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

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Ferretmanjcdenton
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Re: [0.9.1] Gun Bonsai -- everything-compatible weapon upgrading

Post by Ferretmanjcdenton »

Brohnesorge wrote: Mon Aug 22, 2022 2:14 pm please don't nerf too much. The power skew is part of what makes the mod fun. The only thing I thought could use a nerf was shield and it got exactly the nerf I thought it should get.

I absolutely agree .The mod is absolutely amazing .

What I would love to see however is a setting to choose which upgrades you get in the game .
Like 2 settings or so .one for elemental effects and one for ballistic ones .if i play more realistic mods I would love to get upgrades like

HE ,More penetration ,shoot through walls ,making normal bullets ACP ,dragon breath for shotguns , tranquilizer darts ,
Higher fire rate ,he shots which cause enemies to explode ...

And one setting for more magic oriented ones like

Electro shock ,fire ,poison ,corrosion (those two are pretty similar imo ) ,fragmentation shots ,energised fragmentation, ressurect after death ,magic dragon breath ,higher fire rate too ,the enemies explode into more explosive balls , turn enemie into chicken or roach ,summon a wall of dirt and all kind of magic effects ..

And actually a third setting combining all those upgrades in one .

That's only what I really would love to see .just an idea .
retronutcase
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Re: [0.9.1] Gun Bonsai -- everything-compatible weapon upgrading

Post by retronutcase »

Ferretmanjcdenton wrote: Mon Aug 22, 2022 2:31 pm
Brohnesorge wrote: Mon Aug 22, 2022 2:14 pm please don't nerf too much. The power skew is part of what makes the mod fun. The only thing I thought could use a nerf was shield and it got exactly the nerf I thought it should get.

I absolutely agree .The mod is absolutely amazing .

What I would love to see however is a setting to choose which upgrades you get in the game .
Like 2 settings or so .one for elemental effects and one for ballistic ones .if i play more realistic mods I would love to get upgrades like

HE ,More penetration ,shoot through walls ,making normal bullets ACP ,dragon breath for shotguns , tranquilizer darts ,
Higher fire rate ,he shots which cause enemies to explode ...

And one setting for more magic oriented ones like Electro shock ,fire ,poison ,corrosion (those two are pretty similar imo ) ,fragmentation shots ,energised fragmentation, ressurect after death ,magic dragon breath ,higher fire rate too ,the enemies explode into more explosive balls , turn enemie into chicken or roach ,summon a wall of dirt and all kind of magic effects ..

And actually a third setting combining all those upgrades in one .

That's only what I really would love to see .just an idea .

BonsaiRC already lets you do per weapon/per mod tweaking like this. Read the documentation.

Boosting weapon fire-rate is also not possible, I asked about that and was told it wouldn't be possible.
Last edited by retronutcase on Mon Aug 22, 2022 8:39 pm, edited 1 time in total.
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Imp Hunter
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Re: [0.9.1] Gun Bonsai -- everything-compatible weapon upgrading

Post by Imp Hunter »

ToxicFrog wrote: Mon Aug 22, 2022 8:32 am
Imp Hunter wrote: Mon Aug 22, 2022 7:23 am I'm very impressed to see that this mod works even with randomizer mods like Aeons of Death and Project Complexity. Modern Doom mods never cease to amaze me! On Aeons of Death, the only issue I encounted is that the Explosive Death shows a weird plasma explosion sprite, but that might be a AEOD issue anyway (sprite naming issue).
Yeah, all sprites need to have four-letter names and there's no namespacing, so sprite collisions are a sad fact of life. I could have used existing Doom sprites, but I wanted this to work with non-Doom IWADs. I could have copied the sprites from DOOM2.WAD into Gun Bonsai under the same names, so that they'd still be available no matter what IWAD was loaded, but the Doom license doesn't permit that. In the end I copied in some sprites from FreeDoom, but leaving them with their original name would have meant loading GB would also replace the normal Doom graphics with those (and pk3 lump filtering doesn't have any way to say "load these lumps in any game except doom"), so I also renamed them -- which opens the possibility of sprite collisions with other mods, as happened here.

