Hideous Destructor 4.10.0b

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Matt
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Re: Hideous Destructor [last update dated September 10, 2012

Post by Matt »

I've been using a combination of Kolourpaint and Krita and I think either of them can save transparent PNGs.

And post the mod wherever you think it will get the most attention.
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Re: Hideous Destructor [last update dated September 10, 2012

Post by Matt »

No update this week until I figure out what to do with the grenade fragments.

Meanwhile, without any promise that anything from this will be implemented, please enjoy the following video:
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Re: Hideous Destructor [last update dated September 10, 2012

Post by Abba Zabba »

Huh...re-reading the manual I learned that rocquettes do more "impact" damage as a rocket flying large distances...always thought grenade mode was the best in terms of power.

There's also a minor typo in the manual BTW; "These are oversize" instead of oversized on the second sentence describing HEAT rounds. The more polished you can make something I guess is always good, regardless of the situation.

Once I get some more time I'll check on the newest version this Saturday...unless, you're planning on another version sometime soon. I like to start up HD on an update that I'll know will stick awhile (as HD takes considerable longer than average doomin).

Thanks for this stellar mod again Vaecrius.
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Re: Hideous Destructor [last update dated September 10, 2012

Post by Matt »

Thing is, despite knowing that -d is the more ordinary form I'm pretty sure I actually meant it like that.

This (actually this illustrates it better) seems to suggest that "oversize" is used that way if it's a named category for a particular purpose in categorizing something, rather than simply saying that something is too big - i.e., it's part of a class of things to be handled which class is defined as being a particular range of too big, rather than simply that it's too big without further comment.

...which seems to suggest there are other oversize RL rounds that can't be cycled in the magazine... :shock:
(disclaimer: this is not a representation that this will be implemented anytime soon)

I expect to have some time and energy this Sunday night so don't be surprised if there's an upload on Monday.
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Re: Hideous Destructor [last update dated September 24, 2012

Post by Matt »

In which not much happens in two weeks.
Just some tweaks to the new fastprojectile grenade frags. The fragments still can't hurt the thrower as only one workaround exists which I am very hesitant to implement.
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Re: Hideous Destructor [last update dated September 24, 2012

Post by Abba Zabba »

What's the issue of them not being able to hurt the thrower? Is it something along the lines of how fastprojectiles work? (like in Nazis!, where the fast projectile can be frozen in place, moved infront of but yet still has no ill effect on the player?)

EDIT: Moving onto the juiciness of the actual game (easy medium and hard) and would like to know the difference between black and red flickers. Are black basically the same but are worse and absolutely require a med-kit? Do black flickers get affected by stims like red flickers (torn wounds)?

Also, what's the real point of girlfriend mode? Beefed up No Cover? And I still dare not touch the Unfair modes, less a higher death score could unlock something special.
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Matt
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Re: Hideous Destructor [last update dated September 24, 2012

Post by Matt »

The way they used to be the frag grenade would spawn an actor that would shoot a bunch of hitscans. These hitscans would hurt anything they hit, including the source of the original projectile, but this would screw up multiplayer: if the blast does not kill your opponent but the fragmentation does, you wouldn't get credit for the kill. (Eventually I might fix this for bleeding. Eventually. Might.)

Now the fastprojectile fragments are able to inherit their source from the grenade, so they're counted as the thrower's projectiles. Pro: all frag kills are your kills. Con: your own grenades won't hurt you, ever, if you're out of the range of the blast.

One way to fix this is to have each fragment explode on contact, and immediately before exploding switch its pointers so that its owner is the grenade's thrower. I'm holding off on implementing this because it's so hacky and my weekends and evenings have been a bit erratic lately. EDIT: Also it makes the fragments subject to radius damage resistance, which raises all sorts of balance issues...


Re flickers: every black flicker means you've bled 1 hp.


I am as yet unable to make high death scores unlock something special.


As for the source of the term "girlfriend mode":
http://www.guardian.co.uk/technology/ga ... riend-mode
http://www.forbes.com/sites/danielnyegr ... ude-rocks/
And
Spoiler:
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Re: Hideous Destructor [last update dated September 24, 2012

Post by JimmyJ »

Is the rifle supposed to eject cartridges like the pistol and shotgun? If not, is this potentially something that you'd be willing to add?
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Re: Hideous Destructor [last update dated September 24, 2012

Post by DoomRater »

Vaecrius wrote:The way they used to be the frag grenade would spawn an actor that would shoot a bunch of hitscans. These hitscans would hurt anything they hit, including the source of the original projectile, but this would screw up multiplayer: if the blast does not kill your opponent but the fragmentation does, you wouldn't get credit for the kill. (Eventually I might fix this for bleeding. Eventually. Might.)
Wait isn't there a nail damage parameter in A_Explode that shoots hitscans? And does that have the same limitations? They appear to be horizontal entirely... aside from that I dunno if it suits your purposes.
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Matt
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Re: Hideous Destructor [last update dated September 24, 2012

Post by Matt »

JimmyJ wrote:Is the rifle supposed to eject cartridges like the pistol and shotgun? If not, is this potentially something that you'd be willing to add?
Read The Frequently-referenced Manual. :) Caseless rifle ammo is used to justify the multi-barrel setup of the machine gun. (That and stuff not being able to cool properly in a vacuum during space missions but that was an afterthought.)

@DoomRater: I actually have no idea! I've never used that function before... and the wiki description says "horizontal" hitscans. Is that accurate?
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Re: Hideous Destructor [last update dated September 24, 2012

Post by DoomRater »

Looks like it's one of those try it and see situations. I've not used it myself, I just noted it was there. The other "hack" to make shrapnel hurt people is... well, make the dang things have a tiny 1 radius explosion happen every tic that's smaller than their projectile bounding box, so the projectiles never actually hurt anything but stuff they'd pass through (which would be the player).
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JimmyJ
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Re: Hideous Destructor [last update dated September 24, 2012

Post by JimmyJ »

Vaecrius wrote:
JimmyJ wrote:Is the rifle supposed to eject cartridges like the pistol and shotgun? If not, is this potentially something that you'd be willing to add?
Read The Frequently-referenced Manual. :) Caseless rifle ammo is used to justify the multi-barrel setup of the machine gun. (That and stuff not being able to cool properly in a vacuum during space missions but that was an afterthought.)

@DoomRater: I actually have no idea! I've never used that function before... and the wiki description says "horizontal" hitscans. Is that accurate?
Ahh, that absolutely makes sense, thanks for clarifying things.
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Re: Hideous Destructor [last update dated September 24, 2012

Post by Abba Zabba »

What exactly then do red flashes signify compared to black? Is it just for making aiming harder and letting you know not to use a stim when it's there? I just can't tell the difference, as red seems to damage too. However black doesn't seem to really mess with your aim.
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Re: Hideous Destructor [last update dated September 24, 2012

Post by -Ghost- »

Red flashes are healing I think. I've gotten better at figuring out what's going on with that, but it still feels a bit more confusing than it should be, especially when everything is flashing really quickly.
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Re: Hideous Destructor [last update dated September 24, 2012

Post by Abba Zabba »

I totally agree, a little bit of clarification in the manual that's already pretty descriptive on everything else would be awesome.
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