Hideous Destructor - a weapon and monster mod for GZDoom
- Black flickering means you're bleeding to death.
- Use medikits to stop bleeding. They take time to work.
- Hit the reload key to reload.
- Hold the use/open door key to pick up things and melee people.
- Hold the jump key in front of a low ledge to climb over it.
- Hold the run/walk key to run.
- Stop moving and hold the use/open door key to view all inventory.
- To run on Doom 1/Ultimate Doom, load DOOM2.WAD as a PWAD before Hideous Destructor.
There are men with guns in this building. They want to kill you. You too have a gun. What do you do?
Hideous Destructor is designed around this principle: to bring back that feeling of doom in Doom. The men with guns can and will shoot to kill; if you survive, their demonic controllers can easily finish you off in more horrific ways.
Your motions are limited to human levels and any attack can leave you bleeding, burning or choking to death if it doesn't kill you outright. Episode 1 will be populated by a force that actually appears capable of eliminating a platoon of trained marines not unlike the player. Your opposition is swift, brutal and relentless, and you must be even more so to survive.
You may start the game with nearly any weapon you wish, or brave the impossible as the naked doomed marine with a pistol and 50 rounds. An array of advanced gadgetry and magical artifacts is available to give you a second chance when you need it most - which will be often.
The men with guns know you're here. There's no turning back now.
- Deadlier, faster weapons and monsters for more intense fights.
- Special monster attacks that take advantage of each monster's tactical and aesthetic niche.
- Detailed weapon behaviour including visible recoil, muzzle climb and weapon inertia and collision.
- Customized survival-based game modes for multiplayer.
- Designed to be compatible with the original Doom visual style.
Whe People Are Saying
Hideous Destructor still holds a place in my heart, even though I suck at it. It's right around that level of unfairness known as "Nintendo Hard", which is hard enough to make you throw down your controller (or keyboard in this case i guess) in disgust, but not hard enough that you won't try it again. I wish it was compatible with Skulltag, though, because I'm sure it'd be a blast in Survival. Except nobody would ever host it in Survival BECAUSE THEY'RE ALL PUSSIES. --Ethril
You have my respect for creating a system that drunkenly stumbles down the fine line between genius and insanity. --Greenmarine
This is not the story of the Hero Of Mankind of the original Doom games, invincible in stature and unstoppable in speed and brutality. This is the story of scared, desperate, and very human men in a desperate fight that cannot be won. --Slyd1r
--Bull. Vae never added the need to eat, sleep, piss, poo, or sleep. :P --It's hard enough that some people will mess their pants, and then eat comfort food and cry themselves to sleep, if that counts for anything. --XutaWoo/Ethril, on whether this mod's difficulty features could be considered "overboard"
--Typically, I hate games that play in this fashion, AKA slow-paced as all get out with a bleeding system that kills you far more often than the actual bullets do, and weapons where unless I've planted myself on my ass I can't shoot a gun for shit, but for some reason I can't stop playing this. Probably because I'm stubborn and it only makes me angry when I get murdered by anything in one to three shots, depending on what's doing the shooting. Maybe because I'm hoping I can take this to a LAN party at some point and have other people who will gladly die in my place. I dunno, it's intriguing, really. --twinkieman93
--This is Dark Souls. This is sci-fi Dark Souls with guns.
It looks like DooM, it feels like DooM, it handles like DooM (or ZDooM). It PLAYS like a vicious ex-spouse.
You will come to loathe the common zombieman for being an ubiquitous asshat who is happy to troll you while more threatening enemies finish you off. The pinky demon is now an angry yip-dog who is happy to lunge into your kneecaps teeth-first over and over again while your shots miss him by inches. The cacodemon is no longer a big dumb flying tomato that shoots slow projectiles---it is airborne death, spewing electric rage with power and accuracy that would make Thor weep tears of joy. The new arch vile is some of the scariest shit I've ever fought in a video game and the new cyberdemon will teach you humility.
- Main download: The mod itself.
- GZDoom SVN: Required to run HD. Just use whichever one is the newest and if you run into any problems involving obsolete code or exploits let me know.
December 9, 2013:
- Zombies may need to be healed twice to recover from gibbing.
- Picking up a stored DERP when you already have one now only picks up its pistol mag.
- Reduced chances of being ignited by the various imp balls.
- Tweaked some lost soul animations.
November 25, 2013:
- Bugfix: Brontornis death animation had a few extra MISL frames.
- Shortened the barrel blocks slightly.
- Archangel now noclipped.
- Made the muzzle blocker actors fastprojectiles to accommodate narrow railings.
- Permanently deleted all the up/down-stepping speed modification code. It just had too many bizarre exceptions that could not be resolved.
- Permanently deleted all the headshot code while I was at it.
- Sped up the Brontornis shell and made it too fast to be teleported.
November 18, 2013:
- Bugfix: Got left and right, positive and negative confused again. It didn't actually have any consequence in the last version as the 2 errors cancelled each other out, but the additional forced rotation from this update made it noticeable.
- Narrowed the weapon collision "box" by, like, a pixel.
- Player now forced to turn when sidestepping while their gun is caught against the wall.
- You turn faster while moving.
- Added some audio feedback for the weapon collision.
- Reduced radius of all humanoids. Zombies are now as hard to hit as the player. Yes, I've been coddling you people this whole time with fat target zombies. Enjoy your parity, folks!
- Player slows down while moving up or down height differences. The relevant code also kicks in in a moving lift, but I'll take a look at that later.
- You can jump forwards with virtually no running start.
November 17, 2013:
- Bugfix: Various weapons did not properly check for sv_infiniteammo. Still no plans to support sv_fastweapons which is glitchy as all hell anyway.
