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Yeah that seems like a lot of work (or at least a specific order of steps to reproduce) for such little credit gain vs time involved. Especially considering the benefit of the update fixes *losing a ton of ammo when changing backpacks*, and allows the player to just sell those other special backpacks they find without fear of having their ammo stockpile magically disappear (and works out to better credit return too). I can safely say that I'm far too lazy to consider abusing such a quirky credit/ammo-gain exploit lol. Hooray for laziness!
That's just concrete steps for reproducability in case it was something my end. It's easy to exploit if you have around 2000 cells say, since you can just drop and re-equip the backpack to bring yourself up to max again. But I am admittedly methodical about selling things and abusing any tricks I come up with.
Turns out there was indeed a bug in the ammo dropping code that caused extra ammo to be dropped, which should now be fixed in git. I'm still not sure how to — or even if i should — deal with the ammo farming exploit, which is specific to the way dedicated backpacks themselves function. I'll think about it.
So I recently did a test and the shop system does indeed break co-op by de-syncing players. I'm assuming there's no way this could be fixed? I feel like the shop would make co-op sessions more fun when stuff just isn't dropping.
EDIT: Also, something else I was wondering. Is there any way we could have an item that lets us put the crosshair over things to sell immediately without having to pick them up first? Having to drop one backpack just to pick up another in order to sell it is a bit tedious. Some way to just aim at something for a second or two and sell it would be nice in reducing the amount of inventory shuffle one has to do. Obviously it would need to only work on objects close to you so you couldn't just cheat and sell items from a distance you're supposed to pick up with the translocator first.
Question, How can I run this mod correctly. I put this with DommRLA weapons and monsters, and the shop interface works fine, but enemies don't drop credits 😔😔
That's because they don't. The way to get credits: - Selling items found in the stages, that's also how you unlock them in the shop for future playthroughs. - On finishing the game, all inventory is sold. - Performance bonus for killing stuff and finding items and secrets. If you aren't the methodical sort the performance bonuses can be adjusted in the settings now, higher might be more to your liking. Playing with LegenDoom Lite will frequently give out sellables too especially if you play boss-heavy games like Plutonia.
Thank you for letting me know; I'm currently in the process of getting a new computer set up to replace the one that died on me, which is taking a bit longer than anticipated. Once i'm done and has caught up on my normal obligations, i'll try to have a look and, hopefully, figure out what happened between those releases.
EDIT: Actually, it turned out to be not that difficult. Fix committed, release pending.
I'm getting the following errors when trying to launch this on GZDoom 2.1.1 (as current GZDoom builds completely break the PDA in DoomRLA) and can't proceed:
Spoiler:
Script error, "zetashop.pk3:decorate.zetashop" line 33: Parent type 'RLPermanentInventory' not found in ZSCounter Script error, "zetashop.pk3:decorate.zetashop" line 34: "inventory.maxamount" requires an actor of type "Inventory"
Execution could not continue.
Script error, "zetashop.pk3:decorate.zetashop" line 34: Unexpected '1000000000' in definition of 'ZSCounter'
Does this only work with later versions of GZDoom or something?
EDIT: Actually, this is happening on all versions of GZDoom, even the latest stable build.
There wasn't a readme included with the download, but that did fix it. Thanks. (I don't run from command-line and just do drag and drop onto GZDoom.exe typically, so I need to figure out a different system.)
Bofubutt wrote:There wasn't a readme included with the download, but that did fix it. Thanks. (I don't run from command-line and just do drag and drop onto GZDoom.exe typically, so I need to figure out a different system.)
Get a launcher like ZDL. Drag and drop is the worst way to load doom mods.
Broken record, but Dedicated Backpack can still be exploited as an ammo crafter by dropping it and then selecting any other type than the one you want as the excess gets thrown out 1:1, so you can switch back and pick it up at 2:1. Am totally exploiting this for the current playthrough with one of the hungrier weapons.