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I'm surprised this kind of stuff still happens, by which I mean loosing all work when there is cloud storage and github. But I hope you can recover your work.
Your hard drive might be okay, it was probably the PSU that took most of the hit anyway. And modern motherboards/components are a little more robust these days, I think.
Hard drive is indeed okay and I have backed up all my stuff onto a USB drive. Lessons have been learned! I'll be spending the upcoming days working on cleaning up what was already in the works for this update and will release as soon as it's in an acceptable state. Won't be as extensive an update as I was hoping, but there's enough present that it'll be worth sharing and uploading.
Any chance of trying out Github? It might be a good way for you to just update little things at a time and have us test it for you as you go, even if it's just under the hood fixes rather than new content.
Sad hearing about what happened. Hope you can recover at least the important info from your computer (even if is not related to doom or the mod content)
In my case, I try to use Drive and other cloud system for information, work and backup for small archives. I also have a external Hard Drive device to make a general PC backup.
Alright, spent a couple days working on running through what features I had been implementing prior to my computer getting fried, cleaned up what I could, caught a couple of minor bugs, and did a minor amount of balancing. It SHOULD be good for release, minus a redo at the HUD code so that it can actually be scaled, an improved weight system, a couple of guns and unique sound effects for the new energy weapons. Those will eventually come, but right now my drive for modding is at an all time low.
As always, do be sure to report any bugs or issues that you find, or if you just have any suggestions or feedback I'd love to hear it!
WEAPON Changes: * NEW WEAPON) Charge Rifle: Pinpoint accurate laser sniping! * NEW WEAPON) .22 WMR Stealth Pistol: Not very strong, but lethally silent. * NEW WEAPON) Plasma Pistol: Micro sized plasma goodness. * NEW WEAPON) 5.56mm Scoped Carbine: Scoped automatic goodness. * NEW WEAPON) 12 Gauge Semi-Auto Shotgun: The speed of the auto shotgun with the weight of the pump shotgun! Just be mindful of the jamming. * NEW WEAPON) AER14 Laser SMG: Would make an Ork proud. * NEW WEAPON) UAC Type 9 Sticky Plasma Rifle: Let's be real, you're probably gonna kill yourself with this. * NEW WEAPON) UAC Type 14 Stun Rifle: Stops 'em in their place, makes 'em weaker! * NEW WEAPON) UAC-20 20mm Cannon: Semi-automatic explosive fun. * Several weapons have had their firing sequences edited for more camera shaking and better handling of recoil. * Shotgun Calibers have been renamed: 20 Gauge to 12 Gauge, and 12 Gauge to 10 Gauge. Just a cosmetic change. * NEW AMMO) 12 Gauge Slug: Highly accurate with better penetration! * NEW AMMO) 10 Gauge Pulse Slug: The Perfect Tool For Frying Cybernetic Bastards. * NEW AMMO) Compact Cell: Smaller profile, less charge, but larger carrying capacity! * Laser Repeater now uses the Compact Cell instead of the UAC-B Energy Cell. * Laser Repeater now has an alternative firing mode, reducing damage per shot but with the added ability to pierce through up to 6 targets. * Laser Repeater's magazine has been reduced from 60 to 50. * .45 Stealth Rifle and Shrapnel Cannon's PDA logs now remove properly when dropping the weapons. * Scoped damages for the 7.62mm DMR and Sniper Rifle have been fixed. * New world sprite for the 9mm auto pistol. * 84mm Heavy Launcher has a slightly faster firing sequence. * Power Fist now uses Compact Cells rather than UAC Energy Cells. * BFG3000 now weighs 16 pounds instead of 18. * Player can carry more explosives now! -> 40mm Grenades: 24/32 -> 32/48 -> 84mm Rockets: 12/18 -> 24/32 -> 20mm Cartridges: 32/48 -> 48/72 -> Frag Grenades: 6/9 -> 8/12 * Dark Matter Gun's Black Hole has been buffed. * Player can carry more shotgun shells! -> 12 Gauge: 32/48 to 40/60 -> 10 Gauge: 24/32 to 32/48 * 6.2mm Carbine and Shrapnel Cannon PDA logs now remove properly when the weapon in question is dropped.
PLAYER Changes: * Afflictions system can now be enabled and disabled to your liking! Each of the 6 afflictions can be enabled or disabled at any point. You can have just bleeding enabled, or even disable all afflictions entirely. * Recruit loadout has one additional .22 WMR magazine, one fewer 5.56mm rifle magazine. * Scavenger has six additional .357 magnum rounds and eight extra shotgun shells.
MONSTER Changes: * NEW MONSTER) 12 Gauge Semi-Auto Shotgunner: More aggressive! * NEW MONSTER) 5.56mm Scoped Carbine Zombie: Better at long range! * Spawn Rates for zombies wielding rare firearms have been modified. Some spawn more frequently, some spawn less frequently, depending on the weapon in question. * 5.45mm Assault Rifle Zombie is now rarer. Having an assault rifle with a built in shotgun is incredibly useful, so the 5.45mm Bullpup is easier to find off zombies as a result. * 5.45mm Bullpup Cabine Zombie now drops broken carbines, with a 1/5 chance of giving a functional rifle. * Hell Guard's ball deals damage less frequently, lowering its chance to inflict the Burned affliction. * Mancubus balls are less bullshit. * Tortured Soul now releases Imp Trites upon death instead of Doom 3's Trites. * Doom 3 Trite has been removed. * Plasma Drone has had its health reduced significantly. * I have NO FECKIN CLUE why the Watcher was immune to plasma, but that's been fixed. * 4.6mm PDW Zombie now deals the same amount of damage as the player does. * Hybrid's Flee state has been slowed. * Cybruiser's shotgun now deals the proper damage type, holy FUCK no wonder why it did so much damage, it was Large Caliber.
