Awesome. Thank you so much man! Really enjoying the mod. The changes are little but for what they are, they do change the Heretic experience to be a lot more fun, at least for me. Works really really well. if you could edit the Synthetic Deities topic page to include the new link for others to use, that would be nice. More people should give Heretic and Synthetic Deities a try.Matt wrote:Panzersoldat: Here it is: https://drive.google.com/open?id=10CGyf ... 6qe7kcwxgh
AZ: Yes, they're bigger now to match the relative sizes of the dot sight and the scope on the new HUD sprites. I like them this size - I can finally still put the dot over the target and recognize the shape they make inside the circle!
I still don't know what you're talking about wrt the hud thing. It's 10 tics like it was for a long time.
Anyway, I've made that customizable through the hd_hudusedelay cvar, try setting it to like 25 or something and let me know if that works.
Hideous Destructor 4.10.0b
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panzersoldat
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Re: Hideous Destructor [Release version 3.2.5.3]
- Matt
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Re: Hideous Destructor [Release version 3.2.5.3]
Maybe it's not as bad though...Matt wrote:To elaborate: Either I set up a buttload of spaghetti to rearrange all the various pieces to fit together with each scale, or require dozens of calculations every tic just to maintain this, or rely on more global sizing options that turn out to be totally impossible to use to achieve certain things (such as making the entire crosshair just a little smaller than it currently is rather than vastly smaller).
EDIT: It's in. Set hd_xhscale to any number between 0.1 and 3.0 (default 1.0).
- Abba Zabba
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Re: Hideous Destructor [Release version 3.2.5.3]
I appreciate you adding that, thank you. (strangely enough though, the default large size is starting to grow on me...though the auto mode for scope zoom would work best as a toggle rather than a hold, IMO)
Couple bugs: (one of which has been confirmed by two buds that AFAIK forgot to mention)
1: Enemy DERPs seem to crash the game (non-fatal, just the current level) when they are about to fire. I apologize, I forgot to get the offending code snippet from the crash.
2: Resurrected enemies seem to not target the player (or at least, attack) in a lot of the instances I've seen, in different maps. All res'd chaingunners have been peaceful (five or so) and a couple shotgunners as well; however, one seemed to become hostile/got res'd when I was teleported a fair distance away but was still within LoS of the tower's open room. Not sure what's going on here, it's really odd.
Couple bugs: (one of which has been confirmed by two buds that AFAIK forgot to mention)
1: Enemy DERPs seem to crash the game (non-fatal, just the current level) when they are about to fire. I apologize, I forgot to get the offending code snippet from the crash.
2: Resurrected enemies seem to not target the player (or at least, attack) in a lot of the instances I've seen, in different maps. All res'd chaingunners have been peaceful (five or so) and a couple shotgunners as well; however, one seemed to become hostile/got res'd when I was teleported a fair distance away but was still within LoS of the tower's open room. Not sure what's going on here, it's really odd.
- Matt
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Re: Hideous Destructor [Release version 3.2.5.3]
Fixed 1, have seen 2 from time to time but have never been able to replicate it intentionally so I'm leaving it for in case I happen to stumble on the offending code later.
Re: Hideous Destructor [Release version 3.2.5.3]
I've also noticed the passive enemy bug, but it mostly affects lost souls, brown pinkies and puttis on my end.
- Matt
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Re: Hideous Destructor [Release version 3.3.0]
Thanks! The mention of lost souls helped me eliminate one possibility that would have implied a lot of headache...
EDIT: And any future such headaches will have to wait until after this NEW UPDATE!
So much shit it's gotta be spoilered to avoid clutter.
EDIT: And any future such headaches will have to wait until after this NEW UPDATE!
So much shit it's gotta be spoilered to avoid clutter.
Spoiler:
Last edited by Matt on Fri Mar 30, 2018 1:45 am, edited 6 times in total.
