Search found 250 matches

by stainedofmind
Sat Nov 22, 2025 4:43 pm
Forum: Gameplay Mods
Topic: SoM's GunBonsai Addons and Patches (Updated: November 5, 2025)
Replies: 137
Views: 29287

Re: SoM's GunBonsai Addons and Patches (Updated: November 5, 2025)

I have an idea for a new upgrade type. Essentially, you hold down the fire button and you slowly deal more damage until you hit the maximum damage cap. Each level, up to 5 levels, adds a 20% cap to the extra damage, up to a total of double damage. I'd call this Rambo cuz it goes well with ...
by stainedofmind
Thu Nov 20, 2025 7:11 pm
Forum: Scripting
Topic: Changing thing spawns based on player class?
Replies: 19
Views: 375

Re: Changing thing spawns based on player class?

The important part. If you were to use consoleplayer in my example what'll happen is each player's copy of the game will spawn different items (if different classes at least) and it WILL desync. Even if you don't care about multiplayer there's no sense in doing it that way, it's potential to break ...
by stainedofmind
Thu Nov 20, 2025 9:37 am
Forum: Scripting
Topic: Changing thing spawns based on player class?
Replies: 19
Views: 375

Re: Changing thing spawns based on player class?

First, consoleplayer should not be used to affect the playsim, you need to check the global players array. Out of curiosity, why is using consoleplayer an issue? Multiplayer I'm assuming. That being the case, how are you supposed to determine the current client player number? In defense of the code ...
by stainedofmind
Wed Nov 19, 2025 7:56 pm
Forum: Scripting
Topic: Changing thing spawns based on player class?
Replies: 19
Views: 375

Re: Changing thing spawns based on player class?

Okay, I think I fixed it. Added fixed download. Has to use 'players[consoleplayer].Cls.GetClassName()' instead of reading the class right from the PlayerPawn, cause again, sometimes it doesn't exist yet. Not sure if there'd be any issues using this method, as the Wiki states it's used internally ...
by stainedofmind
Wed Nov 19, 2025 5:15 pm
Forum: Gameplay Mods
Topic: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
Replies: 767
Views: 171313

Re: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

I played this mod with Samsara Reincarnation, and there seems to be a bug with the Doom class where you get a lot of XP when using Brass Knuckles. This causes you to constantly add upgrades, and it seems like it never ends. Seems to be working as intended for me. Did you have any other mods running ...
by stainedofmind
Wed Nov 19, 2025 4:57 pm
Forum: Scripting
Topic: Changing thing spawns based on player class?
Replies: 19
Views: 375

Re: Changing thing spawns based on player class?

Okay, I think I fixed it. Added fixed download. Has to use 'players[consoleplayer].Cls.GetClassName()' instead of reading the class right from the PlayerPawn, cause again, sometimes it doesn't exist yet. Not sure if there'd be any issues using this method, as the Wiki states it's used internally ...
by stainedofmind
Wed Nov 19, 2025 4:38 pm
Forum: Scripting
Topic: Changing thing spawns based on player class?
Replies: 19
Views: 375

Re: Changing thing spawns based on player class?

Welp, that certainly is interesting... Seems on some maps, the playerpawn just doesn't exist at the time the replacements are being done. Checked all of Doom 2, and it also happens on Map32. Happened on a different map when I checked Freedoom Phase 2, Map13 I think. I have absolutely no idea what ...
by stainedofmind
Wed Nov 19, 2025 3:56 pm
Forum: Gameplay Mods
Topic: LegenDoom [3.0] - LDL [4.2]
Replies: 664
Views: 235216

Re: LegenDoom [3.0] - LDL [4.2]

Not a simple task. Carrying multiple weapons, or more accurately, multiple weapon powers, is certainly doable. I have a mod/addon I'm putting together that's almost complete that let's you collect as many powers as you'd like. The issue is, because of how LegenDoom's weapons work, you can't have ...
by stainedofmind
Tue Nov 18, 2025 8:02 pm
Forum: Scripting
Topic: Changing thing spawns based on player class?
Replies: 19
Views: 375

Re: Changing thing spawns based on player class?

