Haven't noticed the scaling issue but I think there's something in the 4.8.1 announcement indicating it's been fixed?Abba Zabba wrote:Is anybody else getting automap scaling weirdness with the latest 4.8.0 GZ stable? The user scale settings still work fine, but everytime the automap is opened, there's a split second where all the descriptors (map title, kill/item/secret count, total playtime) are at default scale before they automatically adjust to your setting. Fairly jarring.
Hideous Destructor 4.10.0b
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Matt
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Re: Hideous Destructor 4.7.1c
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Wolpertinger
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Re: Hideous Destructor 4.7.1c
It just occurred to me that I have yet to see a shield core in a wild backpack. They're flagged as armor, so it may be intentional, but it still seems odd, since potions and summoning talismans can be found pretty regularly.
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Eric_
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Re: Hideous Destructor 4.7.1c
Got this VM abort while playing multiplayer. The most I can say about what happened was that a zombieman was shooting at us, and maybe its target broke line of sight. We were more concerned about the mastermind in the area.
Also, my buddy was unable to staple my bandaged wounds with a medkit. It just reports that there are no wounds to treat, even though once I was holding the medkit I was able to staple.
Also, my buddy was unable to staple my bandaged wounds with a medkit. It just reports that there are no wounds to treat, even though once I was holding the medkit I was able to staple.
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ZikShadow
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Re: Hideous Destructor 4.7.1c
Would it be possible to readd the sparkly deaths the viles used to have in earlier versions of HDest? I know the lives system is out of the question at this point, but I've always liked seeing the viles explode to fancy confetti once you've downed 'em. Fascinating how that death behavior's been a thing even in the 2010 HDest versions.
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Abba Zabba
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Re: Hideous Destructor 4.7.1c
Thanks for that info! That, knock on wood, likely fixes the issue.Matt wrote:Haven't noticed the scaling issue but I think there's something in the 4.8.1 announcement indicating it's been fixed?
Edit: nope, still has this strange split-second scale jitter behavior. Do you have any force scale settings defined anywhere for automap info? I ask because no other mod I've ran with GZ 4.8.0 or 4.8.1 has this issue. And, it seems that this split-second scale isn't set to one size; if I make my fullscreen HUD larger than what I normally use, the split-second scale is, in fact, larger too, before going to the set setting.
Only bug to report at the moment would be that the chainsaw's teeth pivot when looking up or down from, I imagine, then new gun view feature. Not sure if crouching adds another layer of brokenness, will check and update post.
Edit: nope, crouching works fine with the chainsaw's postioning, it's just the gun view position feature (at least how it's implemented for the chainsaw) that's busted.
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Matt
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Re: Hideous Destructor 4.7.1c
The shield core can be placed in and removed from a backpack just fine so I have no idea what's going on there.
(As someone who's mostly played on Freedoom since the shield core was first made I have no recollection of having or not having found one in a random backpack.)
Chainsaw attack is definitely not coming from the same place as the standard gun position. I actually knowingly left it that way because (a) lazy and (b) because you're neither bracing the stock against your shoulder like with a rifle nor holding it up to eye level like a pistol.
I might lock it to viewpos later.
(As someone who's mostly played on Freedoom since the shield core was first made I have no recollection of having or not having found one in a random backpack.)
Chainsaw attack is definitely not coming from the same place as the standard gun position. I actually knowingly left it that way because (a) lazy and (b) because you're neither bracing the stock against your shoulder like with a rifle nor holding it up to eye level like a pistol.
I might lock it to viewpos later.
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Caligari87
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Re: Hideous Destructor 4.7.1c
On the subject of the gun position, I tried using it as the source position for my laser/flashlight mod and it seems like it doesn't respect viewbobbing. In other words, your gun position (and scope position I believe) stays at roughly the same height while your camera bobs up and down with movement. I believe viewz is the player variable which tracks this, might be an absolute position and not relative to player pos.z.

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Matt
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Re: Hideous Destructor 4.7.1c
I really need to read everyone's bug reports more carefully... I was prepared for another week-long rewrite-and-debug until I saw this word and it became obvious what happened.Eric_ wrote:bandaged
Apparently the calculation is there and I'd just multiplied it by zero at some point because I was trying to observe something else and never turned it back on.Caligari87 wrote:On the subject of the gun position, I tried using it as the source position for my laser/flashlight mod and it seems like it doesn't respect viewbobbing.
Last edited by Matt on Tue Jun 28, 2022 2:16 am, edited 1 time in total.
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Abba Zabba
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Re: Hideous Destructor 4.7.1c
It would be for the best, since it's not some slightly askew angle that one could argue is abstracted from the chainsaw's visual angle in the view sprite, but rather several feet of overreach when you're at around 140°-160° looking up.Matt wrote:Chainsaw attack is definitely not coming from the same place as the standard gun position. I actually knowingly left it that way because (a) lazy and (b) because you're neither bracing the stock against your shoulder like with a rifle nor holding it up to eye level like a pistol.