- Replaced battle rifle sound.
- BFG now requires you to hold the fire button for a moment before it reaches critical and fires.
- Long weapons now get caught against walls, preventing you from turning without lowering your weapon or backing away.
- Lowered chances of turrette spawning when unloading a BFG.
November 11, 2013:
- Bugfix: What the hell was I thinking when I set that spectre raise state.
- Being set on fire now only lasts a third as long in Homely skill.
- Reduced hellfire speed and lifespan.
- Increased the delay before the caco ball's lightning sparks to keep them from killing themselves.
- Bossbrain dying explosions now spawn a random distance between floor and ceiling.
- Archangels no longer feel pain while attacking or healing.
November 4, 2013:
- Bugfix: Brontornis handled like the rifle instead of the SSG.
- Bugfix: Increasing spent casing size to 2x2 instead of 1x1 seems to prevent them from clipping through walls if you shoot right next to one.
- Bugfix: You could put the pin back in on a grenade that was cooking.
- Battle rifle slightly heavier, handling more similar to the shotgun.
- Battle rifle brass doesn't shoot forward quite as much.
- Raised the height of the pistol casing ejection to make it line up with the slide instead of somewhere under it.
- Reduced max Liberator mag capacity to 5 (+ spares + gun).
- You now lower your weapon while jumping.
- Increased speed penalty if overfatigued.
- Redid the pump shotgun reloading sequence. Now if you interrupt with shells in hand, and you have no space in your general pool, you drop the shells on the ground, but on the plus side things should be a little faster, and you can load 3 shells at once from either pool - and 2 shells even at extremely low health.
- New shotgun function! When you hit Zoom, up to 3 shells are removed from the side saddles of the other shotgun and placed in your general pool.
- Medical station now gives you up to 20 shots.
- Got rid of all instances of PUNG from the weapons, just to see what it looks like.
- The grenade toss is now represented by a HUD cursor that hopefully is a bit more useful.
- Added a short delay after you either auto-throw an overcooked grenade or put the pin back into a non-cooking grenade, to (hopefully) prevent more accidental re-pulls.
October 28, 2013:
- Bugfix: If your spare ammo was maxed out, you could not swap rifles. The way this has been addressed, if you try it now, with the ZM66 you will lose that stripped spare ammo, while with the Liberator you will, if you have 29+ spare rounds at the time of pickup, automatically consolidate and then drop one full mag in the course of stripping ammo.
- Bugfix: Full Liberator mag sprite wasn't scaled.
- Email to Lynn Forest's 19-year-old uni email address from FEMDOOM.TXT, predictably, bounced. Including the text file anyway along with the mugshot (which are not edited in any way except to recompile the entire WAD with DeuTex to change the lump names). Now to do something about the burly fists...
- Burning barrels now emit smoke, throw flaming debris and set things on fire at a wider radius. Conversely, their health is boosted to 100, equal to the nukage barrel.
- Increased rate of zombieman mag drops and reduced shotgunguys' shell drops.
October 21, 2013:
- Bugfix: Liberator grenade rifle was not showing on the HUD.
- Am no longer trying to get the dates on this page to conform to DD MMMM YYYY.
- Overhauled the HUD so everything is force-scaled to 640x400.
- Increased maximum damage for all rifles.
- Added female player sounds. No skin or mugshot just yet. All ripped from the original Unreal Tournament, except the taunt which (for now, until I find something better) is Jay's mom yelling "Fuck you you fucking square!" in Jay And Silent Bob Strike Back.
- Crosshair now only shows if your FOV setting is between 80 and 120.
October 14, 2013:
- As a grotesque and unprincipled concession to you weak, pathetic nubs, I've added a couple A_Chase frames after the healer imp's heal state so it takes a step or two before it starts healing again, but only unless it is interrupted by pain or attack.
- You can now beat someone to death with an inactive chainsaw. You will need to press altfire to actually turn the thing on. This has no combat application whatsoever and the only reason I added this feature is because I said I would. (wasp bombs are still out of the question though.)
- Chainsaw also slightly less jittery.
- Happy Thanksgiving, folks! (Reduce, reuse and recycle!)
07 October 2013:
- Bugfix: Holding sprint would increase your fatigue even if you weren't moving.
- Team display is now always visible in the hud.
- Dumped a bit of spaghetti in favour of the real, official GetWeapon().
- Super shotgun guy's double-barrel shot now plays its second shot in a separate channel.
30 September 2013:
The intent of the varying HUD visibility is to limit you to what you can see or feel while not doing certain things. By that logic the mugshot should always be visible, rather than being lumped with armour and spare ammo. Removed by popular demand.
- I think the opt-in HUD is here to stay. Updated manual accordingly.
- Weapon status and inventory positions between normal and fullscreen HUDs are now consistent.
- Got rid of the 1-pixel strip on the bottom of the normal HUD.
23 September 2013:
- Bugfix: you could not mantle over a perfectly diagonal ledge like the "climb over this simple ledge to skip 80% of the level" ledge on Gantlet or the cars in Hockdudu's CoD4 Killhouse (which super-thin ledges motivated the fix that led to this side effect in the first place). The mantling check now checks for 3 separate distances; you still have to be much closer to a diagonal ledge to climb it than a horizontal one, but at least you can.
- Bugfix: Hitting alt reload on something with no such function, then switching to the rocket launcher, would have you instantly try to load a HEAT round.
- Inventory now also invisible if you've got the sprint key on, to match the weapon lowering.
- BFG alt reload now also unloads a cellpack.
- Not sure if this was in last update, but if casings didn't teleport before, they do now.
