toxicfrog / doom-mods Goto Github PK
View Code? Open in Web Editor NEWA Doom mod of semi-random weapon upgrades, compatible with most iwads and other mods
License: Other
A Doom mod of semi-random weapon upgrades, compatible with most iwads and other mods
License: Other
(i'm using 0.10 version)
"Lv.", "Level" and "XP" are not translated for some reason but they translated in file.
Also, softcap s
and radius m
should be added to the file too
And TFLV_Upgrade_Shield_TT
, TFLV_Upgrade_Submunitions_TT
strings formatted text like @shortrange is not coverting into numbers.
(on GZDoom 4.10, launched with ZDL 3-1.1)
R_InstallSpriteLump: Bad frame characters in lump CIRCLEHU
Execution could not continue.
R_InstallSprite: Sprite CIRC frame L is missing rotations
When using indestructible and you die and then kill an enemy with a weapon that has swift on it, you will freeze permanently and softlock yourself.
While playing with Arachnophobia, I noticed that when upgrading weapons with it's upgrade system they lose all their experience, even with the least restrictive "weapon class" option. Is it possible to have an option to apply the upgrades to the weapon slot (i.e. super shotgun slot, plasma rifle slot) so upgraded weapons don't lose their levels?
JSON format is a highly configurable way to implement custom readable objects/arrays/properties, designed for ease of use and implementation. ZJSON has been developed for ZScript which could be useful for, say, defining how much experience monsters give on death/damage.
Alternatively, making use of Service class can work as well, it'd simply require a bit of templating with the service class itself to minimize efforts by those that wish to add things in. I wrote an example. (Not tested, there might be a few errors to correct before it starts up, was just a quick WIP.)
All that's needed for modders is just to copy/paste the PlaceHolder_BonsaiXPService
class into their own mods, rename the prefix and add the monster classes according to the syntax of mons[]
. You simply incorporate the functions/BonsaiXPRecord
I provided and modify your XP giving to your system.
I'm well aware the system is based on damage dealt instead of on death, but having on death would be nice.
Right as it says on the tin, just be able to dump a certain weapon or the player's levels and exp so you can upgrade different stuff as you level again.
Proposal: trigger an Autoautosave when a weapon levels up.
AAS has integration mechanism that makes this easy. Create an actor which name starts with aas_instant_
and spawn that actor when the level up happens. This actor may be immediately destroyed. Example of such actor:
class aas_instant_Bonsai : Actor
{
States
{
Spawn:
TNT1 A 0;
stop;
}
}
Spawning such actor triggers "Important item is found" event. The event name doesn't 100% correspond to a level up event, but I think it would be sufficient.
Edit: note that this integration doesn't create a dependency on AAS.
I think the upgrades should be clearer on what explosives cause self-damage. While the exploding enemies upgrade says it's explosions deal -50% self damage, that's not the case with the bouncing bombs and explosive rounds upgrades, which deal no and full self damage respectively.
In Gun Bonsai 0.10.5, the swiftness upgrade can cause the majority of sounds to not play anymore until the player kills another monster with the weapon that has the upgrade. The bug can be triggered by either activating the menu or the console while the world freezes after getting a kill with the upgrade enabled. Afterwards, activating the menu or the console again will cause almost every sound to not play, excluding the item pickup sound and any sounds from the menu. This bug persists between every level, as while it will restore the sound, activating menus will cause it to break again. I've encountered this bug with the latest version of GZDoom and Gun Bonsai, and while the video that shows the bug uses Eviternity II, I believe the bug can occur without any other mods.
I'm planning to do russian translation for this mod and i would like to translate HUD elements like "Lv.", "XP" and base Doom, Heretic, Hexen, Strife, Chex Quest, Harmony and Chex Quest 3 weapon names.
When loaded with Brutal Doom Platinum, the game crashes before it reaches the main menu. Just before the BDP loading screen finishes, an unhelpful gray dialogue box pops up that just says "OK", and after clicking it the game crashes back to the delta touch main menu
When i use the Bandoliers upgrade, for some reason, it locks out for levelling up further on prodoomer, so i can't get powerful abilities like Green armor and etc, can you please fix it?
Can we have a version of this mod that put random levels on weapons that we're generated in the level instead of leveling them up ourselves? Anything a monster would hold do not count but like a double shotty on the floor could have between 0 and 5 bonuses chosen randomly!
It could create that diablo/borderlands looting feel that all the other Rpg mods for doom failed to grasp! (I can already imagine it being a massive hit with Drpg!)
Also an option to disable players or gun upgrades to limit how strong the player would become!