Re: Hideous Destructor [Release version 3.3.0]
Dude yes!Matt wrote:New DERP commands! 5 = move: make a beeline to where you are looking
Re: Hideous Destructor [Release version 3.3.0]
You remember that NVGs thing a few people mentioned from ages ago? I found out what it is! Turns out the movement on your goggles is very related to your framerate. If you have your framerate capped at 35 or 60, it looks fine, but as you go higher to 200 and beyond, you get the thing everyone else was talking about.
Re: Hideous Destructor [Release version 3.3.0]
I just finished Doom Recon. It is horrendous. If you want a good map for HD, try the Brutal Doom Starter Pack. It plays surprisingly well, in fact I would add it to the recommended map list.
Re: Hideous Destructor [Release version 3.3.0]
Ouch. May I ask what you didn't like about DooM Recon?
Re: Hideous Destructor [Release version 3.3.0]
HD is totally unlike any mod I've played and I love the concept.
With gzdoom g3.3.0 on OSX and HD 3.3.0, the ZM66's scope is black. Is there a dedicated key for removing the scope lid, a la Nethack or ADoM, or am I missing something else?
With gzdoom g3.3.0 on OSX and HD 3.3.0, the ZM66's scope is black. Is there a dedicated key for removing the scope lid, a la Nethack or ADoM, or am I missing something else?
Re: Hideous Destructor [Release version 3.3.0]
The level is HUGE. It takes ages to traverse but during those travels, absolutly nothing happens. The combat encounters are fairly boring. There are no ammo or weapon pickups save for an SSG at the very end. The green nukage spill in the underground tunnel ate through my rad suit. There is a cyberdemon roaming on the map that you may randomly run into. Most of the rooms and buildings serve no function.Bigger C wrote:Ouch. May I ask what you didn't like about DooM Recon?
- Matt
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Re: Hideous Destructor [Release version 3.3.0]
Redlock: No idea, and sounds at least as likely to be a GZDoom issue as an HD issue. Does it work in previous versions of HD on GZDoom 3.3.0? (or 3.3.1?)
Somagu: Thanks for finding it, though I'll never be able to test that!
.......actually no I can, it's completely tied to the framerate so it's almost twice as fast at 60fps as 35 -_-
This may require more inventory hackery unless someone has a way to update the HUD at a consistent 35fps.
EDIT: Done. Still want to know how I can force a certain update rate to the HUD though.
Somagu: Thanks for finding it, though I'll never be able to test that!
.......actually no I can, it's completely tied to the framerate so it's almost twice as fast at 60fps as 35 -_-
This may require more inventory hackery unless someone has a way to update the HUD at a consistent 35fps.
EDIT: Done. Still want to know how I can force a certain update rate to the HUD though.
- phantombeta
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Re: Hideous Destructor [Release version 3.3.0]
@Matt
You fixed it by moving it to DoEffect. There's no need for that. The BaseStatusbar class has a Tick virtual that you can override.
You fixed it by moving it to DoEffect. There's no need for that. The BaseStatusbar class has a Tick virtual that you can override.
- Abba Zabba
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Re: Hideous Destructor [Release version 3.3.0]
Not sure if anyone else mentioned it (had a bud confirm it, tho), but Lib casings (well, specifically, how the Liberator ejects them) are ejecting in a really strange fashion - they're collecting in their spawn point until you move yourself/your aim enough to free them. I don't know if they're getting stopped by a brace check actor or some other actor the player spawns, but it's kinda funny, if immersion breaking. A consistent way to build a huge pile is to keep a steady aim and fire in semi-auto.
Could the scope mode change the 'auto' option or add a toggle option like there was in the past? Pressing zoom not only requires another key press while I'm trying to focus on zooming in on something, but it also completely disables any ability to fire while scoped because fire and alt-fire adjust the scope's zoom level.
Could the scope mode change the 'auto' option or add a toggle option like there was in the past? Pressing zoom not only requires another key press while I'm trying to focus on zooming in on something, but it also completely disables any ability to fire while scoped because fire and alt-fire adjust the scope's zoom level.