Scavver's Paradise V2.3.1 - A Survival Horror Mod

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SUPPLIES: How fair are supply drops? *Assuming default despawn values w/ Doom 2 progression*

Poll ended at Tue May 30, 2023 2:19 pm

1) Piss easy. Health is plentiful and I never find myself without ammo.
2
29%
2) Fair, but unbalanced. A good challenge is present, but the health/ammo balance is unpredictable.
2
29%
3) Overall fair. Challenging, but not frustrating, with just enough health and ammo coming my way that I'm never struggling, but always on my toes.
2
29%
4) Unbalanced. Health and/or ammunition are too hard to come by, detrimental to my ability to play certain map sets.
0
No votes
5) Utter bull. This mod is impossible! I'm almost always without ammo, and I never have the health items I need.
1
14%
 
Total votes: 7

thugsta
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by thugsta »

Carrotear wrote:I made a "weapons only" version. Is it cool that I share it?
There is nothing special with the guns really they are just from realm667 as he has already said and i suppose No he doesn't want anyone to share as i made my own versions for him and i think his not interested really, but if you make a mode based off his mod as a base line then it is fine. That is the jist of what i got he said i assume.
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Carrotear
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by Carrotear »

Oh, alright then no worries. I ask because it plays really well with Russian Mercenaries.
CaptainNurbles
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by CaptainNurbles »

thugsta wrote:Speaking of fixing, i noticed you don't have the sound channel next to the items used so they get cut off, might want to add that bit of code to fix it to yours.
Wot, the inventory items?
Carrotear wrote:I made a "weapons only" version. Is it cool that I share it?
I see no reason not to, though just make sure that the credits list is maintained since all the sprites and a majority of the sounds aren't mine.

thugsta wrote:No he doesn't want anyone to share as i made my own versions for him and i think his not interested really, but if you make a mode based off his mod as a base line then it is fine. That is the jist of what i got he said i assume.
I'm cool with folks making their own versions of Scavver's Paradise, just so long as they get in touch with me about it! Heck, I'm sure the community could probably do my job better than I'm doing it lol.
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Carrotear
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by Carrotear »

Oh! ...well I'll upload it as soon as I can.
thugsta
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by thugsta »

CaptainNurbles wrote:Wot, the inventory items?
Yes the items, they need to be like this so it fully plays without interruption A_PlaySound("items/stiminject",CHAN_AUTO). Always glad to help CaptainNurbles as i said, also did you make a selectable tracers mode like what i gave you?
CaptainNurbles wrote:I see no reason not to, though just make sure that the credits list is maintained since all the sprites and a majority of the sounds aren't mine.
But then they just become the plain guns from realm667? as they won't have the damage types that can be done as those are for these monsters and things like the proper ammo might not drop. So sure he can i guess but why, to have them as a pack? i guess.
CaptainNurbles wrote:I'm cool with folks making their own versions of Scavver's Paradise, just so long as they get in touch with me about it! Heck, I'm sure the community could probably do my job better than I'm doing it lol.
Ok cool, cause i thought we could of working together but you was not interested. I am still looking forward to trying the balance for you. Lol yes i remember our brains :lol:
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Carrotear
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by Carrotear »

Here ya'll go!

Scavver's Paradise Weapons Only
https://www.mediafire.com/file/bb59ll9e ... s.pk3/file
CaptainNurbles
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by CaptainNurbles »

thugsta wrote:Yes the items, they need to be like this so it fully plays without interruption A_PlaySound("items/stiminject",CHAN_AUTO).
In fairness, I do need to go through the mod and replace every A_PlaySound function with A_StartSound, since the former is depreciated. That'll be a big thing I'll work on for the inevitable version 3.0 release, modernizing the code to make sure that the mod will work in future versions of GZDoom. For that I'll definitely need a partner who's versed with ZScript, for certain.
thugsta wrote:also did you make a selectable tracers mode like what i gave you?
Not just yet, been ass deep in the afflictions system (fully implemented, still needs a LOT of playtesting to make sure it's all good!).

