Hideous Destructor 4.10.0b

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Matt
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Re: Hideous Destructor [Release version 3.2.5.3]

Post by Matt »

-Ghost- wrote:The only way I could really think to improve it somehow would be to keep the basic sight available at all times like the other weapons, but hit another key for the scoped view to switch between them.
That sounds like what hd_noscope 1 does. (use key activates)
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phantombeta
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Re: Hideous Destructor [Release version 3.2.5.3]

Post by phantombeta »

-Ghost- wrote:I'd say the only downside is the zoomed view is pretty big so sometimes it takes up more of the screen than I'd like. The only way I could really think to improve it somehow would be to keep the basic sight available at all times like the other weapons, but hit another key for the scoped view to switch between them.
My own solution to that is to just go in the ZScript source for HD's crosshair code and remove the forced scaling. >_>
LadyErisXII
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Re: Hideous Destructor [Release version 3.2.5.3]

Post by LadyErisXII »

Matt wrote: So many complaints about the scopes... and none of them actually pointing anything out while the replies seem to just guess... -_- Would be nice to get some constructive feedback if there's anything I could actually do (keywords "I could") or if they're just complaining it's not a full zoom-in like xyz fps.
I actually really like the optic system, just my one complaint is that it's really difficult to get fine control over where you're aiming except in specific circumstances. If the "Hold E" to reduce sensitivity thing was made universal when you're standing still (and better advertised since I didn't know that was a thing until recently) using optics would be significantly better in my opinion.
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Matt
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Re: Hideous Destructor [Release version 3.2.5.3]

Post by Matt »

If the "Hold E" to reduce sensitivity thing was made universal when you're standing still (and better advertised since I didn't know that was a thing until recently) using optics would be significantly better in my opinion.
Done (except the advertising part).

I did notice one substantive complaint yesterday, that the view doesn't match the weapon sprite. Not worth the thousand man-hours it'll take to get that working smoothly, frankly.
Serathis
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Re: Hideous Destructor [Release version 3.2.5.3]

Post by Serathis »

Okay, so Brutal Doom starter pack is almost completely playable with HD. Hellbound? Its hard as f**k. All those small arenas!
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Re: Hideous Destructor [Release version 3.2.5.3]

Post by Caligari87 »

Matt wrote:And then there are totally basic, common-sense things like

"If the enemy is there in front of you and you can see them, and there's no immediate threat to run away from other than the enemy itself, you should shoot"

which makes Map15 almost totally unplayable in HD as you get shredded by the two shotgun guys you spawn in the view of.

I've gone back to the old random A_Chase logic.
Perhaps you could solve this by making enemies "sleep" or not aggro in the opening seconds of the level? Something like this:

Code: Select all

0-1 seconds: 0% chance of enemies waking up
1-2 seconds: 20% chance
2-3 seconds: 40% chance
3-4 seconds: 60% chance
4-5 seconds: 80% chance
> 5 seconds: Normal behavior
So that players have a chance to even the odds on maps where you start in full view of enemies, either by killing some or getting to cover.

8-)
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Matt
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Re: Hideous Destructor [Release version 3.2.5.3]

Post by Matt »

Per my subsequent comment on that thread, I tried Map15 again, with the new Grimdark that sets minmissilechance to zero (i.e., maximum possible aggression on A_Chase).

On like 1/3 of the tries I can get away from those 2 (or 3 including the guy on the other side of the brown tower who sometimes shoots through those windows), but I've never been able to clear the green strip below and both of the 2 westernmost corridors branching off from that strip. The closest I got I just barely managed to use a medikit to stop bleeding at like 4 health, then got shot by a zombieman who just happened to wander into sight at the far east end of that green strip, in pretty much exactly the same timing that happened to Icarus when he was first showing us the bandaging system.

So yeah, it's not just the starts that are a concern. :lol:
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MaxRideWizardLord
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Re: Hideous Destructor [Release version 3.2.5.3]

Post by MaxRideWizardLord »

I don't know how I do manage to skip this masterpiece of a mod. Reminds me some of the other "tacti-cool" mods I've played a while back where almost anything killed me within single hit. It's like anti-doom mod, which is what makes it so awesome! :P

Altho doomguy is still unrealistically overpowered, a single hit of zombieman even in leg should cause inside bleeding which will cause death within 3 minutes at best, causing hallutionations before it. Chaingun must be ONLY fired once you deploy it on ground like any other minigun, not to mention it should make you run at speed of turtle even just by caring it, making you unable to cary anything else besides it.
Also a single hit from fireball, even if it hit something near you in a 1 meter away from you, should drop you on ground in agony and rolling helplessly like after getting hit by tiny bit of napalm irl which will cause lethal unavoidable death.
"Hellish" creatures are supernatural, came from dimension with far higher possibilities and greater body\mind evolution, so progressed they can materialize energy through the power of Mind and Will, creating what we call Magic. it would only make sense if they actually start to regenerate their health back once doomguy doesn't hit them for at least 15 seconds, unlike doomguy who oppositely would only start losing health no matter what he get hit by.
Oh, and this totally needs a hunger system where doomguy start feel dizzy and easily tired after not getting food and water of like 5 min of gameplay.

