Scavver's Paradise V3 Beta - A Survival Horror Mod

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AMMO: Should ammunition have weight?

Poll ended at Sun Aug 06, 2023 6:11 pm

1) Yes! Make the ammo harness reduce reloading speed.
5
36%
2) Nah! Keep the hard ammo caps and weightlessness plz.
2
14%
3) Both! Make it a CVAR that players can toggle as desired. (DUNNO If I can accomplish this!)
7
50%
 
Total votes: 14

CaptainNurbles
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by CaptainNurbles »

q3cpma wrote:I've encountered some problems:
* The TM-7 Nanoweave Battle Armor doesn't seem to work: if I use USE on it, it disappears, but I don't get any armor; no error in console.
Not a glitch. The Nanoweave Battle Armor is not a standard thing of armor, but is instead a permanent character buff. It cannot be unequipped. On pickup it gives you a permanent increase in defense, weighted a bit more towards ballistics since hitscanners are a pain. Also decreases the chance to receive bleeding and burned afflictions. When picking it up you also receive a PDA log giving you details about the armor, explaining how it can be worn under standard armor, its defenses, and its additional effects on the player.

I'd recommend you set bindings for the Strife Popup Menus since pressing them gives you handy information, including how much ammo you have in total, what permanent character upgrades you've got, and a menu to show you how effective your currently worn armor is.
q3cpma wrote:* I get the following errors with gzdoom 4.7.1:

Code: Select all

Script error, "Scavver's Paradise V2.0.pk3:actors/monsters/doomimpreplace.dec" line 418:
Replaced type 'Shadow' not found for Cloaker
Script error, "Scavver's Paradise V2.0.pk3:actors/monsters/demonreplace.dec" line 44:
Replaced type 'BloodDemon' not found for FeindishBloodDemon
Script error, "Scavver's Paradise V2.0.pk3:actors/monsters/demonreplace.dec" line 118:
Replaced type 'BloodFiend' not found for DemonicBloodFiend
Script error, "Scavver's Paradise V2.0.pk3:actors/monsters/hellknightreplace.dec" line 435:
Replaced type 'Cybruiser' not found for CybruiserClone
Those are some things I'd coded in for compatibility specifically with the ZPack map set. I keep forgetting to remove that and just make compatibility a separate thing lol. Doesn't affect gameplay any, it's just the engine looking for a few monsters which it isn't recognizing since ZPack (or any map with actors sharing those names) ain't loaded.
q3cpma wrote:* I remember having got Parasitic Infection with no obvious reason: the killed imps were at a considerable distance or not even in the LOS (using Swarm Pod).
The Imp Trites, wee imp heads on spider legs that pop out of the chests of the Imp Infestors, are the main source of parasitic infections. If they damage you with their Suicide Bile Blast (helluva band name right there) then you gain a small bit of Infection. Being hit by the suicide/death blast of a carrier also gives you some Infection. In low amounts, infection does nothing. With enough Infection in you, however, it'll start to automatically build up within you, giving you more Infection every few seconds. The game only tells you you're infected once you've reached about 25% infection.
Spoiler: Technical Details If Curious!
What'd most likely happened is that you'd been hit by a bile blast that gave you enough infection to start the Build Up phase, and only got the notification some time later. If this is not the case, however, then please do write back! I wanna make sure everything's working as intended.
q3cpma wrote:Also, sorry if this has already been proposed, but an option to ignore empty weapons when cycling them would be nice.
Isn't there an option in GZDoom for that? I'd had a brief look through the options menu and couldn't find it, but I could have sworn that's a thing that the engine itself allows.

Regardless, I'd rather not hardcore implement it as an option in the mod since if you run out of ammo for a gun, swap to something else, and then end up needing to drop the empty gun, you'd be shit out of luck. Annoying as it may be to have to swap through many guns without ammo, being unable to drop them would be endlessly frustrating.

Thanks for your feedback, pal!
q3cpma
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by q3cpma »

Thanks for the fast answers, good thinking about the weapon cycling thing; though a mechanism dynamically changing the weapon order the put the empty ones last may work.

