Hideous Destructor 4.10.0b

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Retraux Squid
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Re: Hideous Destructor [Release version 3.3.0]

Post by Retraux Squid »

I personally like it better when zombiemen fire automatic shots than when they do those rapid three-round bursts or semi-auto taps. Seems weird that murderous possessed grunts would switch firemodes constantly instead of simply emptying 10 rounds down toward the player when they see them. You could even re-add the vanilla-style hip-fire sprites as a "close range" option where the zombie wouldn't use its weapons' sights.
redlock
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Re: Hideous Destructor [Release version 3.3.0]

Post by redlock »

Matt wrote:I think I've managed to replicate it by messing around with the texture format settings under Display Options > OpenGL Options > Texture Options.

See if changing that helps any.
This did the trick. Had a feeling but I had textures set up a certain way — but we're golden now. Thanks!
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Eru The One
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Re: Hideous Destructor [Release version 3.3.0]

Post by Eru The One »

I've been playing the mod for a long time now and love it to death, I just finished a complete playthrough of this mod with the Hell on Earth starter pack and had very few problems. The only thing I noticed while playing is that I remember there being an almost semi-permanent damage that the player could take or develop in game that would make it so the heath cap would be lower and sometimes extremely low, and would need something like the potions or health spheres to bring it back up which I thought was one of the interesting parts of the mod, but during my playthrough no such thing happened to me, would just go back up to 100 heath everytime no matter what my heath was like. so basically what I'm trying to get at is that was this feature removed or am I miss something here??
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Retraux Squid
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Re: Hideous Destructor [Release version 3.3.0]

Post by Retraux Squid »

Eru The One wrote:I've been playing the mod for a long time now and love it to death, I just finished a complete playthrough of this mod with the Hell on Earth starter pack and had very few problems. The only thing I noticed while playing is that I remember there being an almost semi-permanent damage that the player could take or develop in game that would make it so the heath cap would be lower and sometimes extremely low, and would need something like the potions or health spheres to bring it back up which I thought was one of the interesting parts of the mod, but during my playthrough no such thing happened to me, would just go back up to 100 heath everytime no matter what my heath was like. so basically what I'm trying to get at is that was this feature removed or am I miss something here??
On that subject, the Hell On Earth Starter Pack with HD loaded crashes if the player allows a zombie trooper manning a sentry gun to fire.
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Matt
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Re: Hideous Destructor [Release version 3.3.0]

Post by Matt »

Any message? And is this VM crash to console or hard crash to desktop?

Better question: What map is this turret on?

EDIT: Found one on Map16, doesn't crash for me.
Serathis
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Re: Hideous Destructor [Release version 3.3.0]

Post by Serathis »

Eru The One wrote:I've been playing the mod for a long time now and love it to death, I just finished a complete playthrough of this mod with the Hell on Earth starter pack and had very few problems. The only thing I noticed while playing is that I remember there being an almost semi-permanent damage that the player could take or develop in game that would make it so the heath cap would be lower and sometimes extremely low, and would need something like the potions or health spheres to bring it back up which I thought was one of the interesting parts of the mod, but during my playthrough no such thing happened to me, would just go back up to 100 heath everytime no matter what my heath was like. so basically what I'm trying to get at is that was this feature removed or am I miss something here??
Maybe you had some potion in your body? they give quite some healing. Actually, how much healing do they give?
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Eru The One
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Re: Hideous Destructor [Release version 3.3.0]

Post by Eru The One »

Serathis wrote:Maybe you had some potion in your body? they give quite some healing. Actually, how much healing do they give?

No, it was like that the whole game, I was just wondering if permanent damage was still in the mod or if I'm having a problem unless I am underestimating the power of the health potions
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Eru The One
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Re: Hideous Destructor [Release version 3.3.0]

Post by Eru The One »

Retraux Squid wrote:On that subject, the Hell On Earth Starter Pack with HD loaded crashes if the player allows a zombie trooper manning a sentry gun to fire.
hmm I never had a problem like that, have you tried to load the 2 mods in a different load order
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Re: Hideous Destructor [Release version 3.3.0]

Post by Matt »

It might be bugged. It's not a thing I can test all that well, so I might have accidentally overridden it with some other thing.
YukiteruAmanoPH
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Re: Hideous Destructor [Release version 3.3.0]

Post by YukiteruAmanoPH »

Is it just me or are the console commands for the *ERP bots and IED's not working? Also, why are my active IEDs not detonating even when enemies are literally stepping on them?
EDIT: running on GZDOOM 3.3.1, with only the Tilt mod loaded with HD
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Re: Hideous Destructor [Release version 3.3.0]

Post by Matt »

Please read the manual and the last release update, as they were changed recently.

Other than that, they work for me, so if it's something else you'll need to tell me exactly what you did and what was expected and what went wrong (including what error messages appeared) before I can debug them.

EDIT: I just rememebered that they start out passive now. This is less user-friendly from a game perspective but it makes sense. Not sure if I should change.
(This is a bug given the description in the release update but it does seem more realistic)


EDIT: Also are you using the latest git of HD or the latest release? Latest release might not work with GZD 3.3.1 in some respect.
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Retraux Squid
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Re: Hideous Destructor [Release version 3.3.0]

Post by Retraux Squid »

Matt wrote:Any message? And is this VM crash to console or hard crash to desktop?

Better question: What map is this turret on?

EDIT: Found one on Map16, doesn't crash for me.
I believe it was Depot (the map where you start behind some imps and troopers in a jungleish environment, and there's a long "corridor" at the end of which is a techbasey environment with a sentry gun). It was a hard crash to desktop; the whole thing locked up until I manually ended the task. I know for certain it was the sentry that fired, because they have a delay between aiming and opening up I'm well familiar with, and everything ran fine up until the zombie gunner was supposed to squeeze the triggers.
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Matt
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Re: Hideous Destructor [Release version 3.3.0]

Post by Matt »

What number map is that, and is it replicable?
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Caligari87
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Re: Hideous Destructor [Release version 3.3.0]

Post by Caligari87 »

Matt, I was discussing a HD video in the ZDoom discord, and found out you could make circular scope textures if you wanted:
ZZYZX: So in the end there was a good reason to actually fix cameratexture rendering
Caligari87: I just wish we could have non-square / masked camera textures
Caligari87: He has to make the scope borders huge to hide the corners
ZZYZX: You easily can
ZZYZX: Attach a shader
ZZYZX: That drops pixels outside of the wanted shape
ZZYZX: (discard;)
ZZYZX: e.g. if length(UV-(0.5,0.5)) is larger than 0.5
ZZYZX: Then drop
ZZYZX: This is a circle
Dunno if you know much about shaders, but there's several folks who'd probably be willing to help if you wanted to get rid of the huge scope borders.

8-)
YukiteruAmanoPH
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Re: Hideous Destructor [Release version 3.3.0]

Post by YukiteruAmanoPH »

I was running the latest release version of HD with Tilt++ when it happened. I then tried loading Tilt++ before HD on ZDL, and what do you know, IEDs work again. Still have to test the *ERP commands, though
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