Hideous Destructor 4.10.0b

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Matt
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Re: Hideous Destructor [last update dated July 15, 2012]

Post by Matt »

-Ghost- wrote:Was it intended for the Healer to be able to rez marine bodies? I didn't even know they were monsters, lol.
I'm pretty sure the marines never planned it that way. ;)

EDIT: argh did I just bump my own update back a page
here's the link to the file again updates tl;dr everything burns, derps get shot, super shotgun is not magical anymore.
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FDARI
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Re: Hideous Destructor [last update dated July 15, 2012]

Post by FDARI »

Console errors "bad frame characters in lump derpex" and "bad frame characters in lump derpbot" remain, but do not seem to affect the game adversely. Gameplay seems good, although I have tried very little of it. To me, it seems that HD mark 2 has "arrived". (To me, hd mark 1 has "gimmebackup" 3-marine-team, less favourable armour, slightly excessive disability (move/fire/take cover) and perhaps a few other traits I can't think to list right now.)

It has gotten more playable. More enjoyable. Possibly more difficult. At least in some scenarios. No less exciting.

I have not seen the flames yet; we shall see how that works out. In terms of features and tweaks, I think I ran out of things to want. Of course, the recent changes may require new tweaks.

And I'm not disabling any of your wild stuff anymore; if you make madbarrels, I contend with madbarrels.
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Abba Zabba
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Re: Hideous Destructor [last update dated July 15, 2012]

Post by Abba Zabba »

I keep thinking of ideas that could potentially fix HD's greatest weakness; hordes of monsters at level start-type maps.

One idea is to restrict the player in gear or possibly health in return for a temporary level-start invulnerability, but even then it could possibly leave some ill-effects if not balanced properly.

And using godmode to push through the initial part just won't work in regards to legit gameplay.
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-Ghost-
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Re: Hideous Destructor [last update dated July 15, 2012]

Post by -Ghost- »

I occasionally have to use god mode if things get way too crazy. I don't mind too much since I know that the mod won't work perfectly with every custom wad, though I noticed that if you're bleeding before you IDDQD, you'll be bleeding once you exit it.
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Matt
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Re: Hideous Destructor [last update dated July 15, 2012]

Post by Matt »

Glad to hear it, FDARI.

Except for the console warnings, which I am not seeing. o_O; How do you usually install and run HD? I fixed (or at least avoided) the errors on my end by moving a file out of the sprites folder and naming a graphic as a graphic and not a sprite in TEXTURES.

@LG: I can't think of anything around that that can't be cheesed. But then, if my mod causes more people to hate maps with such starts and that adds to something that eventually makes a difference, I can die knowing I've been a positive influence in this world.
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FDARI
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Re: Hideous Destructor [last update dated July 15, 2012]

Post by FDARI »

The console errors were my mistake. They only appear if I launch from a recently created backup folder that looks conspicously like the real one...

New discovery: I keep getting hurt when I fire explosives from my assault rifle. Apparently, they have a staggeringly big blast/shrapnel radius. It seems like very little damage, but it is still at little troubling. (Standing just outside the secret doorway of map01, firing a roquette into the midst of the shotgun honour guard.)
Spoiler: Bug reported and closed - Seems I was playing with a faulty build
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Matt
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Re: Hideous Destructor [last update dated July 15, 2012]

Post by Matt »

Yeah, those things can go pretty far... and they've always been like that, it's just that with these "HD 2.0" updates with the extra fragments it's just more noticeable. :)

I was about to slow them down a bit like the shotguns and pistol, but... yeah.
EDIT: 30 yards, 30 hectafeet
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Big C
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Re: Hideous Destructor [last update dated July 15, 2012]

Post by Big C »

Vaecrius, how much fire is enough fire?
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Matt
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Re: Hideous Destructor [last update dated July 15, 2012]

Post by Matt »

The answer is, obviously,

It depends.

That said, is anyone having major issues with too many dynamic lights right now?
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Abba Zabba
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Re: Hideous Destructor [last update dated July 15, 2012]

Post by Abba Zabba »

Vaecrius wrote:That said, is anyone having major issues with too many dynamic lights right now?
Nein!

Still thinking of a way to make maps with bad starts fair without cheating...
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-Ghost-
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Re: Hideous Destructor [last update dated July 15, 2012]

Post by -Ghost- »

Maybe some sort of temporary cloaking device? Like you get a 10-15 second "recon mode" to try and get in a better position? Could also pass it off as the Doom Marine sending in a little uav beacon that has a 15 second battery life, and once it runs out he teleports in on it? I don't know, it's hard to come up with a believable method :P
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Abba Zabba
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Re: Hideous Destructor [last update dated July 15, 2012]

Post by Abba Zabba »

Actually, your cloaking idea sounds really good...being able to move undetected (though alerted monsters will still shuffle around) and situate yourself to a better, more defensible position would more than likely cut the problem off at the head. Pair the cloaking device with an equipment nerf (less gear, ammo, etc) would probably make this work.

And it would be (somewhat) using another of HD's features; the cloaking!
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Matt
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Re: Hideous Destructor [last update dated July 15, 2012]

Post by Matt »

I'm thinking of just causing any monster to die that targets the player within the first few tics of level entry. Or replacing them with shards.
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Abba Zabba
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Re: Hideous Destructor [last update dated July 15, 2012]

Post by Abba Zabba »

Shards idea is good too, but how would you make it to effect bad starts only? If it was something based on many monsters seeing you at once, wouldn't that make areas with tons of enemies just turn to shards?
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FDARI
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Re: Hideous Destructor [last update dated July 15, 2012]

Post by FDARI »

Mmmhmmm..... weeelll... Maybe he has an idea. Or he could have all (standard) monsters run a script in their sight state that checks and updates conditions for replacing the monster with some less immediate substitute. Thing_Remove could get a tad ugly, since monster count versus killcount will be off. So probably destroy. Maybe destroy and remove in the same tick.

Code: Select all

int toosoonforexcessivetargeting = 29; // approximate number of ticks with limited targeting
int targetpool = 5; // max early targets

script "hd:targetcountdown" open { while (--toosoonforexcessivetargeting) delay(1); }

script "hd:onTarget" (void)
{
    if (toosoonforexcessivetargeting) // ahh... it's a long name indeed
    {
        if (targetpool--) terminate;

        // Thing_Destroy seems inappropriate; it's 0-handling targets all monsters?
        // This will only be called by known monsters, so there is no danger of unexpected quirky actors going directly from death to see with no delay

       DamageThing(0); // kill
       delay(30); // just... if you want a little delay
       // then spawn, spawnforced, do, die, whatever
    }
}
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