Is that still happening in the current dev? I can't see any state where it could get permanently stuck like that (unless it's targeting something else) but I've added one more check.
Hideous Destructor 4.10.0b
-
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Debian Bullseye
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Re: Hideous Destructor 4.7.1c
-
- Posts: 255
- Joined: Sat Apr 02, 2011 3:41 pm
Re: Hideous Destructor 4.7.1c
Are the sights supposed to be this far off when aiming at an angle now? They're pretty much completely unusable at the extreme end.
-
- Posts: 2166
- Joined: Mon Sep 05, 2011 8:50 pm
- Location: a place lol!
Re: Hideous Destructor 4.7.1c
Thanks for that example.
Yes, it is. The only thing the recent commit to the commando changed was that they now immediately scan turn on spawn, unprovoked, sort of making them a kind of sentry now. Which, admittedly, I think is a good change.Matt wrote:Is that still happening in the current dev? I can't see any state where it could get permanently stuck like that (unless it's targeting something else) but I've added one more check.
The problem that still persists is that once they're in the scan turn state, they explicitly only leave this state when they have LoS with their target, or get hurt and/or acquire a new target. While normally fine when out in the normal confines of a map, this pretty much always breaks (especially now with the recent commit) teleport trap rooms that are only meant to have linked sound sectors and nothing more. It breaks teleport traps in that the spinning commando itself never moves from its pivot point, causing at the very least the commando itself to be absent from the ambush and not teleport in, but more often than not, it additionally causes a jam in the teleport closet because the commando body blocks other monsters from reaching the teleport linedef. If there was some random duration to scan turning so that it's not indefinite, or alternatively, the commando only scan turns when it gains LoS with a target, then the issue should be solved.
-
- Posts: 255
- Joined: Sat Apr 02, 2011 3:41 pm
Re: Hideous Destructor 4.7.1c
Getting a VM abort when dying by fire as of this commit.
-
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Debian Bullseye
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Re: Hideous Destructor 4.7.1c
So there are situations where that happens! -_- I'll fix it when I get home.
-
- Posts: 2166
- Joined: Mon Sep 05, 2011 8:50 pm
- Location: a place lol!
Re: Hideous Destructor 4.7.1c
Thanks for that.
Somewhere along these crosshair changes, some visual oddities popped up, mainly massive Y drops in the view sprites: the hunter shotgun has a highly exaggerated recoil when fired, causing the view sprite to drop by around 25 pixels/units of offset. Slayer is unaffected. Revolver has a large view sprite drop as well, along with the thunder buster while firing, ZM66 when chambering a round, and the boss rifle when racking the bolt, but not while firing.
Another visual error is that the ZM66 now shifts to the left slightly when you chamber a round, and it stays there, out of alignment.
Everything else -seems- like they're unaffected from these changes. Visually, anyway.
Somewhere along these crosshair changes, some visual oddities popped up, mainly massive Y drops in the view sprites: the hunter shotgun has a highly exaggerated recoil when fired, causing the view sprite to drop by around 25 pixels/units of offset. Slayer is unaffected. Revolver has a large view sprite drop as well, along with the thunder buster while firing, ZM66 when chambering a round, and the boss rifle when racking the bolt, but not while firing.
Another visual error is that the ZM66 now shifts to the left slightly when you chamber a round, and it stays there, out of alignment.
Everything else -seems- like they're unaffected from these changes. Visually, anyway.
-
- Admin
- Posts: 6210
- Joined: Thu Feb 26, 2004 3:02 pm
- Preferred Pronouns: He/Him
Re: Hideous Destructor 4.7.1c
For recoil, the new A_OverlayScale would be quite nice to make the sprites appear to push slightly toward the player's eyes.


-
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Debian Bullseye
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Re: Hideous Destructor 4.7.1c
First part was a mistaken assumption where I thought WEAPONTOP added to the offset, but second I'm not getting. EDIT: got it, it's like 2 sprite pixels and it persists for all weapons across maps.Abba Zabba wrote:Somewhere along these crosshair changes, some visual oddities popped up, mainly massive Y drops in the view sprites: the hunter shotgun has a highly exaggerated recoil when fired, causing the view sprite to drop by around 25 pixels/units of offset. Slayer is unaffected. Revolver has a large view sprite drop as well, along with the thunder buster while firing, ZM66 when chambering a round, and the boss rifle when racking the bolt, but not while firing.
Another visual error is that the ZM66 now shifts to the left slightly when you chamber a round, and it stays there, out of alignment.
EDIT: why the hell is (1>>1) 0 while (-1>>1) -1!??!?
-
- Posts: 50
- Joined: Tue Apr 03, 2018 3:57 am
- Location: Russian Federation, Koroľov
Re: Hideous Destructor 4.7.1c
When is HD 4.8 coming out approximately? Or is it better to wait for the update for gzdoom 4.9?
-
- Posts: 255
- Joined: Sat Apr 02, 2011 3:41 pm
Re: Hideous Destructor 4.7.1c
Still getting VM aborts on death by fire or bleedout.
-
- Posts: 4
- Joined: Sun Jun 26, 2022 6:30 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Hideous Destructor 4.7.1c
HERPs when wielded with zoom seem to have the sprite bob in the opposite direction as the weapon itself, and when strafing with 3 loaded mags the weapon seems to drift far beyond a reasonable distance from center. The second issue seems to go away when the HERP is loaded with 2 or fewer mags.
Blooper sprite offsets seem to end up way too high if you sprint and then queue up a reload/unload.
Blooper sprite offsets seem to end up way too high if you sprint and then queue up a reload/unload.
-
- Posts: 255
- Joined: Sat Apr 02, 2011 3:41 pm
Re: Hideous Destructor 4.7.1c
The inverted bobbing is actually a universal problem, it was caused by this commit. The crossbob.x logic just needs to be made negative like it was before the commit.
-
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Debian Bullseye
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Re: Hideous Destructor 4.7.1c
Apparently I'd somehow left the X offset in the simplified UpdateCrossBob backwards for over 24 hours, playing multiple maps in the time between, and never noticed until now. 
Everything should more or less be working now.

Everything should more or less be working now.
-
- Posts: 255
- Joined: Sat Apr 02, 2011 3:41 pm
Re: Hideous Destructor 4.7.1c
Speaking of Blooper offsets, the pickup sprite is way off to the right.
-
- Posts: 2166
- Joined: Mon Sep 05, 2011 8:50 pm
- Location: a place lol!
Re: Hideous Destructor 4.7.1c
All the weapon bobbing seems pretty aligned and smooth now, thankfully. Only thing I noticed is that some unload animations have slight jitter to them but IMO, they still have a good, fairly believable feel to them. All, except the BFG. There's a fair amount of jank in it's unload animation currently.