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  • 4.14.3a Stable

    mc776 released this 2026年04月06日 22:47:24 +02:00 | 202 commits to main since this release

    • Broke:
      • Removed LoadoutMenuHackToken thinking nobody was using it. (At least one mod referenced it but it has since been updated.)
    • Fixed:
      • Crashes/Freezes/VM Aborts:
        • No recorded fixes.
      • Glitches:
        • HDCellWeapon and HDShotgun are now abstract classes, to prevent them from being given through cheats.
        • Archvile resurrection thinkers were not respecting level freeze.
      • Annoyances:
        • checkin is now documented as a command.
    • Added:
      • New command gothere tells the last NPC operator that you looked at and gave you a random message to go to the spot you are looking at when the command is given.
      • Voodoo dolls can now pick up items and keys for their players.
      • The range now has a randomized backpack.
      • Thanks to Caligari for the new shiny tripwire effects!
    • Changed:
      • Wolfenstein nazis/sailors are no longer translated, and the armour they drop is blue.
    Downloads
  • 4.13.3a Stable

    mc776 released this 2026年02月20日 06:56:47 +01:00 | 219 commits to main since this release

    • Broke:
      • This release is actually a shitty last-minute rush job and only minimally tested for 4.13.3 while nearly all development has been under recent UZDoom devbuilds. Some of these fixes might actually break in 4.13.3 where it fixes something that a subsequent build broke. It should be considered one of the less stable "stable" releases in recent years.
      • give everything is now synonymous with give all and both cheats only give HDPickups and HDWeapons. No inventory flags, intermediary givers, status ailments, fake cheat codes, etc. may be accessed through this.
    • Fixed:
      • Crashes/Freezes/VM Aborts:
        • Arachnotron missile state now uses lasttargetheight instead of target.height.
        • Divide by zero in fist A_StrengthTics.
      • Glitches:
        • Particle optimizer used CheckSight and ConsolePlayer, which should've been fine except it turned out to call the RNG thus causing desyncs. The system has been removed and instead some particle effects are made subject to A_CheckSight.
        • Inventory of out players in limited-lives co-op wasn't being reset.
        • Nobots replacements weren't killing their bot players when they died.
        • Spectators can now jump to nobot replacements and checkin works correctly for them.
      • Annoyances:
        • ANIMDEFS now deals with SLIME05.
        • IDFA and the give ammo/give all cheats now cap all amounts given based on limits imposed by encumbrance 0, preventing you from crashing your game spawning too many items at once.
        • Freedoom has already been using the LT ectoplasmic replete, so its light should also be yellow to match.
        • Lots of updates to the manual.
        • Spectator jump effect isn't quite as overblown.
    • Added:
      • ClearOverlays() call when switching to NullWeapon.
      • New beep sound for the HERP.
      • 3 new, deeply unserious reticles for the reflex sight rifles.
    • Changed:
      • Everything points to UZDoom rather than GZDoom now.
      • Pickup messages and NPC operator chats/obituaries now use Console.PrintfEx instead of A_Log so they can take advantage of message settings.
      • Killer flaming barrel no longer uses archvile flame sprites.
      • Baron big fireball now goes twice as fast.
      • hd_nokillcount now gives you highly unreliable numbers instead of forcing everything to zero.
      • Updated ENDOOMs.
    Downloads
  • 4.14.2c Stable

    mc776 released this 2025年10月12日 03:01:03 +02:00 | 261 commits to main since this release