There isn't really a good way around this, as far as I know. By changing the load order you can decide whether the AoD or GB graphics take precedence, but either way something is going to look wrong. :(
Yeah, I've got sprite collisions in some mods I did in the past too. You can rename for something more "random", but it's impossible to really avoid it, I guess. Especially if you expect people to mix your mod with other wads.

I've also noticed another minor issue with AEoD. When using items that damage monsters, the damage might use the elemental damage from the weapon that you're currently holding. For example, in AEoD there's a item called Ice Shield that freezes monsters around you. While holding a Railgun with Venomous Inscription, the item also applied poison to those enemies while freezing them.
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Xubs
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Re: [0.9.1] Gun Bonsai -- everything-compatible weapon upgrading

Post by Xubs »

I really like this mod! A universal level-up mod is something I never knew I needed. I know earlier it's been said that you had trouble coming up with new upgrades, and while I've seen you have a lot of suggestions for new ones on your plate, I thought I'd throw in my two-cents too. I'll provide justifications in [] brackets and italics so you can get an idea of what I'm thinking with these ideas.
  1. Spectral Inscription: On dealing damage with a weapon with this applied, the player will fire an additional spectral projectile from their eyes once every 35 tics (-2 tic per level). The projectile is summoned by player-attributed damage events rather than the player's attacking states. The spectral projectile inherits no properties from the weapon that fired it other than copying the damage from the damage instance that summon it. Intermediate and Mastery upgrades increase the projectile's speed and add homing capabilities. [The idea here is to provide a roundabout fire rate increase without actually modifying a weapon's states in any way and potentially breaking compatibility, since it's been suggested before and shot down.]
  2. Resurrecting Inscription: This ability will resurrect the first enemy killed with a weapon that has it applied. The enemy will fight for the player until they die or until 8 seconds have passed (+2 seconds per level), in which case they are automatically killed. Enemies with more than 600 health, or who have the +FRIENDLY tag already applied, are exempt. Taking this on multiple weapons allows additional enemies to be resurrected, without having to switch to other weapons that have it applied. [The idea here is to provide a sort of 'summoner build' to be possible. The timer restriction is there to prevent a cascading windfall of summons, while the >600 health restriction is mainly just there to prevent anything as strong as or stronger than an Arch-Vile from being resurrected. Taking multiple copies of the inscription is there to encourage people to really build into it by sacrificing other inscription slots if they want summons to really be a major part of their playstyle, instead of handing players it for free.]
  3. Crossfire: Weapons with this ability will do 30% extra damage for 3 seconds after it is switched to. Afterwards, it will do -15% damage. Mutually exclusive with the Damage upgrade. [To benefit the chronic weapon switchers out there, or especially weapon mods which contain reloading weapons.]
  4. Tracker: Player upgrade. Map-revealing items show enemy locations. At level 2, they show items as well. At level 3, the player starts every level with a map revealed, as if they had picked up a map-revealing item.
I hope you like these ideas. :D This mod got the creative juices flowing since I saw it and thought I'd share. Maybe I'll come up with more if you like them. Thanks again!
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Re: [0.9.1] Gun Bonsai -- everything-compatible weapon upgrading

Post by Netheritor »

Umm... About Blades of Agony; As you know, there is no configurable key for gunbonsai in the mod, so I use the default i key. But it said unknown command menu something that I forgot what's in bracket even though I just played it 4 minutes ago.
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r&r
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Re: [0.9.1] Gun Bonsai -- everything-compatible weapon upgrading

Post by r&r »

I would say for upgrade ideas,
Max ammo upgrades able to carry 10 percent more for that weapon,
Able to Gain abit more ammo on pick upgrades,
and use 10 percent less ammo upgrades for weapons like act like the BFG.

Heck look up Ratchet and Clack Deadlocked weapon mods and Omega mods,
if you need inspiration.

Like the Shock Mod
mostly lighting/shock that combos to the nearest enemy,
as enemies act like lighting rods and doing minor damage to the enemies near by each other.

