It's only the very very corner of the SSG. Thank you, however, I appreciate it a lot.Matt wrote:I'm not sure why, but the SSG looks fine to me when this happens but the shotgun is totally off.
Hideous Destructor 4.10.0b
Re: Hideous Destructor [Release version 3.2.4]
Re: Hideous Destructor [Release version 3.2.4]
The weapon zoom key doesn't seem to be toggling the sights on any of the guns. Any idea why?
- 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 [Release version 3.2.4]
Do they work for the rocket launcher and Brontornis? Those are the only ones now where they are toggled instead of the magnified sight picture always appearing under the unmagnified one.
Re: Hideous Destructor [Release version 3.2.4]
Yes they change it from the milrad ones to just an ironsight. So apparently only the Bront and the RL react to the sight key. Thanks. Also Ive found out that grenades can be used with tripwire.
Re: Hideous Destructor [Release version 3.2.4]
Well the good news seems to be that retextures can be in png format which I appreciate however I have found some quirks both with the texture mod and slade.
Texture mod even though there were no entries for anything resembling the rifle scope for the sniper rifle for some reason when ever the mod was installed it caused there to be no reticle for it. This was a bit annoying but I was able to fenangle something by copying the scope out line and pasting the reticle inside that image and inserting that into the mod which worked well. (texture mod in question is Zikshadow's sprite mod [the one on your front page])
As for slade whatever the files that have no extension are slade seems to be unable to recognize them (I cannot see them when attempting to open a file) am I missing something?
Texture mod even though there were no entries for anything resembling the rifle scope for the sniper rifle for some reason when ever the mod was installed it caused there to be no reticle for it. This was a bit annoying but I was able to fenangle something by copying the scope out line and pasting the reticle inside that image and inserting that into the mod which worked well. (texture mod in question is Zikshadow's sprite mod [the one on your front page])
As for slade whatever the files that have no extension are slade seems to be unable to recognize them (I cannot see them when attempting to open a file) am I missing something?
- 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 [Release version 3.2.4]
Dunno about Slade, works fine for me (3.1.0.2).
Just downloaded Zikshadow's sprite mod using the OP link and loaded it now, both before and after HD. Boss reticle works there, both front reticle and rear.
Looks like ass though, like the antialiasing and scaling are off, and I'm not sure why since it replaces the old crosshair image but not the new one, so I'm seeing both - but that just makes it even weirder that you would be seeing no reticle at all.
Does this still happen even when you re-download both mods?
Just downloaded Zikshadow's sprite mod using the OP link and loaded it now, both before and after HD. Boss reticle works there, both front reticle and rear.
Looks like ass though, like the antialiasing and scaling are off, and I'm not sure why since it replaces the old crosshair image but not the new one, so I'm seeing both - but that just makes it even weirder that you would be seeing no reticle at all.
Does this still happen even when you re-download both mods?
-
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: Hideous Destructor [Release version 3.2.4]
Green / blue armor can both be used to stop burning by removing them, even if burning got through. Just keep putting it on / removing the armor till the armor "soaks" up the fire off you. Black armor never soaks up fire though, and doesn't stop burning so its honestly a pain to use around imps. I'd think the ceramic armor would be highly resistant to burning, and insulate you pretty well.
It seems rockets can be shot down by imp fireballs. Why doesn't this, or bullets then shoot down the fireballs in return? In honestly, rockets being shot down is a rough deal, but i wouldn't mind if demons faced the same rules.
My issue with the scope is all scope elements have a very slight transparency. The scope tube, the scope image, the top iron sights : all of these are semi transparent and should not be.
Dead marines in vanilla sprites can be insta gibbed by any round.
Blooper is always spawned unloaded.
Rocket launcer has no zoom "camera" on either mode.
It seems rockets can be shot down by imp fireballs. Why doesn't this, or bullets then shoot down the fireballs in return? In honestly, rockets being shot down is a rough deal, but i wouldn't mind if demons faced the same rules.
My issue with the scope is all scope elements have a very slight transparency. The scope tube, the scope image, the top iron sights : all of these are semi transparent and should not be.
Dead marines in vanilla sprites can be insta gibbed by any round.
Blooper is always spawned unloaded.
Rocket launcer has no zoom "camera" on either mode.
