Hideous Destructor 4.10.0b

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Matt
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Re: Hideous Destructor [Release version 3.3.2.2]

Post by Matt »

That's actually what's happening as of the latest release. The damage will eventually kill you but if, say, you're only getting hit by bullets stopped by your armour, it's more like being beaten to death rather than shot and bleeding out from a tennis-ball-sized exit wound (or having your brains blown out).

Maybe it's a bit too much but I'll tweak the numbers as I see anything really weird... so far I've been getting killed regularly enough.
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Re: Hideous Destructor [Release version 3.3.2.2]

Post by Abba Zabba »

I can level with that a bit if armor allowed some further death thwarting when it properly blocks shots when you're at death's door, but these tests were with no armor. Getting shot up heaps and not properly dying. Just feels way off and somewhat broken.
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Matt
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Re: Hideous Destructor [Release version 3.3.2.2]

Post by Matt »

Just gave it a try tonight without armour.

...I'm just gonna say you're really lucky and should be more grateful XD cuz I'm usually dead within 3 seconds of reaching the 10s with zombies still shooting at me!
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Re: Hideous Destructor [Release version 3.3.2.2]

Post by Abba Zabba »

My odds aren't all that exceptional, something is seriously off with regards to player damage. Did another test just now, with hd_nobleed enabled this time to see just how many hits I'd take before dying; and it was fifteen with no armor! The last few hitpoints seemed to be more stubborn to leave too, as if the slower bleeding was applied to it. Fifteen 4mm hits at close range.
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Re: Hideous Destructor [Release version 3.3.2.2]

Post by Retraux Squid »

Question: What does "auto" entail on the Show Scope View option? So far it's just showing me the reflex sight side of the ZM66 optics; is there a way to switch to scope a la the old style ZM66, or does it do so automatically in some way?

Also, is there a way to disable zombies resurrecting? It's super annoying on Grimdark difficulty to clear a room and then instantly die because a shotgunner jumps up 5 feet away and blasts you.
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Caligari87
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Re: Hideous Destructor [Release version 3.3.2.2]

Post by Caligari87 »

"Auto" scope only brings up the scope if you hold [Use]. I find this is the best way to play, as it also lowers your aim sensitivity, and enables the gun-centered rotation when bracing.

8-)
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Re: Hideous Destructor [Release version 3.3.2.2]

Post by dawnbreez »

Caligari87 wrote:"Auto" scope only brings up the scope if you hold [Use]. I find this is the best way to play, as it also lowers your aim sensitivity, and enables the gun-centered rotation when bracing.

8-)
Personally, I use "always" because I'm used to having the scope there. Also I don't like having to reduce aim sensitivity *just* to see the scoped view; I'd rather be able to do rough sighting through both ironsights *and* scope, and then use the lowered sensitivity when necessary instead of whenever I need to see something distant.
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Matt
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Re: Hideous Destructor [Release version 3.3.2.3]

Post by Matt »

Dawnbreez plays pretty much the way I do.

And that should remain unchanged in this NEW UPDATE!:
  • Fixed:
    • Number coordinates on crosshairs no longer snap to int.
    • Maxed out starting shell ammo for Enforcer and Contractor.
    • ACS tip still said TB altfire was rangefinder.
    • Slowprojectile sky handling was broken by the bullet update.
    • Ammo boxes were going weird places.
    • SMG spawn had a ZM66 mag instead of an SMG mag.
    • Smart monster raising works with friendlies now.
    • Actually took a look at that archvile code. Should no longer hard crash. Should.
    • DERPs no longer get stuck in aiming mode with targets just out of shooting range.
    • Minor fixes to the baron and lost soul.
    • Slide now causes 30 stun, preventing fine adjustments in the middle of the maneuver.
    • Changed the mystery box from a true usable to an HDUPK to address numerous headaches.
    • More null actor pointer checks.
    • IEDs shootable again.
  • Added:
    • Barrel remains get the big fire.
    • Big fire now has smoke and light.
    • hd_onemanarmy 2 counts only your weapon and backpack for your encumbrance count. (Inherent mobility penalties for armour and large weapons still apply.)
  • Changed:
    • The way fire spreads should make a little more sense.
    • More tweaks to how bullet damage is calculated.
    • Scriptified the small red fire light and made it much bigger.
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Caligari87
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Re: Hideous Destructor [Release version 3.3.2.3]

Post by Caligari87 »

Cross-posting from Discord just for permanence:

Orange Bomb and I were getting desync on 3.3.2.3, It seems to happen just after firing weapons. If someone picks up a weapon the other person gets a desync, but the one doing the picking doesn't show a desync. Testing on 3.3.2.1 shows no desync in the same situations.

8-)
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Re: Hideous Destructor [Release version 3.3.2.3]

Post by mumblemumble »

There is actually a binding for toggling scope, very useful if you want to switch between scope and high visibility on the fly.

I personally have scope as always and use this, it basically toggles scope always and never, and I often run around with it turned off unless I'm making difficult shots.
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Matt
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Re: Hideous Destructor [Release version 3.3.2.3]

Post by Matt »

Can't replicate desync.

EDIT: I've replicated it and here's a [new update.] fixing it along with a visual glitch.
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Tranthula
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Re: Hideous Destructor [Release version 3.3.2.3.1]

Post by Tranthula »

Something still wonky going on with Archies. I spawn at least one friendly one on just about any map, and it's always crashed. I have no clue when, as the time it takes to crash differs.
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Matt
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Re: Hideous Destructor [Release version 3.3.2.3.1]

Post by Matt »

I've made a bunch of changes since this past release (3.3.2.3.1). Is this replicable with the latest git?
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Tranthula
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Re: Hideous Destructor [Release version 3.3.2.3.1]

Post by Tranthula »

I got the latest git last night, I grab the latest-latest and try once more in a bit

EDIT: Went and tried multiple maps on Doom2/TNT/Plut. Would spawn just 1 archie. All times were a crash.

EDIT2: I did a test and summoned just about every monster as allies to see if the game would crash, but I got nothing. I assume the 'HellFire' things summoned by Archies arn't supposed to be summoned from console (as it just crashes to console)
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Matt
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Re: Hideous Destructor [Release version 3.3.2.3.1]

Post by Matt »

oh, the fires! yeah they're kinda due for actually being looked at.

EDIT: Should be fixed now. By the way, if you get a crash to console, please copypaste the last 5 or so lines or take a screenshot, this one was immediately clear what was going on once I saw the error message.
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