I may just wind up giving the bullet tracers thing a revisit in future if I can get my dumb ass to learn ZScript and convert all hitscan bullet attacks into ZScript projectiles like in Hideous Destructor. A lot can be done with DECORATE, but it does have a lot of limitations (probably why I like using it, I'm best with structured limitations rather than open versatility.) Making bullet projectiles in DECORATE has the notable issue that the smallest you can make a bullet is one unit, which in game is a bit more than an inch. Would work fine in a Warhammer 40K mod though!
thugsta wrote:So sure he can i guess but why, to have them as a pack? i guess.
Compatibility with other monster mods. Sometimes you want a nice set of fresh weapons, no matter how basic, to compliment a nice set of monsters, or vice versa. Lord knows I've done the same thing before myself lol
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determin1st
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by determin1st »

CaptainNurbles wrote:DECORATE has the notable issue that the smallest you can make a bullet is one unit..
im not sure about it. i made FastProjectile with 0 height and 0.2 radius, works fine (doesn't go into walls).
for bouncing that's not enough though.
thugsta
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by thugsta »

CaptainNurbles wrote:In fairness, I do need to go through the mod and replace every A_PlaySound function with A_StartSound, since the former is depreciated. That'll be a big thing I'll work on for the inevitable version 3.0 release, modernizing the code to make sure that the mod will work in future versions of GZDoom. For that I'll definitely need a partner who's versed with ZScript, for certain.
Yes i know, i have changed all the ones that matter in my version already, it's not to hard to start it now for the ones that matter for a 2.0 release. Also i changed the bandage sound as it get buried easily so i used your sound with another sound attached to it, makes it sound ALOT better like your actually bandaging up.
CaptainNurbles wrote:Not just yet, been ass deep in the afflictions system (fully implemented, still needs a LOT of playtesting to make sure it's all good!).

I may just wind up giving the bullet tracers thing a revisit in future if I can get my dumb ass to learn ZScript and convert all hitscan bullet attacks into ZScript projectiles like in Hideous Destructor. A lot can be done with DECORATE, but it does have a lot of limitations (probably why I like using it, I'm best with structured limitations rather than open versatility.) Making bullet projectiles in DECORATE has the notable issue that the smallest you can make a bullet is one unit, which in game is a bit more than an inch. Would work fine in a Warhammer 40K mod though!
You can very much change the sizes in decorate just change it's value and also if you want the scale and tracer png too. Is it ready for me to alpha test so i can run it through and we compare notes yet?
CaptainNurbles wrote:Compatibility with other monster mods. Sometimes you want a nice set of fresh weapons, no matter how basic, to compliment a nice set of monsters, or vice versa. Lord knows I've done the same thing before myself lol
Still why lol, you can already do that without getting rid of 'your monsters' just by changing the load order as the way it is setup already it will takeover the groups that has changes while the others might still be from yours or vise versa for example but yea whatever, choice is always good anyway :)
vahno_eckran
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by vahno_eckran »

Heh. Love the mod, but I do believe I've found a minor glitch of sorts. The medical harness, as I believe it works, starts healing you whenever your health is 20 or less. Useful to at least keep you mobile, as going under that threshold sorta cripples you. The issue is when you get a vitality sphere. +10 max HP, right? This also adds +10 to the harness's healing threshold. So, rather than 20 being the magic number, it's 30, or 40, or 20+however many spheres you've gotten.

The pain killer injector part of it seems to be working unchanged though.
CaptainNurbles
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by CaptainNurbles »

Probably the last update post before the 2.0 release. Still no definite date for when that's going out, but it shouldn't take me too much longer! Maybe a month or so out? Iunno, won't promise anything.



Meet the new HUD! It's ~mostly~ complete, the only thing that really needs adding to it are custom Armor icons which'll slot much more naturally into the icon slot on the HP/armor bar. Got a buddy who's wanting to do those for me, though dude's pretty busy, so that may not be finished til after the next update.



The bottom bar on the ammo bar shows additional information about your currently equipped weapon if there is any, such as speedloaders for the revolver, what firing mode the gun's in, alternate ammo types, etc.



