Hideous Destructor 4.10.0b

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Matt
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Re: Hideous Destructor [last update dated August 6, 2012]

Post by Matt »

I considered adding a zoom for the rifle's semiauto function but that got awkward when I realized semi was actually pretty decent in close quarters as well.

Also I am a little too used to my own fov alias binds. :P
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-Ghost-
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Re: Hideous Destructor [last update dated August 6, 2012]

Post by -Ghost- »

I usually leave it in auto but just fire single shots/bursts anyway. Full auto is for a caco or higher right in my face. :P
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Big C
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Re: Hideous Destructor [last update dated August 6, 2012]

Post by Big C »

Regarding the frame glitches for the Doom 64 shotgun, it seems to alternate between working properly for me and occasionally having the glitch mentioned in prior posts.

Maybe it's a loading order problem?
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Matt
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Re: Hideous Destructor [last update dated August 6, 2012]

Post by Matt »

How are you guys loading your stuff? I've always used command line and never had a problem.
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Big C
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Re: Hideous Destructor [last update dated August 6, 2012]

Post by Big C »

I click and drag mine over the .exe since I am lazy. :P
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-Ghost-
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Re: Hideous Destructor [last update dated August 6, 2012]

Post by -Ghost- »

I use the qZDL launcher and put HD at the bottom of the order.
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Abba Zabba
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Re: Hideous Destructor [last update dated August 6, 2012]

Post by Abba Zabba »

Yeah, I began to load it ondo the Zdoom file launcher thing and it worked just fine. Drag and drop doesn't seem to work right for this addon, though.
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Turbo
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Re: Hideous Destructor [last update dated August 6, 2012]

Post by Turbo »

An idea: The player cannot hear any supersonic cracks when firing full auto, with exception of hearing the crack from the last shot fired afterwards.
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FDARI
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Re: Hideous Destructor [last update dated August 6, 2012]

Post by FDARI »

When did the bullets become sooo powerful? I didn't notice it ingame until today, and I'm not sure "it" is real. But I bled to death after very brief exposure to zombiemen. I can't count the shots, but they sounded like single shots, there might have been two hits and I wore green armour (my health was probably not 100%, but enough that I noted no symptoms of injury). Zombiemen frequently/invariably go down in a single hit (bleeding inclusive), and the doomimp only took two bullets himself... Was the world always this dangerous? (This is only a single playthrough of map01 to try the latest version. May not reflect actual balance.)
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-Ghost-
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Re: Hideous Destructor [last update dated August 6, 2012]

Post by -Ghost- »

FDARI wrote:When did the bullets become sooo powerful? I didn't notice it ingame until today, and I'm not sure "it" is real. But I bled to death after very brief exposure to zombiemen. I can't count the shots, but they sounded like single shots, there might have been two hits and I wore green armour (my health was probably not 100%, but enough that I noted no symptoms of injury). Zombiemen frequently/invariably go down in a single hit (bleeding inclusive), and the doomimp only took two bullets himself... Was the world always this dangerous? (This is only a single playthrough of map01 to try the latest version. May not reflect actual balance.)
I think they've always been that way. Their whole role seems to be to just force you to keep your head down or bleed out. It does get pretty crazy though, sometimes 1 or 2 of those weak zombies are more dangerous than a whole pack of imps.
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Big C
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Re: Hideous Destructor [last update dated August 6, 2012]

Post by Big C »

Yes, they've always been a pain. The manual says their whole purpose is to get off a lucky shot and laugh at you from beyond the grave as you bleed to death.

That much said, with the whole new FIRE schtick imps have turned into a legitimate threat at long last.
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Matt
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Re: Hideous Destructor [last update dated August 6, 2012]

Post by Matt »

@Turbo: Wonderful idea... if only I had some means of implementing it. :|

Bullets actually have increased in damage ever since I made them fastprojectiles... it should have been impossible to one-shot a zombieman before that update.
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Abba Zabba
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Re: Hideous Destructor [last update dated August 6, 2012]

Post by Abba Zabba »

Though very low priority, do you think the rifle reload sound could get an update? Something a tad pinch less...airy. Though the click of the lock when you empty a rifle completely, then reload is perfect.

Another idea I've been twiddling around in my head, though purely cosmetic, would be giving shell casings (and magnum casings) a +movable flag to scoot around (like gibs in beautiful doom; they'd move around from getting hit and splash damage from explosions.)
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Matt
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Re: Hideous Destructor [last update dated August 6, 2012]

Post by Matt »

I'm a bit leery of having all those actors being checked for pushing... I did it for the grenades because that served a gameplay reason but unless I can get people slipping and falling over from stepping on casings that roll like spare buckshot...
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Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
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Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: Hideous Destructor [last update dated August 13, 2012]

Post by Matt »

NEW UPDATE

Changes:
  • Bugfix: Launched rockets would spawn on the wrong side of the wall. (Thanks to NeuralStunner - see link below)
  • Bugfix: Archvile flames could catch fire.
  • Added NeuralStunner's improved recoil code for the rockets.
  • Increased the delay for distance sounds and made the distant sounds non-directional again. I liked the feeling of not ever "really" knowing where the shots are coming from until it's too late.
  • Sped up the rocket.
  • You now get a warning before an archvile's ghost begins raising things.
  • Gave the archvile one more buff (and distinction from healer imps): mass raise.
  • Totally revamped the friendliness treatment for the archviles/archangels.
  • Some tweaks to the baron and lost soul attacks.
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