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

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Linz
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading

Post by Linz »

viewtopic.php?t=77998&sid=d5dbd2e3f3757 ... 19d00476c7

So since we have a new score mod on the horizen, you're gonna make it compatible with GB?
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ToxicFrog
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading

Post by ToxicFrog »

If it uses gzDoom's built in player score variable, it's already compatible, you just need to set the score->XP conversion multiplier to something other than 0 in the options.

If it doesn't...we'll see! It depends on how they implemented it.
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AliciaPendragon
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading

Post by AliciaPendragon »

ToxicFrog wrote: Sun Jul 16, 2023 7:57 am
DoomThing445 wrote: Sun Jul 16, 2023 3:47 am I was thinking, is it possible to implement a one-time upgrade that doubles a weapons' bullets per shot count? Kinda like Double Tap 2.0
Not really, I'm afraid. Anything that's part of the arguments to A_FireBullets() or similar, rather than (a) a property of the weapon actor, (b) a property of the projectile actor, or (c) something that can be triggered when a shot actually hits a target, is effectively out of reach for GB -- and that includes spread, number of projectiles, and ammo usage.

There is Rapid Fire to fill the "significantly increased DPS at the cost of increased ammo usage" niche, at least.
AliciaPendragon wrote: Sat Jul 15, 2023 9:52 pm IIRC It happened with guns that can be upgraded. Like guns that dont turn into other guns when certain modpacks occur and then I either holster or drop them or hell even at times switch weapons or go to a different level. Like the Master Assemblies are fine, but others...
So wait, does the weapon lose its modpacks when you gain a GB level, or when you switch weapons, or both?
If I remember correctly, it happened when I switched weapons at pure random or when I dropped the weapon. It didnt happen when I gained GB levels though if it did I probably didnt notice.
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mamaluigisbagel
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading

Post by mamaluigisbagel »

ToxicFrog wrote: Sat Jul 15, 2023 6:33 pm When you have a moment, could you test out the attached compatibility shim? Load it after both GB and HND.
I haven't tried any upgrades yet but can confirm the Bow does gain XP now with that fix!
Dudejo
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading

Post by Dudejo »

Oh, I don't know if anyone else noticed this but...Submunitions is a VERY bad idea on slaughter maps. The sheer number spawned will easily destroy your frame rate and make the game unplayable. With the right build and a few levels, you practically have something equivalent to the "kill monsters" console command.
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stainedofmind
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading

Post by stainedofmind »

Dudejo wrote: Mon Jul 17, 2023 5:14 am Oh, I don't know if anyone else noticed this but...Submunitions is a VERY bad idea on slaughter maps. The sheer number spawned will easily destroy your frame rate and make the game unplayable. With the right build and a few levels, you practically have something equivalent to the "kill monsters" console command.
Once I get off my butt a little more and finish testing/polishing it, I have written an addon that replaces Subminitions with a less insane version that has a fixed, lower lifespan of a second or less, and it seems to help with these issues, plus it makes it feel less like, to quote myself earlier in the thread, "a room clearing monster".
Last edited by stainedofmind on Mon Jul 17, 2023 10:49 am, edited 2 times in total.
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Linz
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading

Post by Linz »

So I have a question

Why doesn't Scavenge Blood and Steel drop whatever health or armor replacements a mod uses

I was dwelling on that for a spell while playing Spawn PoD with this mod since that one doesn't have armor pickups (It's all Necroplasma instead) so it made getting Scavenge Steel kinda useless

An addendum related to Spawn I thought was funny: Apparently Agony and the chains aren't considered melee, cause they don't get the option to choose upgrades unique to those kinds of weapons
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ToxicFrog
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading

Post by ToxicFrog »

stainedofmind wrote: Mon Jul 17, 2023 7:51 am Once I get off my butt a little more and finish testing/polishing it, I have written an addon that replaces Subminitions with a less insane version that has a fixed, lower lifespan of a second or less, and it seems to help with these isses, plus it makes it feel less like, to quote myself earlier in the thread, "room clearing monster".
Depending on what that looks like once it's released, I might want to integrate it into GB, if you're ok with it -- Submunitions has gotten two rounds of nerfing already and is still pretty nuts.
Linz wrote: Mon Jul 17, 2023 8:31 am So I have a question

Why doesn't Scavenge Blood and Steel drop whatever health or armor replacements a mod uses
There's an option for that in the GB settings -- "use builtin actors for health/armour drops". The reason GB has its own builtin actors for that is that when using the game-provided ones (which will be affected by replacements) there's no guarantee it can correctly set the amount of health/armour they give, so depending on the mod you often end up with less (or in some cases, way more) than intended. But turn that off and you should start seeing Necroplasma instead.
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Linz
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading

Post by Linz »

Oooh, didn't notice that option, silly me
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ToxicFrog
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading

Post by ToxicFrog »

Linz wrote: Sun Jul 16, 2023 7:21 pm viewtopic.php?t=77998&sid=d5dbd2e3f3757 ... 19d00476c7

So since we have a new score mod on the horizen, you're gonna make it compatible with GB?
Looked into this and it uses Doom's existing score variable, so it works out of the box with GB, no changes to either mod needed. Just go into the GB settings and set the score-to-XP multiplier and you're good to go.

Note that (a) it gives you way more points than GB usually gives you XP and (b) the multiplier mechanic means the amount of points you get has a lot of variance, and it favours large groups of weak enemies over small numbers of more powerful enemies. So you're probably going to want to set the multiplier fairly low (like, 0.01-0.02) and/or increase the amount of XP needed to level up, and the XP incentives are kind of inverted from how GB works (it gives you bonus XP for killing nastier enemies like viles and barons).
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Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading

Post by Exibius »

Exibius wrote: Thu Apr 06, 2023 6:41 pm
ToxicFrog wrote: Thu Apr 06, 2023 3:25 pm Ok that is weird. Can you still drop the weapon if you turn off Rapid Fire from the upgrade menu?
Just tested; weapon becomes droppable again when disabling through the upgrade menu. Re-enabling prevents it again, as expected.
Just wanted to confirm if this is an intended feature with LegenDoom or a bug.

EDIT: Saw your NOTES file on github. Seems like it's a bug you're working on. Disregard.
SomethingWicked
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading

Post by SomethingWicked »

Oddly, this doesn't work with LZDoom, but if you remove the lightning upgrade and any mentions of it in the zscript file, it works.
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading

Post by ToxicFrog »

It's also listed in the github issues. Since there's an easy workaround (disable rapid fire temporarily) fixing it isn't a high priority, but it's on my radar.
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r&r
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading

Post by r&r »

Idea for add in or options for this mod.

A Player Class system at the start stats for the Player.
mostly every new game
in the option the player can choose Class or none
to start with to give slight handicap for those brutal mods.

But it mostly Class Names that sounds fitting of upgrades you choose to start.

Defense Class
Hazard Suit Lv1
Tough as Nails Lv1
Thorns Lv1
---
Explorer Class
Intuition Lv1
Hazard Suit Lv1
---
Scavenger Class
Scavenge Blood Lv1
Scavenge Lead Lv1
Scavenge Steel Lv1

These are just examples names and ideas.
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DoomThing445
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading

Post by DoomThing445 »

I was thinking that maybe player upgrades could be separated from weapon upgrades, like being able to disable weapon upgrades altogether.

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