It's not necessarily to take my suggestion on it seriously, just wanted to share my opinion for enhancing the experience.
Fallingferret
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Re: Hideous Destructor [Release version 3.2.5.3]

Post by Fallingferret »

the new blue armor(i haven't tested with green) is regenerating upon removal. also, i could have sworn the icon when it's in your inventory said it had 33 units of durability(?) when i first picked up a spare, but now it's at 144?

i'm using QZ 2.1pre-885-g8d55613f if it matters.
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Matt
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Re: Hideous Destructor [Release version 3.2.5.3]

Post by Matt »

MaxRideWizardLord wrote:Altho doomguy is still unrealistically overpowered
It's been a long time since I've seen someone acknowledge this, thank you!

No food or other digestive system things for now. I've never seen someone live long enough who wasn't just camping an empty area for ages.

Fallingferret: Good catch. Definitely HD bug not related to GZDoom version. Frankly the entire pickup and counting system is such a hot mess I can't even figure out what's wrong. This may be the impetus for the total overhaul I wanted to do.
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Caligari87
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Re: Hideous Destructor [Release version 3.2.5.3]

Post by Caligari87 »

Funny you should mention that. I have this really weird desire to play HD as a long-term survival game, a la Minecraft or something, maybe even STALKER. Huge maps with day/night cycle, hostile environment with few firefights but lots of general hazards, manually forging new 7.76 rounds over a lava pit, setting up a HERP at the entrance to the side-room where I'm setting up a bedroll to sleep while my wounds heal...

8-)
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MaxRideWizardLord
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Re: Hideous Destructor [Release version 3.2.5.3]

Post by MaxRideWizardLord »

Matt wrote:
MaxRideWizardLord wrote:Altho doomguy is still unrealistically overpowered
It's been a long time since I've seen someone acknowledge this, thank you!

No food or other digestive system things for now. I've never seen someone live long enough who wasn't just camping an empty area for ages.
That's why I didn't said that it would kill or even hurt the user, but would make him very exhausted after running miles with all of his equipment and not getting any food\water (especially water). Afterall, even toughest of toughest soldiers needs a water supply after closing distances equal of doom maps, especially when there is about 20 kg of clothing and 40kg of weaponry\items along with you; you'd easily lose consciousness of exhaustion, which is basically a death. Nobody would want to go through such... hell. But I can understand why you wouldn't want to implement such element, considering it already would require too much codding effort for mere extra depth and enhancing improvement. :P It's still awesome that the mod is getting almost as most realistic game\mod ever, more than red orchestra(s) and armas all togeter.

Also, I think I've made major grammatical mistake to a point it's become offensive, just because of my engrish. I didn't meant that your mod is "anti-doom", I meant it actually is anti-thesis of what doom really stands for, a.k.a. unrealistic overpowered rambo man arcadic shooter vs hordes of weak "plz kill me" npcs.
LadyErisXII
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Re: Hideous Destructor [Release version 3.2.5.3]

Post by LadyErisXII »

As far as I'm concerned, the game is as realistic as it can get without being an RNG fest of getting hit and instantly becoming incapacitated for any number of reasons. You could theoretically add fatigue/hunger/food mechanics, but I don't think there are any real WADs that have enough levels for it to become an issue and then it causes weird questions depending on the WAD as well, like "Why do I get the same amount of fatigue loss from instantly traveling to one location through a teleporter as Doomguy physically walking across the crater to the next facility?" it's really just not feasible.
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Re: Hideous Destructor [Release version 3.2.5.3]

Post by DavidWolfe »

I'd personally like to see a war campaign specifically designed for HD, where the operator (doom marine) has to fight their way into a possessed city and clear out the threat, starting from a staging area, maybe even vehicles and stuff like that. Imagine how exciting the coop would be with vastly limited supplies and lots of ambushes and interactivity with the environment. If I could make it my day job I probably would start working on it right now. Anyone else feel that way?

Anyway, @Matt, I've been screwing around with adding LMG/MMG additions to the game, but simply getting that much firepower from the 7.76, even with shit like breaking your rifle's barrel when firing too long and having the heat warp it, and having to manually link chains and rounds together to load up a box, it basically becomes the terminator weapon (150 rounds non-stop firepower, based after the bullpup version of the PKP).
Also a ZM66 LMG conversion in the style of an L86 SAW variant, that just has the same problems as the ZM66 (having a 90 round magazine go up in flames and land on its bipod when you try to lower it is kind of hilarious really) is a really, really dumb idea.

Sorry I suggested either one of these, you were probably right x'3
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Re: Hideous Destructor [Release version 3.2.5.3]

Post by Caligari87 »

I'm loathe to report this bug, but it seems having a set of blue armor in your inventory caps your encumberance load. I was at 830 or so, and picking up a set of blue armor brought me down to 528.

edit: Scratch that, it's any armor. Seems the weight system is messed up too; I was getting inconsistent results just by dropping and picking up a shotgun + and spare shells.

8-)
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