16 September 2013:
- Bugfix: hot brass always did damage, was not specified as damagetype "Thermal" (and thus not subject to any resistances) and the damage amount was just too high, making the brass a ridiculously effective weapon. (It's still unrealistically possible to kill someone with brass alone, but you'd have to really try.)
- Bugworkaround: Crash when going into the player setup menu if anything other than basic frames were added immediately after the see state label. Relatedly, used an awful hack to get rid of the awfuller blinking in and out of existence the player suffered while in the player setup menu.
- Added console commands for the DERP. Type derp for a list. For now the only commands are:
- derpt for "turret" mode, now the default, which means the DERP doesn't move on its own initiative;
- derpp for "patrol" mode which is the old normal behaviour;
- derptz for "ambush" mode which is turret mode without shooting; and
- derppz for "follow" mode which patrol mode without shooting (but the DERP will still attempt to pursue targets).
- Got rid of the DERP's "no target available" message spam.
- Quadrupled the number of individual shots given per unit of cell ammo used by the particle beam, but reduced the direct damage significantly.
- Some tweaks and fixes to the caco's ball exploding effects.
- Spectres no longer totally silent while cloaked.
- Added a different sprite for Liberator brass.
- Changed the explosion in the status bar to MISLD0 instead of MISLC0. Hopefully it'll still be visible enough.
- While I was fucking around with the menus, I finally got around to changing the word "Class" to "Loadout", and got rid of some options in the player setup menu that don't (or at least shouldn't) do anything in HD.
- Inventory view no longer visible while you're walking about.
08 September 2013:
- Bugfix: HUD checked for Brontornis when it should have checked for Liberator.
- Bugfix: You could "drop" the Liberator, then pick it up again, and get extra ammo each time.
- Bugfix: HUD values wrong for injector.
- Changed the squad summoner sprite to use the old cased rifle.
- Brass can now be picked up.
- Beefed up the recoil effects for the Liberator and reused the old version of the rifle sound for it.
- Tweaked the Liberator mag graphics to better distinguish empties. As a side note, you now always pocket any 7mm mag with any ammo in it.
- Interrupting a Liberator reload no longer necessitates firing.
- Made the Liberator scope crosshair a bit bigger and hopefully easier to use.
- Got rid of the "double moving penalties for chaingun and plasma muzzle climb" special case.
- Slightly increased plasma damage output.
- Added reloading. Between maps you are now assumed to grind down powder in the otherwise useless opened 4.26 UAC Standard mags and reload them into your spent brass. (Presumably you find bullets somewhere; the Liberator is surprisingly not picky about that.)
- Liberator can now take a grenade launcher attachment, and the
OldskoolClassic Rifleman starts with it the same as the Rifleman.
- Chaingun and ZM66 now automatically load mags during start-level weapon consolidation, but only where there is room for an entire new mag.
- Liberator aim mode now resets just like the ZM66.
- Added fullbrights to various rail effects.
- Cacodemon's attacks more powerful and electric-looking.
- Clipbox replacements now spawn loaded rifles again.
- Experimental feature creep: Full HUD now only appears while you are not moving too much and are holding the use key. Otherwise, you only get your weapon status and inventory.
- Moved fist up ahead of chainsaw to be consistent with all other slots with the faster-draw weapon having higher priority.
02 September 2013:
- Bugfix: Bulletbox replacer was still spawning the old strip-ammo rifle pickup.
- Restored Vulcanette alt reload. It was either this or chaingun pickups didn't give you ammo.
- Injector help message is now a status bar supply indicator.
- New automap hud.
- Alt reload can now also be used to load a HEAT round.
- Added a bit of base impact damage to the rocquette.
- Shrunk the ladder sight to match the new rifle sprite.
- Brontornis is now slot 7.
- Added a new weapon: the 7mm Liberator battle rifle! 30 round mag plus one in the chamber, none of the ridiculous drawbacks of the ZM66! No longer in production, very hard to find just lying about.
26 August 2013:
- Bugfix: "NoChamberedRifle" was defined again in dcrifle. I've since taken it out of dcfunctn. (In case anyone's wondering: I briefly tried making the ZM66 open-bolt to address the heating issue and removed all references to "NoChamberedRifle" in dcrifle, and assumed that I'd gotten rid of that actor in the process as well.)
- Bugfix: Forgot to update ACS and Doomguy to reflect new pistol mag capacity.
- Bugfix: Chaingunguy xdeath ended 1 frame too far.
- Increased trigger lag for rifle salvo by 1 tic.
- Halved the spectre's regeneration rate while chasing, but allowed it to regenerate without a target.
- Added both fullauto and burst. And cookoff.
- Shotgun damage now somewhere between the last update and the one before.
- Made the pistol non-caseless again and set the mag size to 15.
- I've temporarily removed all caseless mag consolidation. If this does not make the rifle and chaingun useless I will finalize it for the next release. However, each UAC Standard mag now holds 50 rounds, but each shot does less damage. Nonetheless, theoretically, you can kill a cyberdemon with a Vulcanette and have enough left to take out a baron.
Gave ejected pistol casings an ice translation to look like steel, when it occurred to me that a plausible midfuture setting would likely not have as much copper to casually waste like this. Fuck it, they're just plastic coloured yellow for the same reason save buttons look like floppy discs.
- Replaced all numbered scripts with named scripts.
- You no longer fumble around for a shell in your pockets if the only loadable shell for your pump shotgun is in your side saddle.
- The adoption of the ZM66 despite the reduced stopping power, cookoff risk, complicated machinery and fickle "you need to buy brand new mags every time you reload" tech lock-in is all explained in the manual fluff.
