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Unable to enable infinite ammo (Brutal Doom)

Posted: Sun Mar 29, 2020 1:20 am
by 7ony
When attempting to create a cooperative multiplayer game using Brutal Doom v21 and Doom 2 on The Sentinel's Playground, I am having trouble enabling infinite ammo.

I tried using sv_infiniteammo = 1 and also tried enabling infinite ammo in the server settings (Flags > DM Flags > Infinite Ammo). Either way, ammo still runs out as normal.

Here is a screenshot of my server settings (click to enlarge):
Image

Any help would be appreciated. Thank you.

Re: Unable to enable infinite ammo (Brutal Doom)

Posted: Tue Mar 31, 2020 3:04 am
by penguin
sv_infiniteammo has no effect because brutal doom uses A_Takeinventory to reduce ammunition.

Re: Unable to enable infinite ammo (Brutal Doom)

Posted: Tue Mar 31, 2020 2:15 pm
by Fused
As a solution, you could bind your fire key to fire, and then give full ammo.
Otherwise you will have to ask Mark for an item that can replicate the effect, so the weapons can check for it and determine if it has to remove ammo.

Re: Unable to enable infinite ammo (Brutal Doom)

Posted: Tue Mar 31, 2020 10:02 pm
by TDRR
Fused wrote:
Tue Mar 31, 2020 2:15 pm
As a solution, you could bind your fire key to fire, and then give full ammo.
Otherwise you will have to ask Mark for an item that can replicate the effect, so the weapons can check for it and determine if it has to remove ammo.
Actually, Zandronum has a built-in flag in A_TakeInventory for that: TIF_NOTAKEINFINITE
So there's no need to hack around with items and such.

Re: Unable to enable infinite ammo (Brutal Doom)

Posted: Wed Apr 01, 2020 2:53 am
by penguin
But it's easier to keep adding ammo than to replace the code.

Re: Unable to enable infinite ammo (Brutal Doom)

Posted: Fri Apr 03, 2020 8:34 am
by Fused
TDRR wrote:
Tue Mar 31, 2020 10:02 pm
Fused wrote:
Tue Mar 31, 2020 2:15 pm
As a solution, you could bind your fire key to fire, and then give full ammo.
Otherwise you will have to ask Mark for an item that can replicate the effect, so the weapons can check for it and determine if it has to remove ammo.
Actually, Zandronum has a built-in flag in A_TakeInventory for that: TIF_NOTAKEINFINITE
So there's no need to hack around with items and such.
I don't think that flag is compatible with Zandronum. Even then, it would require to be added to the mod. So the best solution is to just bind an extra command.

Re: Unable to enable infinite ammo (Brutal Doom)

Posted: Fri Apr 03, 2020 11:04 pm
by TDRR
Fused wrote:
Fri Apr 03, 2020 8:34 am
I don't think that flag is compatible with Zandronum. Even then, it would require to be added to the mod. So the best solution is to just bind an extra command.
It is indeed compatible with Zandronum (And has been since 2.0, if not a bit earlier), but yes you are right in that it's easier to bind an extra command. Might be worth taking into account for the next update (That is, if Mark decides to actually implement it :rolleyes: ).