    • Broke:
      • Lotan's Tomb filter has been removed since it can no longer be supported by GZDoom.
    • Fixed:
      • Crashes/Freezes/VM Aborts:
        • None known to be fixed since last release.
      • Glitches:
        • HDOperator was missing a TS_GEOMETRYOK flag in its last-second TryShoot call.
        • Braced weapon pivoting player movement could sometimes cause very tiny or very fast players to skip some collision checks.
        • Said pivoting and leaning are now scaled to player height.
        • Rocket launcher spawn state started with TNT1A0 which broke the loadout display. The state defaults to LAUNA0 now.
      • Annoyances:
        • Boner footsteps needed to match its actual frames instead of assuming the usual humanoid ABCD.
    • Added:
      • A lot of particle generators now do a sight check first, to help minimize particle shortage incidents.
      • Many particle effects now check for sight with a player before spawning, to minimize situations where the renderer runs out of particle slots. (Thanks to @mickromash)
    • Changed:
      • The portal on the range is now marked on the sides rather than using that water midtex.
      • All keys basically act the same way. No more arbitrary health fuckups!
    Downloads
  • 4.14.2b Stable

    mc776 released this 2025年08月26日 08:43:42 +02:00 | 282 commits to main since this release

    • Broke:
      • Arachnotron actor renmed to Balor rather than Manticore.
      • ReallyClearInventory() no longer has the keepkeys parameter. I don't know if anyone even uses this in any mods.
    • Fixed:
      • Crashes/Freezes/VM Aborts:
        • hd_doomguy would freeze the game if you had any keys. It now deletes your keys the same way hd_invreset does.
        • Not entirely sure if it actually does, but a few ALLOW_REPLACE flags have been removed from basic pickup object management functions that could have caused a null pointer under special circumstances.
      • Glitches:
        • The loadout parser had the blue and red keys backwards. Blue is now 1 and red 4.
        • Footsteps weren't working again. Humanoids now use dsland instead of dsknock (which has been amplified because it was previously far too quiet all of a sudden).
        • Ammo boxes pre-estimated bulk in a way that could not handle the 7.76mm's reload flagging system. It now only pre-checks if the item is flagged to be able to appear in a backpack, then spawns the item and adjusts amount after spawning.
      • Annoyances:
        • Hunter ejection now uses A_EjectCasing, which simplifies things and undoes an error in placement calculation the old method had.
        • Base player footsteps are now an alias for humanoid/step.
        • RocketAmmo is now replaced with a randomspawner, consistent with all other canon Doom ammo actors.
    • Added:
      • hd_resetinventory alias for hd_invreset.
      • More sound definitions.
      • Mancubus distant firing sound.
    • Changed:
      • Miscellaneous updates to sync with Lotan's Tomb:
        • Updated the shotgun and rocket launcher sprites.
        • Renamed the arachnotron actor.
      • Hunter unchambering uses BCD frames.
    Downloads
  • v4.14.2a Stable

    mc776 released this 2025年05月30日 07:31:44 +02:00 | 315 commits to main since this release

