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

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

Post by Exibius »

If you're playing DRLA with this and level up a weapon that has a modpack upgrade attached to it and then drop it, it loses the mods. It seems like it happens regardless of if you're indestructible or not if you're running that mod alongside this as well, since that particular issue was brought up.
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Carrotear
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Re: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

Post by Carrotear »

I don't know if anyone knew this, but I came across a fork of Ultimate Custom Doom that has a Monster Health Progession option. Which is perfect for Gun Bonsai to try and (somewhat) balance things. Here's a link to that https://github.com/GTD-Carthage/ultimate-custom-doom
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Re: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

Post by TolgaKerem07 »

Can you please add a setting like "Player starts the game at the following level = x"? For example, I want it to be difficult to gain player levels or to disable it completely (it is very easy to trivalize the game completely by spamming Tough as nails imo), but I want to play with a point or two for each scavenger perk from the very beginning. If I set it so that the player starts the game at level 5-10 and make it difficult to gain levels, I can easily adjust these and similar things to my taste.

Also, scavenge lead does not work with project brutality (no ammo drops)
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stainedofmind
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Re: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

Post by stainedofmind »

TolgaKerem07 wrote: Sat Apr 06, 2024 4:10 pm Can you please add a setting like "Player starts the game at the following level = x"? For example, I want it to be difficult to gain player levels or to disable it completely (it is very easy to trivalize the game completely by spamming Tough as nails imo), but I want to play with a point or two for each scavenger perk from the very beginning. If I set it so that the player starts the game at level 5-10 and make it difficult to gain levels, I can easily adjust these and similar things to my taste.
Made up a quick addon for you. Likely not multiplayer friendly. Didn't have time to do much testing, but it seems to be working for me!

https://drive.google.com/file/d/13WGYAU ... sp=sharing

Load after GunBonsai, number of starting levels can be configured in the main GB menu.
Last edited by stainedofmind on Sun Apr 14, 2024 7:58 pm, edited 1 time in total.
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Re: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

Post by TolgaKerem07 »

Thanks, it works exactly as I want.

On the other hand, how can I solve the project brutality issue?

I've made various experiments and it seems like the perk in question doesn't work very well. Pistol and rifle ammos do not drop in Brutal Doom v22 either.
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stainedofmind
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Re: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

Post by stainedofmind »

TolgaKerem07 wrote: Wed Apr 10, 2024 2:00 pm Thanks, it works exactly as I want.
You're welcome.
TolgaKerem07 wrote: Wed Apr 10, 2024 2:00 pm On the other hand, how can I solve the project brutality issue?

I've made various experiments and it seems like the perk in question doesn't work very well. Pistol and rifle ammos do not drop in Brutal Doom v22 either.
Thought this was going to be a more complicated fix, but I tossed together a "fix" for PB: https://drive.google.com/file/d/1iOjcmB ... sp=sharing

Not fully tested, but it seems to work. Will likely fix the issues with BDv22 also, but do note, this is a simple fix that might have other side effects, like granting non-drop ammos and other weirdness. To properly fix this issue, there would likely need to be code added to iterate over a list of ammo types specific to certain mods.
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Re: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

Post by TolgaKerem07 »

Thank you very much, it seems to be working.

I have some questions in my mind:

1- I'm asking out of curiosity, what exactly did you change? Since I don't know coding, I can't understand it from the files.

2- Will this solution work even if I install a completely different gameplay mod?

3- Is there a possibility that the proper fix you mentioned will come in the future?
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stainedofmind
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Re: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

Post by stainedofmind »

TolgaKerem07 wrote: Wed Apr 10, 2024 4:19 pm Thank you very much, it seems to be working.

I have some questions in my mind:

1- I'm asking out of curiosity, what exactly did you change? Since I don't know coding, I can't understand it from the files.

2- Will this solution work even if I install a completely different gameplay mod?

3- Is there a possibility that the proper fix you mentioned will come in the future?
1: The original code checks ammo types for a valid sprite in its spawn state, working under the assumption that if an ammo type doesn't have one, it's not meant to be a pick up. Due to the way ammo works in Project Brutality, all ammo types appear to GunBonsai as not having a spawn sprite. All I did was comment out the sprite check.

2: It may work, but I can't guarantee there won't be other issues, even with PB. The sprite check mentioned above was meant to limit picking up things you shouldn't, like bullets that are in clips, or things like plasma rifle overheating build up. Without that check, it's possible for the upgrade to try to generate these. I don't think it will cause any major issues, as I've written a mod some time back that also didn't have that check. Just might end up picking up weird ammo types is all.

3: I don't have plans to implement a proper system myself at this time. If I was to do so, it would likely involve a special Lump that can be read from, similar to the BONSAIRC lump. It may even be something ToxicFrog would want to implement directly into GunBonsai, as she(?) is a much more skilled coder then I am and knowns her(?) mod better then I do.
Last edited by stainedofmind on Sun Apr 14, 2024 8:02 pm, edited 2 times in total.
Exibius
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading

Post by Exibius »

Exibius wrote: Sun Mar 26, 2023 7:28 am Applying the "Rapid Fire" upgrade on any weapon running LegenDoom alongside this causes the weapon to no longer be droppable using alt-fire. Ran just the 2 mods alone to make sure nothing else conflicted; still occurs.
Putting this up for posterity's sake that stainedofmind made a patch to fix this issue for version 0.10.6 here. Load it after Gun Bonsai.
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Re: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

Post by TolgaKerem07 »

Can Scavenge lead be converted from number based to percentage based? Something like each point adds 1% -> 2% -> 3% of the maximum capacity of a random ammo type? Because 5 plasma bullets and 5 shotgun bullets are not the same. Although I always use a shotgun in my games, it never runs out of bullets, while the plasmagun bullet is never enough.

