Hideous Destructor 4.10.0b

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Matt
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Re: Hideous Destructor [Release version 3.2.5]

Post by Matt »

Just bind something to toggle hd_noscope between 0 and 2.

Code: Select all

alias hd_zoomon "hd_noscope 0;rebind hd_zoomoff;"
alias hd_zoomoff "hd_noscope 2;rebind hd_zoomon;"
I've included this in the latest git commit.
(go to the git page and click the green download button)
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Silentdarkness12
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Re: Hideous Destructor [Release version 3.2.5]

Post by Silentdarkness12 »

Also, another request would be to add Doom Ed Nums and categories to all the little individual weapons and enemies and so forth. I'd like it to be a bit easier to place specific monsters in specific places, and all that. As well as certain decos and FX and what have you.
Serathis
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Re: Hideous Destructor [Release version 3.2.5]

Post by Serathis »

Oh right I was using an older version.

Always forgot to ask, but what is the number by the armor on the inventory screen?
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Matt
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Re: Hideous Destructor [Release version 3.2.5]

Post by Matt »

Serathis: That's the value of the armour. Goes up to 144 for the weakest armour, 33 for the strongest and 70 for the inbetween.

SD12: https://github.com/MatthewTheGlutton/Hi ... spawns.txt
I will eventually replace this with one of these...
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Silentdarkness12
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Re: Hideous Destructor [Release version 3.2.5]

Post by Silentdarkness12 »

Matt wrote:Serathis: That's the value of the armour. Goes up to 144 for the weakest armour, 33 for the strongest and 70 for the inbetween.

SD12: https://github.com/MatthewTheGlutton/Hi ... spawns.txt
I will eventually replace this with one of these...
What really stinks about that method is how you can't give the actor a clean name and category, though....
Serathis
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Re: Hideous Destructor [Release version 3.2.5]

Post by Serathis »

Okay, so the blur sphere started to whisper to me. Thats creepy. As I see it, the supercharge and health potion counts as holy and using it with the blur sphere sets you on fire. What about the megasphere and invulerability? Are those hellish?
DavidWolfe
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Re: Hideous Destructor [Release version 3.2.5]

Post by DavidWolfe »

Serathis wrote:What about the megasphere and invulerability? Are those hellish?
I guess the orb is envious of any supernatural gear you use.

@@Matt, When you have a hunter with empty saddles and a slayer, pressing +Zoom on the slayer will give you 1 shell every cycle.
Also, and this might be a bit of a moot request, but again, can the blue and black armour be a little more efficient against subsonic rounds, especially the shotgun pellets, at longer ranges? And is there a difference in armour class between the zombiemen and revived marines? Perhaps their colour could also contribute to their resistance to these type of rounds? I feel the shotguns take away the boss's appeal for longer ranged firefights in the player's case. It's strangely effective.

While we're talking about weapons that outclass eachother, the scope on the chaingun (and later finding a blooper) pretty much makes the 4.26 rifle obsolete. I've never had any situation where the muddabudda would be outclassed by the rifle, aside from when I haven't found the RL or blooper yet. Incidentally, any chances on adding an MMG single-barreled 7.76 weapon later? Perhaps with cooking off and overheating and all that jazz? If you're interested, I could give spriting a shot.

Oh and is there some sort of mod available that drops down a portable forcefield at spawn, or adds spawn protection? Some maps have nice hot openings where you're immediately surrounded by a huge amount of mobs and they're basically unplayable with this, unless you spam rockets in all cardinal directions at spawn.
Last edited by DavidWolfe on Sun Feb 18, 2018 4:21 pm, edited 4 times in total.
Serathis
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Re: Hideous Destructor [Release version 3.2.5]

Post by Serathis »

Yeah the orb is totally a tsundere.
DavidWolfe
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Re: Hideous Destructor [Release version 3.2.5]

Post by DavidWolfe »

Matt wrote:
Sprinting too much will now cause the player to shake and scream in pain rather than the usual silent damage.
Do you mean once, or constantly? It should be:

Sprint until you reach the abrupt hard limit
A_Pain
Can't sprint for a few seconds
I just uncovered what caused this, when your stress level is high (which I assume is when your heartbeat meter has extended past halfway), once you run out of breath the pain will be more aggravated, but your player will also play the pain sound for every hit.

Also, there appears to be a missing 'replaces' tag for the spiderdemon/mastermind, so it never spawns
Serathis
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Re: Hideous Destructor [Release version 3.2.5]

Post by Serathis »

I think the blur sphere also gives fake error messages.
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Matt
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Re: Hideous Destructor [Release version 3.2.5]

Post by Matt »

DW: Define "longer range". The Boss should only really have any meaningful advantage where, at fov 90, you would need the scope to recognize the target at all.

If you summon an enemy enforcer on top of the little grey crates at 15m on the range, then take the shortcut to the back wall, whip out the Boss and just shoot the enforcer (with your weapon braced, obviously) you will almost certainly probably win unless the enforcer gets really lucky and manages to hit you frequently enough to prevent you from shooting back.
EDIT: full disclosure: the first time I tried this tonight I missed my first shot, the Boss jammed, and then got critted by one (1) stray pellet that caused rapid bleeding. I discounted it because I forgot what I was trying to do and ran behind cover to patch up. Second attempt, I wasn't hit at all.