    • Broke:
      • If you have anything that calls A_MuzzleClimb, please make sure to specify wepdot:false on any movement that is not something to be resisted by the affected player (e.g. actual recoil or taking damage from an attack or malfunction). Potions, bandages, stuff like that. Failing to do this would cause weaker characters to make these turns more quickly.
    • Fixed:
      • Crashes/Freezes/VM Aborts:
        • Additional player check needed when setting viewheight after super.death() call.
      • Glitches:
        • You no longer reverse direction if you teleport mid-roll.
        • Injector being used on someone else checked the user's rather than the injectee's radsuit coverage.
        • Monsters with patrol points needed a dedicated way to store any pause specified by the patrol point. Regular GZDoom AI uses reactiontime, which won't work for HD (or would work but all the other stuff reactiontime is used for - e.g. making sure the game doesn't hard crash on a Idle-See loop - would have to be moved to a new variable anyway).
        • Cacodemon aiming had some leftover parameters from when it used A_FaceTarget.
        • Idle monsters bumped from behind would not begin chasing and attacking.
        • Vulcanette zombie aiming should be much less glitchy now.
        • HDBulletActor.FireBullet() was checking the wrong thing in its distantsound override. Many distant sounds weren't even working as a result.
        • Necromancer curse could be prevented if you kill it by gibbing.
        • Some mods will contain a lump called "id" which could create namespace conflicts. Scripts checking for id now use HDMath.PlayingId() which checks for a lump called "hdidlump". The "id" lump is still in the filter folder for backwards compatibility but is no longer checked for by any stock HD class.
      • Annoyances:
        • Floating monsters now randomize the Z value of their destination position based on their destination's ceiling and floor heights, rather than those of their current position.
        • Target lead is now reduced with distance, reducing the number of incidents where the monsters are shooting at absurd angles.
        • The CanDoMissile() check no longer treats missed shots hitting nearby geometry (but no non-hostiles) as valid.
        • In previous versions, if you selected grenades without actual grenades, then picked up a grenade, you would not be able to immediately use it but instead would have to switch weapons and switch back. You no longer need to do this.
    • Added:
      • Numerous reused sound definitions no longer re-used between weapons.
      • Projectiles now inherit velocity from their shooters. (Formerly only hand grenades did this, as a function of the weapon.)
        • Monster target leading has been given an extra step to compensate for this.
      • Height now affects weapon encumbrance:
        • The threshold at which extra weapons cause greater penalties is 50 + 20 times your height multiplier, instead of a flat 70.
        • From a height multiple of 1.6 onwards weapons that normally hinder your legs no longer do.
      • Strength now affects muzzle climb, if the wepdot parameter is enabled in the A_MuzzleClimb() call.
      • Weapon raise is delayed if you are pressing down on a non-fire weapon button when the weapon is selected. This forces the player to let go of Unload when taking a weapon out of a backpack, so they don't drop the mag just as they pull out the weapon. You can still start pressing buttons fine while the weapon is visibly raising.
      • Stunned monsters now lurch about in bursts of uneven speed, and visibly twitch.
      • More effects when you fall more than an utterly trivial amount but not enough to cause damage.
      • TryShoot() now has a TS_FARGEOMETRYOK flag. If enabled, shots hitting map geometry are still considered good as long as a distance of at least 5x the height of the caller and 0.8x of the path is clear.
      • Ammo can now inherit translation using the +hdpickup.droptranslation flag.
      • Inventory manager now translates items that have the +hdpickup.droptranslation flag.
      • Large flames now present themselvels as threats to nearby monsters.
      • New dedicated sprite for the ghost summoner means new (if already long-implied) lore for the ghosts.
    • Changed:
      • Stopped using prev for any playsim things, to minimize the chances of a desync due to players having different rendering interpolation settings.
      • Monsters attack more aggressively and deterministically.
        • Within a certain range (determined by MissileChanceMult), they will always attack as soon as the normal conditions are met.
        • Outside of this range, MinMissileChance is used (the lower the property the more likely to attack).
        • Threat pointer is now discarded when the monster's reactiontime hits zero and the threat is out of sight or out of range.
      • Lost soul and hatchling maxtargetrange reduced to 512.
      • Grenades now use HUD guide lines rather than a weapon sprite.
      • Archvile has much less shields but runs - and teleports - away much more often.
      • New hd_safelifts method: instead of multiplying by a constant, lifts stay down by an additional amount derived from the distance between the midpoints of the affected sector and the triggering line.
      • Removed the map-specific extra exit actors. The two maps (Nirvana and Dark Depths) weren't that much worse for HD than the ones around them.
      • Updated non-id pistol and armour sprites.
      • Updated the 9mm, .355 and 7.76 box sprites.
      • id battle armour is now black with a small badge that translates to the player colour.
      • Footstep sounds are bit louder.
      • HDAmmo max amount is now 2000.
    Downloads
  • 4.14.1a Stable

    mc776 released this 2025年03月03日 08:45:03 +01:00 | 400 commits to main since this release

