#modding

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@Undead_Zeratul@ocw.social · Jan 10, 2026
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
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@Undead_Zeratul@ocw.social · Jan 10, 2026
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 soldDefine 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
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@Undead_Zeratul@ocw.social · Feb 07, 2026
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
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@Undead_Zeratul@ocw.social · Feb 13, 2026
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
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