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Re: [0.9.2] Gun Bonsai -- everything-compatible weapon upgrading
Posted: Thu Sep 01, 2022 7:25 pm
by generic name guy
Hm, must have been
this commit, not sure why it's printing that stuff to the console though, might be an option in GZDoom itself.
Just tested it: yeah, it does that for me too, even though i didn't even touch any GZDoom settings, weird.
Re: [0.9.2] Gun Bonsai -- everything-compatible weapon upgrading
Posted: Thu Sep 01, 2022 8:11 pm
by ToxicFrog
Whoops, I accidentally released it with debugging enabled. Hang on and I'll push a hotfix.
E: hotfix pushed, please
re-download.
Fixes:
- debug messages turned off
- Intuition name and description added to LANGUAGE lump
Re: [0.9.2] Gun Bonsai -- everything-compatible weapon upgrading
Posted: Thu Sep 01, 2022 8:30 pm
by Carrotear
I'm sorry to bother again. But now LegenDoom doesn't work it now.
Re: [0.9.2] Gun Bonsai -- everything-compatible weapon upgrading
Posted: Fri Sep 02, 2022 1:30 am
by Netheritor
I found a bug;
I played with all upgrade available, some weapons that's not melee has shield upgrade. Tested it with vanilla doom 2. Rocket is alright, but ssg, plasma, chaingun (maybe bfg) has shield upgrade.
Also, how can I forget about all map? Your new upgrade is inspired by allmap, right?
So here's my idea inspired by infrared;
Enemy detection: Enemy will have (a bit transparent) silhouette color in certain range. As you know, infrared will make enemy actor has hazy green color. Do that but without the night vision thing, only the enemy detection. Color is up to you.
Re: [0.9.2] Gun Bonsai -- everything-compatible weapon upgrading
Posted: Fri Sep 02, 2022 7:41 am
by ToxicFrog
Carrotear wrote: ↑Thu Sep 01, 2022 8:30 pm
I'm sorry to bother again. But now LegenDoom doesn't work it now.
"doesn't work" how? Game doesn't start up if they're both loaded? Can't get LD effects by leveling up? Switching LD effects doesn't work? Other?
E: ok, on testing I've found
a problem, although I don't know if it's the
same problem -- weapons gain LD effects at the wrong levels relative to how the "gun levels per LD effect" setting is configured. Should be an easy fix.
Netheritor wrote: ↑Fri Sep 02, 2022 1:30 am
I found a bug;
I played with all upgrade available, some weapons that's not melee has shield upgrade. Tested it with vanilla doom 2. Rocket is alright, but ssg, plasma, chaingun (maybe bfg) has shield upgrade.
The new melee weapon detection probably needs (even more) tweaking -- it's now on its third iteration and is "weapons where more than 75% of the attacks are within the AVOIDMELEE radius of 192 are considered melee weapons". If you're routinely using those weapons in close quarters it probably guessed that they're melee based on that. :sigh:
Reliably differentiating melee from non-melee weapons turns out to be really hard! Maybe I should just go back to trusting the +MELEEWEAPON flag by default and adding overrides to BONSAIRC as needed. Or like, trust it by default but if it's really egregiously skewed towards short or long range attacks that takes precedence.
Also, how can I forget about all map? Your new upgrade is inspired by allmap, right?
So here's my idea inspired by infrared;
Enemy detection: Enemy will have (a bit transparent) silhouette color in certain range. As you know, infrared will make enemy actor has hazy green color. Do that but without the night vision thing, only the enemy detection. Color is up to you.
New upgrade is based on allmap, yeah -- it actually sets the
allmap level flag when activated, same as picking up a computer map, and at level 2 it also gives you an infinite-duration Scanner power.
Outlining/glowing enemies like that will need some investigation, I think. The actual nightvision works by setting the
fixedlightlevel field on the player, and then the gzDoom rendering code checks that field and if it's enabled, looks at the player's inventory for a torch or nightvision item and uses that to decide how to render enemies. I'll probably have to take a completely different approach and mess with enemy render flags (or attach some other object to them that provides the glow) whenever they get close. Could be a neat upgrade if I can get it working, though.
Re: [0.9.2] Gun Bonsai -- everything-compatible weapon upgrading
Posted: Fri Sep 02, 2022 7:58 am
by Carrotear
I get a vm abort message as soon as it launches.