There also the Impact mod, easy as it says, make any weapon acts like explosion and push enemies away, with out the player's being splash damage.
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Re: [0.9.1] Gun Bonsai -- everything-compatible weapon upgrading

Post by ToxicFrog »

Imp Hunter wrote: Mon Aug 22, 2022 6:01 pm Yeah, I've got sprite collisions in some mods I did in the past too. You can rename for something more "random", but it's impossible to really avoid it, I guess. Especially if you expect people to mix your mod with other wads.

I've also noticed another minor issue with AEoD. When using items that damage monsters, the damage might use the elemental damage from the weapon that you're currently holding. For example, in AEoD there's a item called Ice Shield that freezes monsters around you. While holding a Railgun with Venomous Inscription, the item also applied poison to those enemies while freezing them.
Maybe someday gzdoom will support sprite namespacing or something, but until then, it is what it is.

As for monster-damaging items, yeah, that's a known issue -- it can tell that you damaged the monster, but it can't tell if you damaged it with your weapon, or an offhand attack like the Ashes boot knife, or a damaging item, or a special attack added by another mod, or what. Basically, it can only differentiate three categories of monster damage:
(1) damage inflicted by something other than the player, such as infighting;
(2) damage inflicted by Gun Bonsai upgrades, such as the blast damage from Explosive Death;
(3) damage inflicted by the player and not by Gun Bonsai.

As a general rule, (1) it doesn't react to at all, (2) awards XP but has special handling to make sure that (e.g.) you don't end up with an infinite loop of Fragmentation Shots going off, and (3) both awards XP and triggers upgrade effects. Which means that if you have non-weapon attacks, those will inherit the special effects of whatever weapon you have wielded at the time they hit.
Xubs wrote: Mon Aug 22, 2022 8:31 pm I really like this mod! A universal level-up mod is something I never knew I needed. I know earlier it's been said that you had trouble coming up with new upgrades, and while I've seen you have a lot of suggestions for new ones on your plate, I thought I'd throw in my two-cents too. I'll provide justifications in [] brackets and italics so you can get an idea of what I'm thinking with these ideas.

[...]

I hope you like these ideas. :D This mod got the creative juices flowing since I saw it and thought I'd share. Maybe I'll come up with more if you like them. Thanks again!
Thank you! I've copied them all down for further consideration. I do always appreciate upgrade ideas; even if they're not viable or I don't like them they often inspire something else.

Initial thoughts:
- not sure I like Spectral Inscription as written, but I do like the basic idea of trying to find "rapid-fire-ish" approaches that are actually viable to implement. It's given me some ideas for shot duplicating/splitting effects, too.
- Resurrection: the T2 lightning upgrade (Revivification) is conceptually similar to this, although it needs some serious rework to avoid confusing level scripting or inconveniencing the player. This might turn into an entire "summoner build" tree with Revivification worked into something else, or parts of it might get used to improve Revivification in place.
- Crossfire: I like this a lot and it probably wouldn't be too hard to implement, although it'd need some new hooks. I might make the limit a certain amount of damage or shots rather than a certain amount of time so that it remains useful on weapons with long warmup times, though.
- Tracker: I don't think I can separate out "see monsters" and "see monsters and items"; the PowerScanner power is hardcoded to always display all actors and the only other way to adjust this is by wiggling the am_cheat cvar. This is an idea I've thought about in the past, though, and I like the idea of "one upgrade makes computer maps better and the next upgrade makes them builtin".
Netheritor wrote: Tue Aug 23, 2022 4:32 am Umm... About Blades of Agony; As you know, there is no configurable key for gunbonsai in the mod, so I use the default i key. But it said unknown command menu something that I forgot what's in bracket even though I just played it 4 minutes ago.
I didn't actually know that; GB should add a key configuration section. Does BoA override that menu completely or something?

