Been a while since I've posted anything #HideousDestructor #Modding related here, apologies! Been busy with a few different things lately. I should probably make "posting more devlogs" one of my 2026 themes/goals/resolutions. I can at least give some highlights over the last few months though!

A big focus this past year was working on HDCoreLib, extracting and refactoring things I find helpful to reuse elsewhere into a shared library of classes, functions, event handlers, and a suite of custom-defined commands. Really hoping to formally publish the first release of the library, along with merging in all of the branches that I've been using to implement it across the community organization repos.

#Gaming #RetroGaming #BoomerShooters #Doom #DoomModding

GitHub - HDest-Community/hdest-core-lib: [WIP] A Collection of helper methods, boilerplate code, and shared libraries used by members of the HDest Community

[WIP] A Collection of helper methods, boilerplate code, and shared libraries used by members of the HDest Community - HDest-Community/hdest-core-lib

GitHub

One of the bigger implementations of these commands has been with Merchant, where you can now:

  • Define custom store types, each with their own set of entries, allowing players to have full control over what stores sell what things, for how much, and how often they are sold
  • Define custom merchant skins and associate them with whichever store types they want, instead of every merchant store using every skin defined.
  • Store types leverage the Weighted Random Tables, so when selecting one of the stores, they can be defined with different relative weights if so desired.

There's still plenty more we'd like to implement, like being able to sell stuff back to merchants, turning the current coins/gems into things you need to sell to get actual cash for, adding more treasure/valuables, etc.

#Gaming #RetroGaming #Doom #BoomerShooters #HideousDestructor #Modding #DoomModding

GitHub - HDest-Community/Merchant: A merchant that trades various currencies for ammo and items. Randomly spawns in secret sectors. Appearance on map not guaranteed.

A merchant that trades various currencies for ammo and items. Randomly spawns in secret sectors. Appearance on map not guaranteed. - HDest-Community/Merchant

GitHub

One of the other refactors I worked on was hoisting a very well-made set of VFX functions that create very believable looking laser beams. If you're unaware, these are the same laser beams that Ugly as Sin uses for its LLM device, with additional parameters and checks for added flexibility/extensibility.

The first thing I wanted to try reimplementing with these new methods was my Laser Tripbombs which, like their Duke Nukem 3D counterpart, emit a laser beam that detonates upon being crossed. In Doom, rendering such a laser beam isn't exactly straightforward, however, the LLM has been doing this sort of thing already so why not make it reusable for other addons? This would also come with the benefit of having other addons that use it increase the consistency across the community content.

I can already think of a few other things that could want something like this, including the SOCOM .45 pistol from Bangers & Mash that already has an attached laser that you can toggle.

#Gaming #RetroGaming #Doom #BoomerShooters #HideousDestructor #DoomModding

The other side of the UaS Laser/Light Module code that I refactored into a reusable helper function was the ability to spawn particles to look like the atmospheric haze from the beam of a flashlight.

The first thing I wanted to wire this up to was an old "DarkDoomZ Bootleg" whose developer had long since abandoned, but their additions being Hideous enough made me want to try and revive it, so I ported it over to GitHub and started working on removing the bootleg portions of the code, making it a standalone flashlight mod in the process.

What we now have is DDZ without any DDZ code left in it (hopefully), and what remains (as well as a starting point for new additions) is a much nicer piece of equipment.

As you can see by the sample screenshots, the original developer added the ability to change where the flashlight was mounted, as well as what type of beam you wanted. What I tweaked beyond that, is that going forward the beam will be intrinsic to the flashlight itself, and for handheld versions like the one in the screenshots, you can cycle between the mount points with a few key combinations. This allows for much more dynamic gameplay, plus it just feels all the more tangible when picking one up "mounts" it using the handheld position.

