Haven't looked into it yet, but I suspect this is something similar to what FD+ does, where it has special handling for hitscans that despawns the puff before damage is actually assigned (and thus makes it impossible to figure out where the explosion should be created).mamaluigisbagel wrote: ↑Fri Aug 04, 2023 2:36 pm Been getting into and having fun with Raging Bull and noticed it seems to be another mod like Final Doomer Plus where HE Shots don't work. Just letting you know of the incompatibility.
[0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading
Quick poll: is anyone still using the Legendoom integration features in Gun Bonsai? I'm in the process of separating those out into a separate mod, but if no-one is using them, I will care less about having that mod ready to go before I release GB 0.11.
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading
I really don't use it all that much, really-ToxicFrog wrote: ↑Sat Aug 05, 2023 8:31 am Quick poll: is anyone still using the Legendoom integration features in Gun Bonsai? I'm in the process of separating those out into a separate mod, but if no-one is using them, I will care less about having that mod ready to go before I release GB 0.11.
Haven't looked into it yet, but I suspect this is something similar to what FD+ does, where it has special handling for hitscans that despawns the puff before damage is actually assigned (and thus makes it impossible to figure out where the explosion should be created).mamaluigisbagel wrote: ↑Fri Aug 04, 2023 2:36 pm Been getting into and having fun with Raging Bull and noticed it seems to be another mod like Final Doomer Plus where HE Shots don't work. Just letting you know of the incompatibility.
But I hope the bug with FinalDoomer might be getting fixed in that update-
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading
I'm not sure if this should be on here or the Corruption Cards thread, but In the Corruption Cards mod, monsters that are hit by a penetrating projectile while under the effects of the Borrowed Time enchantment cause a VM_Abort. As of the moment, only that and Thorns seem to be able to cause crashes/aborts. Apart from that, the mods work great. If I ever get any ideas for Gun Bonsai, I'll be sure to share them cos I love contributing ideas for possible future features.
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading
I only use Legendoom Lite, does this use any integrations?
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading
As far as I know, it's only ever added legendoom effects to weapons that have a tier.Dan_The_Noob wrote: ↑Sat Aug 05, 2023 9:01 pmI only use Legendoom Lite, does this use any integrations?
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading
I literally just downloaded this mod again to play with Legendoom yesterday. It's neat how it all works together, but splitting the integration into a submod sounds like it would make everything else work more cleanly. I'd say, take your time, it doesn't all have to be ready at once.
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading
I think FD+ compatibility (and possibly Raging Bull) is going to have to ship as a separate pk3, that loads after both GB and FD+ and patches the FD+ puff actors to stick around for at least one tic. Fortunately I recently set up my build system to make it easy to generate compatibility pk3s like that, so hopefully I can release that alongside 0.11, or shortly after.DoomThing445 wrote: ↑Sat Aug 05, 2023 2:52 pm I really don't use it all that much, really-
But I hope the bug with FinalDoomer might be getting fixed in that update-
Nope, only full Legendoom -- the specific integration lets you collect multiple LD powers on each weapon and switch between them, and earn new random powers by leveling up. LDL doesn't include any of the weapon powers, only legendary monsters.Dan_The_Noob wrote: ↑Sat Aug 05, 2023 9:01 pm I only use Legendoom Lite, does this use any integrations?
Yeah, the goal of the split is to make GB's codebase cleaner and easier to work with, and at the same time make it easier to add new features to Laevis (the Legendoom part of things); at the moment I have it in a state where you collect new powers via normal LD drops, each weapon can have 1 passive ability (always on) + multiple active abilities (choose one at a time, same as GB's LD integration), and you earn more active ability slots by discarding abilities you don't have room for. It's definitely a lot more polished than the GB integration with things like separate passive ability slots, no more weird graphical glitches when firing, etc.wildweasel wrote: ↑Sun Aug 06, 2023 9:56 am I literally just downloaded this mod again to play with Legendoom yesterday. It's neat how it all works together, but splitting the integration into a submod sounds like it would make everything else work more cleanly. I'd say, take your time, it doesn't all have to be ready at once.
For full feature parity the main optional features I'm missing are:
- earn additional abilities by gaining GB level ups (when GB is installed)
- limit which abilities it can roll based on the rarest version of that weapon you've picked up
- gain extra ability slots based on the rarest version of that weapon you've picked up
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading
I don't use the LegenDoom aspect of GB myself, as I have my own mod of LD that does a lot of the same things, so they don't play nice together. Well, they do, actually, not having any game breaking issues or crashes and what not, but they definitely step on each other's toes! It's a testament to how well you've coded GB for sure.