- 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 [Release version 3.2.4]
Re: crosshairs, I don't doubt you, there is a slight transparency, it's just kinda weird that I only ever get complaints from you on this, so I do wonder what your setup is like.
......and then trying to make all the views opaque I just managed to make 2 precision shots with the magnified RL view that would have caused me no end of frustration previously. Guess it was affecting me on a wholly unconscious level o_O
Making the change.
RL sights shoud look like this (after above translucency removed):

(second image is aiming up slightly, the intersection of the T-cross on top is roughly the same aimpoint as the dot)
Are you getting something different?
Rockets have always been blocked by healer imp shield balls. I've wanted to look into making them less super effective! in that regard but that tends to devolve into staring frustratedly at the scriptifying "AI" stuff.
The fire thing seems to be the same for all armour for me. RNG issues?
Good catch on the other bugs. Should be fixed now.
......and then trying to make all the views opaque I just managed to make 2 precision shots with the magnified RL view that would have caused me no end of frustration previously. Guess it was affecting me on a wholly unconscious level o_O
Making the change.
RL sights shoud look like this (after above translucency removed):

(second image is aiming up slightly, the intersection of the T-cross on top is roughly the same aimpoint as the dot)
Are you getting something different?
Rockets have always been blocked by healer imp shield balls. I've wanted to look into making them less super effective! in that regard but that tends to devolve into staring frustratedly at the scriptifying "AI" stuff.
The fire thing seems to be the same for all armour for me. RNG issues?
Good catch on the other bugs. Should be fixed now.
-
- Posts: 7
- Joined: Thu Nov 23, 2017 10:28 am
Re: Hideous Destructor [Release version 3.1.0.667]
You could use Freedoom graphics. Then HD would be a derivative work of Freedoom. You could even integrate the Freedoom graphics into HD so that it could be used on the original Doom without any glitches.Matt wrote:Definitely not, I'm afraid. It's inherently a derivative work of Doom. I'd basically have to create a standalone game with a new IP.Copenhagen_Bram wrote:Is this mod free software? Could you put a free license on it? https://www.gnu.org/licenses/license-list.html
Of course, I understand this would be a bit of extra work for whoever did the sprites, making new sprites that match Freedoom graphics. Would you allow someone who was willing to fork HD and freedoom-ify it?
What do you mean a new IP?
- Caligari87
- Admin
- Posts: 6236
- Joined: Thu Feb 26, 2004 3:02 pm
- Preferred Pronouns: He/Him
- Contact:
Re: Hideous Destructor [Release version 3.2.4]
I don't really understand why you're pushing this so hard. Even as a proponent of free software It seems entirely unnecessary. Unless you refuse to use anything but FreeDoom, for... moral reasons I guess?
If you wanted to make a graphics patch to make HD compatible with FreeDoom, I doubt anyone will stop you.

If you wanted to make a graphics patch to make HD compatible with FreeDoom, I doubt anyone will stop you.

- 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 [Release version 3.2.4]
I'd actually really like to have a fully free flagship project myself!
But doing a Freedoom version of HD would involve, among other things:
- replacing the zombiemen with pistol zombies
- possibly getting rid of the ZM66 and Vulcanette, replacing them with the pistol and SMG
- rewriting all the lore
- changing all the dynamic light actors (now more feasible with ZScript)
- rethinking a good deal of the fantastical stuff (esp. the monsters) that would no longer make sense with the Freedoom critters rather than the Doom ones
- tracking down all the weird Doom IWAD fixes (e.g., weapon alignment, revenant resizing) and putting them into a separate filter
Meanwhile the payoff would be severely limited, since most of Freedoom's maps are designed for much more open run-and-gun.
This is going to be pretty low priority, given I've still got to update all the monsters into ZScript.
But doing a Freedoom version of HD would involve, among other things:
- replacing the zombiemen with pistol zombies
- possibly getting rid of the ZM66 and Vulcanette, replacing them with the pistol and SMG
- rewriting all the lore
- changing all the dynamic light actors (now more feasible with ZScript)
- rethinking a good deal of the fantastical stuff (esp. the monsters) that would no longer make sense with the Freedoom critters rather than the Doom ones
- tracking down all the weird Doom IWAD fixes (e.g., weapon alignment, revenant resizing) and putting them into a separate filter
Meanwhile the payoff would be severely limited, since most of Freedoom's maps are designed for much more open run-and-gun.