#Gaming #RetroGaming #BoomerShooters #Doom #HideousDestructor #DoomModding

So I spent the better half of the last week or two working on fleshing out a common base class for various melee weapons across different #HideousDestructor addons, and at least initially, I think it turned out ok! Things are quite extensive already, and hopefully will grow as more new instruments are created.

The challenge was figuring out the intention behind various disparate parts of code across each individual weapon, in order to rewire everything up to a more modular, hopefully cleaner abstraction layer. From here, though, not only should a new weapon be simpler to create and receive boilerplate feature enhancements, bugfixes, etc automatically, but also allow for more interesting mechanics going forward.

https://github.com/HDest-Community/hdest-core-lib/blob/main/zscript%2FHDCore%2Fbase%2Fweapons%2FBaseMeleeWeapon.zsc

#Gaming #RetroGaming #Doom #BoomerShooters #Modding #DoomModding #ModDevelopment #DevLog #ZDoom

hdest-core-lib/zscript/HDCore/base/weapons/BaseMeleeWeapon.zsc at main · HDest-Community/hdest-core-lib

[WIP] A Collection of helper methods, boilerplate code, and shared libraries used by members of the HDest Community - HDest-Community/hdest-core-lib

GitHub

More adventures in #DoomModding today, this time we're shining some light on an old addon that has been revived, stripped down to just the parts that are needed, and brought back up with some new life via the new helper functions I've been tinkering away with over in HDCoreLib.

Given that I've mentioned this flashlight item previously (see above a few posts in this very chain) I won't belabor the refactored particle function, although what is new here is the use of a newly Planck's Law calculation for the color temperatures of the incandescent flashlight and the cool white LED flood light.

Also you may notice the physicality of the light beam itself, that's due to a Damped Spring function easing the position and direction of the light beam, which is different depending on the place that it's mounted, with your shoulders slightly lagging behind your camera without overcorrection, and the helmet being instant since it's attached to your head and thus the camera.

The flood light is still WIP, but is a decoration that can be used to light up an area in front of it, dragged around, or salvaged for its battery if it has one.

#Gaming #RetroGaming #BoomerShooters #Doom #Modding #ModDevelopment #DevLog #ZDoom

The day has finally come, I have pulled the proverbial trigger and released the first proper version of the core framework/library/abstraction-layer, uh, thing for #HideousDestructor and have begun the laborious process of submitting PRs to various git repos to begin integration! This has been a long time coming, but with more and more players seeking out the version of other addons that leverage the library, along with my multitude of forks that I used during development of said library, the pressure to release this beast can be contained nor put off any longer.

Thank you to everyone who has playtested with this thing over the last several months, and every bit of feedback received has helped push to make this a better toolkit for all of us!

https://github.com/HDest-Community/hdest-core-lib/releases/tag/v1.0.0

#Gaming #RetroGaming #BoomerShooters #Doom #Modding #ModDevelopment #DevLog #ZDoom

Release v1.0.0 · HDest-Community/hdest-core-lib

What's Changed Initial Release! HDCINFO Custom Text Lump Unified Spawn Handlers Various Static Helper Functions Actor Spawning Helpers Class-based boilerplate APIs Color Math Helpers Font & Font ...

GitHub

Well, now that we've finally published the first releast of our first major framework for the community, let's take a step back and revisit some of our other addons. One of the things I've been tinkering away at is my own first weapon pack, one that I've posted about before (see here for the Black Hole Generator, here for the pipe bombs, and here for the claymores & land mines)

I noticed that between the Pipe Bombs and the Laser Trip-Bombs, I've started to basically re-implement and re-imagine what the Duke Nukem 3D arsenal would be like in the world of #HideousDestructor, so why not continue that trend and start working on some more?

I bring you, the first iteration of the Ripper Chaingun! This is currently not a lot more than a tripled-barrelled Vulcanette, but I'm hoping to give it a bit more personality as I continue to iterate upon it.

#Gaming #RetroGaming #BoomerShooters #Doom #Modding #ModDevelopment #DevLog #ZDoom