Another question, if you will, is it me or the hitscanners have an accuracy not affected by distance? They really seem to rarely miss.
CaptainNurbles
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by CaptainNurbles »

Hitscanners are a bit more accurate than in the vanilla game. If you're at a long distance certain zombies will undergo a long range fire state with greater accuracy, but the window before they fire is longer, and they only fire one round. They're rarely, if ever, as accurate with guns as the players are, but a room with hitscanners is definitely trouble.

One thing I'd been planning on adding if I can ever wrap my head around ZScript are Hideous Destructor inspired ballistics for all firearms, replacing all hitscan attacks with semi-realistic bullet projectiles which take time to travel, have bullet drop, differing velocities, etc. I'd tried to do something similar in DECORATE but kept having issues where bullets at high speeds would just kinda pass through targets. ZScript would just be better overall.

One of these years I'll give ZScript another pass, see if I can get a feel for it. At some point I'll need to rewrite the whole mod in it if I want it to work in future versions of GZDoom, while also gaining the benefit of increased flexibility with what can be done.
q3cpma
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by q3cpma »

Another problem I've encountered, the bandages say they take 4 bulk when I want to pick it up while full, but using it only decrease my bulk by 1. Never mind, this is not reliably reproducible.
CaptainNurbles
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by CaptainNurbles »

Each large bandage pickup gives you 4 uses of bandage healing, giving you 1 bulk per use of healing. Sometimes bandages you find are large, full packs of 4 uses, sometimes they're single use small rolls.
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-Ghost-
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by -Ghost- »

Would it be possible to make our own custom difficulties? It'd be nice to have a survival horror combo where enemy count is relatively low but dangerous and resources are really scarce like the higher difficulties. For our mod LitDoom we let the player just customize damage values, loot scarcity etc., so I usually play with HMP amount of enemies, but both them and the player hit harder with rare ammo/meds so each encounter is still tense.
CaptainNurbles
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by CaptainNurbles »

Honestly that's a fantastic idea :o Just leave the difficulties as vanilla, determining monster count, but have CVAR sliders in the option menu for determining loot factors, damage, perhaps aggression if I can figure it out, yeah. I'll give it a crack, thanks for the idea!
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-Ghost-
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by -Ghost- »

Thanks! It'll be good to have less but stronger enemies, since I do like to play on Grimdark and the harder ones, but it tends to spawn just way too much stuff sometimes and it's less horror and more shooting gallery.
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Doomguy914
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by Doomguy914 »

I'm currently playing a very customized setup through the 4 Ultimate Doom episodes. I also play with Fast Monsters enabled, and that's only manageable with the Crits and headshots mod. It seems to stun enemies a lot with headshots and melee attacks, but it also has the odd issue of sometimes monsters taking zero damage from consecutive headshots, even when I switch damage penalties for rapid fire weaponry and multiple headshots off.

Also, I can't insta-kill soldiers with a backstab without having gibs turned on, so most attempts at a silent takedown result in the enemy exploding into paste. :lol: It's kind of quirky, but the overall atmosphere with this custom setup is just about perfect in obtaining the levels of immersion I want. Most UV encounters are a death sentence without careful planning ahead of time. I can't wait to try this mod setup with some megawads!

Whether playing with additional mods, or just using this mod alone, not being able to find health pickups on your first map results in restarting the map A LOT. I find that starting on the Lost Hero loadout is the best bet for most first maps. Starts you out with a reliable pistol immediately so you're not immediately gunned down by shotgunners and riflemen zombies.

Another set of mods I'd suggest giving a shot with this one and seem to be almost 100 percent compatible are the following:

Universal Enhanced AI, DarkDoom( of course,) Universal Rain and Snow, and Immersion. And as a personal preference, the ambience pack. :D
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-Ghost-
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by -Ghost- »

Yeah, Lost Hero is usually my go to loadout since you can hold your own until you get a better weapon without feeling too powerufl early on. I actually use a lot of the same mods alongside Scavver lol.
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Someonewhoplaysdoom
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by Someonewhoplaysdoom »

I played two megawads with the new Version, Reverie with one of the moderate loadouts, and Doom 2 with the infected Loadout.

Im gonna say that the new batch of healing items and ailments is just great, I loved it and made things interesting (the parasite infection on infected playthrougt is kinda hardcore depending on your starting map but after taking down the parasite, is just a more prepared lost hero). The bulk system is kinda painful: Probably you can organize to bring enough meds to survive for a long time, but once you get your hands into a hazmat suit (which is basically mandatory to most mapsets), you're basically restricted to carry your meds and aditional swarmer pods to fight. Not to mention the heavyweight of turrets or other utility stuff. Is still kinda nice.

