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Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Posted: Sun Jan 13, 2013 6:54 pm
by VicRattlehead
Is it intentional for medikits to break up when you run over them even with full health? Ammo pickups only do when you don't have full ammo.

Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Posted: Thu Jan 17, 2013 9:35 pm
by amv2k9
No, it's not... I'll go look at the code and fix that.

Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Posted: Tue Aug 26, 2014 10:09 pm
by bouchacha
Any idea what the cause of the problem is? I spent half an hour messing with the script in Slate but I have very little experience and couldn't figure out why Medikits break up when you have full health.

Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Posted: Thu Aug 28, 2014 4:17 am
by Coincident
I was thinking to try and implement this mod myself, but thank god someone bumped this thread. :)
This is an awesome idea.
Does it work with Brutal Doom (or SE)?

Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Posted: Thu Aug 28, 2014 9:39 am
by m4lmaster
Coincident wrote:I was thinking to try and implement this mod myself, but thank god someone bumped this thread. :)
This is an awesome idea.
Does it work with Brutal Doom (or SE)?
nope, wish it did, i really like this idea

Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Posted: Thu Sep 04, 2014 12:04 pm
by amv2k9
m4lmaster wrote:
Coincident wrote:Does it work with Brutal Doom (or SE)?
nope, wish it did, i really like this idea
I'll look into this; I'm going to do a revision of this that should fix the issue of ammoboxes breaking open when projectiles or monsters impact them. A Brutal Doom version would be for SE, since that's maintained on these forums.

Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Posted: Fri Oct 10, 2014 11:43 am
by amv2k9
Okay, so this was out later than I intended. I had a better method of doing this, but then I neglected to write it down, then forgot, then remembered again.
Spoiler: If you're interested in this kind of thing:
Smart Scavenger Version 3 Changelog:
-Support for Doom Roguelike Arsenal and Brutal Doom: Sperglord Edition added. Use smartscav-drla.pk3 and smartscav-bdsperg.pk3, respectively.
-Ammo and Medikits no longer 'warp' to the player's position.
-Medikits no longer break open when player health is >= 100.

Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Posted: Fri Oct 10, 2014 3:52 pm
by m4lmaster
Script error, "smartscav-bdsperg.pk3:decorate" line 359:
Expected ')', got ','.

getting this error

Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Posted: Fri Oct 10, 2014 5:05 pm
by TheMightyHeracross
Is your (G)ZDoom up to date?

Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Posted: Fri Oct 10, 2014 5:44 pm
by amv2k9
m4lmaster wrote:Script error, "smartscav-bdsperg.pk3:decorate" line 359:
Expected ')', got ','. getting this error
That would be from the A_JumpIfHealthLower call that uses the AAPTR_TARGET pointer. Update your G/ZDoom.

Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Posted: Fri Oct 10, 2014 10:25 pm
by m4lmaster
will do that before the end of the night

Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Posted: Sat Oct 11, 2014 12:00 am
by FreddBoy
Will this mod be compatible with the Enhanced Edition of Brutal DOOM?

Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Posted: Sat Oct 11, 2014 6:41 am
by demo_the_man
Can I use this in my mod?

Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Posted: Sat Oct 11, 2014 4:02 pm
by m4lmaster
im assumeing GZDoom 2.x is needed? if so, not all of us can run 2.x, due to the need of OpenGL 3.x

Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Posted: Sat Oct 11, 2014 11:29 pm
by Blue Shadow
m4lmaster wrote:im assumeing GZDoom 2.x is needed? if so, not all of us can run 2.x, due to the need of OpenGL 3.x
Use ZDoom, then.