It would have been appropriate, I think; HD's gameplay often begins to resemble trench warfare without the trenches.Vaecrius wrote:That is a neat idea for custom maps... reminds me of back in the day when I kept wanting to do a WW1-style map for HD with scripted rocket explosions all over the place...
Hideous Destructor 4.10.0b
Re: Hideous Destructor [last update dated September 26, 2016
- ZikShadow
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Re: Hideous Destructor [last update dated September 26, 2016
Hmm...Vaecrius wrote:WW1-style map for HD with scripted rocket explosions all over the place...

That gives me an idea...
Though since the battle rifles use scopes and are battle rifles, i'll probably end up using WW2 stuff like the scoped FG42 and the STG-44.
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mumblemumble
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Re: Hideous Destructor [last update dated September 26, 2016
That skin would be so much better than the 50 cal model....the sprite is just too retardedly big right now, considering the calibur and weight.
Also, the empty smg (mag removed) needs a new sprite in your inventory, and I suspect the zm, and libby will follow soon.
also, I must confess, I have NO CLUE how the zombie shooting through walls glitched happened, I realize now I cannot simply have an enemy outside the map and have them fire in, you need a whole bunch of "invisible geometry" to make it work (the stuff that makes hills / ledges appear in the void even when their no terrain) and that is too much map wizardry for me to try to wrap my head around. Instead, I will try using hate targets on my map....
....now just how do I get them to work...
UPDATE: I tried using just a projectile / actor blocking solid middle texture, but strangely the spidermastermind wont shoot in hd, but in vanilla it will shoot away. I think this is the anti friendly fire provision, where it checks for LOS being clear before firing. Given the weapon used, the ranking of the demon, and its haphazard combat style (spray and pray) can this be removed? Besides breaking this, I sense a spider mastermind wouldn't give a damn if it blew away a few dozen imps to get to me anyway.
Oh and, plasma marines always use the rocket launcher...why not give them a vulcanette? Or even a liberator? I can see the TB being too much, but theres still variety in the gun pool...
Also, the empty smg (mag removed) needs a new sprite in your inventory, and I suspect the zm, and libby will follow soon.
also, I must confess, I have NO CLUE how the zombie shooting through walls glitched happened, I realize now I cannot simply have an enemy outside the map and have them fire in, you need a whole bunch of "invisible geometry" to make it work (the stuff that makes hills / ledges appear in the void even when their no terrain) and that is too much map wizardry for me to try to wrap my head around. Instead, I will try using hate targets on my map....
....now just how do I get them to work...
UPDATE: I tried using just a projectile / actor blocking solid middle texture, but strangely the spidermastermind wont shoot in hd, but in vanilla it will shoot away. I think this is the anti friendly fire provision, where it checks for LOS being clear before firing. Given the weapon used, the ranking of the demon, and its haphazard combat style (spray and pray) can this be removed? Besides breaking this, I sense a spider mastermind wouldn't give a damn if it blew away a few dozen imps to get to me anyway.
Oh and, plasma marines always use the rocket launcher...why not give them a vulcanette? Or even a liberator? I can see the TB being too much, but theres still variety in the gun pool...
Last edited by mumblemumble on Sat Oct 01, 2016 12:56 am, edited 1 time in total.
- Fort of Hard Knox
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Re: Hideous Destructor [last update dated September 26, 2016
A crack in a wall just wide enough to let them see might work. There would have to be possible wall transparencies, but it's worth some experimentation.mumblemumble wrote:something related to invisible geometry
- ZikShadow
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Re: Hideous Destructor [last update dated September 26, 2016
Wait, are you talking about the original mod or mine?mumblemumble wrote:That skin would be so much better than the 50 cal model....the sprite is just too retardedly big right now, considering the calibur and weight.
Also, the empty smg (mag removed) needs a new sprite in your inventory, and I suspect the zm, and libby will follow soon.
If mine, the sniper i'm using i think is an AWM, which uses 7.62mm IRL, which i think can fit the 7.76mm used in the mod.
Also, i thought i already updated the mod to get rid of that smg-no-mag sprite pickup, have you rechecked?
Is the ZM/Libby altered? I haven't checked out the new updates changes in a while.
Re: Hideous Destructor [last update dated September 26, 2016
Hey, just wanted to say I've just attempted to play this mod and I gotta say it's really fun! Sure, I died many stupid deaths because I forgot even the zombiemen can fuck you up but it's still fun.
I wanted to ask, however, what port should I use in order to play it in co-op? I tried getting the latest Zandronum build but it gives me this error:
I wouldn't be surprised if I'm actually using an outdated version, given how I'm using the 160814-2010 (available in the site) dev build and given how I'm a newbie to Zandy, I don't really know a lot about it.