- BFG now only occasionally unleashes hell on you. It is now much more efficient at providing power.
- New ZM66 first-person sprite! Now with almost passing semblance to pickup!
- ZM66 also jams! Press Reload to try to clear the jam, or pick up another gun for instant gratification.
19 August 2013:
- Bugfix: super shotgun guy spreads were totally independent of each other in a double blast.
- Bugfix: You would always strip ammo from rifle pickups even when you could not carry any more, wasting whatever you should have left in the gun.
- Bugfix: How on earth did I manage to leave the zombiemen firing from height 32 all this time after adding the new shooting frames?
- Bugfix: Gibbed zombies did not drop rifles.
- Changed ACS skill of Grimdark to #5 and permanently deleted the triple-damage skills.
- Increased rifle's tolerance before cookoff from 18-22 to 22-24.
- Testing proof of concept added: HEADSHOTS. Go to the "dcheads.txt" DECORATE lump and uncomment out the replacement actors to try it out on the imps and zombies. This is not even at the alpha stages - one major problem, for instance, is that the monsters' own projectiles keep hitting the head actor. This will most likely never be fully implemented, for the following reasons:
Makes the game too easy. Does nothing to prevent getting one-shotted by a mage imp's power attack, but see below.
- Critters - or at least those with large projectiles - keep headshotting themselves. I can work around this, but their shots would not work point blank.
- Playerpawn would keep headshotting itself for the same reason.
- Because your shot is assumed to be fired from roughly eye level, every point blank shot on a zombie or imp is a near guaranteed kill, at a range when if anything they should be past the muzzle of your barrel. I think I'd rather get weapon length behaviour in before I proceed further if "spend 1 bullet for an instakill melee attack" is the resulting gameplay.
- Gave the zombies little checks to make sure they wouldn't waste their time firing at a wall.
- After learning a few things about caseless ammo, I've changed some weapon behaviour:
- Made the ZM66 a bullpup. More importantly, it now has a 3-round salvo instead of full auto. Because of the way the feeding mechanism works for the salvo there is no longer any risk of a cookoff (unless you're trying to fire a single shot while in salvo mode, which I haven't checked).
- I can't think of any damn reason why caseless ammo would be commonplace in this setting but not used for pistol rounds. Pistols no longer get casings and mag capacity is now up to 20. Relatedly, the DERP now has a much higher shooting rate. As these are much lower energy projectiles and mags are still only 20, there is no cookoff issue.
- I'm leaving the reloading system unchanged. The caseless mags are assumed to have a "trophallaxis" system where you can put the mouths of 2 mags together and push the rounds from one into the other, negating any need to touch the rounds themselves and risk gumming up the system.
- Beefed up the shotgun damage to make them not quite useless, because this salvo will "one"-shot everything that could also be one-shotted by the shotgun, but made the buckshot's damage taper off faster.
12 August 2013:
- Bugfix: Brontornis shell did just as much damage penetrating as exploding.
- Bugfix: Turning movement applied even while dead.
- Bugfix: Brontornis pickup sprite had no offset defined.
- Bugfix: Walking did not actually update your standing angle.
- Bugfix: Spectre would play melee sound twice when uncloaking to attack.
- Bugfix: Various randomspawners had 255 where they should have had 256.
- Bugfix: That was not where you put the ladder sight on any sanely-designed gun.
- Added idle wandering behaviour to imps, zombies and Nazis, and made the ones for the arachnotron a bit more elaborate.
- Archvile now only de-noclips when healing, rather than when attacking.
- Replaced railgun marine with rocket marine.
- Rifle now cooks off. Someday I may well implement the gun dropping from a dead character while cooking off, then spraying bullets everywhere on its own and making a mess of things. Not this update yet, though.
- Made it impossible to abort a BFG reload once you've reached into your pocket for a cell, to make it easier to load only one cell and charge up the rest of the shot.
- You no longer get a DERP in deathmatch.
- If the vulcanette is not turned on, it will shoot semi. The recoil has also been re-implemented in most situations to keep the vulcanette from becoming an unstoppable sniper weapon.
- Adjusted the chaingun drift. Once the gun is supported, you can safely point it anywhere you want.
- Swapped healer and mage imp spawn rates.
- Imps now gib more easily but do not need to be raised twice from gibbing.
- Added some out-of-LOS slow wandering for the marines and did the same thing with the DERP I did to fix the caco.
- Renamed the final skill level to "Grimdark". I've also replaced stimpacks with medikits, megaspheres with soulspheres, soulspheres with major armour pickups, and health bonuses with armour bonuses.
- Invulnerability also makes you immune to fatigue. Hold forward, run and jump to reach ridiculous speeds.
- Shotgun guys now occasionally carry super shotguns.
- Spectre now flees slightly less quickly when cloaking and has a slightly shorter melee range.
- Got rid of the triple-damage skill levels.
- Added a little reminder to the Injector as to which button does what.
- Green armour replacement now never spawns black armour, and blue armour replacement now never spawns green.
- Being set on fire no longer creates an explosion for every flame, hopefully saving a bit of processor time. You are also no longer able to aim down sights while on fire.
05 August 2013:
- Bugfix: Spectres weren't fuzzy when flickering into view.
- Bugfix: Got rid of all the error-reporting nodelay calls. I may have broken something in doing this.
- Bugfix: Apparently using TNT1 for the first spawn frame on the player broke the crouch sprite.
- Lowered chaingunguy health and eliminated his instant retaliation (something the player hasn't been able to do since like 2008).