    • Broke:
      • None known.
    • Fixed:
      • Crashes/Freezes/VM Aborts:
        • Heat infliction needed to check if the inflicted were a voodoo doll and start dealing with the actual playerpawn accordingly to avoid a null pointer.
      • Glitches:
        • Boner was misusing +NOBOUNCESOUND to reduce its missile chance when it is already used in the mob AI to mean no reaction to sound.
      • Annoyances:
        • Hideous Destructor remains as annoying as it was immediately prior to this release.
    • Added:
      • Nothing has been added where there was not also something taken away.
    • Changed:
      • Lift wait multiplier is now 2 instead of 5.
      • New Lotan's Tomb pistol sprites.
      • Saws now use the SAWG sprites directly instead of BEVG.
    Downloads
  • 4.14.0a Stable

    mc776 released this 2025年02月13日 09:09:08 +01:00 | 411 commits to main since this release

    • Broke:
      • No previously working features are known to have been broken.
    • Fixed:
      • Crashes/Freezes/VM Aborts:
        • New heat conduction script included the owner in its check, creating another avenue for damaging the owner and then calling the owner again even after it might have been destroyed.
        • Removed some redundant calls in the spider mastermind death that were causing side effects with the heat numbers.
      • Glitches:
        • Heat transfer was supposed to be dependent on distance. It now is.
        • Loadout code was being inappropriately localized in the menu.
        • Lizard jar was lacking +DONTGIB flag.
        • Humanoids would melee corpses forever until interrupted. They now have a chance to abort at the end of each hit if the target has no health.
      • Annoyances:
        • Mantling horizontal movement is no longer subject to level aircontrol.
    • Added:
      • Nothing added that did not replace something else.
    • Changed:
      • Shotgun sight picture is identical in all games.
        • Freedoom-based custom sprites are updated accordingly.
      • Power of Friendship revival sets blood loss to zero.
    Downloads
  • 4.13.0a Stable

    mc776 released this 2024年11月08日 06:23:45 +01:00 | 438 commits to main since this release