I wanted to ask, however, what port should I use in order to play it in co-op? I tried getting the latest Zandronum build but it gives me this error:
Code: Select all
Execution could not continue.
Script error, "hd (2).pk7:actors/dcfunctn.txt" line 170:
Invalid state parameter {- Matt
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Re: Hideous Destructor [last update dated September 26, 2016
Right now HD only works with a development version of ZDoom or GZDoom from before September 14 and no earlier than a few weeks before that. After the next coming update (most likely this coming Monday) it should work with the latest version.
There are no plans for Zandronum compatibility. Any multiplayer will have to be done through (G)ZDoom.
Zik: I think mumbles meant he's expecting that I will be setting up unloaded Liberator and ZM sprites soon so you should look out for it. He is right, though it might not necessarily be this Monday due to a surprising amount of weekend stuff.
There are no plans for Zandronum compatibility. Any multiplayer will have to be done through (G)ZDoom.
Zik: I think mumbles meant he's expecting that I will be setting up unloaded Liberator and ZM sprites soon so you should look out for it. He is right, though it might not necessarily be this Monday due to a surprising amount of weekend stuff.
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mumblemumble
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Re: Hideous Destructor [last update dated September 26, 2016
Its not so much the WEAPON, as the SIZE. The libby, using the same round looks much more compact, compared to the insane size of the sniper.ZikShadow wrote:Wait, are you talking about the original mod or mine?mumblemumble wrote:That skin would be so much better than the 50 cal model....the sprite is just too retardedly big right now, considering the calibur and weight.
Also, the empty smg (mag removed) needs a new sprite in your inventory, and I suspect the zm, and libby will follow soon.
If mine, the sniper i'm using i think is an AWM, which uses 7.62mm IRL, which i think can fit the 7.76mm used in the mod.
Also, i thought i already updated the mod to get rid of that smg-no-mag sprite pickup, have you rechecked?
Is the ZM/Libby altered? I haven't checked out the new updates changes in a while.
Its too big, too long, to heavy looking imo.
In other news, got the "building strafing idea" working! had to use hate targets, but it indeed works. Its funny because its indeed like the vogons from HHGTTG, very powerful rounds but almost no chance to hit....but if you DO get hit, you will be in trouble!
You know, marines could really use an HD retouch. plasmagun and other classes aren't really used, but could be. I figure railgun could use the boss rifle (or just a very good libberator shot), plasma could use the vulcanette and bfg could use a tb
And shotgun marines are still indistinguishable from undeadjackboots. I know some pixel are turned red, but its nowhere near enough. And MANY marines cannot aim up or down / have very low accuracy. I would expect higher accuracy from living breathing marines. The SMG marine (pistol replacement) cannot aim up or down, and the rifleman is highly inaccurate.
- Matt
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Re: Hideous Destructor [last update dated September 26, 2016
I just checked the spider code again - in fact it really doesn't care about who's in the way, the difference is that the zombies will intentionally shoot blindly in the general direction they last saw you in to keep you pinned, while the spider only shoots if it sees you. How the zombies saw the player in that out-of-map situation to begin with, I couldn't even guess.
As for marines not aiming up or down, hopefully the fix is as simple as I think it is... (though a major overhaul at this point would not be inappropriate, much of this code is about 7 years old)
As for marines not aiming up or down, hopefully the fix is as simple as I think it is... (though a major overhaul at this point would not be inappropriate, much of this code is about 7 years old)
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mumblemumble
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Re: Hideous Destructor [last update dated September 26, 2016
mind explaining then why a vanilla Spider attempts to fire through a block hitscan / projectile linedef, while HD spiders dont? This is what confuses me the most. Get a linedef, tick impassable / block everything. Notice the difference between HD and vanilla
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mumblemumble
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Re: Hideous Destructor [last update dated September 26, 2016
Sorry for double post, but I made a proof of concept map of the helicopter strafing a building. https://www.mediafire.com/?51g0qcerc96rv7y
Its rather short (might expand it some later) but right now its just showing that YES, this indeed can be an effect. Also demonstrates the ability of AI marines, which will help you, and need your protection for the first floor. Keeping the rocket marine alive is very important, as is killing the zombies / imps which try to take aim at them. If worse comes to worse, you can take their guns though..Be careful you dont get shot in the butt climbing the truck. (really, you ca let them all die, but it is SIGNIFICANTLY harder)
Oh and seeing a babuin latched onto a marine is both funny and frightening, as is trying to remove one from them
its interesting with the marines, to see either them win very well, or get their ass kicked
I notice rounds piercing seem to have their verticle angle of trajectory inverted...meaning firing down through a wall makes the bullet fly up on the way out, vice versa
Its rather short (might expand it some later) but right now its just showing that YES, this indeed can be an effect. Also demonstrates the ability of AI marines, which will help you, and need your protection for the first floor. Keeping the rocket marine alive is very important, as is killing the zombies / imps which try to take aim at them. If worse comes to worse, you can take their guns though..Be careful you dont get shot in the butt climbing the truck. (really, you ca let them all die, but it is SIGNIFICANTLY harder)
Oh and seeing a babuin latched onto a marine is both funny and frightening, as is trying to remove one from them
its interesting with the marines, to see either them win very well, or get their ass kicked
I notice rounds piercing seem to have their verticle angle of trajectory inverted...meaning firing down through a wall makes the bullet fly up on the way out, vice versa
Last edited by mumblemumble on Sun Oct 02, 2016 4:10 pm, edited 1 time in total.
