SoM's GunBonsai Addons and Patches (October 27, 2024)

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stainedofmind
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SoM's GunBonsai Addons and Patches (October 27, 2024)

Post by stainedofmind »

SoM's GunBonsai Addons and Patches

I'm an avid fan of ToxicFrog's GunBonsai, using it pretty much with everything these days, and even having it replace my own personal RPG gameplay mod I used to use. Since ToxicFrog was considerate enough to make it super simple to make addons for it, I figured I'd share what I've made so others can use them as well. I'll be periodically posting the various Addons and Patches I've made as I get them worked into a releasable state.

Addon vs Patch: What's the Difference?

Of note, some of these will be labeled as either an "Addon", or a "Patch". The difference is subtle, but significant. Addons utilize GunBonsai's various built in methods to extend the system, and barring any major revamp of the internal implementation, these should work for all future versions of GunBonsai. A Patch on the other hand relies on GzDoom's method of completely overwriting ZScript files with the same name when loading wads. There are a couple of things I wanted to change about GunBonsai that isn't exposed via the built in systems, so I copied the entire script file and made changes directly to the code. Because of this, a change in GunBonsai's scripting that affects the same files will render the patches obsolete, thus they are only viable for the version used to create the mod. The version they are made for will be reflected both in the file name, as well as in the readme.txt included in the mod.

Usage

Requires GunBonsai: viewtopic.php?t=76080
Load all Addons and Patches after GunBonsai! Options for Addons/Patches with configuration can be found under GunBonsai's submenu at the bottom, unless the mod has it's own menu, in which case, that will be mentioned in the readme!

Notes

I have not tested any of these in multiplayer, and there's a good chance some of them might not work at all. Please let me know if there any issues, and if you have suggestions, I'll see what I can do! Feel free to use my poorly built code for whatever you'd like!

Addons

Upgrade: Flak Shot
Spoiler:
Upgrade: Health Boost
Spoiler:
Upgrade: Rapid Swing
Spoiler:
PROTOTYPE Upgrade: Ammo Reserves
Spoiler:
XP Bonuses
Spoiler:
Starting Player Levels
Spoiler:
Upgrade: Powerup Boost
Spoiler:
Patches

XP Formula Variants 0.10.6
Spoiler:
Always Roll Weapon Damage 0.10.6
Spoiler:
LegenDoom Rapid Fire Fix 0.10.6
Spoiler:
DRLA Rapid Fire Fix 0.10.6
Spoiler:
Reject Level-Up Settings 0.10.6
Spoiler:
Ammo Leech Compatibility Fix 0.10.6
Spoiler:
HE Shots Fix for Brutal Doom V22 0.10.6
Spoiler:
Elemental Upgrade Level Requirements 0.10.6
Spoiler:
Mini-Addons

Not full blown things, but minor tweaks that mostly leverage special lumps and what not, so no screenshots or readmes and what not.
Spoiler:
Last edited by stainedofmind on Sun Oct 27, 2024 9:29 am, edited 24 times in total.
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AliciaPendragon
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Re: SoM's GunBonsai Addons and Patches

Post by AliciaPendragon »

oooooo even more ways to add more stuff to gun bonsai

I'll have to try some of these on top of the two patches you made before
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stainedofmind
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Re: SoM's GunBonsai Addons and Patches

Post by stainedofmind »

Let me know if you have any feedback!

Didn't think I was going to get it done today, but all my current mods for GunBonsai are posted here now, as I just got the last one up and running! I don't have any other ideas for more right now, but I'll definitely add them if I make more!

Edit: Derp! I forgot that I am working on something, specifically, inventory items that directly grant Weapon and Player upgrades. It's in the very preliminary stages, more of a proof of concept then anything else, but I have successfully created a few test items, at least one each for player and weapons.
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Re: SoM's GunBonsai Addons and Patches

Post by Carrotear »

Holy crap, this is like an expansion. Thanks man.
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Re: SoM's GunBonsai Addons and Patches

Post by AliciaPendragon »

Alright having played with the mods while fucking around with Red Spiral '93, I have to say everything works like a charm. A few notes I have

I'm trying to find a good balance for the xp formula that allows a steadyish pace while ramping up the xp requirement. So far, I found that 500 xp to start and squared is good, at least for gameplay mods that leave you less op. I'll test it with more powerful gameplay mods so I can provide some premade settings for you to put down as reccomended based on whatever mod one may be playing. Of course YMMV

Health Boost... a god send for Red Spiral '93 and I will presume other mods too that dont also do anything with hp values. I found that 10 is a good number for it too.

