Smart Scavenger - A Resource/Mod (V3.2 Released! 11/23/14)

Projects that alter game functions but do not include new maps belong here.
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VicRattlehead
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Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Post by VicRattlehead »

Is it intentional for medikits to break up when you run over them even with full health? Ammo pickups only do when you don't have full ammo.
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amv2k9
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Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Post by amv2k9 »

No, it's not... I'll go look at the code and fix that.
bouchacha
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Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Post by bouchacha »

Any idea what the cause of the problem is? I spent half an hour messing with the script in Slate but I have very little experience and couldn't figure out why Medikits break up when you have full health.
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Coincident
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Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Post by Coincident »

I was thinking to try and implement this mod myself, but thank god someone bumped this thread. :)
This is an awesome idea.
Does it work with Brutal Doom (or SE)?
m4lmaster
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Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Post by m4lmaster »

Coincident wrote:I was thinking to try and implement this mod myself, but thank god someone bumped this thread. :)
This is an awesome idea.
Does it work with Brutal Doom (or SE)?
nope, wish it did, i really like this idea
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amv2k9
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Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Post by amv2k9 »

m4lmaster wrote:
Coincident wrote:Does it work with Brutal Doom (or SE)?
nope, wish it did, i really like this idea
I'll look into this; I'm going to do a revision of this that should fix the issue of ammoboxes breaking open when projectiles or monsters impact them. A Brutal Doom version would be for SE, since that's maintained on these forums.
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amv2k9
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by amv2k9 »

Okay, so this was out later than I intended. I had a better method of doing this, but then I neglected to write it down, then forgot, then remembered again.
Spoiler: If you're interested in this kind of thing:
Smart Scavenger Version 3 Changelog:
-Support for Doom Roguelike Arsenal and Brutal Doom: Sperglord Edition added. Use smartscav-drla.pk3 and smartscav-bdsperg.pk3, respectively.
-Ammo and Medikits no longer 'warp' to the player's position.
-Medikits no longer break open when player health is >= 100.
m4lmaster
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by m4lmaster »

Script error, "smartscav-bdsperg.pk3:decorate" line 359:
Expected ')', got ','.

getting this error
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TheMightyHeracross
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by TheMightyHeracross »

Is your (G)ZDoom up to date?
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amv2k9
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by amv2k9 »

m4lmaster wrote:Script error, "smartscav-bdsperg.pk3:decorate" line 359:
Expected ')', got ','. getting this error
That would be from the A_JumpIfHealthLower call that uses the AAPTR_TARGET pointer. Update your G/ZDoom.
Last edited by amv2k9 on Mon Oct 13, 2014 11:35 am, edited 1 time in total.
m4lmaster
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by m4lmaster »

will do that before the end of the night
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FreddBoy
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by FreddBoy »

Will this mod be compatible with the Enhanced Edition of Brutal DOOM?
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demo_the_man
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by demo_the_man »

Can I use this in my mod?
m4lmaster
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by m4lmaster »

im assumeing GZDoom 2.x is needed? if so, not all of us can run 2.x, due to the need of OpenGL 3.x
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Blue Shadow
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by Blue Shadow »

m4lmaster wrote:im assumeing GZDoom 2.x is needed? if so, not all of us can run 2.x, due to the need of OpenGL 3.x
Use ZDoom, then.

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