Re: [0.9.2] Gun Bonsai -- everything-compatible weapon upgrading
Posted: Fri Sep 02, 2022 8:06 am
by wildweasel
Carrotear wrote: ↑Fri Sep 02, 2022 7:58 am
I get a vm abort message as soon as it launches.
Please post the text of the error.
Re: [0.9.2] Gun Bonsai -- everything-compatible weapon upgrading
Posted: Fri Sep 02, 2022 10:31 am
by Carrotear
Right, my bad. Sorry for the delay.

Re: [0.9.2] Gun Bonsai -- everything-compatible weapon upgrading
Posted: Fri Sep 02, 2022 10:35 am
by generic name guy
Carrotear wrote: ↑Fri Sep 02, 2022 10:31 am
Right, my bad. Sorry for the delay.
Oh, i see, it does not like TITLEMAPS, i got the same crash with Project Brutality
It looks like the error occours because you don't have a weapon/player actor
Re: [0.9.2] Gun Bonsai -- everything-compatible weapon upgrading
Posted: Fri Sep 02, 2022 10:45 am
by generic name guy
Re: [0.9.2] Gun Bonsai -- everything-compatible weapon upgrading
Posted: Fri Sep 02, 2022 2:29 pm
by SaucepanSF
Been away a bit and just seeing this one. Wow is all I can say. Going straight into load order.
Only thing I'd change if I could, would be to disable the pausing of the game to choose an upgrade. In the options, I changed the number of upgrades to just one (from the default 4), and this seems to be a personal fix, as it just chooses it for me and I can keep the action going in game without disruption.
Anyway whatever, thank you for this!
Re: [0.9.2] Gun Bonsai -- everything-compatible weapon upgrading
Posted: Fri Sep 02, 2022 3:10 pm
by ToxicFrog
Whoops. I have a tendency to test using command line options that skip the titlemap entirely, so I didn't catch this. Thanks to generic name guy for getting a fix out so quickly!
The official release has been hotfixed (again) and
re-uploaded.
Re: [0.9.2] Gun Bonsai -- everything-compatible weapon upgrading
Posted: Fri Sep 02, 2022 3:12 pm
by ToxicFrog
SaucepanSF wrote: ↑Fri Sep 02, 2022 2:29 pm
Been away a bit and just seeing this one. Wow is all I can say. Going straight into load order.
Only thing I'd change if I could, would be to disable the pausing of the game to choose an upgrade. In the options, I changed the number of upgrades to just one (from the default 4), and this seems to be a personal fix, as it just chooses it for me and I can keep the action going in game without disruption.
Anyway whatever, thank you for this!
Glad you like it!
I don't think disabling pausing when choosing an upgrade is on the table, because (as I understand it) opening an OptionMenu is hardcoded to pause the playsim; doing it while keeping the playsim running would require me to write my own UI code, which I 1000% do not want to do.
Re: [0.9.2] Gun Bonsai -- everything-compatible weapon upgrading
Posted: Fri Sep 02, 2022 3:28 pm
by DarkkOne
ToxicFrog wrote: ↑Fri Sep 02, 2022 3:12 pm
SaucepanSF wrote: ↑Fri Sep 02, 2022 2:29 pm
Been away a bit and just seeing this one. Wow is all I can say. Going straight into load order.
Only thing I'd change if I could, would be to disable the pausing of the game to choose an upgrade. In the options, I changed the number of upgrades to just one (from the default 4), and this seems to be a personal fix, as it just chooses it for me and I can keep the action going in game without disruption.
Anyway whatever, thank you for this!
Glad you like it!
I don't think disabling pausing when choosing an upgrade is on the table, because (as I understand it) opening an OptionMenu is hardcoded to pause the playsim; doing it while keeping the playsim running would require me to write my own UI code, which I 1000% do not want to do.
Not to mention that not pausing it wouldn't exactly "keep the action going" since you'd still have to navigate it and make a choice, it'd just keep the action happening *to* you, while you're not engaging with it.
Re: [0.9.2] Gun Bonsai -- everything-compatible weapon upgrading
Posted: Sat Sep 03, 2022 6:06 am
by ToxicFrog
This is true, but there are also some people who are into that -- Dark Souls and System Shock both work that way, and Diablo made it an explicit marketing point that "the action never stops" even when you're rummaging through your inventory or assigning level-up stat points.
In my experience this mostly means that you just wait until you're out of combat to do character management, which you can always simulate in this by not pressing the level-up button when you're in combat.