The ammo type you're currently using is displayed on the right side segments of the bar and are a bright grey in color, whereas the alternative ammo is greyed out to help signify that it isn't in use.



The rightmost ammo icon will also swap to help out!



Improvements have been made to weapons a fair bit. Handguns have been given modified sprites so that the player is handling them with both hands, as one should, and there are new animations for cocking the slider when reloading on empty. Some other weapons have been given this treatment too, and I want to apply that to as many weapons as have visible bolts/sliders.

On top of that, most guns now have +1 to ammo capacity to reflect having a bullet in the chamber. Reloading a magazine without emptying it will give you one full mag in the gun, +1 in the chamber. This has been applied to pump shotguns as well, where when reloading on empty the player racks a shell with the pump before continuing the regular reload sequence. That, though, needs some fine tuning.

Husks can be gibbed/burned if they're down, but not dead. You can also check if a husk is truly dead or not by kicking the corpse and checking for blood.

Other than that, plenty of things have been done in the name of balancing things out for a more refined experience. All that's left on the table are adding some new hellish items, couple new monsters plus finishing monster sounds, consider the addition of hellish artifacts to give the player buffs with downsides, and to continue ironing out the afflictions.

As always, more ideas and suggestions are appreciated!
ThatCat
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by ThatCat »

The HUD is too big for my screen, is there any way to change the scaling?
CaptainNurbles
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by CaptainNurbles »

ThatCat wrote:The HUD is too big for my screen, is there any way to change the scaling?
The new HUD in the current development version, or the current HUD in the most current release (1.9.9.4)?

In either case, the scaling is hard set as is in the SBARINFO lump by using the ForceScaled flag, which makes it such that the text and graphic elements are where they need to be regardless of your resolution. Because of that, the ingame HUD scaling doesn't work on it. It is technically possible to rewrite both HUDs without forced scaling, but that would be a helluva task for me to tackle, having to go in and readjust every single aspect of the HUD by hand to make sure it looks good and all the elements go where they need to go (disabling the ForceScaled flag displaces many of the HUD elements).

As for why the ForceScaled flag was turned on in the first place, that'd be because when I first dicked around with making the HUD back for the v1.2 release I'd used another mod's SBARINFO lump for reference on how to make a custom HUD and to see what does what. I'd copied over the ForceScaled flag from that mod without thinking anything about it, and only just now am I realizing what it's doing.

I never said I was a professional lol

(Also before I do get comments on it, I am fully aware that ZScript does what SBARINFO does but significantly better. I have made attempts before to learn ZScript so that I can do so much more with the mod, but all attempts before have been an absolute pain in the ass for me. Curse my ADHD making educating myself significantly harder than it should be!)

With the v1.2 - v1.9.9.4 HUD things look fine in my books in terms of screen real estate, the HUD doesn't appear to cover up anything vital nor does it clutter the screen unnecessarily. This is on my monitor, however! I cannot say how it looks on other people's screens. If it is too large for your screen, that would require rewriting the SBARINFO lump to allow it to be scaled with ingame options.

The 2.0 beta HUD looks nice to me in terms of its design and the information it tells the player, but I cannot deny that the new graphics take up quite a significant amount of the screen. Now that I know what the ForceScaled flag actually does to the HUD, disabling it and rewriting the ~entire~ SBARINFO lump to fix the positioning of everything may be for the best for everybody else, since the new HUD is quite large in general, and likely would benefit from being able to be scaled ingame.

That is a decision for later, as doing such would likely take me multiple days to fix up.

If the current release's HUD is too large for anybody else reading this, do please let me know! Would be good to know for consideration while continuing to wrap up development on the 2.0 release.
ThatCat
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by ThatCat »

Pretty sure I'm using the HUD of the current release, I managed to fix the problem by disabling fullscreen.
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eLeR
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by eLeR »

Hello, I just started playing Lost Civilization with the Scavver's Paradise mod. As for the first encounter with this mod, I have a very good impression of the gameplay. The only thing I could complain about so far is the inability to throw melee weapons, especially when there is no ammunition.

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