ITEM Changes: * NEW ITEM) Ammo Boxes: Kick box, receive ammo! * Hellish Spheres now properly cure burns. * Medical Harness now only autoheals player up to 21 HP, regardless of maximum health. Previously health-increasing spheres would also increase how much health the player would receive from the medical harness's autoheal. * Military Stims now heal 20 HP over 2 seconds instead of 15 over 3. * Super Stims now cure Burn afflictions.
MISC Changes: * Several Plasma projectiles have more frames on exploding. * Bleeding from LargeCaliber attacks used to proc twice. Fixed. * Ammo Manager has been updated to take new ammo types. Forgot to add 40mm Incen grenades, sorry! Also finally added frag ammo to that. * Old weapons have been removed from the ACS code HOW DO I KEEP MISSING THIS SHIT. * Shrapnel Cannons now have ammo when picked up for the first time. * ShieldSphere/RegenSphere/ReflectSphere/InvulnerabilitySphere HUD Overlays have been improved, covering the HP Bar's outline rather than the bar itself. Looks cleaner, doesn't cover the HP bar. * Huntsman's 9mm Auto Pistol has been replaced with a .22 Stealth Pistol. * Item Despawner menu in the options has been expanded into a full Difficulty menu. You can now adjust damage values for players and monsters. * Difficulties no longer change how much damage monsters and players take and dish out. That is now determined in the Difficulty options menu.
Thanks for adding more difficulty options! That'll help a lot with really tailoring the play; I've been wanting a way to have less but more dangerous monsters with scarce resources for more of that horror vibe, since sometimes UV spawns are just too many monsters.
-Ghost- wrote:Thanks for adding more difficulty options!
It was SUCH an obvious addition that I'm shocked I never thought to toss in earlier! Hopefully this'll help make the mod more accessible for others. Scavver's Paradise gets a lot of comparisons to HDster, and for obvious reasons, but I do want to try to avoid hitting that level of difficulty lol
-Ghost- wrote:since sometimes UV spawns are just too many monsters.
GOD YEAH
I usually try to do my playtesting on UV, but some mapsets it's just too damn hard on standard damage sliders. Many map packs I have to take it down to HMP.
This would likely change dramatically though if I replace hitscan attacks with proper projectiles, let's be real. Most of the new demon replacements can give you a run for your money, but the moment I see a zombie with an assault rifle or SMG I fuckin' PANIC.
I've never even heard of Resurrected Nightmare until just now, actually! Don't even know its details since the ZDoom and Doomworld threads for it had the first post replaced with Baka Mitai.
CaptainNurbles wrote:I've never even heard of Resurrected Nightmare until just now, actually! Don't even know its details since the ZDoom and Doomworld threads for it had the first post replaced with Baka Mitai.
With some small digging you can still find the older 2018 demo that I released. You can see through it some of the then earlier links between this and SP. Later versions of RN (especially the last for-a-short-time-publically-available final alpha "cancelled" build were more similar) despite being several months before SP was even public. However RN was a light TC (replacing gameplay and level structure)
The biggest differentiations is design and setting connection, SP is more "civilian survivors on Earth", whilst RN is basically "System Doom-Hunt" Aswell as the former being more CBT and the latter being more mid between standard doom and CBT.
Technically RN isn't cancelled anymore...it just turned into something different, and more clearer...though TLT is yet to be revealed publicly.
It is also interesting to see the weird synchronicities; back in roughly February/March I changed the Shotgun's altfire mechanic from slamfire to a Slug firing system, a few weeks later and SP had slugs as well for it's shotguns (though granted it's exclusive to the pump action shotgun as an altfire) RN/TLT also had 10 gauge for the longest time as the SSG rounds (though also used for the Security Rifle as an altfire) until I recently removed them, debuffed the SSG into a standard DBS that now uses the same pellets as the other 12g shotguns (since the SSG was too OP in base doom, and IMO too much of a crutch weapon)
Just dropping by to say this has been my go-to hardcore mod for a while. It's solid all around and I'm looking forward to finding the scoped carbine - that said, the plasma shotgun seems to be broken for me. It spawns but only shows the graphic for the 10ga slug and doesn't do anything. I'm on LZDoom 2.8.1 and loaded no other WADs/PK3s that changed actors.
GoalDude-00 wrote:Just dropping by to say this has been my go-to hardcore mod for a while. It's solid all around and I'm looking forward to finding the scoped carbine - that said, the plasma shotgun seems to be broken for me. It spawns but only shows the graphic for the 10ga slug and doesn't do anything. I'm on LZDoom 2.8.1 and loaded no other WADs/PK3s that changed actors.
Why you on such an OLD version? any reason you have not updated to 3.88a if you want to be on LZ.
On a side note, i hope someone can take the time again to make this latest version into one that has the weapons and monsters removed so it can be played with other monsters/guns
GoalDude-00 wrote:the plasma shotgun seems to be broken for me. It spawns but only shows the graphic for the 10ga slug and doesn't do anything. I'm on LZDoom 2.8.1 and loaded no other WADs/PK3s that changed actors.
Heck, I coulda sworn I'd removed that from the mod.
I was planning on adding a plasma shotgun, but scrapped the idea of implementing it after I'd backed my files off of my hard drive. It's a nonfunctional weapon that doesn't spawn ingame and can only be accessed with IDKFA or give all.