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

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Dan_The_Noob
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Re: [0.9.7] Gun Bonsai -- everything-compatible weapon upgrading

Post by Dan_The_Noob »

ToxicFrog wrote: Fri Jan 06, 2023 8:19 pm Poison scales with number of attacks per second (so it's really powerful on the chaingun and really weak on the rocket launcher), corrosion scales with damage per hit (so it's really weak on the chaingun and really powerful on the RL). Poison is strongest when first applied and gets weaker over time, corrosion starts out weak and accelerates as the target's health drops. Interestingly, both are good on the SSG because it both does a lot of hits per trigger pull and a lot of damage per attack. In my experience, corrosion is best used against beefier targets and works especially well in conjunction with fire, since just as the fire is burning out the corrosion is starting to ramp up to full power; I like to pick one high-power-per-shot weapon (the SSG is good for this in the vanilla weaponset) and put both elements on it as a boss killer.
ohhh i see. maybe update the description (non-tooltip) for corrosion, had no idea it ramps up like that.
also, the tooltips don't show correctly when using the mouse to select upgrades.
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ToxicFrog
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Re: [0.9.7] Gun Bonsai -- everything-compatible weapon upgrading

Post by ToxicFrog »

It's hard to fit a lot of info into the non-tooltip description since it needs to fit on a single line, but I'll see what I can do...

As for the tooltips, setting m_use_mouse to 1 (focus follows mouse) should fix this -- the default is 2 for some reason (focus follows click) which means menu items don't get hover events, only click events.
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Dan_The_Noob
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Re: [0.9.7] Gun Bonsai -- everything-compatible weapon upgrading

Post by Dan_The_Noob »

ToxicFrog wrote: Sat Jan 07, 2023 8:53 am As for the tooltips, setting m_use_mouse to 1 (focus follows mouse) should fix this -- the default is 2 for some reason (focus follows click) which means menu items don't get hover events, only click events.
oh huh. weird.
is this the equivalent of "options > mouse options > enable mouse in menus" option set to "yes" ?

and for the description, maybe something like "gets stronger the longer it's active"
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ToxicFrog
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Re: [0.9.7] Gun Bonsai -- everything-compatible weapon upgrading

Post by ToxicFrog »

Yes. m_use_mouse 2 is equivalent to "touchscreen-like".
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Dan_The_Noob
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Re: [0.9.7] Gun Bonsai -- everything-compatible weapon upgrading

Post by Dan_The_Noob »

ToxicFrog wrote: Sat Jan 07, 2023 4:26 pm Yes. m_use_mouse 2 is equivalent to "touchscreen-like".
right. ok i set that to "yes" so hopefully should work next time ( I didn't bother to test it, for some reason? )
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Release: 0.9.8

Post by ToxicFrog »

You can turn off particle effects now! I know this has been a recurring suggestion and now you can actually do it. The broader rebalancing work on Submunitions and Lightning -- along with a few new upgrades -- has been moved to a separate branch so I can keep releasing smaller fixes like this without interfering.

- New: - `bonsai_vfx_mode` setting can be used to turn off particle effects, optionally replacing them with sprite-flash effects. - Armour cap for upgrades that produce armour (Dark Harvest and Scavenge Steel) is now based on the armour rating of the best armour you have found thus far, or your health if you haven't found any armour yet. In vanilla Doom this means it starts at 100 and increases to 200 the first time you grab a blue armour or a Megasphere. This is still fairly experimental but should hopefully improve compatibility with mods that have unusually high/low armour caps. - `netevent bonsai-debug,allupgrades` command to add all the upgrades to you at once. For save-testing purposes only -- may cause serious gameplay issues. - Balance: - Shocking Inscription now reduces enemies to 50% speed rather than paralyzing them completely. - Submunitions now gains 1 bomblet per level rather than 4. - Fragmentation Shots now start at 8 fragments rather than 16, and gain 2 per level rather than 8. - Dark Harvest starts at 100% rather than 120%. - Fix: - Burning Terror now respects the `+NOFEAR` flag. - Thunderbolt now procs on DoT tick, which may fix crashes attacking certain enemies with Thunderbolt-enabled weapons. - Swiftness description now properly notes that it triggers on all kills, not just melee ones (although it will still prefer to spawn on melee weapons).
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stainedofmind
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Re: [0.9.8] Gun Bonsai -- everything-compatible weapon upgrading

Post by stainedofmind »

About to give the new version a try out, so I don't have any feedback yet. Did have a couple of requests/suggestions in general however:

1. Not a big fan of having the previously Melee-only upgrades added to Wimpy Weapons. Is it possible to have some kind of toggle/BONSAIRC setting for that?
2. Conversely, having a way to add Rapid Fire to Melee weapons would also be ideal, even if there is a lower limit to how many upgrades there can be. A toggle might be a bit much for this, but again perhaps a setting in BONSAIRC
3. Player Upgrade Suggestion - Scrambling: Prevents seekers (IE: Revenant missiles) from locking on to you via the bCANTSEEK flag. Would obviously only be a single level upgrade.
4. Player Upgrade Suggestion - Reduce/remove floor hazard damage, either the cheat'n'dirty once off way via powerups like RadSuit, or more technical, perhaps by borrowing some code from m8f's Floor Mod: viewtopic.php?p=1227609
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ToxicFrog
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Re: [0.9.8] Gun Bonsai -- everything-compatible weapon upgrading

Post by ToxicFrog »

(1) It would be easy to add an option toggle for that, yeah. I also have some strictly melee-only upgrades in the pipeline, along with a rework for Shield that will probably make it melee-only too.
(2) This (and the above) is actually easier to do as an option toggle than a BONSAIRC flag, since the BONSAIRC lump can control what flags weapons have but it's code in the upgrade itself that decides whether it's suitable for a given weapon. That said, the way Rapid Fire works is that it can only appear on weapons that use ammo, which excludes most melee weapons -- this is because without ammo consumption it's just a straight up 50% damage boost with no downsides and there's basically no reason to ever pick anything else.
(3, 4) I like these ideas and they're going into the notes file. I could actually see a use for higher levels of Scrambler -- make it something like the Deus Ex Aggressive Defence system, where seekers are remotely exploded as soon as they lock onto you. It would be trickier -- I think you'd have to trap WorldThingSpawned to keep a list of non-player-owned seeking projectiles and periodically scan them to see if they've locked onto the player -- but also really cool.
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Dan_The_Noob
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Re: [0.9.8] Gun Bonsai -- everything-compatible weapon upgrading

Post by Dan_The_Noob »

maybe have prevent seekers as a tiered upgrade, so you have to get say... tough as nails and thorns for it to appear.

hazard floor damage removal seems a step too far, maybe something like "X tics of pain sector are ignored" where X scales with upgrade level. (if you can accurately pull hazard damage in doom)
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stainedofmind
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Re: [0.9.8] Gun Bonsai -- everything-compatible weapon upgrading

Post by stainedofmind »

Dan_The_Noob wrote: Tue Jan 10, 2023 3:58 am maybe have prevent seekers as a tiered upgrade, so you have to get say... tough as nails and thorns for it to appear.

hazard floor damage removal seems a step too far, maybe something like "X tics of pain sector are ignored" where X scales with upgrade level. (if you can accurately pull hazard damage in doom)
You can, actually! The link to the mod I posted allows for modification to floor hazard damage. I kinda dropped the ball in my description there.

Regarding Rapid Fire on Melee, you do have a point about that. My only argument would be that melee of course has the inherent risks due to range, but if I really want, I can hack that in myself.

Edit: .. And I did! Just made a simple addon using the instructions provided in the MODDING.md file that basically copies the Rapid Fire upgrade, but reverses the ammo check and limits the upgrade to 2 levels. So disregard any requests I made there. Turns out you already gave me everything I needed to cleanly a simply add this myself without touching the base code!
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Dan_The_Noob
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Re: [0.9.8] Gun Bonsai -- everything-compatible weapon upgrading

Post by Dan_The_Noob »

thinking of ideas for player/weapon upgrades while playing a bunch recently.

1. projectile/bullet count.
2. blast radius/damage radius
3. move speed
4. health regen
5. some trade-off type upgrades (+X%/X damage for -X% fire rate) or something and other things like thing (maybe the inverse, +X fire rate for -X damage)
6. maybe shift dark harvest to a player perk and make it less effective per stack somehow? or capped.

also, please make homing prioritise enemies nearest the crosshair or something maybe? because currently they jus hit the floor or ceiling if the closest enemy is flying
Gourry
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Re: [0.9.8] Gun Bonsai -- everything-compatible weapon upgrading

Post by Gourry »

Is there an icon or something to tell if infernal forge is working?
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Shatter-Thought[V-4]
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Re: [0.9.8] Gun Bonsai -- everything-compatible weapon upgrading

Post by Shatter-Thought[V-4] »

I have a small idea to present for more esoteric players: A "Choice Timer" players can toggle on to force them to make a choice, elsewise the powerup is randomly chosen.

I concede I have zero idea if this is possible, just throwing this idea out.
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Unregret
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Re: [0.9.8] Gun Bonsai -- everything-compatible weapon upgrading

Post by Unregret »

Replay value with this mod in unimagine. Even the extreme weapon mod also become something else if you know what I mean.
viewtopic.php?t=37611
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DELTAtheDboi005
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Re: [0.9.8] Gun Bonsai -- everything-compatible weapon upgrading

Post by DELTAtheDboi005 »

I'm gonna try this with my mod! it is beyond perfection!

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