Threw together a quick example pk3 for you that hopefully does what you want. I didn't feel like fake coding classes, so I used Final Doomer+ ( https://forum.zdoom.org/viewtopic.php?t=55061 ) as a vehicle to execute the code. I made a couple of wonky Medikits that use Megasphere and Soulsphere ...
by stainedofmind
Tue Nov 18, 2025 9:23 am
Forum: Gameplay Mods
Topic: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
Replies: 767
Views: 171313

Re: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

I played this mod with Samsara Reincarnation, and there seems to be a bug with the Doom class where you get a lot of XP when using Brass Knuckles. This causes you to constantly add upgrades, and it seems like it never ends. Seems to be working as intended for me. Did you have any other mods running?
by stainedofmind
Mon Nov 10, 2025 9:35 am
Forum: Gameplay Mods
Topic: [0.3] MOShuffle - Randomize the map order!
Replies: 40
Views: 13648

Re: [0.3] MOShuffle - Randomize the map order!

Hey, Y'all! I was working on something completely unrelated to this, but needed to look up a bit of code, and I found an error in the previous versions all the way back to at least the one ToxicFrog released, specifically, the line adding NERVE to the map lists refers to Master Levels instead. I ...
by stainedofmind
Sat Nov 08, 2025 4:22 pm
Forum: Scripting
Topic: [SOLVED] Preventing Infinite Recursion in WorldHitscanPreFired
Replies: 3
Views: 186

Re: [SOLVED] Preventing Infinite Recursion in WorldHitscanPreFired

Okay, update. I was able to solve this issue. Turns out, because of code execution order, a newly created hitscan immediately runs it's WorldHitscanPreFired event, so if you create one in an existing WorldHitscanPreFired event, all you need to do is set a variable, and when the newly created ...
by stainedofmind
Thu Nov 06, 2025 7:52 pm
Forum: Gameplay Mods
Topic: SoM's GunBonsai Addons and Patches (Updated: November 5, 2025)
Replies: 137
Views: 29287

Re: SoM's GunBonsai Addons and Patches (Updated: November 5, 2025)

Hey, great to see the update. I would throw a Juggler-style check to make sure weapons aren't in an up/down state on the Rapid Fire upgrades, so they don't act as Budget Juggler. :) I'll probably make it a toggled option. I don't usually use Juggler myself. I'm actually in the middle of completely ...
by stainedofmind
Wed Nov 05, 2025 6:58 pm
Forum: Gameplay Mods
Topic: SoM's GunBonsai Addons and Patches (Updated: November 5, 2025)
Replies: 137
Views: 29287

Re: SoM's GunBonsai Addons and Patches (Updated: November 5, 2025)

Yet another update time! Added "Mini-Addon: Ultra Crispy RC Lump" Added "[PATCH 0.10.6] Upgrade - DRLAX Personal ECM Fix" Updated "[PATCH 0.10.6] Upgrade - Rapid Fire Redux" to Version 1.0.1 +Added Bugfix for CODBW ADS Gettin' caught up on a few bug reports and what not. Neat! Now if only I knew how ...
by stainedofmind
Wed Nov 05, 2025 3:49 pm
Forum: Gameplay Mods
Topic: SoM's GunBonsai Addons and Patches (Updated: November 5, 2025)
Replies: 137
Views: 29287

Re: SoM's GunBonsai Addons and Patches (Updated: October 19, 2025)

Well, so... I needed some help, I've been playing Quakin' Doom 1.4 (link below) with Gun Bonsai, and got into an issue: GZDoom froze whenever I died/gibbed/killed with either player or weapon upgrades on. Can you test it out to see what I mean? I really needed a patch for this. https://www.moddb ...

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