Admittibly, for the ammo reserves, I'm a bit confused on how everything is supposed to work there. I tried configuring it to where if I run out of ammo for my magazines, like completely out, the ammo reserve will empty out and give me the ammo in it as an 'emergency' stash, and I do want to have it to where ammo gets picked up ONLY IF you are completely and utterly full on ammo.

Also, I am VERY thankful for the Flak Shot replacement mod, as submitions lagged out my pc whenever I used it, and flak shots instead do not. Not to mention having them configurable was honestly an EXTREMELY good idea, that way people can adjust based on how beefy their pc is

Its nice to have an additional melee upgrade that makes your melee swing faster. I also didnt know that Rapid Fire has a cap of 10. Then again any further than a few ranks and the sprites for the gun tends to desync so

XP bonuses is great too. Encourages me to completely clear out the level AND it can be configured as well so that it gives more points and in case there is some tomfuckery with the enemies that causes a 99% or slightly lower cap, you can still get the rewards. Thank you!

Other than that, the two patches related to xp formula and always rolling weapon damage honestly should've been included with Gun Bonsai itself, they're that good and with additional mini patche to further tweak stuff, its honestly great.

Overall? So far its great
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stainedofmind
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Re: SoM's GunBonsai Addons and Patches

Post by stainedofmind »

AliciaPendragon wrote: Sat Mar 30, 2024 5:23 pm Alright having played with the mods while fucking around with Red Spiral '93, I have to say everything works like a charm. A few notes I have...
Glad you are enjoying things overall!
AliciaPendragon wrote: Sat Mar 30, 2024 5:23 pm Admittibly, for the ammo reserves, I'm a bit confused on how everything is supposed to work there. I tried configuring it to where if I run out of ammo for my magazines, like completely out, the ammo reserve will empty out and give me the ammo in it as an 'emergency' stash, and I do want to have it to where ammo gets picked up ONLY IF you are completely and utterly full on ammo.
Regarding Ammo Reserves, it's currently a prototype that I don't currently have any plans to expand upon, so there are going to be issues. That being said, I fixed a bug and reuploaded the mod to allow restocking ammo from the reserve when you're completely out. As for only adding to the reserve when you're full on ammo, that is currently not possible with how it's coded. I've been running ideas through my head about how I would overcome this issue, and I do have some thoughts, but at the moment, I'm not moving forward with them. As I've stated in the updated readme/post for the mod, if I do revisit this idea (and ToxicFrog hasn't integrated a better version by then), it would likely be as a standalone mod with GunBonsai integration a-la Indestructible.
AliciaPendragon wrote: Sat Mar 30, 2024 5:23 pm I'm trying to find a good balance for the xp formula that allows a steadyish pace while ramping up the xp requirement. So far, I found that 500 xp to start and squared is good, at least for gameplay mods that leave you less op. I'll test it with more powerful gameplay mods so I can provide some premade settings for you to put down as reccomended based on whatever mod one may be playing. Of course YMMV
I'm definitely interested in what you find out! I'm terrible at finding balances for things, hence why I add user customizable settings to most of my work, even if only for my own benefit!
AliciaPendragon wrote: Sat Mar 30, 2024 5:23 pm XP bonuses is great too. Encourages me to completely clear out the level AND it can be configured as well so that it gives more points and in case there is some tomfuckery with the enemies that causes a 99% or slightly lower cap, you can still get the rewards. Thank you!
I might have to take a page out of my own book and add modifying the "XP Formula" for this. Originally, there was no growth factors at all, and you gained bonuses every time, but I found I was quickly drowning in level up items and didn't even want to spend the time deciding what weapon to use them with. However, others might want to play it that way, so I'll likely add some variants soonish!
AliciaPendragon wrote: Sat Mar 30, 2024 5:23 pm Other than that, the two patches related to xp formula and always rolling weapon damage honestly should've been included with Gun Bonsai itself, they're that good and with additional mini patche to further tweak stuff, its honestly great.
The XP formula issue was brought up before, and ToxicFrog mentioned looking at it in the future, but the "always weapon damage" idea was all mine (I think!). Since they are very simple modifications to the code, there's a very good chance ToxicFrog may integrate them into the base mod, especially the XP formula one!