If you need to rebind it and can't access the menu for it, try bind i "netevent bonsai-show-info" in the console. You can also access the GB options menu through the console with openmenu GunBonsaiOptions.
DarkkOne wrote: Mon Aug 22, 2022 12:30 pm That sounds really good actually. I'm not sure how you'd handle "shield" for that, but for the others that certainly seems like a really good way to balance them. Also, at that point, allowing the flag to influence the decision making process has quite a bit less downside, since if you want to get Dark Harvesting with your shotgun, you've got to get in danger range.
Yeah, Shield is the big unanswered question there. The best idea I've had there so far is that Shield is always active when the weapon is wielded, but its effectiveness is scaled based on what percentage of attacks you've made with that weapon are in melee range, reaching peak effectiveness at, say, 90% and above. So on mixed melee/ranged weapons it's still good but not as good as it is on a pure melee weapon.
Basically, I think with your mod, options is the way to think about it. Sometimes nerfing something adds options, because it takes things that were no longer useful options and allows them to be useful again. So while you're making something lesser, you're actually increasing the available "useful" options over all. So when thinking about melee vs. ranged balance, the big question isn't "is this too strong" on its own, but "is this so strong that people would never reasonably choose other choices."

Over all, I think this is in a pretty good place on that. But it helps as a tool to consider things. Will a shotgun with dark harvest and shield mean nobody will use a plasma rifle with homing, piercing shots? Dunno. But it's less about "are they balanced in overall power" and more just "are they each fun enough to play that neither is likely to be entirely left out."

At least that's my view on it. Hope this wasn't too much a ramble. I remember you mentioned being interested in balance considerations earlier on, so hope this felt useful, or at least interesting.
This is basically my philosophy on balance for this mod. It doesn't need to be balanced with respect to other players, and it will never (by design) be balanced with respect to vanilla Doom (and if people want to achieve some kind of balance with other mods, that's a large part of why it has so many tuning options). But the options do need to be balanced with respect to each other; I don't want anything to be so bad that it's a dead slot in the upgrade list, or so good that it crowds out other options.

However, I am also not -- by profession or avocation -- a game designer; I'm a programmer who hangs out with game designers sometimes, and my implementation of that balance philosophy involves a lot of "throw numbers at the wall and see what sticks". So I always appreciate feedback!
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stainedofmind
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Re: [0.9.1] Gun Bonsai -- everything-compatible weapon upgrading

Post by stainedofmind »

In regards to increasing rate of fire, until a better solution is found, you may wish to consider the "Double Firing Speed" powerup. It would only be a one time upgrade, since it has no options other then time, but might be better then nothing.

https://zdoom.org/wiki/Classes:PowerDoubleFiringSpeed
Netheritor
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Re: [0.9.1] Gun Bonsai -- everything-compatible weapon upgrading

Post by Netheritor »

ToxicFrog wrote: Tue Aug 23, 2022 5:29 pm
Netheritor wrote: Tue Aug 23, 2022 4:32 am Umm... About Blades of Agony; As you know, there is no configurable key for gunbonsai in the mod, so I use the default i key. But it said unknown command menu something that I forgot what's in bracket even though I just played it 4 minutes ago.
I didn't actually know that; GB should add a key configuration section. Does BoA override that menu completely or something?

If you need to rebind it and can't access the menu for it, try bind i "netevent bonsai-show-info" in the console. You can also access the GB options menu through the console with openmenu GunBonsaiOptions.
That's works, thanks.
Also, I'll tell you again. BoA purged any options for mods. Anything that doesn't have connection with BoA will be purged from the options menu; key configuration, mod options, even mod info.

Now about aura. If you don't want it to affect players, at least create aura to affect allies, at least with +friendly tag. So you have friendly npc that get the benefit of gunbonsai. I don't know if you can give them elemental damage though. My idea is to give them the buff every 1 second with buff duration of >1 seconds.
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Lesson learned. You don't just press mod menu with no weapon, that doesn't have exp count.
Lesson learned. You don't just press mod menu with no weapon, that doesn't have exp count.
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r&r
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Re: [0.9.1] Gun Bonsai -- everything-compatible weapon upgrading

Post by r&r »

Oh is there a way adjust the players XP gain?
as I don't see anything like that in the options,
like optional to adjust the players XP be 2 times to 3 to 4 or 5 times?
Netheritor
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Re: [0.9.1] Gun Bonsai -- everything-compatible weapon upgrading

