[0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
Issue with bandolier upgrade is back with the trailblazer mod. Can't pickup any ammo after upgrading a few levels and getting new backpack. This is 0.10.1.
Edit: Also decreased the max ammo count as well.
Edit: Also decreased the max ammo count as well.
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
The amount of dooming I have in me tends to ebb and flow, and lately it's been mostly "ebb" so I haven't really been doing a good job of following the thread or updating the mod. I have at least been playing through the occasional level of BTSX and taking notes for the next version, though.
Catching up on the thread:
(Side idea: would an options menu that lets people toggle individual upgrades on and off from the upgrade pool be useful?)
Catching up on the thread:
Looks like it's getting into an endless loop of mutual recursion and eventually blowing its stack. Unfortunately it looks like the error message is so long the start is off the screen, and the parts that are on the screen don't point to any of my code -- which doesn't mean it's not a Gun Bonsai problem, but I'll need the start of the error message to be sure.Gourry wrote: ↑Wed Mar 15, 2023 10:40 pm Not sure if it's this mod or PB that caused the vm abort
This was on pistol with lvl 3 revivification on the mancubus.
vm abort: https://imgur.com/a/abG4cZV
Looks like Dehacked Defence is all DECORATE (which I mostly understand) and ACS (which I don't) with no zscript at all. I can probably at least disable Bandolier automatically when it's loaded, even if I can't figure out the root problem.DoomThing445 wrote: ↑Thu Mar 16, 2023 9:10 pm That's the thing, it seems to do this with DeHacked Defense, not most other mods. There's probably something in DeHacked Defense that makes it incompatible with the bandolier upgrade. I would check it out myself, but I have no knowledge on how Zscript or even acs or decorate works
Ok that is weird. Can you still drop the weapon if you turn off Rapid Fire from the upgrade menu?
Enough of these problems are related to Bandolier that I'm wondering if I should turn it off by default or something. I was worried that gzDoom's max ammo management would prove fragile.
(Side idea: would an options menu that lets people toggle individual upgrades on and off from the upgrade pool be useful?)
If you get a crash, I need the error message to debug it!r&r wrote: ↑Wed Mar 15, 2023 3:10 pm Was playing Castlevania: Simon's Destiny mod I know if you upgrade Shield ability and kill the Balloon Pod/jelly-fish things and have
the spores touch you the gave crashs
and it says it got something to do about the Shield? and then i turn it off, it didn't crash it worked find.
Not possible, sadly -- modifying damage is pretty easy, and adding extra attacks in addition to the ones you normally make isn't too hard (that's what Sweep/Cleave do), but increasing the reach on existing melee attacks isn't really doable with the way the melee combat API works.Oh I got Melee upgrade idea, How about longer reach upgrade?
able to hit and reach a a few inches or half a foot further?
I guess for games or mods that are melee focus more?
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
Ah ok. I think a way to Extra melee attack would be nice if it can be done?
like a blur sweep? like how Super Saiyan Goku slaps Frieza?
more of transparent and black and thinner effect?
or some kind of anime sweep attack effect hit
and heres Castlevania: Simon's Destiny shield issue
like a blur sweep? like how Super Saiyan Goku slaps Frieza?
more of transparent and black and thinner effect?
or some kind of anime sweep attack effect hit
and heres Castlevania: Simon's Destiny shield issue
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
ToxicFrog wrote: ↑Thu Apr 06, 2023 3:25 pm The amount of dooming I have in me tends to ebb and flow, and lately it's been mostly "ebb" so I haven't really been doing a good job of following the thread or updating the mod. I have at least been playing through the occasional level of BTSX and taking notes for the next version, though.
Catching up on the thread:Looks like it's getting into an endless loop of mutual recursion and eventually blowing its stack. Unfortunately it looks like the error message is so long the start is off the screen, and the parts that are on the screen don't point to any of my code -- which doesn't mean it's not a Gun Bonsai problem, but I'll need the start of the error message to be sure.Gourry wrote: ↑Wed Mar 15, 2023 10:40 pm Not sure if it's this mod or PB that caused the vm abort
This was on pistol with lvl 3 revivification on the mancubus.
vm abort: https://imgur.com/a/abG4cZV
Talked to one of the devs on one of the PB builds. They said they'll work on a fix for that later.
For some reason my gzdoom won't let me scroll up to beginning of error.
Individual upgrade toggle might be nice. Bandoliers upgrade. seems to work on weapon mods without a clip limit, I think maybe one of reasons that Trailblazer ammo count was going weird because the ammo boost (or drop) comes from the upgrade junk needed number. For example, when I upgrade Bandoliers; the junk required to upgrade goes up as well. So the ammo cap comes from that instead.ToxicFrog wrote: ↑Thu Apr 06, 2023 3:25 pm Enough of these problems are related to Bandolier that I'm wondering if I should turn it off by default or something. I was worried that gzDoom's max ammo management would prove fragile.
