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

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Brohnesorge
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by Brohnesorge »

If it helps with your testing, I get the crash when gibbing enemies in quick succession with Chain Lightning and LEGION
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ArcCaster32
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by ArcCaster32 »

I am having some issues getting this to work with Legendoom it launches but even going to the full options menu in GZDoom 4.8.2. there is no options menu for gun Bonsai and actually, a few others like indestructible and lazy points, Not sure if the fault is my own or not, my load order in ZDL is as follows.

HR.WAD
SynthDoom3.wad (A music mod)
libtooltipmenu-0.1.3.pk3
GunBonsai-0.8.1.pk3
Indestructable-0.2.0.pk3
lazy-points-master
LegenDoom_2.8.3.pk3
LegenDoom_Rifles_1.0.pk3
DoomRL_Monsters_Beta_7.3.pk3
mk-champions[2.666].pk3
damnums_1.0.2.pk3
target-spy-v2.0.1.pk3
Starman the Blaziken
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by Starman the Blaziken »

This is a very compelling mod! Took it for a bit of a spin so far, and I quite enjoy what it has so far and had not really expected to see any sorts of mod like this happen. Would love to see more someday!
Probably would like to say though about things like breakable decorations and things (whether it moves or not) and I think barrels too, even really tanky objects or purposefully invincible objects or the like can make it an easy farm to get EXP for your weapon, if not too easy to accumulate enough by the base leveling multiplier just by shooting at it. Although I probably will decrease the multiplier as leveling weapons can be pretty easy a lot of the time.
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Ribo Zurai
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by Ribo Zurai »

As an avid lover of levelling systems, all I can say is YES. :D
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ToxicFrog
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Bugfix & balance release: 0.8.2

Post by ToxicFrog »

Version 0.8.2 released! This fixes the Chain Lightning crash and Juggler rendering errors, makes a bunch of balance changes based on feedback in this thread and personal testing, and adds two alternate HUD graphics and configuration options for the level-up flash and sound effect. It is also now compatible with LZDoom, although it has not been extensively tested and may have glitches.
Spoiler: Full Changelog
Download it here or via the link in the OP.
DarkkOne wrote:Just as another suggestion for a Melee Weapon powerup, something limited to one or two ranks (much like shield) could be "Range" if there's a way to increase the range they're capable of hitting at. It feels like a sort of natural extension, and a parallel to the improved projectile speed mod.

Also, "Submunitions" may be miscategorized? I'm not even sure. The document says "Weapon Only" which... aren't they all weapons? But it shows up on melee which feels profoundly unsafe. Fun and entertaining, but... unsafe.
Increasing range isn't possible, sadly -- that's baked into the weapon's state definitions so you can't really change it without subclassing and replacing the weapon. One of the limitations of Bonsai's compatibility-first design is that there's a lot of things it can't touch, so there are features in stuff like DRLA and Legendoom that will never be possible in Bonsai -- it's a tradeoff.

As for Submunitions, the "Weapon Only" note is a holdover from an earlier version of the README when weapon and player upgrades were all mixed together in the same list. You're right that it should be ranged only, though -- it was earlier, then I made it spawnable on anything for testing purposes and forgot to turn that back off.
ArcCaster32 wrote:I am having some issues getting this to work with Legendoom it launches but even going to the full options menu in GZDoom 4.8.2. there is no options menu for gun Bonsai and actually, a few others like indestructible and lazy points, Not sure if the fault is my own or not, my load order in ZDL is as follows.
By default gzdoom hides a bunch of the options menus, including mod options -- make sure you've selected "full options" in the gzdoom options menu. You can also use "option search" and search for bonsai or indestructable. I don't think lazypoints has an options menu at all.

If all else fails you can also open the console and use 'openmenu GunBonsaiOptions' and 'openmenu IndestructableOptions' -- if those don't work the mod isn't loaded at all. In that case, double-check your filenames -- if you tell gzdoom to load a file that doesn't exist it just silently skips it rather than reporting an error.
Starman the Blaziken wrote:This is a very compelling mod! Took it for a bit of a spin so far, and I quite enjoy what it has so far and had not really expected to see any sorts of mod like this happen. Would love to see more someday!
Probably would like to say though about things like breakable decorations and things (whether it moves or not) and I think barrels too, even really tanky objects or purposefully invincible objects or the like can make it an easy farm to get EXP for your weapon, if not too easy to accumulate enough by the base leveling multiplier just by shooting at it. Although I probably will decrease the multiplier as leveling weapons can be pretty easy a lot of the time.
XP is only awarded for attacks against things that are monster-flagged, and on testing it definitely doesn't award XP for attacking barrels in vanilla doom2; are you using a mod that replaces decorations? If so it may have improperly flagged the decorations as monsters.
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ArcCaster32
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Re: [0.8.2] Gun Bonsai -- everything-compatible weapon upgra

Post by ArcCaster32 »

with the most recent release of 0.8.2 The Menu for Gun Bonsai shows up in the GZDoom "Full options" But indestructible is still having an issue of not showing up any Menu and even using the console command to open the Indestructible option menu does nothing.
DarkkOne
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Re: Bugfix & balance release: 0.8.2

Post by DarkkOne »

ToxicFrog wrote: Increasing range isn't possible, sadly -- that's baked into the weapon's state definitions so you can't really change it without subclassing and replacing the weapon. One of the limitations of Bonsai's compatibility-first design is that there's a lot of things it can't touch, so there are features in stuff like DRLA and Legendoom that will never be possible in Bonsai -- it's a tradeoff.
Yeah, understand completely. Figured that *might* be the case, actually, and I'm all for keeping the compatibility. I *love* universal mods that I can mix and match to basically turn Doom engine games into whatever I want.
Starman the Blaziken
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Re: [0.8.2] Gun Bonsai -- everything-compatible weapon upgra