This is going to be pretty low priority, given I've still got to update all the monsters into ZScript.
- Silentdarkness12
- Posts: 1555
- Joined: Thu Aug 15, 2013 5:34 pm
- Location: Plains of Pride
Re: Hideous Destructor [Release version 3.2.4]
Honestly, Matt, I think it'd be much better to want to make a big proper HD map pack, with maps that are built around Hideous Destructor. It could use Freedoom as a base IWAD, but not be limited to FreeDoom's limitations. It'd still be Hideous Destructor, not FreeDoom Hideous Destructor.
...obviously that'd require even more effort, and possible collaboration, but it'd be quite worth it in the end, as a thing to do when HD is basically as complete as it's gonna get.
...obviously that'd require even more effort, and possible collaboration, but it'd be quite worth it in the end, as a thing to do when HD is basically as complete as it's gonna get.
- 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 [Release version 3.2.4.1]
> implying Matt can map
Sorry, as far as I know I'm still subject to The Curse: every serious attempt at mapping will be corrupted along with my entire computer. I'm still having trouble believing after all these years that I got the range working and don't want to push my luck.
So instead of that here's a NEW UPDATE! that fixes a bunch of things.
Changes:
Sorry, as far as I know I'm still subject to The Curse: every serious attempt at mapping will be corrupted along with my entire computer. I'm still having trouble believing after all these years that I got the range working and don't want to push my luck.
So instead of that here's a NEW UPDATE! that fixes a bunch of things.
Changes:
- Fixes:
- Vulcanette turn inertia and encumbrance were failing to account for loaded ammo.
- Vulcanette soft crash when attempting a reload when all mags are loaded but the first mag is empty.
- Chainsaw. Now your wall-jerk only happens once, bobbing is smooth, and non-bleeding actors puff when hit.
- Blooper was not starting loaded.
- Boss now jams properly.
- Use-kick didn't account for non-shootable solid actors.
- "TCAMTEX" replaced with "HDXHCAM" to reduce name conflicts with some maps.
- Soul sphere power no longer capped at less than what one sphere is supposed to give.
- Dead marines now have explicit gibhealth to get around their nominal starting 1 health.
- Weapon alignment corrections are now additional sprites from All realigned from Marphy Black's Minor Sprite Fixing Project. Thus endeth the era of sub-megabyte HideousDestructor.zip.
- Non-selected guns were smoking from in front of you instead of from behind.
- Updated the long-neglected manual.
- Shotgun cannibalization is also done by fours.
- SSG reload, especially with the side saddles, is now much faster, to match where the shotgun side saddle use had always been.
- Dud rockets now also counted on the HUD.
- Got rid of a few inventoryflag hacks in the HUD.
- Greatly reduced fatigue cap for pistol autofire.
- Encumbrance system now sets a cap to your maximum speed, and sprint and run are disabled only when that cap makes them useless.
- Armour and radsuits now limit sprinting.
- If you have armour stored in inventory but none worn, attempting to pick up another armour will now result in you putting the new armour on. No more of that silly switcheroo after applying a medikit!
- Scope views are no longer slightly translucent. They weren't really helpful in revealing what was closer to you anyway.
- Thus endeth the era of the ACS muzzle climb. (and a bunch of inventory flags)
Re: Hideous Destructor [Release version 3.2.4.1]
how do i play this.. its a zip file
Re: Hideous Destructor [Release version 3.2.4.1]
PLEASE FIX :
THE GAME IS UNPLAYABLE .. the stupid perma scope the overpowered enemies ... the stupid way you have to hold shift...
otherwise looks amazing i love the pickup! MOD
give us a choice to have the aim scope or not
two :
let us have the normal pacing of walking and running
three:
add flashlight and ddark room mod
four:
make it less prone to drop all your gear
THE GAME IS UNPLAYABLE .. the stupid perma scope the overpowered enemies ... the stupid way you have to hold shift...
otherwise looks amazing i love the pickup! MOD
give us a choice to have the aim scope or not
two :
let us have the normal pacing of walking and running
three:
add flashlight and ddark room mod
four:
make it less prone to drop all your gear