Post by Netheritor »

r&r wrote: Tue Aug 23, 2022 8:46 pm Oh is there a way adjust the players XP gain?
as I don't see anything like that in the options,
like optional to adjust the players XP be 2 times to 3 to 4 or 5 times?
Isn't there an options for that? Though it's only up to 2x. But the multiplier is a moot point considering you can just change xp requirements.
Netheritor
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Re: [0.9.1] Gun Bonsai -- everything-compatible weapon upgrading

Post by Netheritor »

Hey, I got more BoA bugs. It's still on the gunbonsai inventory playerstatproxy. Though I like that gunbonsai fighting against clear inventory in intermission map, Get the hud, 1 sec then vanish, reselect 'no weapon' then hud appear, 1 sec then disappear. It really loop like that.

Apparently, when you finish the training ground from chapter 1, it purge that inventory and no way to get it back. I even use give command to the proxy. I may can explain why;

When opening the first training room with first pistol. The player inventory is purged, any inventory and should be duplicated with a certain prefix (it's based on what I skimmed on boa.ipk3). After you finished the training and opening the door to the training room, you'll be given back all inventory, armor, and health before you entered the pistol area.
Now, this is the BS. The playerstatproxy inventory is given back, but it doesn't register as gunbonsai inventory. Like I said, the inventory is given a certain prefix. The name may as well be iiplayerstatproxy. ii is the prefix.

Though, I don't know if tormentor if still in the forum or not. Found bug on chapter 2 of BoA.
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Re: [0.9.1] Gun Bonsai -- everything-compatible weapon upgrading

Post by DarkkOne »

ToxicFrog wrote: Tue Aug 23, 2022 5:29 pm
Yeah, Shield is the big unanswered question there. The best idea I've had there so far is that Shield is always active when the weapon is wielded, but its effectiveness is scaled based on what percentage of attacks you've made with that weapon are in melee range, reaching peak effectiveness at, say, 90% and above. So on mixed melee/ranged weapons it's still good but not as good as it is on a pure melee weapon.
An idea for shield - can you tell how far away the monster that damaged you is?

Like, only apply shield to close-range damage? Maybe even scaling it up the closer they get (to a maximum) rather than just having a hard line where it does and doesn't apply?

Another option, if detecting incoming damage source range isn't possible, is change shield - instead of going 20, 40, 60, just have the first upgrade cap it at 50 (and honestly, maybe even reinstate 75 for this one). But each further upgrade of it increases a duration. When you hit an enemy with a "melee" attack (as defined by whatever the current detection method is at the time), you get 10 (or maybe 5) seconds of shield per rank, non-cumulative (so it refreshes up to 10/20/whatever on kill, but can't be stockpiled). So for shield to be useful you have to be very aggressive. You take full damage while closing (during which time you often have a bit more option in how to dodge) but once you're engaged, your goal is to keep landing hits, to keep yourself actively shielded until the fight is over.

Both of these also mean you can't just like... pull out your chainsaw to reduce damage from arachnotron turrets on the other side of a canyon or whatever.
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Re: [0.9.1] Gun Bonsai -- everything-compatible weapon upgrading

Post by openroadracer »

DarkkOne wrote: Wed Aug 24, 2022 12:08 amAn idea for shield - can you tell how far away the monster that damaged you is?
I think the "Thorns" player upgrade already works like that: scales damage reflected to enemies based on distance from the player to the monster that damaged them.
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Re: [0.9.1] Gun Bonsai -- everything-compatible weapon upgrading

Post by Ferretmanjcdenton »

”BonsaiRC already lets you do per weapon/per mod tweaking
like this. Read the documentation.

Boosting weapon fire-rate is also not possible, I asked about
that and was told it wouldn't be possible.”
[/quote]

The mod already has the fire rate upgrate and ..
There is even an add-on which changes the fire rate I use all the time called FastGuns .

And I know I can choose them like that . But sometimes there are only elemental effects to choose from forcing me to use one .
That's why I was hoping for a setting in bonsai settings to play more realistic sets ,magical sets or all together .
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