- Bugfix??????: I received a report, confirmed by my understanding of the code when I looked at it, that hitting alt reload while an underslung grenade had been loaded would cause the rifle to enter an infinite loop that would prevent shooting or switching. Strange thing, however, is that it works perfectly fine for me. I've changed the code to fix what I think is the problem, but I have no idea if I actually fixed it.
- Got rid of the handle on the ZM66, pushed the scope forward a bit, and moved the front sight back towards the handguard.
- Ambushing arachnotrons no longer wander.
- Cleaned up babuin death state.
- Added a thing to keep you from switching rapidly back and forth between zooms on the rifle and particle beam if you held the zoom key too long.
- Frag grenades don't roll as much now.
- Brontornis now responds to the weapon support system.
- You now move a little when you turn around, instead of pivoting on a perfectly stable axis.
- You no longer go into the sprinting animation if you are attempting to sprint but are overfatigued.
- You no longer stagger about while moving if injured but crouching.
- Redid the Brontornis penetration code which was still quite stubbornly broken. Hesitant to call it a bugfix just yet.
29 July 2013:
- Bugfix: Zombies were stuck in their bleeding state.
- Bugfix: Brontornis spread was 10x too great if shot while moving.
- Bugfix: The mantle checking object was too small and sped too far ahead, making it impossible to check thin obstacles immediately in front of the player.
- Bugfix: Default crosshair would appear if you died while sprinting.
- Bugfix: The code that stopped you from continuing to be on fire after you respawned in multiplayer was being ignored in deathmatch.
- Reduced the hand grenade follow-through delay.
- Reduced the amount of fatigue gained from jumping and kicking.
- Added wandering and turning code for the arachnotrons.
- Implemented the nodelay keyword for all bullets and the Brontornis shell. No more shitty ripper shotgun hacks!
- More mantling tweaks.
- More forward movement when attacking while berserk.
- Lowered gruntspeed.
- Increased Nazi health to 80 for consistency with zombies.
- Reduced marine health to 120 and undead marine health to 100.
- Added a MISLC0 onto the HUD when you've got the underslung grenade launcher selected, just to make it really clear what your next left click should be doing.
- Added a telescopic sight to the rifle. Use the zoom key to swith between scope and irons; if you don't have a grenade launcher attachment, altfire can also be used. It is possible to shoot a grenade launcher while scoped but you won't be able to see what you're shooting at.
- You can now use the alt reload key to unload one mag from the Vulcanette.
- Slight tweaks to the rifle ironsight crosshair to better match what you see in the scope.
- Got the flyers to use a combination of A_Chase movement and velocity-based thrust in hopes of keeping them from getting stuck in walls.
- Changing the rules again. Instead of getting a recoil reduction whenever you're crouching, there is now a check to see if there's a floor <28 units under and in front of the player unobstructed by a wall or actor. If there is, your muzzle climb is reduced to 1/3. This lets you shoot over small ledges without sacrificing accuracy because you can't crouch.
- Replaced the Vulcanette sight.
- Particle beam zoom now uses the zoom button and is not instant.
22 July 2013:
- Bugfix: Forgot the teleport sound.
- Bugfix: Nazi death animation stopped 1 frame short.
- Bugfix: Kicking someone against a wall did much more damage than intended.
- Bugfix: The ACS weapon check change from a few updates back made you unable to sprint with frag grenades or fist.
- Bugfix: The little jab in the fist reload combo did 1d3 times more damage than it should.
- Slowed down the jab combo.
- Tied fist altfire to fatigue. If you're overfatigued (30) you just punch instead.
- Removed babuin shadow flag.
- Added a minor slowdown when fatigue is too high, which kicks in just before you are no longer able to sprint.
- Increased the rate of fatigue cooldown and scaled it based on existing fatigue (the less fatigued you are, the faster you recover).
- Greatly reduced fatigue from mantling. Conversely, reduced player step height to 20.
- Added some random waggle to all guns if fired while moving.
- Scaled down mantling to prevent those crazy super-jumps up to higher ledges.
- Teleport fog no longer displays if you respawn while out.
- Smoking chunks sometimes leave trails.
- Sped up the NY reload. The pistol is also not going to alert monsters if fired outdoors or in a large enough space for the sound to dissipate (>256 units high). "What's that popping sound?" "Sorry, must've been something I ate."
- Replaced the landing sound.
- Meds, berserk, blue healing, pain, bleeding and thermal damage now all affect fatigue.
- Added some jittering to your aim when you're fatigued. Your view also darkens a little, provided you're not also wounded. (At some point I may combine the fatigue system with the bleeding system, but not now.)
- Low health leaves persistent fatigue that cannot be restored until you heal.
- To make up for all the things that can add to your fatigue, it wears off faster now.
- Hand no longer visible when fist ready.
- The jab now pulls the target in, facilitating rather than frustrating the follow-up punch.
- Rifle is now slot 4, Brontornis slot 6, Injector slot 8.
15 July 2013:
- Bugfix: Player would occasionally jump to the spawn state, while dead, after suiciding with the thunder buster - and only the thunder buster. This was due to the way the weapon's flash was being handled, which looks like ass if I don't do it this way. Now the player's "missile" state explicitly jumps to a death state if the player's health is below 0. (Thanks to DoomRater for pointing out the cause)
- Bugfix: Brontornis might not have been doing full damage in certain situations.
- Bugworkaround: Undid the corpse thing from the last update because things could not be raised.
- Added a thing in the quickstart and manual about how to play Doom 1 with HD.
- Added some lift once the rocket ignites, so the initial lobbing arc isn't as steep.
- Status bar now disappears when you're out.
- Increased insurgent's chance of getting a powerful weapon.
- Increased the Brontornis' maximum range to 3. 3 direct hit kills.