- Matt
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Re: Hideous Destructor [last update dated October 3, 2016]
Neat! Works well as its own map too, so I'm going to add it to the OP :V (In other news, this song is one I've associated with HD for a long time but haven't actually played a map to in ages... works surprisingly well for this map!)
As for the spider, its only LOS check is A_JumpIfTargetInLOS, so I'm going to guess it works differently from the check built into A_Chase.
I'll think about any changes, but until then here is the NEW UPDATE!
Changes:
As for the spider, its only LOS check is A_JumpIfTargetInLOS, so I'm going to guess it works differently from the check built into A_Chase.
I'll think about any changes, but until then here is the NEW UPDATE!
Changes:
- Bugfix: Newer versions of ZDoom have a "fix" that breaks all damage definitions that refer to user variables. I think I've gone through all such definitions and gotten rid of them. [this has been fixed but the latest GZDoom commit didn't have it last I checked]
- Bugfix: Forgot brackets around the weapon encumbrance checks, meaning that every weapon weighed only 25 blocks if carried and not wielded and negative 50-175 blocks if wielded.
- Bugfix: CMF_SAVEPITCH missing from a lot of marine monster missile calls where the projectile needed to do things based on its pitch. I've just added CMF_SAVEPITCH to everything that had CMF_AIMDIRECTION and hopefully that should catch all of them.
- Beefed up the chainsaw damage to what I actually remember it being supposed to be like.
- DERP now almost always goes into pain state when hit for more than 12 points.
- Fatigue bar now visible even while sprinting.
- Liberator and ZM66 (non-cookoff) pickup sprites are now partly assembled through TEXTURES. The biggest differences for you are that they now both use the same grenade launcher sprite, and you can tell whether there is a mag in the gun.
- All weapons except null, fist and hand grenade switched over to new raise/lower animations. Things are slightly slower overall, though it will be easier to mantle, sprint, etc. with the bigger weapons.
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mumblemumble
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Re: Hideous Destructor [last update dated October 3, 2016]
I cant help but find it funny that after a year or so not really touching sprites, you regularly adjust sprites when theres a new sprite set mod for it. Not a bad thing, but kinda funny.
Glad you like the map, but I admit its sadly very short (if action packed for the first floor!). If you get me a mod, or midi version of the song (or any version that works with doombuilder 2) I would happily make a map for you! I find it pretty nice, building a map to the feel of a track, though I admit a CONSISTENT flow of music makes it better for a map, which would be a challenge for the lul in the music, but this could be edited maybe. Its actually how I built THIS map too, which was originally made for dump 3, but 1: Term is taking absolutely forever to do anything with it, and 2: I had hideous destructor on the mind when I built it (Term actually accused me of this when he tried it on stream). Very possible with it, if straining in some parts. Its gauged as sort of a suicide mission, where you aren't expected to come out alive, but can. Make sure to manage your weight carefully, and very carefully use what resources you are given...and don't be afraid of running away if stuff get nasty, I've beaten this myself on hideous. http://www.mediafire.com/file/eghr7iqlt ... kerfin.wad (make sure to write "map tpbunker" in console...no idea why its not on the maplist.)
also, I'm going to miss carrying 8 guns at once no problem. RIP quantumpockets
And is the shotgun code perhaps damaged by any tweaks you did? I notice the blasts from a hunter aren't as potent as they used to be. Point blank shots only drop zombies half the time..... Did something get broken? before usually only grazing basts or long range shots would be survivable. Actualy, it might be the crit system got broken, I'm noticing even the liberator is less powerful too...and even enemy shotgunners, I got shot point blank, no pellets missed, and 20 damage.... huh? Is it possible numbers are getting randomized, or is my current gzdoom borked, or are the RNG fairies just doing bath salts or something?