(Side idea: would an options menu that lets people toggle individual upgrades on and off from the upgrade pool be useful?)
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
Experiencing pretty frequent aborts because of hallucinogens upgrade
Edit: oh, I also would like to suggest clearing the target of revived minion after it appears/disappears as they could be focused on an enemy that is beyond their reach and they become almost useless. Happened to me many times
Edit: oh, I also would like to suggest clearing the target of revived minion after it appears/disappears as they could be focused on an enemy that is beyond their reach and they become almost useless. Happened to me many times
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
So I've found that Gun Bonai isn't compatible with calculating damage given to Triple M's monsters- Triple M is a monster pack that's universal- in the same way as Gun Bonsai- that spawns Minecraft monsters throughout the map instead of them already being there on map load.
I can provide a link to the mod if asked.
I can provide a link to the mod if asked.
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
Is it possible to have accuracy upgrades for shotgun-type weapons?
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
Ran into an issue with The Adventures of Square, mostly that it crashes the game because of invalid rotation sprites for one of the enemies.
Opened up a GitHub page on this.
Opened up a GitHub page on this.
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
Great mod though noticied a bug with DRLA
Any modpacks or demonic artifacts I have on a gun upon leveling it up tend to dissapear, as in they get removed. Any idea whats causing it?
Any modpacks or demonic artifacts I have on a gun upon leveling it up tend to dissapear, as in they get removed. Any idea whats causing it?
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
Really loving the mod so far!
I have a little suggestion though. It would be nice to have an option that makes it so that a weapon being upgraded loses all of its previous upgrades and lets you level it up again, but with new random upgrades. Kinda like an automatic respec on each level-up.
Let's say, I have a level 2 shotgun with Corrosive Inscription and Concentrated Acid. When it gets to level 3 and I press the key to upgrade it, it loses Corrosive Inscription and Concentrated Acid, but allows me to upgrade it not once, but three times. When it reaches level 4, it loses its upgrades again and lets me upgrade it 4 times, etc.
With this option on, you won't be able to stick to one perfect build for your weapon for the rest of the run and will have to improvise after every level-up, which sounds quite fun to me.
I have a little suggestion though. It would be nice to have an option that makes it so that a weapon being upgraded loses all of its previous upgrades and lets you level it up again, but with new random upgrades. Kinda like an automatic respec on each level-up.
Let's say, I have a level 2 shotgun with Corrosive Inscription and Concentrated Acid. When it gets to level 3 and I press the key to upgrade it, it loses Corrosive Inscription and Concentrated Acid, but allows me to upgrade it not once, but three times. When it reaches level 4, it loses its upgrades again and lets me upgrade it 4 times, etc.
With this option on, you won't be able to stick to one perfect build for your weapon for the rest of the run and will have to improvise after every level-up, which sounds quite fun to me.
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
you could set selections to 1 so it's randomised, do it on a per-run basis rather than per level.Bodhisattva wrote: ↑Tue Jun 27, 2023 2:27 pm Really loving the mod so far!
I have a little suggestion though. It would be nice to have an option that makes it so that a weapon being upgraded loses all of its previous upgrades and lets you level it up again, but with new random upgrades. Kinda like an automatic respec on each level-up.
Let's say, I have a level 2 shotgun with Corrosive Inscription and Concentrated Acid. When it gets to level 3 and I press the key to upgrade it, it loses Corrosive Inscription and Concentrated Acid, but allows me to upgrade it not once, but three times. When it reaches level 4, it loses its upgrades again and lets me upgrade it 4 times, etc.
With this option on, you won't be able to stick to one perfect build for your weapon for the rest of the run and will have to improvise after every level-up, which sounds quite fun to me.
I would like an option to get 1 level per map cleared.
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
Well, having only one upgrade option per level would completely eliminate player's choice, while I was thinking about having to construct a new build for the weapon every time it levels up, because none of your previous choices are permanent. However, combining this 'respec' thingy with 1 upgrade option per level would also be interesting - it would be like getting a new completely randomized weapon every time you level it up.you could set selections to 1 so it's randomised, do it on a per-run basis rather than per level.
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
I found a bug with High Noon Drifter where damage and kills with the Heki bow do not increase your weapon's XP.
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
Heh, with Dwelling Sin is an interesting gameplay. Gun Bonsai update only "hands", not a weapon - so all weapons have same effect)