- Replaced a lot of the spawned dying-cyberdemon actors with particles. No more undocumented revenge medusa attack!
- Radsuit is now subject only to taking damage, not mere passage of time.
- Beefed up the HEAT rockets to make them worth using compared to the Brontornis. Only takes 3 shots to kill a cyberdemon now.
- Added some meat to the spiderdemon death. Didn't really sit well with me before.
- Added the Brontornis into the main game by adding:
- the playerclass "Bombardier"; and
- the cvar hd_nobronto.
- Realized that the rocket launcher was now much cheaper than either the BFG or the Brontornis, so now you also get hd_norockets. If both this and hd_nobronto are true, both weapons are replaced with the grenade rifle.
- The hd_no* cvars now only prevent spawning with a prohibited weapon.
- Replaced the teleport fog so you're not blinded by it.
- Gave cyberdemon some wandering frames.
- Increased raise and lower speed for Brontornis.
08 July 2013:
- Bugfix: Doomguy un-cheat did not remove the Brontornis.
- Bugfix: Infinite ammo server setting now works correctly.
- Bugfix: Hand should not have been visible while deselecting frag grenades while empty.
- The Thunder Buster is now the scary freakish experimental lightning gun monstrosity it ought to be. The actual overall damage potential has been significantly reduced, but more of what's left is effective against any target. Try it. You'll like it. Use the same technique as watering the meadows of France.
- The Thunder Buster's altfire now toggles the sight zoom, which is now completely opaque. The sight picture has also been changed to something a bit more sane.
- Added a new attack to the fist. Hit reload for a quick one-two strike with both hands. Note that the first strike is a very tiny opening jab with your already-raised right hand, so you have to be up close to use this.
- Changed the shotgun loading sound to the SSG shell loading sound in Doom 2.
- Added a new set of screenshots.
- Increased base Brontornis projectile damage. Still does a bit less damage than even the new Thunder Buster, but can mostly one-shot anything short of a baron. It is now also impossible to kill yourself with the recoil.
- The Brontornis shell now has a special ability: if the first monster it hits is gibbed on impact, or if it's hit on a glancing shot, the shell keeps going! Theoretically this can make it a point-blank weapon if you pick your targets right.
- Overhauled the BFG seeker rails to take advantage of many things that did not exist in ZDoom when I first designed them.
- Replaced the revenant trails with a simple +rockettrail. It now looks like a more refined version of the vanilla bulletpuff effect. Screenshot updated accordingly.
- Zombies, imps and demons' corpses now use earlier falling frames when they are not touching the ground, so they don't look as flat and buggy when thrown about by explosions and whatnot.
- Increased revenant rockets to 6x6 from 4x4. They are still only meant to be theoretically shootable.
- Rad suit now lasts 5 minutes and is much more effective against fire.
- Changed the HUDs around. The "big" HUD is now the fullscreen HUD, while the "minimized" HUD has been completely redone and is the "normal" HUD.
- Got rid of the BFG tracers entirely in deathmatch. Now it's just a big exploding projectile.
- Changed the rocket behaviour a bit. It now lobs in a slow arc, then arms and ignites outside the launcher. This was my original intention way back in 2007 and was abandoned as unfeasible and needlessly complicated; in fact, the self-propelled straight shooting missile and less energy directed back into the gun both work quite nicely with the overheat concerns if this weapon were used in a vacuum.
- Added the Brontornis to the HUD, and the Brontornis and its ammo now randomly spawn in place of cell ammo. You can't deliberately spawn with the Brontornis but it does randomly appear for Insurgents. I now consider this weapon to be a full part of the mod.
01 July 2013:
- Bugfix: New weapon rounds misnamed in ACS calls.
- Bugfix: Lost souls and cacos were getting stuck. They still get stuck, but it's not quite as bad.
- Bugfix: One part of the zombieman firing code made sure they never entered the cover fire sequence.
- Renamed the new weapon the Brontornis. It is also much beefier both aesthetically and functionally.
- Added 3 new console commands:
- hd_forcepistolstart: makes you start with a pistol and 50 rounds regardless of your class choice.
- hd_nobfg: replaces the BFG in all instances with the particle beam. It still spawns, but you just get the particle beam instead on pickup.
- hd_clearcv: resets the above CVars to their defaults (both false).
- Added a quickstart guide to this page, the manual, and the OP of the development thread.
- Black armour now restricts sprinting.
- Ambushing spectres now start out cloaked.
- Restored pistol sound to original volume.
- Tweaked zombieman and shotgunguy (and, by connection, rifleman and swat) attack paradigm again. A lot more dangerous now.
- Knocked off one tic from the pistol cycling sequence.
- Particle beam does assloads more damage. Still useless.
- You now discard your mag if you are moving about while reloading your rifle and you have fewer than 6 shots plus your chamber.
- Your aim is now taken slightly off target when reloading.
- Defined a new, yell-free dying sound for zombies bleeding out.
- Reduced the resources required for a medical station to 1 medikit and 2 stimpacks in addition to the cell.
24 June 2013 hotfix:
Bolter Blaster round would explode inside you if you died from its recoil.
- Bugfix: forgot to update the slot numbers in the manual.
- Switched the
Bolter Blaster crosshair to use the rocket launcher crosshair.
- In before the Games Workshop C&D.
24 June 2013:
- Bugfix: Extra 1-tic delay in the super shotgun whenever the flash would be visible.
Rifle is now slot 4. No Gir that's bad. I'm leaving the rifle on slot 2 to keep it consistent with Brutal Doom.
- Shotguns now have an alt reload so you can reload straight from your pockets instead of loading from the side saddles, then replenishing from the pockets into the side saddles.