I might lock it to viewpos later.
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Melodica
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Re: Hideous Destructor 4.7.1c
Found a bug with the Slayer in the latest main, where reloading the side saddles with 1 or 2 shells in inventory always adds 3 shells to them, meaning you can duplicate shells with it. Here's a video showing it. EDIT: It doesn't seem to happen with the Hunter.
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Eric_
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Re: Hideous Destructor 4.7.1c
The new sights are basically unusable in multiplayer. Edit: still awful as of this commit, also pretty bad in singleplayer now. I can't call it unusable (in singleplayer) because my shots are going where I want them, but it sure isn't pleasant to look at. Sights are fine now, perhaps better than they've ever been under latency. They lag behind your point of aim but they do so accurately, so you can still actually use them because your front sight still represents where your bullet will be going.
Also, firing the Boss faster than it takes for the sights to recover causes a huge shift in the gun's position. All I did was fire from 5m, slightly adjust for recoil to fire at the same spot again, then fired the second shot, which landed far below where I was pointing. The same two shots taken on the previous stable are dead on. I guess it's assumed that I'm hipfiring if the sights aren't visible, but I don't think I'd be lowering the Boss that far just to rack the bolt between shots.
Also, firing the Boss faster than it takes for the sights to recover causes a huge shift in the gun's position. All I did was fire from 5m, slightly adjust for recoil to fire at the same spot again, then fired the second shot, which landed far below where I was pointing. The same two shots taken on the previous stable are dead on. I guess it's assumed that I'm hipfiring if the sights aren't visible, but I don't think I'd be lowering the Boss that far just to rack the bolt between shots.
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Abba Zabba
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Re: Hideous Destructor 4.7.1c
I like the slower to align iron and reflex sights, they feel like they're not perfectly aligned to where your pointing while moving, now. But the supremely jittery, chunky movement of them even under a snail's pace of mouse movement, winds up being quite jarring, at least to me. Is there a way to smooth them out?
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Wolpertinger
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Re: Hideous Destructor 4.7.1c
Three little bugs:
Looking straight up or straight down can cause the sights to appear way off-center, how much seems to depend on the player's rotation.
The new Blooper sights can have the front sight clip through the bottom of the back sight, unlike any other weapon.
While testing some DM I noticed the saw obituary in Freedoom reads "Victim was shredded by Killer's angle grinder" but in id doom it just reads "chainsaw"
Looking straight up or straight down can cause the sights to appear way off-center, how much seems to depend on the player's rotation.
The new Blooper sights can have the front sight clip through the bottom of the back sight, unlike any other weapon.
While testing some DM I noticed the saw obituary in Freedoom reads "Victim was shredded by Killer's angle grinder" but in id doom it just reads "chainsaw"
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Abba Zabba
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Re: Hideous Destructor 4.7.1c
Much better on the crosshair interpolation, the new sway had me swinging the pistol around for half a minute being mesmerized by how much you can flail around now, haha. Bulky, heavy weapons like the vulcanette and tube mag rocket launcher seem to take quite a while to align back to the center of the screen, however. I like how they take time to bring into a point of high-ready aim, but the final bit of waiting when you're standing still and it ever so slowly creeps back into alignment feels off. Liking the new position for the blooper's ladder sight!
Edit: noticed that at some recent point, monsters in pain make death sounds at random? It's a neat concept, but really clashes logic-wise with a few monsters, mainly the arachnotron with the power down component to its death sound, and the lost soul's fiery popping death sound.
Edit: noticed that at some recent point, monsters in pain make death sounds at random? It's a neat concept, but really clashes logic-wise with a few monsters, mainly the arachnotron with the power down component to its death sound, and the lost soul's fiery popping death sound.
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Matt
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Re: Hideous Destructor 4.7.1c
It does feel like a move back towards the pre-2012 (or at least pre-2015) balance in favour of taking the time to establish a secure firing position, though shorter-range fast-action stuff should still be viable.
One thing that surprises me about all these changes though is just how much less stopping power the rifles have thanks to the separate wound tracking and how much more relatively powerful the shotguns have suddenly become (even without the sped-up reloading - I went through a couple maps where the fast reload simply didn't matter because I never used the whole mag before getting a break in the action).
One thing that surprises me about all these changes though is just how much less stopping power the rifles have thanks to the separate wound tracking and how much more relatively powerful the shotguns have suddenly become (even without the sped-up reloading - I went through a couple maps where the fast reload simply didn't matter because I never used the whole mag before getting a break in the action).