Post by Starman the Blaziken »

It is probably not always improperly flagged as you might say. Some mods I seen use non-monsters for stuff like shootable chests or contains something but is generally optional but always stationary and defenseless, but Angelic Aviary has something of the like with a tanky Forgotten Maden statue that drops a friendly goose on destruction. While I am at it, EXP also does apply to shootable ally monsters too instead of probably ignoring it in a similar case if it already should not be abused to an extent either.
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ArcCaster32
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Re: [0.8.2] Gun Bonsai -- everything-compatible weapon upgra

Post by ArcCaster32 »

The Recent Update too 0.8.2 fixed the issue with the Menu not showing up in GZDoom 4.8.2s "Full option" Menu, the only Issue I have now is the same issue with Indestructible, not even using the console command you mentioned 'openmenu IndestructableOptions' brings anything up. And I did make sure to use the Full Options in GZDoom 4.8.2 too make absolutely sure.
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mamaluigisbagel
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Re: [0.8.2] Gun Bonsai -- everything-compatible weapon upgra

Post by mamaluigisbagel »

Well that didn't take too long. Had this crash with Hellrider after blowing myself up, having owned the weapon juggler player ability. (will also note weapons were NOT swapping instantly after obtaining that upgrade)

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Brohnesorge
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Re: [0.8.2] Gun Bonsai -- everything-compatible weapon upgra

Post by Brohnesorge »

Starman the Blaziken wrote:It is probably not always improperly flagged as you might say. Some mods I seen use non-monsters for stuff like shootable chests or contains something but is generally optional but always stationary and defenseless, but Angelic Aviary has something of the like with a tanky Forgotten Maden statue that drops a friendly goose on destruction. While I am at it, EXP also does apply to shootable ally monsters too instead of probably ignoring it in a similar case if it already should not be abused to an extent either.
At least in the case of Angelic Aviary, yes, that statue IS flagged as a monster.

So I mostly play mods that have higher than 100 Health as the max health and higher than vanilla max armor so the new Scavenge Blood and Scavenge Steel are completely useless. Is there a way to have it track to the MaxHealth property instead of it just being 100 + 20/level?
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Tapwave
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Re: [0.8.2] Gun Bonsai -- everything-compatible weapon upgra

Post by Tapwave »

Oh man, I had a whole design thing for something like that, but no coding skill to achieve it. Glad to see something similar coming out :P
I'll have to test this out once I'm done with my playthrough of complete doom.
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ToxicFrog
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Re: [0.8.2] Gun Bonsai -- everything-compatible weapon upgra

Post by ToxicFrog »

ArcCaster32 wrote:with the most recent release of 0.8.2 The Menu for Gun Bonsai shows up in the GZDoom "Full options" But indestructible is still having an issue of not showing up any Menu and even using the console command to open the Indestructible option menu does nothing.
Sounds like Indestructable isn't getting loaded at all, then. Check your filenames.
Starman the Blaziken wrote:It is probably not always improperly flagged as you might say. Some mods I seen use non-monsters for stuff like shootable chests or contains something but is generally optional but always stationary and defenseless, but Angelic Aviary has something of the like with a tanky Forgotten Maden statue that drops a friendly goose on destruction. While I am at it, EXP also does apply to shootable ally monsters too instead of probably ignoring it in a similar case if it already should not be abused to an extent either.
XP getting assigned for attacks on friendlies is definitely a bug. Should be an easy fix.

I don't think I can do anything about decor being monster-flagged, though -- that has to be fixed on their end.
mamaluigisbagel wrote:Well that didn't take too long. Had this crash with Hellrider after blowing myself up, having owned the weapon juggler player ability. (will also note weapons were NOT swapping instantly after obtaining that upgrade)
I'll have a look -- Juggler is pretty hacky. The crash is going to be easy to fix, not sure about the juggler-not-working part.
Brohnesorge wrote:So I mostly play mods that have higher than 100 Health as the max health and higher than vanilla max armor so the new Scavenge Blood and Scavenge Steel are completely useless. Is there a way to have it track to the MaxHealth property instead of it just being 100 + 20/level?
Whooops. I think that'll be an easy fix but I'll have to do some testing. Got any suggested mods for this?
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openroadracer
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Re: [0.8.2] Gun Bonsai -- everything-compatible weapon upgra

Post by openroadracer »

ToxicFrog wrote:
Brohnesorge wrote:So I mostly play mods that have higher than 100 Health as the max health and higher than vanilla max armor so the new Scavenge Blood and Scavenge Steel are completely useless. Is there a way to have it track to the MaxHealth property instead of it just being 100 + 20/level?
Whooops. I think that'll be an easy fix but I'll have to do some testing. Got any suggested mods for this?
Off the top of my head, Trailblazer allows health and armor to stack up all the way to 999, or you could use Russian Overkill that completely uncaps health and armor.
CaptainNurbles
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Re: [0.8.2] Gun Bonsai -- everything-compatible weapon upgra

Post by CaptainNurbles »

Working my way through a few levels of Akeldama with my own mod Scavver's Paradise. So far no compatibility issues! It does absolutely destroy the balancing for the mod, but that's not surprising rofl. Having a ton of fun with an incendiary damage-boosted riot shotgun c: The nature of my mod though means that a lot of EXP is going to be spread out across tons of weapons as you use what you can until you build up a preferred loadout, but at least if you ditch a weapon and want to use it later it'll retain the same EXP as before.

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