Hideous Destructor 4.10.0b

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Josh771
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Josh771 »

Vaecrius wrote:To qualify Sid's comment, my main reason for hesitating is just the extra work needed :P (though another palette swap of the zombieman is looking more and more appealing...) if I were to do this they would definitely be replacing some chaingunners and/or revenants and arachnotrons, not zombies or shotgunguys, since they're the main enemies you typically find in sniper positions.
Well...... okay then. I guess that's what I get for reading too much into comments about game design. :P

The suggestion about reflections on sniper scopes sounded nifty.

I'm still pondering balanced approaches. One potential approach could use some inventory manipulation to make the sniper become more accurate the longer he has LOS with his target. A missile state that (1) gives the sniper an "accuracy" token, (2) evaluates a high-probability A_Jump to continue aiming, and (3) if that fails, fires at the target with accuracy derived from the earlier token inventory. The jump should probably itself become less likely the higher his accuracy becomes. This means a sniper might take a couple of quick, inaccurate shots, or might try to hone in on you and never squeeze the trigger because you slipped out of sight.
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Matt
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Matt »

Actually all that code is already in the zombiemen right now - I would just need to remember what it is and maybe work out some bugs that aren't apparent with them.

I have like no time to properly sit down and work on all this this weekend though.
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Silentdarkness12
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Silentdarkness12 »

There is an accuracy property, SidDoyle. It's used primarily for Strife support, but we could make use of that.

https://zdoom.org/wiki/Actor_properties#Accuracy

What about sprites tho? Realm667 Zombie Sniper edit?....
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Matt »

More bloat. I'd rather have a palette swap...

I have never used "Accuracy" and have no intention of doing so. All one needs is a number that can be stored for each actor and easily referenced or manipulated in any given frame. Now maybe ZScript has it, but there's no "A_SetAccuracy" that I'm aware of so it's less useful than defining a new uservar.
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Silentdarkness12
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Silentdarkness12 »

Vaecrius wrote:More bloat. I'd rather have a palette swap...

I have never used "Accuracy" and have no intention of doing so. All one needs is a number that can be stored for each actor and easily referenced or manipulated in any given frame. Now maybe ZScript has it, but there's no "A_SetAccuracy" that I'm aware of so it's less useful than defining a new uservar.
Accuracy can be used in DECORATE expressions as it's own property.
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Josh771
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Josh771 »

SD12 is quite right; a simple "TNT1 A 0 {accuracy = 5;}", for example, would do the trick.
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Silentdarkness12
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Silentdarkness12 »

Also, I understand you want to keep file size to a minimum, but we're quickly running a little problem with the zombiemen. I'd very much like being able to tell which zombieman is which from a distance. Yes, yes, there's the distinction of normal zombie-shotgun zombie-jackboot-chaingunner, but there's no differentiation for non-gl-zombies, semi rifle zombies, or SMG zombies. Being able to identify the most threatening foes quickly and pop them before the hail of return-fire is important, in my eyes.
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Fort of Hard Knox
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Fort of Hard Knox »

Big C wrote:Hideous Destructor is not the kind of mod that hands you hints.
I second this, and honestly I think that Jackboots are enough of a long-distance "sniper" threat.

Hideous Destructor handles range very well. What most people would consider 'sniper' ranges in Hideous Destructor (thanks to other shooters), you can easily hit with a braced ZM, and the scope if the shot is tricky. At these 'sniper' ranges, the Liberator finally falls into its niche of high-caliber high-accuracy medium-long range killing.

I honestly think the Boss Rifle is completely useless, and if anything I would ask for a recolor Commando (maybe that one with the rifle, even though i think it's tacky) to carry a Liberator. At least then there would be a more reliable way of getting 7mm ammo and a little more variety in the average ground weapons.
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Silentdarkness12
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Silentdarkness12 »

1. Not really? I see the overall gist of where you're coming from, but jackboots aren't snipers.
2. It handles range....adequately.

The thing about the ZM and Liberator bracing is that it takes a few precious seconds to find a braceable surface, actually brace, then line up your shot. The sniper rifle doesn't suffer from this so much. I find that the Liberator isn't really tailored to long-range. It just ain't. It CAN be used for it, but in my eyes, it isn't really what i'd prefer.

3. I'm not sure if it's 100% useless. I do believe it's, at the very least, a situational weapon. 7mm ammo is supposed to be unreliable to acquire, I think, so you'll mostly rely on the 4.26, and only use the 7mil when you really need it for a sticky situation.

I think i'd be really upset if there wasn't a sniper rifle.

we don't talk about rifle commando.

EDIT: If you do get rid of sniper rifle, i'm gonna have to ask for binoculars as a trade-off. I've gotten into the habit of using the sniper rifle scope as binocs.
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Matt
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Matt »

My own experience is more or less the same as Slydir's. The Boss rifle started off as a holiday easter egg for Remembrance Day and was never intended to be a serious addition to the arsenal. Now that it's there, though, it's not going away.

The problem with a sniper enemy in Doom, in my view, is the monster idiot-omniscience. There is simply no way to trick a monster into thinking you're one place when you're somewhere else - at best you can have them aim and shoot in the wrong direction, or in the right direction at the wrong time. This means all long-range engagements are basically just an accuracy test + risk management in how likely the baddie will land a shot on you while they're shooting - you really can't have a proper sniper duel the way you can against another player.

That all said, I've got stuff to think about (both this and starting to incorporate ZScript) and the only change I've made since last week is just separating the D1 filter into a separate file which is relatively trivial to do on the user end anyway, so I'll hold off on updating this week.

SidDoyle wrote:TNT1 A 0 {accuracy = 5;}
I had not realized this syntax had already been expanded that far!
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Ethril
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Ethril »

I, for one, think the Boss rifle is a lot of fun to use, even if it's not terribly practical in most situations.
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Fort of Hard Knox
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Fort of Hard Knox »

I forgot that 7mm is kinda rare. Must come from hardly ever using it.
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by XASSASSINX »

Hey man! I'm getting an error when i tried to load your last version of your mod, But i got this error:

Code: Select all

Script error, "hd.pk7:actors/dcfunctn.txt" line 145:
Invalid state parameter {
Tried to edit the dcfunctn. But for some reason, I can't open it!

Edit: Forget it. Already fixed.
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Big C
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Big C »

Hay Vae, will this change anything?:

viewtopic.php?f=49&t=55001
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Matt
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Re: Hideous Destructor [last update dated January 9, 2017]

Post by Matt »

That's how I ended up doing weekly releases of HD - I've been on Graf's naughty list for years when it comes to unsupportable hacks that need to be rewritten after bugs are fixed :P

(But seriously, I don't think there's anything in that announcement that shouldn't be assumed by everybody doing ZScript stuff at the moment)
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