- Added a slight "notice the target is there" time for a bigger distinction between when the chaingunguy is waiting to shoot you and when he's firing away regardless of your popping back into view.
- Monsters with rifles, shotguns and chainguns now have reloading sequences.
- Chaingun now counts empty mags, so you don't spawn 5 empties even though you'd reloaded only 3 mags since the last time the gun was reloaded from empty.
- Rocketeers now actually check before shooting.
- Got rid of the alt reloader inventory item. To use alt reload you must bind a key to +hd_altreload.
- Idle marines now wander about, as do spectres provided they do not have +ambush.
- DERP bot now thrusts itself along.
- Added the ability to administer healing items on to other players! Select the Injector weapon actor (slot 9), walk up to the patient, and hold:
- Fire for a medikit;
- Altfire for a stimpack; and
- Both buttons for a berserk pack.
- Changed all bullet actors to rely on a single projectile actor throughout a given projectile's lifetime. The formula for calculating speed and damage is now totally different, and the aimpoints have changed slightly.
- +reload while the rifle is in grenade mode will load the grenade.
- Zombies, cyberdemon and spider mastermind now take a bit of time to turn around if you escape LOS and then catch them from behind! If this works well I'm going to implement it for some other monsters too. The bullet enemies' "relaxed" movement should also look a bit more natural when watching them under the allmap cheat.
- A curious side effect of having to work around a bug that arose from basing the bullet damage on a uservar that must be set after spawn is that you now get a lot more blood actors from a point-blank shotgun blast.
- It is now slightly easier to abort a chaingun, plasma or BFG reload.
- Overhauled the cacodemon and pain elemental movement to make them feel more like big floating turrets.
- Got rid of the ridiculous strafing movement by the lost souls in favour of a smoother glide.
- DERP bot now checks line of fire to its target and shoots from its own height.
- Slightly reduced the player's sidemove.
- Cyberdemon now moves towards you in its dying throes.
- There is now a hidden, experimental weapon, the
Bolter Blaster. It's on slot 8. It does not replace anything at the moment, nor is there any playerclass that spawns with it, so you will need to IDFA for it. Try it - from a safe distance.
17 June 2013:
- Changing the shotgun formula back to a bell curve instead of a flat random spread. The maximum possible spread is now actually greater than in the last update, but generally the patterns should be much tighter, more natural and tending closer to the aimpoint.
- Rewrote some of the shotgun fluff to, you know, make sense.
- Total overhaul of zombieman attack. Use of frandom in all places means they're a lot likelier to narrowly miss than hit at longer ranges. They're also easier to distract with your own shots.
- The slowest two stages of the shotgun pellet no longer leave sonic cracks.
- Chaingunguys now offer similar cover fire to zombiemen.
- Shotgunguys and imps now shoot where you were immediately before they lost LOS if you if you get behind cover immediately before the projectile is loosed.
- Mage imp's missile swarm now works as originally intended.
- Drunk imps now spam everything.
- The healer imp shield ball now explodes into a shower of smoke and burning chunks, creating a smoke screen to further frustrate an attacker.
- Zombies and marines now drop their rifles only once. If they are raised and killed again, no rifle spawns.
- Mancubus now arcs its shots.
- Spectre is melee-only and much better cloaked, its health restored to 150.
- I drew a picture for you guys.
10 June 2013:
- Bugfix: Fullscreen HUD did not have chaingun spare ammo icon.
- Bugfix: Distant rifle sound wasn't playing for riflemen.
- Changed a few randomizer calls in the buckshot to use A_ChangeVelocity for easier maintenance. The spreads are now much more random, which greatly reduces the shotgun's effective range. On the bright side, you're a lot more likely to kill 2 (already wounded) zombies with one shot!
- Changed the boss brain text from gold to white, and fixed a few missed colour calls in the process.
- Created a new actor for cyborg (revenant, arachnotron) blood mixing blood actors and wallchunk actors.
- Zombies and marines now shoot in the direction they are facing at the time of the shot, instead of aiming at the target directly.
- Made the distant gunshot effects spawn from the initial bullet actors instead of calling them every time each gun is fired.
- The girlfriend mode joke overstayed its welcome long ago, but I like having the tweaked difficulty that isn't quite as extreme as Nightmare or the 3x levels. Renamed.
- Switched over to the new MAPINFO format.
03 June 2013:
- Bugfix: Hand grenade was subject to rocket launcher's weapon inertia and rocket launcher had no inertia at all.
- Bugfix: Ghosts should occasionally drop talismans.
- Bugfix: Talismans were stripped between maps. I suspect this was my original intent, but fuck that.
- Miscellaneous ACS tweaks.
- Made it a bit easier to gain fatigue by sprinting.
- Made the BFG a little bulkier.
- Sped up the basic rifle's deselect.
- Default skill is now medium.
- Added a bit of initial velocity to the medikit pickup that spawns when you pick up a "full" kit while already in possession of 7 units.
- Now you can switch between two rates of fire on the chaingun using the fire mode key, and there is a larger difference between them (the slow fire being comparable to the vanilla Doom chaingun). Also, your movement is slower and your large turns more erratic while the gun is spinning; on the plus side, the trigger is 1 tic more responsive.
- Reduced the Assault loadout's starting rocket ammo to 8 (plus the one in the tube).
- Gave the caco a floatbob and lowered its preshot sprite a bit.
- Revenant tracers can now be shot down. I've also restored their "don't track if you can't see the player" code and added a special case so they're slightly less stupid about corners and crouchers. Also they cause little screenshakes when they hit.
