so if the target is more than say, 100 degrees to the left or right of were its facing, it detonates? kinda like airburst rockets, but for revenants. I know they dont explode big, but this would make them much more dangerous, and less awkward to fight as well.
I think i've FINALLY found the BFG death bug source. It theres a target behind you, the bfg beam will attempt to fire through you, which very quickly kills you. Tower of babel is a good example, running forward and firing with a lost soul behind you.
also today I learned I can 1 hit kill a cyberdemon with a point blank BFG ambush around a corner, with good timing, and ducking the first rocket...crazy. By the way, I think the tracer ray fire should happen a tick or 2 before the ball launches, so a small enemy in your face doesn't burst the ball. I hate lost souls popping it when really the ball should go right through them. Maybe the plasma ball should have the same treatment as the bronto?
Oh and just a reminder, I still DESPISE the fact hellknights can throw putti. I wouldn't mind if they like, orbitted around their heads, but them wandering off and doing their own thing makes it pretty cheap. Still fear hell knights more in groups than barons due to this.
I have an idea to both resolve the drunken angry bee revenant missle issue, and make them more dangerous : could you code them so if the target is more than say, 100 degrees to the left or right of were its facing, it detonates? kinda like airburst rockets, but for revenants. I know they dont explode big, but this would make them much more dangerous, and less awkward to fight as well.
I think i've FINALLY found the BFG death bug source. It theres a target behind you, the bfg beam will attempt to fire through you, which very quickly kills you. Tower of babel is a good example, running forward and firing with a lost soul behind you.
also today I learned I can 1 hit kill a cyberdemon with a point blank BFG ambush around a corner, with good timing, and ducking the first rocket...crazy. By the way, I think the tracer ray fire should happen a tick or 2 before the ball launches, so a small enemy in your face doesn't burst the ball. I hate lost souls popping it when really the ball should go right through them. Maybe the plasma ball should have the same treatment as the bronto?
- Samarai1000
- Posts: 160
- Joined: Sun Sep 25, 2016 7:04 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Somewhere in Canada
Re: Hideous Destructor [last update dated September 26, 2016
Hey, I've probably just messed up somehow, but I'm getting a strange error with the mod. Whenever I shoot a 'prop' (explosive barrel, light, etc.) it results in a "invalid self pointer" error. This also results in the prop (is that the right word for it?) not taking any damage, if it can take damage. This also seems to go for enemies, though they do still die after being shot excessively, for some reason. Hope there's some way to fix this, I've played this in the past and absolutely adore it. I'm using the latest version of the mod, gzdoom, and the alternate sprites for the mod, this is what my load-order looks like. http://i.imgur.com/B9btaGd.png I apologize if this isn't enough information.
- Matt
- Posts: 9696
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Re: Hideous Destructor [last update dated September 26, 2016
Psi7 wrote:Everytime an enemy is hit by my bullets I get this message VM EXECUTION ABORTED: INVALID SELF POINTER in the console on the latest SVN versions of GZDoom.
It seems to be caused by a GZDoom update. I'm guessing this is the update that's giving us these error messages this is the discussion thread about it.Samarai1000 wrote:Hey, I've probably just messed up somehow, but I'm getting a strange error with the mod. Whenever I shoot a 'prop' (explosive barrel, light, etc.) it results in a "invalid self pointer" error. ...
I'm looking at the bullet code and I have no idea what might be wrong, since it's all being done within a single actor and has nothing to do with inventory or weapons.
Does it only happen when the player shoots an enemy (or item/thing/whatever), or does it also happen when a monster shoots?
EDIT: "...and the projectile deals no damage."
Can anyone tell if things are still dying from bullets, or if they are, whether criticals still work?
Last edited by Matt on Mon Sep 26, 2016 6:47 pm, edited 1 time in total.
- Samarai1000
- Posts: 160
- Joined: Sun Sep 25, 2016 7:04 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Somewhere in Canada
Re: Hideous Destructor [last update dated September 26, 2016
It does happen when monsters shoot me, yes, but only sometimes. I still seem to take damage after a few shots, but still get the same error.It seems to be caused by a GZDoom update. I'm guessing this is the update that's giving us these error messages this is the discussion thread about it.
I'm looking at the bullet code and I have no idea what might be wrong, since it's all being done within a single actor and has nothing to do with inventory or weapons.
Does it only happen when the player shoots an enemy (or item/thing/whatever), or does it also happen when a monster shoots?
Edit: In the meantime, do you know of any versions of GZdoom that are still very recent, yet don't have this bug in them? Or would it be quicker to just wait for a fix?