I hope this all isn't too much to ask; it certainly feels like it might be. Honestly, I'd be happy if you even just considered one of these.
First, would it be possible to add the ability to simply close the level-up menu without rejecting the upgrade point? It feels wasteful when I have a gun ready to level up but just want to check or modify what I already have and am forced to either spend or reject the upgrade. Or, y'know, sometimes I just hit the key without thinking and end up having to waste a level.
Second, perhaps there could be a separate bind for upgrading weapons and upgrading the player? I often find myself with several weapon and player levels banked and am again forced to burn through the weapon levels before I can even see the player upgrade menu.
Third, could there be an option to keep the experience bar visible on 12 screenblocks? The most recent update of FlexiHUD is now an eventhandler instead of a traditional HUD and makes you set your screenblocks to 12 to totally hide the vanilla hud, but doing so makes the experience bar disappear. Plus, I know of at least one other mod that has a special HUD on 12 screenblocks, and the same problem obviously arises there.
Otherwise, you've made a fantastic little mod that adds a lot more value and replayability to vanilla Doom and all kinds of other mods. Keep up the amazing work!
Reported by AliciaPendragon
on the zdoom forums.
If you are using DRLA and Indestructable, and die, and while the timestop or slomo effect is active, you drop a weapon, any modpacks or demonic artifacts attached to that weapon vanish forever.
A workaround is to simply not drop weapons while time is stopped/slowed, and it's possible the root of this is issue is in DRLA not handling PowerTimeFreezer properly.
GZdoom 4.11.3
PB Stanging Build
[0.10.6] Gun Bonsai
Scavenge lead does not work at all. The other are work fine
Sorry to burden you again with another bug but I'm now having issues with the newest release of Gun Bonsai. Whenever I get enough weapon level ups to level up the player my game crashes when it tries to bring up the player menu. I should mention I have the GB options set to display all available upgrade options upon level up. This is a screenshot from the first time it happened:
I have a problem, for some reason Latest Gun Bonsai version doesn't work on LZDoom. Can you please fix it?
would like to request that weapon upgrades were kept by its weapon slot numbers as an option because mod weapons like DRLA weapons have weapon types tied to their name making them seperate to each other.
I'm using Gun Bonsai 0.9.4, libtooltipmenu 0.2.1 with the latest ver of Brutal Doom Platinum 3.1.1 on GZDoom v4.8.2. I used to be able to play previous versions of these mods together with no issues but clearly something is conflicting now because I'm getting consistent crashes on multiple wads (Doom 2, Freedoom, Evilution). The crashes usually don't start until about;5 or 6 maps in, when I've had enough time to accumulate upgrades for my weapons. My mod order is as follows:
Brutal Doom Platinum v3.1.1
libtooltipmenu v0.2.1
Gun Bonsai 0.9.4
bullet-time-x
morelights v2.4
Universal Rain and Snow
I tested this mod order first with Gun Bonsai turned off then Brutal Doom Platinum turned off and they seemed to run fine without a single crash on the first several maps, so I think it's specifically a conflict between BDP and GB. Unfortunately I don't even get a crash log when it happens, after about a couple minutes of gameplay no matter where I am or what's happening, my game gives a slight stutter then crashes to the DeltaTouch home screen, so I'm not sure if I can provide more specific information.
My hardware specs:
Android ver 12
Qualcomm Snapdragon 888 3 GHz
18 GB RAM
Running on GZDoom 4.10.0 with "The Ultimate Doom v1.9" IWAD through ZDL 3-1.1
LegenDoom lets you drop weapons with Altfire to change it for one with another modifier.
When using GunBonsai, one of the level up modifiers is "Rapid Fire", which when turned on, disables the ability to drop weapons with Altfire.
Opening the GunBonsai Info menu and disabling "Rapid Fire" fixes the issue.
My daughter was able to reliably reproduce this playing on MAP02 with Pandemonia loaded. Aggravatingly, I've played a lot of this setup without running into this problem, but she was able to trigger it 100% of the time.
Preconditions:
Trigger:
All of these steps seem to be necessary. In particular, if you aren't smooshed against a wall, everything works properly.
If the bug triggers, the entire game softlocks; it looks like the player ends up frozen along with everything else. You can't move or look around, although out of game options like the menu and console still work. And since the player isn't ticking, the timefreeze effect won't wear off either.
You can get out of it with console commands, but it's not great. A workaround in the meantime is to either disable Swiftness or disable slomo/timestop on Indestructable.
TODO: see if this reproduces with Pandemonia 2.4; try it with debug builds of GB and IS.
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