Due to the vulcanette having hickups with randomized rounds in chambers (try firing a freshly picked up one off a chaingunner, there will be a small gap in firing) I think it should always spawn with full chambers when dropped of a chaingunner.
Cacodeons melee "spray" does not aim up or down . Due to this, sitting under a cacodemon is actually perfectly safe
Grenades should be kickable, OR, perhaps picked up. I know you can kick them with walking into them, but they do not activate kicks normally with use key
Glad you like the map, but I admit its sadly very short (if action packed for the first floor!). If you get me a mod, or midi version of the song (or any version that works with doombuilder 2) I would happily make a map for you! I find it pretty nice, building a map to the feel of a track, though I admit a CONSISTENT flow of music makes it better for a map, which would be a challenge for the lul in the music, but this could be edited maybe. Its actually how I built THIS map too, which was originally made for dump 3, but 1: Term is taking absolutely forever to do anything with it, and 2: I had hideous destructor on the mind when I built it (Term actually accused me of this when he tried it on stream). Very possible with it, if straining in some parts. Its gauged as sort of a suicide mission, where you aren't expected to come out alive, but can. Make sure to manage your weight carefully, and very carefully use what resources you are given...and don't be afraid of running away if stuff get nasty, I've beaten this myself on hideous. http://www.mediafire.com/file/eghr7iqlt ... kerfin.wad (make sure to write "map tpbunker" in console...no idea why its not on the maplist.)
also, I'm going to miss carrying 8 guns at once no problem. RIP quantumpockets
And is the shotgun code perhaps damaged by any tweaks you did? I notice the blasts from a hunter aren't as potent as they used to be. Point blank shots only drop zombies half the time..... Did something get broken? before usually only grazing basts or long range shots would be survivable. Actualy, it might be the crit system got broken, I'm noticing even the liberator is less powerful too...and even enemy shotgunners, I got shot point blank, no pellets missed, and 20 damage.... huh? Is it possible numbers are getting randomized, or is my current gzdoom borked, or are the RNG fairies just doing bath salts or something?
Due to the vulcanette having hickups with randomized rounds in chambers (try firing a freshly picked up one off a chaingunner, there will be a small gap in firing) I think it should always spawn with full chambers when dropped of a chaingunner.
Cacodeons melee "spray" does not aim up or down . Due to this, sitting under a cacodemon is actually perfectly safe
Grenades should be kickable, OR, perhaps picked up. I know you can kick them with walking into them, but they do not activate kicks normally with use key
- Matt
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Re: Hideous Destructor [last update dated October 3, 2016]
Shotgun is glitched - there's a bit of code that reduces shotgun damage right on impact to reduce crit damage. This should only happen after the initial damage from the projectile has been inflicted, but because of the recent bug that damage only occurs after, so base pre-crit damage is reduced as though it were crit damage.And is the shotgun code perhaps damaged by any tweaks you did?
I'm not going to change this since presumably there will be a commit fixing that damage-uservar bug within this coming week anyway and it'll just mean I have one more workaround to undo.
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mumblemumble
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Re: Hideous Destructor [last update dated October 3, 2016]
I see... damn.
Well at least I'm not going insane, I was starting to think my aim had gone to shit. Lets just say shotguns use 20 gauge shells in this update Shame, the king of close range superiority being pretty much neutered. In all seriousness, I will hold off on using this update until its fixed, having a nerf gun in HD... Hey wait, since the new update didn't REQUIRE a new zdoom build, why did you do that anyway?... oh welll
By the way, that song is great, I like it, and im very picky with music.
Imps really need a way to say "fuck it" and exit the ambush throw state. Currently if they wind up, leave LOS, they just stand there like a retard forever. This is made even worse if its with infighting, and it creates a mexican standoff
Well at least I'm not going insane, I was starting to think my aim had gone to shit. Lets just say shotguns use 20 gauge shells in this update Shame, the king of close range superiority being pretty much neutered. In all seriousness, I will hold off on using this update until its fixed, having a nerf gun in HD... Hey wait, since the new update didn't REQUIRE a new zdoom build, why did you do that anyway?... oh welll
By the way, that song is great, I like it, and im very picky with music.
Imps really need a way to say "fuck it" and exit the ambush throw state. Currently if they wind up, leave LOS, they just stand there like a retard forever. This is made even worse if its with infighting, and it creates a mexican standoff
Last edited by mumblemumble on Sun Oct 02, 2016 9:37 pm, edited 1 time in total.