Re: ZM66 versus Vulcanette: It's definitely something that leans towards "Cons: eats ammo like popcorn" right now. (reference being the nailgun versus super nailgun in Quake - there's literally no reason to use the former ever once you get the latter) - at least without encumbrance. The lore is strongly implicit that the ZM is a not-well-considered prototype while the Vulc is a "mature" implementation of the caseless round.

I'm thinking of overhauling the encumbrance system so that it's always a consideration even in "lite" mode without necessarily making it impossible to have all your usual weapons in singleplayer.
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Matt
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Re: Hideous Destructor [Release version 3.2.5.1]

Post by Matt »

Getting this NEW UPDATE! out as fast as I can. Forgive me my brothers.

Changes:
Spoiler: long
DavidWolfe
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Re: Hideous Destructor [Release version 3.2.5]

Post by DavidWolfe »

DavidWolfe wrote:Also, there appears to be a missing 'replaces' tag for the spiderdemon/mastermind, so it never spawns

This be important.

Also, unloading the SMG doesn't check the chamber status and always unloads an smg round at least once when empty.

Edit: Addition for the rest
I just realised I never mentioned I always play on grimdark.
Matt wrote:then got critted by one (1) stray pellet that caused rapid bleeding.
Well, for some reason I've been blessed by the gods of awfully terrible luck and I keep getting one shotted like this all the time.
Then again, this also happens to me in litteraly any other game ever, so I will blame it on luck.

Eitherway, through my playthrough of most maps I usually end up with over a few thousand shotgun shells versus perhaps 100 7.76 rounds before map 5? I mean, even if it isn't as accurate, shotguns are definitely expendable and I can just empty the hunter in any general direction and kill whatever enemy even before I can get a hit off with the boss rifle without getting shot.

My research concludes a typical shotgun is lethally effective to around 40-50 meters. Can we at least work within these parameters?
In my current playthrough I have several spiritual armours and megaspheres stacked on eachother and I keep getting one shot, in blue armour, by a single shotgun guy that's 30 meters out behind some pillars. I just feel that this doesn't make sense.

Can we at least assume proper armour values for armour?
E.g. Green = II, Blue = IIIA and black = III, with spiritual being IV+ ?

Matt wrote:I'm thinking of overhauling the encumbrance system so that it's always a consideration even in "lite" mode without necessarily making it impossible to have all your usual weapons in singleplayer.
Usually I'm rocking around with one handgun, 2 spare magazines, a rifle/vulcan/Liberator with 5 mags +10 spare in backpack, 3 grenades primed and 15 in the backpack/24 IEDs in the backpack for trapping/20 launchables if I have a launcher + 3 HEATs for boss encounters, and whatever I can find OSP, that I deplete and drop instantly. Honestly, weapon and ammo drops have been so plentiful lately that I just spawn in without any gear except for a medikit and find anything I need on the go.

Unless I find any of the high powered cannons, because I cling to that shit like it's my life support, which usually ends up in me taking over an hour to complete a mission due to crawling pace.

I have a problem.
Last edited by DavidWolfe on Mon Feb 19, 2018 1:27 pm, edited 3 times in total.
Serathis
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Re: Hideous Destructor [Release version 3.2.5.1]

Post by Serathis »

Okay, using the blur sphere so far: gave me fake error messages, fake sounds from monsters and sets me on fire if I use supernatural healing. It also completely fucks up my vision if I use it, making it near impossible to aim. Can anyone tell me how is that a good tradeoff?
DavidWolfe
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Re: Hideous Destructor [Release version 3.2.5.1]

Post by DavidWolfe »

Serathis wrote:Okay, using the blur sphere so far: gave me fake error messages, fake sounds from monsters and sets me on fire if I use supernatural healing. It also completely fucks up my vision if I use it, making it near impossible to aim. Can anyone tell me how is that a good tradeoff?
You're virtually invisible to enemies. So far I've only noticed higher tier mobs being able to spot you if you stand around long enough.
If you don't sprint around you can sneak up on enemies and kill them before anyone can even see you.
The smg is virtually silent, so if you shoot a mob with it while in cover, chances are they'll think someone else shot them and start killing other people.
Alternatively, anything that doesn't use supersonic or powder charges to set off, doesn't break the invisible barrier, so basically your fists, the grenade launchers and the likes won't break your invisibility. I suggest coupling it with berserk and going on a rampage.

If you stare at enemies long enough they have a chance of going insane and they'll run around in panic until they blow their own faces off.

Matt wrote:then got critted by one (1) stray pellet that caused rapid bleeding.

So hold on, they have crits, but we can't perform headshots? How's that balanced? I'm kind of sick of getting oneshotted by a 360 rifleman from one side of a long-ass dark, nigh invisible hallway, or a door opening for 5 cm, while wearing a full kit plus bonus armour and loads of healthpotions, perhaps a berserk pack in there, and I've gone down to simply spraying hallways, openings and doorways the second I see them.
There's a bit of an 'artificial difficulty' thing there.

True, that might just be grimdark, but come on, who plays this on anything other than that?
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