    • Broke:
      • Generalized gibbing system is completely new.
        • The states looked for are now gib, gibbed and ungib. A custom monster's xdeath state should probably still work as intended but it is no longer supported.
        • When a body gibs is now dependent on bodydamage alone. Weapon balance may be significantly changed.
        • Some existing death states may call certain things twice.
      • Actor names Cenobite, SkullSpitter and Matribite are no longer valid. Use FlyZapper and FlySpitter instead.
      • +missilemore and +missileevenmore are now respectively replaced with +nobouncesound and +nowallbouncesnd to avoid deprecation warning spam.
      • Shotgun racking sounds are now weapons/huntrackbak (dssgcoc) and weapons/huntrackfwd (dssgcok).
      • New OnDead() virtual in HDMobBase that is called about 2 seconds after a dead monster has hit a -1 frame or a "dead" or "gibbed" frame. As far as I know all A_BossDeath calls in stock HD monster states have been deleted in favour of this, but do keep an eye out for double-calls in custom monsters based on HDMobBase.
    • Fixed:
      • Crashes/VM Aborts:
        • None discovered and fixed.
      • Glitches:
        • Slightly fixed up and simplified the heat calculations:
          • Smaller actors no longer magically gain more heat than larger ones.
          • Heat no longer uses "inverse volume ratio" which made larger monsters disproportionately incapable of not burning to death.
          • Volume calculation now uses HDMobBase's liveheight variable.
        • The hdguy/hdgal/hdbot soundclasses didn't have footsteps defined. Fallbacks have also been provided for other skins that don't define anything.
        • hd_nv would always clamp to 100 when you pick up a pair of goggles, undoing the OpenGLES workaround.
        • Red flames were being deleted instead of smoking when there weren't enough flames nearby, rather than when there were too many.
        • PE/matribite's fireball attack no longer collides with itself. The lost soul/hatchling now also starts in its charge state right out of the gate. It is also much more aggressive after fixing some bad jump code.
        • Autofire weapons now correctly abort continuous firing when you jump.
        • The tip script could give you tip 0 which did not exist. Added tip 0 instead of fixing this.
        • Rewrote the valid target check and added more checks to see if an attacking player is nearby that should be prioritized over the current target.
        • Bullet supersonic cracks would be summoned every time the bullet crossed any linedef, meaning there would be far more calls shooting across empty spaces over detailed areas. This is now restricted to one call every time the bullet actually collides with something or it has spent all of its movement for the tic. The propagation now works forwards instead of backwards, minimizing the amount of sound thrown behind the shooter or the ricochet direction.
        • The bullet linetrace loop would sometimes give an absurdly high destination Z value (especially in places likes the gingerbread-looking skeleton courtyard in Forever Alone map 9) which would cause the supersonic crack spawner to do millions of checks in one tic, freezing the system. The cause of these bizarre numbers is totally unknown; as a workaround, the checker now clamps Z values at 32000 units.
        • Replaced all references to gibhealth with GetGibHealth().
      • Annoyances:
        • Restored the reactiontime method of preventing GZDoom's turn interpolation from interpolating hijacked input.
        • Boss rifle flash offset was off by one pixel to the right.
        • Spent shield wasn't desaturated.
        • Item and mag manager displays used square pixels.
        • Dropping on switch had been accidentally disabled for cooking-off ZM66s.
        • Non-id now presumes a right-handed hook for punching side bonus.
        • Cap on large flame sounds was way too low.
        • Dragging message now uses the actor's tag if it is different from the class name.
        • Tips logged in the console lose their carriage returns. This avoids new lines sometimes suddenly resetting their colours when you see the tip as an onscreen message.
        • IDFA has been made a little less unusable.
          • It now calls any applicable low-encumbrance excess item pruning immediately, reducing the number of items spawned when you sprint to shed them.
          • The big warning and suggestion to use hd_invreset or hd_doomguy are actually legible now.
          • Non-HD weapons are purged if you are not in debug mode, getting rid of junk given by certain mods (e.g., Minor Doom Tweaks) that might have been unintentionally autoloaded.
    • Added:
      • New HDFlagpoleSpot actor (DoomEdNum 23232) lets you create custom Flagpole maps!
      • New Heat.Inflict() function that can be used instead of A_GiveInventory("Heat").
      • New hd_invreset console command. It's just an alias for "give invreset" so you can resets your inventory if cheats are enabled.
      • Monsters now try to put out flames on themselves.
      • Backpack, inventory selector and mag manager now have some interpolating animation to better show which way you're moving (or that you're moving at all).
      • New shotgun racking sounds by a1337spy.
    • Changed:
      • New, improved flame effects using a dedicated original sprite instead of BAL1.
      • Matribite/pain elemental now spits its monster in 1 out of every 3 attacks instead of 5.
      • Hatchlings zap a lot more.
      • Liberator and ZM66 no longer reset to rifle mode when temporarily lowered for sprinting and climbing.
      • Punching Nazis now magically depletes your wounds instead of just patching them.
      • Revenant ball threshold for being able to bounce off its owner reduced from 35 tics to 2 tics from spawn.
      • Fire effects no longer use rolling sprites, for compatibility with Lotan's Tomb.
      • hd_nokillcount no longer tracks which player killed any monster for any reason.
      • D1/P1 replacement flame sound is just the regular Freedoom flame sound.
      • Generic gibbing sprites for babuin and cyberdemon instead of using the zombie and imp.
      • Pistol altfire now fast-switches between two pistols.
      • Better shotgun sprites in FD/LT.
        • Reload sprites are now GHI instead of BCD, to allow id to use id resources.
    Downloads
  • 4.11.3d Stable

    mc776 released this 2024年04月07日 04:59:13 +02:00 | 591 commits to main since this release