In general I loved the update and I happy about there's more content to come. As a suggestion, I would suggest to have items that increase max weight and bulk amount, similar to either the preexistent items that give extra survivability for picking up once (Like the medical harness or the reinforced boots), or an extremely uncommon hellish sphere like the one that give permanent health.
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-Ghost-
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by -Ghost- »

Yeah, I'd love to see even more status effects and medical tools!
CaptainNurbles
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by CaptainNurbles »

Doomguy914 wrote:I find that starting on the Lost Hero loadout is the best bet for most first maps.
You're a braver fella than I! Usually I struggle with Lost Hero just because of how hard it can be to find medical goods on many mapsets.
Someonewhoplaysdoom wrote:The bulk system is kinda painful: Probably you can organize to bring enough meds to survive for a long time, but once you get your hands into a hazmat suit (which is basically mandatory to most mapsets), you're basically restricted to carry your meds and aditional swarmer pods to fight. Not to mention the heavyweight of turrets or other utility stuff. Is still kinda nice.
I do plan on redoing the weight system altogether, removing Bulk entirely, expanding how much weight you can carry by a bit, removing the cap on how much you can physically carry on you, and having your movement speed tank the more you carry (to the point of near immobility with enough weight on you!) I'm unsure if I wanna put the effort into it for this update or the next, but it will come!
Someonewhoplaysdoom wrote:As a suggestion, I would suggest to have items that increase max weight and bulk amount, similar to either the preexistent items that give extra survivability for picking up once (Like the medical harness or the reinforced boots), or an extremely uncommon hellish sphere like the one that give permanent health.
Likely to come with the Weight Revamp as well. Depending on how I want to go about the weight system I may make the backpack affect weight carried rather than ammo carried, uncap how much ammo can be carried, and then give ammo weight as well.
-Ghost- wrote:Yeah, I'd love to see even more status effects and medical tools!
If I can think of more status effects that I could figure out how to code in and also find good sprites for medical goods, I'd definitely give it a go! Having a Pain debuff which slows you down and messes your vision is an option, cured with any pain killer, temporarily relieved with adrenaline. If any of you have suggestions on new items and afflictions I'd be more than happy to hear it!



Also just a random aside, what maps do you folks like to play with Scavver's Paradise? Be nice to have some recommendations for new map sets to playtest on.
CaptainNurbles
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by CaptainNurbles »

So a thunder storm knocked my computer out of commission! Currently unsure as to what's fried (motherboard or CPU is my guess), but I've a buddy who's gonna poke at it with a multimeter in her spare time to see which component(s) have been fried. I hope it is not my hard drive, since I haven't quite made backing my shit up a habit.

If the drive's dead, that'd be several months worth of progress down the drain, progress that I'm not sure I have the heart to rebuild from the ground up again. Several new weapons, bug fixes, alternate shotgun ammos for every shotgun, ability to change how much damage you deal and take, ability to disable individual Afflictions, all of it just gone. If the drive is good and nothing is lost, I'll just clean up what I was most recently working on, bug test, and release the update as is. I had more features and another weapon or two I wanted to throw in, but I'll just save it all for a future update.
papaeggo
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by papaeggo »

CaptainNurbles wrote:So a thunder storm knocked my computer out of commission! Currently unsure as to what's fried (motherboard or CPU is my guess), but I've a buddy who's gonna poke at it with a multimeter in her spare time to see which component(s) have been fried. I hope it is not my hard drive, since I haven't quite made backing my shit up a habit.

If the drive's dead, that'd be several months worth of progress down the drain, progress that I'm not sure I have the heart to rebuild from the ground up again. Several new weapons, bug fixes, alternate shotgun ammos for every shotgun, ability to change how much damage you deal and take, ability to disable individual Afflictions, all of it just gone. If the drive is good and nothing is lost, I'll just clean up what I was most recently working on, bug test, and release the update as is. I had more features and another weapon or two I wanted to throw in, but I'll just save it all for a future update.

I don't know if this has been suggested or posted before, but if this shit's all good to go, my recommendation is setting up a github as a sort of backup.
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