- Added titlepic for 6/4:
In July, Soviet President Mikhail Gorbachev, who visited Beijing during the protests in May, renounced the Brezhnev Doctrine and the revolutions that swept Eastern Europe in the fall and winter of 1989 proceeded largely peacefully.
31 May 2013:
- Bugfix: Kick relied on JumpPower. It is now based on a simple timer, and limited when your fatigue goes above 50.
- Bugfix: "SWATShot" copied without changing the name.
- Bugfix: One of the optimization attempts involved using a switch statement for a string array. This loophole was "fixed" in a later ZDoom subversion that I wasn't using at the time. Now I've loaded the string into a separate variable and added a bunch of spaghetti to keep the switch statements. In retrospect going back to ifthenelse might've been faster but honestly I haven't the slightest clue if any of this makes any difference at all so I'm just going with the one that seems more readable.
- Doomguy death animation now skips a couple of the initial falling-down frames when the player is crouched, so it doesn't look like you're standing back up for the sole purpose of falling down to die.
- Made med items call A_ExecuteAlways because I noticed sometimes they weren't working in a hectic botmatch.
27 May 2013:
- Bugfix: Missed a renamed HEATAmmo actor which caused a crash if you started a deathmatch with -nomonsters.
- Bugfix: Lives counter wasn't showing in deathmatch when the crosshair was up. This bug is still present with the little white end-round text and I have no idea what fixed it for the counter.
- Bugfix: You jumped higher and further with a heavier weapon.
- Deleted some commented-out code in the ACS I'll never use again.
- Finally actually replaced the scripted ZDoom marines.
- Made the riflemen shoot like rifleMEN not incontinent fullauto cawadoody-playing BEBIES. (I am fully aware of the irony.)
- Added a new inventory item to allow the lives counter to appear on the status bar.
- Archvile somewhat more likely to return after getting hit.
- Streamlined the constant weapon checks.
- Movement and turning penalties for bulky weapons are halved while berserk.
- Jumping, mantling and sprinting all work from the same fatigue meter. You may notice some increased mobility.
- Bots now use medical supplies instead of letting them instantly add to their health.
- Zombies now don't always scream when they bleed to death.
13 May 2013:
- Bugfix: The Taunter item is now given to the Doomed Guy and Insurgent classes.
- Bugfix: Turrette should have had DoomEdNum 23004.
- Bugfix: Corrected various references to obsolete actors and actor names. Anyone who was complaining about missing pistol ammo in the last few versions was, in fact, correct.
- Added one more mag that may be dropped by zombiemen.
- Reduced the bullet cracks to 60% of their previous volume.
- Added a few pickup doomednums. Grenade rifle: 23011; Normal rifle: 23012; Semi rifle: 23013; DERP: 23014; Frag grenade: 23015.
- Frag grenades no longer randomly spawn in lieu of stimpacks because putting deadly AoE weapons next to medical supplies makes no sense. You now get occasional medikits instead.
- Made frag grenades slightly more likely to spawn everywhere else.
06 May 2013:
- Bugfix: Summoned ghost marines would attack your DERP.
- Bugfix: There was an old version of the distant rifle sound, dsriffarx.wav, that was always the last DSRIFFAR being read, preventing me from getting rid of that staticky bit at the end through any change to the co-existing dsriffar.wav. Such a tiny stupid mistake and it's bothered me day in, day out for six fucking years oh god I'm crying here ::cans.wav::
- Bugfix: If you shot the left SSG barrel from full, then deselected and reselected it, you could shoot the left barrel again.
- De-noclipped various effects. I assume I made them +noclip originally for a reason, so let me know if you see any visual anomalies in this update.
- Added a tentative Brutal Doom-style enemy-waking taunt. Command is hd_taunt. Default bind is B. Sound is Kuni from UHF.
- Some tweaks to rifle sound.
22 April 2013:
- Please remember to update your version of GZDoom to the newest SVN.
- Cleaned up the arachnotron shot code. Arachnotron shots are now much more powerful and easier to dodge.
- Added a warp function to the caco's power preshot.
- Some more delimiting of sounds.
- Completely redid the cyberdemon attacks to be less aggressive but more accurate - after all, it only takes one direct hit.
01 April 2013:
- Bugfix: Summoned ghosts had a melee attack but no melee damage.
- Bugfix: Would you believe that all this time I forgot to set the bullet crack sound limit to "0" in SNDINFO and just assumed the sounds getting cut off were due to a hard engine limitation? Play this version on speakers with loud music already playing before considering earbuds.
- Bugfix: If the cyberdemon loses its target in its staggering-to-death sequence, it would revert to its spawn state.
- Simplified the chaingun code to remove an effect that didn't work anyway.
- Turrette fireballs no longer seek. Let me know if this makes them too easy.
- Important Update: This past Easter, in contemplating the purpose and function of the Resurrection and how that relates to our concepts of faith and belief and of fighting metaphysical evil, I have decided to make a crucial change. From this point on, Hideous Destructor will not have any HUD or status bar. I am sick of this convention of having to coddle the player with such a straightforward and convenient inventory of all their ammunition just right there on the screen. You will now have to remember how much ammo and what keys and what (and how many) items you have and play carefully. I believe this will encourage ammo conservation and tactical gameplay. I hope with this change I can take this project one step closer to a truly tactical experience, the most realistic, detailed and accurate simulation of the impending twenty-third century incarnate demonic apocalypse available to the public ever.
- Hitting the reload key with the pistol now always reloads the pistol in hand rather than switching to the spare.
(Old updates from 2012-13 available here.)
(Old updates from 2009-11 available here.)
(Old updates from 2007-8 available here.)
See the thread on the ZDoom forums
E-mail the author