    • Broke:
      • I hope no one was relying on nobleed mode being chill and godmodey. Even the "casual" preset's 30% damage is respectably tough with enough enemies flanking or suppressing.
    • Fixed:
      • Crashes/VM Aborts:
        • None.
      • Glitches:
        • PLYCF replacement added to id filter since HD's FD replacement was overriding GZDoom's.
        • HDNoiseAlert did not account for any of the no/nevertarget modifications.
        • H.E.A.T.s could still be made to airburst with the ab command.
        • You could use the hd_give command to give yourself a H.E.A.T.-loaded launcher with grenade mode sights.
      • Annoyances:
        • Injectors now require that you let go of fire and altfire until they are finished selecting before they can be used.
        • Added a bit of sanitization to the random-syllable names.
    • Added:
      • hdskill_arcade preset - normal but no bleeding and zero encumbrance.
    • Changed:
      • Candle loadout code is the much easier to remember cnd rather than cdl.
      • Nobleed mode a bit less of an afterthought, and more like a remake of pre-ZScript HD:
        • The wound still exists, but it now deals a fixed amount of damage before disappearing and does not cause blood loss.
        • Your status bar now shows your exact number of hitpoints instead of blood pressure.
        • Natural hitpoint regeneration is capped at the minimum needed to stop jittering - you must use stims or potions to get the rest.
        • You no longer get incapacitated - you just die instead, as in disintegrator mode.
        • Blood packs give you a rapid burst of health, at the cost of stimpack regen.
        • Medikits instantly undo all burns and (non-aggravated) tissue damage, at the cost of resetting your health to 33.
    Downloads
  • 4.11.3c Stable

    mc776 released this 2024年03月08日 05:06:19 +01:00 | 621 commits to main since this release

    • Broke:
      • Numerous monster classes renamed. Check all custom spawners and obituaries.
      • Starting to take advantage of the "abstract" class property. These are things that should never be spawned in the playsim in the first place, so it's not really a new bug so much as being pickier about other bugs.
      • Not actually broken yet, but Freedoom compatibility is no longer guaranteed. I'm no longer involved in Freedoom development after 0.13.0, so future versions of FD may at any time update in a way that breaks continuity with some existing HD thing. Give LibTech1 a try!
    • Fixed:
      • Crashes/VM Aborts:
        • None. In fact may have introduced some new ones because of the abstract classes.
      • Glitches:
        • Doing a move-hijacking adjustment while leaning left would cause the view to appear to be leaning right, without actually moving the player in any way. An additional check is added specifically to deal with this while the move-hijack is in effect.
        • Keys and other items inheriting from HDPickupAlwaysGive were left at default actor radius, making some items significantly larger than the vanilla Doom items they replaced.
        • Vulcanette would not droop in fuller-auto mode due to a miscopied BFG flag check.
        • Boner melee still used the old dark soldier scratch in Freedoom. Attacks are now identical in both games.
        • The basic imp ball didn't have a light on it.
      • Annoyances:
        • Shortcut key for HD options in the menu was the same as for regular options.
        • Map-placed rocket launcher pickup now gives you the same amount of each type of ammo regardless of whether it has a mag or not - except if it's a blooper in which case you don't get the HEAT.
        • Fixed misaligned grate flat inside the range tunnel.
    • Added:
      • New separate HD Options menu graphic.
      • New fist power! If you're stuck in one of those bleeding-floor hidden pits, punching one of the textureless walls will teleport you to the ceiling and throw you forward. This should free you from the pit in all but the most unusual of circumstances.
      • New scratch attacks. Imps can at least slap you around a bit even if they don't penetrate your armour. The knight's old ability to randomly include a fireball in their melee attack is extended to the baron and the imps as well.
      • I can't pretend those little candle lights are plugged into anything even in FD anymore, let alone in Doom. Go. Take them. Pocket them. Put them wherever you want.
    • Changed:
      • Archvile ghosts last a bit longer.
      • Numerous monster class names have been changed to either fit the monster's id name (where GZDoom uses a different name), its LibTech1 name, or something neutral, as it occurs to me that the upstream Freedoom names may change without my knowledge in the future.
    Downloads