With this system, the first level scavenge lead (with a backpack) gives 6 plasma bullets and 1 shotgun shells. At level 3, it gives 18 cells and 3 shells. Of course, how to round fractions and the balance can be adjusted by those who know better.


Also, wouldn't a universal drop that gives ammo with the system I mentioned above, like the scavenge steel or blood drops, make the mod more compatible? Like stainedofmind's universal kill rewards mod. I could be wrong because I don't know how to code tho.
Last edited by TolgaKerem07 on Tue Apr 16, 2024 10:50 pm, edited 1 time in total.
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stainedofmind
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Re: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

Post by stainedofmind »

TolgaKerem07 wrote: Mon Apr 15, 2024 4:46 am Can Scavenge lead be converted from number based to percentage based? Something like each point adds 5% -> 10% -> 15% of the maximum capacity of a random ammo type? Because 5 plasma bullets and 5 shotgun bullets are not the same. Although I always use a shotgun in my games, it never runs out of bullets, while the plasmagun bullet is never enough.

With this system, the first level scavenge lead (with a backpack) gives 30 plasma bullets and 2 shotgun shells. At level 3, it gives 90 cells and 6 shells. Of course, how to round fractions and the balance can be adjusted by those who know better.
Seems like a nice alternative. I can probably whip up an addon for that.
TolgaKerem07 wrote: Mon Apr 15, 2024 4:46 am Also, wouldn't a universal drop that gives ammo with the system I mentioned above, like the scavenge steel or blood drops, make the mod more compatible? Like stainedofmind's universal kill rewards mod. I could be wrong because I don't know how to code tho.
My UKR mod uses a different ammo detection type, but it's no less susceptible to incompatibilities then the current detection method of GunBonsai unfortunately. In fact, when I revisit UKR, I was going to rewrite it from scratch to use GBs method.
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stainedofmind
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Re: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

Post by stainedofmind »

Had an epiphany last night when struggling to sleep because I had too much damned (wonderful, delicious, soothing) coffee yesterday. A better way to detect valid ammo types would be to check if it has a "BackpackAmount". Did a quick hackup, and ran it through Project Brutality, and it seems to be effective, and doesn't suffer from the same problem as my current hack. Granted, this is still not a foolproof method, as it's conceivable that some mods would have "valid" ammo that doesn't grant extra when picking up a backpack. Might see if I can find a mod that messes around with backpacks and test it out.

Edit: Wasn't too hard to find one. Embers of Armageddon doesn't use BackpackAmount for ammo. The solution was simple: Just add back the original check in addition to the BackpackAmount check. Now a mod would have to both not have a spawn graphic for pickup, AND not have a backpack amount in their ammo to not detect a valid ammo type. Seems like this would be few and far between, but hey, what do I know!

Edit 2: Still not perfect. A couple of weapon packs I tested out it will drop ammo types you really shouldn't get, but at the same time, the things it does drop extra are reasonable so far. The two instances I found were Combined Arms, which allows dropping "ammo" for Lilk's Axe, and Dark Passenger, which will give you crossbow "energy", which is also invisible... But oh well.
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Re: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

Post by TolgaKerem07 »

Damn dude, not all heroes wear capes. If I knew coding I'd want to help you. I think it's time for me to learn lol. I have a few more ideas in mind that would suit gunbonsai imo. I would like to share if you are interested, I tried to do a few things by reverse engineering some mods myself, but it was very sketchy and incomplete.
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VICE
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Re: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

Post by VICE »

This mod is awesome and the compatability is impressive to say the least. I've had this in my loadout for a while and it adds a new layer of progress to megawads.
I tried it with various gameplay mods including old ones from before 2016 and it works fine with them as well.

However, I think some of the different upgrades need to be rebalanced.

Rapid fire, for example, makes much more sense if you tweak it to +20% per rank rather than +50% (talking from experience after modifying it myself).
The latter is ridiculously overpowered, the former is well balanced with the weapon damage upgrade in terms of DPS.

I would also like to see more hud customization options in future versions, and maybe a way to make some upgrades only available every x levels.
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Re: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

Post by Exibius »

Exibius wrote: Sat Mar 23, 2024 7:09 pm If you're playing DRLA with this and level up a weapon that has a modpack upgrade attached to it and then drop it, it loses the mods. It seems like it happens regardless of if you're indestructible or not if you're running that mod alongside this as well, since that particular issue was brought up.
Putting this here for visibility that SoM also fixed a part of this issue as well through one of his patches that you can find here. It was caused by the same issue Legendoom had where it didn't work correctly with the Rapid Fire upgrade. Just going to future proof this comment and state that any other problems or bugs or features will eventually be fixed or added and to just keep checking that thread for anything new.

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