Hideous Destructor 4.10.0b

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Matt
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Re: Hideous Destructor

Post by Matt »

A note on the new Slayer frames:

After some thought I believe I'm going to be changing this so that the Slayer will be using "SH2G" no matter what is or isn't loaded. The id and freedoom sprites are just so wildly incompatible with each other that any attempt to harmonize them will require a third way.

So here is what I've got planned for what each SH2G frame should mean:
A normal resting position
B opening/closing frame
C hanging open
D hand approaches with shells
E hand putting shells into barrels
K recoil (=A, scaled to be a little lower and closer to the player like with other weapons)

And SH2F:
A left
B right
C both
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Sgt. Shivers
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Re: Hideous Destructor

Post by Sgt. Shivers »

How much modification do you think would be needed to make a Lite version of HD with just the health system? I've been playing this mod a lot lately and I find the bleeding system pretty fun, and I think it would be cool to have a universal minimod of it. Would that be okay with you?
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Matt
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Re: Hideous Destructor

Post by Matt »

For players, it might be simpler to just re-code everything from scratch.

For mobs, be my guest.
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Sgt. Shivers
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Re: Hideous Destructor

Post by Sgt. Shivers »

Matt wrote:For players, it might be simpler to just re-code everything from scratch.
Ah okay, I might give that a try sometime down the line.
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Matt
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Re: Hideous Destructor

Post by Matt »

3.7.2b is out!

Highlights of changes:
  • More Freedoom compatibility, including Freedoom pistol zombie.
  • Doorbusting works on polyobjects.
  • Total overhaul of the loadout selection menu, including customizable names and preview images. All 17 loadouts can now be customized.
  • POSS/SPOS/PLAY E/F replacement sprites renamed to X/Y.
  • Super shotgun now always uses SH2G regardless of whether you're in Free or Id.
  • Numerous important bugfixes.
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SHayden
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Re: Hideous Destructor

Post by SHayden »

Is there a tutorial video or something like that for complete total idiots for this mod because I tried the mod, I like the realism in it, but for hell can't figure few things such as healing and wrong mag shit or whatever.....
I don't mean to bump this thread for no reason but seriously I read the manual(multiple times) it didn't help, watched some gameplay, also clusterfu** of bindable options is unnavigable :(
Beezle
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Re: Hideous Destructor

Post by Beezle »

SHayden wrote:Is there a tutorial video or something like that for complete total idiots for this mod because I tried the mod, I like the realism in it, but for hell can't figure few things such as healing and wrong mag shit or whatever.....
I don't mean to bump this thread for no reason but seriously I read the manual(multiple times) it didn't help, watched some gameplay, also clusterfu** of bindable options is unnavigable :(
Fort of Hard Knox makes some great tutorials. Yeah this one takes some getting used to at first, you just gotta remember to bind the right keys, especially drop armor, and when hit with fire you gotta crouch and shake the mouse left & right. A damn good mod for sure, but a lot of keys to bind hehe. Here's the link: https://www.youtube.com/watch?v=3VnZti9 ... N4XGilbBCH
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ZikShadow
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Re: Hideous Destructor

Post by ZikShadow »

Leon, me, and a couple of lads over at the HD Discord are currently in the process of making a Bootcamp map. You can probably find a beta copy there, but its best to wait until Leon finishes it as it also includes a voice addon to ease the reading a bit.
In the meantime, Fort of Hard Knox's HD Bootcamp videos are pretty good for starter tutorial knowledge. They're a bit outdated, but the core lessons there are usually still useful even in new HD.
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SHayden
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Re: Hideous Destructor

Post by SHayden »

I know about putting fire out, I didn't know why I was dying when using medikit alt fire lol but somehow I figured that out as well, the only thing troubling me is the inventory system and ammo management(I succesfully completed maps 1 and 2 in doom 2 so far(and it took me good half hour lol) yay :laff:
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HalfBakedCake
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Re: Hideous Destructor

Post by HalfBakedCake »

With the release of RE2 Remake recently, I threw together this silly little mod together using assets from Codename Hunk. I think it goes pretty well with Hideous Destructor, though it makes encounters easier as RE monsters don't have guns.

A short preview:
https://my.mixtape.moe/vbficn.webm

A longer video if you're really interested in watching me bumble around for 40 minutes:


It definitely needs polishing, but is still fun on certain maps.
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Matt
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Re: Hideous Destructor

Post by Matt »

though it makes encounters easier as RE monsters don't have guns.
Heh, gotta admit for the first minute or so I was kinda like "WHY ARE YOU BEING SO MEAN" watching the seemingly defenceless zombies get shot. (of course some recent fridge horror discussion I was looking at earlier about the effects and reversibility of the virus did put this in a new perspective...)

I like how the shotgun actually looks like it has a barrel while still looking like the Doom shotgun.
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Matt
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Re: Hideous Destructor

Post by Matt »

Some small but significant fixes in 3.7.2c, along with a new slightly modified SSG sprite.
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TDRR
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Re: Hideous Destructor

Post by TDRR »

Wow this is extremely brutal! I keep dying of a heart attack in MAP01 and can almost get past E1M2. Now, i'm going to try with Chillax!
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Matt
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Re: Hideous Destructor

Post by Matt »

NEW UPDATE!

Highlights of changes:
  • All loadouts customizable.
  • Non-bullpup Liberator variant.
  • Flagpole game mode.
  • Players now totally incapable of being telefragged by a spawning player.
  • Vulcanette and berserk nerf. (No raw damage numbers were harmed in this nerf.)
  • Lots of miscellaneous fixes.
Beezle
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Re: Hideous Destructor

Post by Beezle »

Thanks for this update Matt! I first downloaded this a few versions back and I was wondering, how the hell is a mod that changes SO much only weigh in at less than a MB? There's over 500 pages in this thread so if you've already answered this, my apologies.
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