On another note, I've had a few other ideas for some new upgrades that I'll post once I sit down and get them done! A few are pretty simple, and I really want to, for funzies, make a new "elemental" style branch of upgrades, but at the moment, I have no ideas as to what it would be.
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Re: SoM's GunBonsai Addons and Patches

Post by stainedofmind »

Posted a new addon called "Starting Player Levels", which is pretty self explanatory!
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Re: SoM's GunBonsai Addons and Patches

Post by NamelessGuy »

Is it possible to make an upgrade that would increase power-ups' duration time?
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stainedofmind
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Re: SoM's GunBonsai Addons and Patches

Post by stainedofmind »

Posted an addon to "fix" the "Ammo Leech"/"Scavenge Lead" upgrade to work with Project Brutality ammo types (at least from my limited testing).
NamelessGuy wrote: Tue Apr 09, 2024 11:34 pm Is it possible to make an upgrade that would increase power-ups' duration time?
Did some preliminary tinkering, and it seems like this should be possible. The quick prototype I slapped together seems to be working, so I'll try to force it into a GunBonsai upgrade. Can't promise a timeline for it, as my time is fairly limited, but I'm actually pretty interested in getting this one done!
Last edited by stainedofmind on Wed Apr 10, 2024 9:07 pm, edited 1 time in total.
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Re: SoM's GunBonsai Addons and Patches

Post by AliciaPendragon »

Doing some testing with Dwelling Sin for this, and I THINK HP boost is working with it.

I know scavange steel or whatever the armor one will NOT work with it and I dont even want to try. I havent tried scavange lead yet b/c of how weird dsin handles ammo(honestly theres a few things that dissasfies me of DSin but maybe its because I'm currently playing through the classic RE trilogy and DSin aint doin it for me rn and I'm looking for it to be more closer to re.)

I'll have to test with others so far.
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Re: SoM's GunBonsai Addons and Patches

Post by stainedofmind »

Follow up on making a powerup time extender upgrade, I think I have it working as far as it will go. Almost everything I've tried with it seems to work. The "almost" rears its ugly head when a powerup has the "Additive Time" flag applied to it. I only ran into it with "The HXRTC Project" so far, and it might just be how it's coded, so unless I can come up with a better way to handle them, for now, you will get the time boost with the first pickup, and any subsequent ones that add to it will only add the normal amount of time. Of course, if the time runs down and you get a new one, the boost will again reapply. This seems fair enough to me. Once I give it a nice test run and finalize it, I'll post it here.
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Re: SoM's GunBonsai Addons and Patches

Post by stainedofmind »

Just posted a new patch that solves the issue with not being able to drop weapons with the "Rapid Fire" upgrade in LegenDoom! I will add a version of my "Rapid Swing" upgrade addon with the same fix in the very near future.

Still testing the powerup booster upgrade. I really need to find a better gameplay mod to run it with!
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Re: SoM's GunBonsai Addons and Patches

Post by NamelessGuy »

stainedofmind wrote: Sat Apr 13, 2024 4:25 pm Still testing the powerup booster upgrade. I really need to find a better gameplay mod to run it with!
Thank you very much for accepting my request! I completely understand the lack of time, suffering from this myself so I really appreciate it.
Could you possibly send me the prototype then? My knowledge of ZScript is very basic, but I would be glad to help at least with testing this addon out, especially since I suggested it.
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Re: SoM's GunBonsai Addons and Patches

Post by DoomThing445 »

stainedofmind wrote: Sat Apr 13, 2024 4:25 pm Just posted a new patch that solves the issue with not being able to drop weapons with the "Rapid Fire" upgrade in LegenDoom! I will add a version of my "Rapid Swing" upgrade addon with the same fix in the very near future.

Still testing the powerup booster upgrade. I really need to find a better gameplay mod to run it with!
Embers of Armageddon has custom powerups last I remember if you want to test that!

Also, I've seen DRLA do something like this, but maybe an addon that focuses on the chance of not consuming ammo from a shot? It'd start from 1% and have a cap of 33%, something like that.
Also, a player upgrade that functions similarly to Thorns, but instead of damaging enemies you have a chance to recover a small amount of ammo upon being hit? Inspired by a skill from Borderlands 2 respectively.
Gosh, the possibilities feel endless... maybe an addon similar to the Reserve addon, but for armor?
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Re: SoM's GunBonsai Addons and Patches

Post by Exibius »

stainedofmind wrote: Sat Apr 13, 2024 4:25 pm Just posted a new patch that solves the issue with not being able to drop weapons with the "Rapid Fire" upgrade in LegenDoom!
Hallelujah, we're saved! Now begs the question, the DRLA bug that causes all of the mods to disappear when you level up a weapon through Gun Bonsai, is that a DRLA bug, or a Gun Bonsai one? If it's a DRLA-related bug, then obviously it's a DRLA problem, but if it's a Gun Bonsai issue, any chance you could roll out a patch for that, as well?

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