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading
oh right, duh.ToxicFrog wrote: ↑Sun Aug 06, 2023 11:26 amNope, only full Legendoom -- the specific integration lets you collect multiple LD powers on each weapon and switch between them, and earn new random powers by leveling up. LDL doesn't include any of the weapon powers, only legendary monsters.Dan_The_Noob wrote: ↑Sat Aug 05, 2023 9:01 pm I only use Legendoom Lite, does this use any integrations?
I haven't opened that menu in a while so i couldn't remember... I think it was LegendoomLite + Doom Roguelike Arsenal where it made a difference because legendaries had higher drop rates.
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading
Oh, is your mod published anywhere? I didn't think anyone else had made a "legendoom effects library" kind of mod.stainedofmind wrote: ↑Sun Aug 06, 2023 12:31 pm I don't use the LegenDoom aspect of GB myself, as I have my own mod of LD that does a lot of the same things, so they don't play nice together. Well, they do, actually, not having any game breaking issues or crashes and what not, but they definitely step on each other's toes! It's a testament to how well you've coded GB for sure.
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading
Simple (hopefully) suggestion, but could we get an option to change the color of the flash when a weapon or the player levels up? I like to keep the UI thematic with what mod I'm playing, and the flash is no exception lol
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading
Yeah, that's dead easy. Added to the list for 0.11.
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading
I have a few suggestions for upgrades.
20/20 Vision - A light level player upgrade that only needs one point into it and never appears again once specced into. It changes every light sector under 96 to 96, offering more visibility to the player. A very rare upgrade.
Mini-bandolier - An ammo capacity upgrade for weapons that stacks with the bandoliers upgrade. This comes around rarely and adds an additional 25% ammo capacity to the ammo type the weapon uses.
Unnamed - A player upgrade where killing a cluster of enemies (2 or more) in one shot provides three quarters of a second of infinite ammo, which stacks with the LegenDoom upgrade. Good for clearing rooms with a rocket launcher.
Ricochet - Hitscan weapons that are not classed as melee weapons have a 20% chance of releasing a projectile from where it hit the wall to the nearest enemy. This upgrade's benefit starts at 50% bullet damage and sees diminishing returns at around 75% damage. The 20% chance always remains the same when speccing into it. Great for inaccurate weapons that fire quickly.
Powerup Extender - A player upgrade that adds an additional 10 seconds to any powerup for every point specced in.
Tendrils - An upgrade for projectile weapons. Projectiles leech out electric tendrils that deals 10% projectile damage every frame. Radius increases with each point but caps out at a certain point. Damage does not increase. If a projectile has blast damage, enemies in that distance around an enemy affected by a tendril also take reduced damage. As a result, goes great with plasma rifles.
20/20 Vision - A light level player upgrade that only needs one point into it and never appears again once specced into. It changes every light sector under 96 to 96, offering more visibility to the player. A very rare upgrade.
Mini-bandolier - An ammo capacity upgrade for weapons that stacks with the bandoliers upgrade. This comes around rarely and adds an additional 25% ammo capacity to the ammo type the weapon uses.
Unnamed - A player upgrade where killing a cluster of enemies (2 or more) in one shot provides three quarters of a second of infinite ammo, which stacks with the LegenDoom upgrade. Good for clearing rooms with a rocket launcher.
Ricochet - Hitscan weapons that are not classed as melee weapons have a 20% chance of releasing a projectile from where it hit the wall to the nearest enemy. This upgrade's benefit starts at 50% bullet damage and sees diminishing returns at around 75% damage. The 20% chance always remains the same when speccing into it. Great for inaccurate weapons that fire quickly.
Powerup Extender - A player upgrade that adds an additional 10 seconds to any powerup for every point specced in.
Tendrils - An upgrade for projectile weapons. Projectiles leech out electric tendrils that deals 10% projectile damage every frame. Radius increases with each point but caps out at a certain point. Damage does not increase. If a projectile has blast damage, enemies in that distance around an enemy affected by a tendril also take reduced damage. As a result, goes great with plasma rifles.
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Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading
I second this.Starman the Blaziken wrote: ↑Tue Aug 08, 2023 9:25 amAs I think about it, how about adding a toggleable setting that saves the game after you spend all your current level points on a gun?