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image got a bit degraded lol Scalliano Shuffle GOLD Created originally by Doom User Scalliano, inspired by VDP-Monster Randomizer, by Plynthus.
Scalliano Shuffle GOLD is a personal remake i've been working on for quite some time now with breaks, and it is a increment to the original, somewhat known, Scalliano Shuffle monster and weapon randomizer mod you can find in this forum. It has not been updated as far as i know, and after a quick chat with Scalliano about this, i've decided to post the first, stable(-ish) version of it, as i'm satisfied with it and i would like to get some feedback regarding the balance and gameplay of it.
Any feedback would be appreciated. Changelog V1.4 (03/30/24)
Spoiler:
Changelog V1.4:
* Fixed oversight on assault shotgun ammo sphere, paladins dont drop gas anymore in Monsters_Only.
* Minor monsters bug fixes, such as paladins dropping gas in Monsters_Only, or Gravity viles related issues.
* Vanilla monsters will not drop their weapon if originally there wans't a vanilla monster there, say, a chaingunner
dropping a chaingun in the place of a shotgun guy.
* Removed catharsis cannon, freezer rifle and zombieman rifle.
* Modified all of the vannilla weapons, made em' beefier and better. (Casings, better sprites, gun smoke, brightmaps, etc...)
- Remade the dual pistol. very useful weapon now, with twice the magazine of the pistol, with custom animations depending
on each magazine munition. The altfire shoots both of em' at the same time, go hogwild!
* Added sound effects to ammo pick ups along with colored pickup texts for custom ammo.
* Updated the super-weapons!
- Removed the nuclear missile launcher, it was cool, but couldn't bother to change it nor it was really a viable weapon.
- All of super weapons have been given new effects, some minors, others not so much, alongside, balance fixes.
* New hell knight variant: The Major Mutant!
* Minor weapon fixes and changes.
* Archer knight revenant variant, comes in green.
* Other minors stuff i prolly forgot.
Todos:
Spoiler:
*Add recoil, smooth frames, pitch changes and graphical additions to all of the remaining weapons.
* Add proper pick up sounds to all items alongside a nifty colored text (Done to majoritarily all of the items)
* Fix the kilometric list of errors when you open the mod in the console (Still haven't fixed em' all)
* Redo the chainsaw, maybe make it an extra special non-ammo weapon? you sacrifice health over it or something like that?
* And of course, add more monsters, they are always welcome!
Why should i play this instead of the original?
Good question! there are ALOT of new things i've been adding and changed compared to the original version, the most important ones that cross my mind:
Spoiler:
Balance Fixes
Alot of monsters, and weapons in the original scalliano were outright completely broken, not usable, or completely pointless. A few examples were the sonic railgun, which in the last version (not updated) could deal thousands of damage with only 10 cells. For monsters, the baron of hells in the original, alot of the variants were just completely broken 2008'ish decorate versions that had a pallete change, now, every single baron variant is unique in sprite and attacks (i've tried my best to make them original and FUN without going too overboard). I've manually scouted the entire mod fixing things like this, from weapons that dealt thousand of damage, to some of them that were completely broken, the arsenal now is roundabout way more balanced and useful, and i've really tried to make sure all the weapons can have their purpose, including the vanilla ones. Monsters were also all re-done. I've manually peered into every single one of them, fixing graphical errors, damage fixes (For instance, the Original Thamuz could deal over 500+ damage in a single homing, undodgeable attack, no more), and graphical enchaments when i judged necessary.
Monsters and weapons, notably now work way better for vanilla, its still challenging, but fun. stronger, better weapons deal more damage, but so do alot of the monsters and their variants, speaking of which...
Spoiler:
Zombie Tracer Conversion
This is a simple thing, but still important to post here, but every single monster that had a hitscan bullet attack has now been converted into a sweet, tracer (WITH customizable speed in the menu, you can make em' lightfast or very slow) bullet. the reason for this was that alot of enemies had ridicolous firerates or very strong, not fun to fight against, hitscan attacks. also, tracers help locate with enemies from far away. these tracers are from the courtesy of Zdoom Forum user DenisBelmondo, thanks to him for making these sweet tracers. These tracers work for all monsters, such as masterminds and their variants.
Spoiler:
Spawn Presets have been changed, including for weapons.
I've remade every single spawn preset AND weapon preset, not only that, they are now customizable. You can change each vanilla spawn preset, the default is what i'd call "Balanced And Fun", but you can choose it as your heart desires. For instance, in the original, every single zombie scientist was a single monster in the tabletop spawner, not anymore, they work as one, single, entity, this COMPLETELY changes the game, especially in the early maps. Compare the amount of zombie scientists in the original on MAP01 and on this version, stuff like this has been changed massively, and again, its all customizable in a little neat menu. The same applies to weapon system, which will be discussed in the following spoiler.
Spoiler:
The New Weapon System™
Weapons now work a bit differently. Instead of the regular, random spawner pickup system and the dozens of variants you could get, making it so that you could get stuck with a single, unusable weapon for entire maps, everytime you pick up a new weapon, you will always be granted a new variant, which variant will be granted is random, but you can customize it so you can change to get the stronger ones faster (be noted this is probability, you can still get the weaker ones if you choose this option, for instance.), or you can choose to get the vanilla one first (if you do not have them!), and then get the cool variant ones. monsters now also drop their weapons with an option you can choose, you can make them so that they never drop their weapons, or always drop them. play as you like!
You can choose these for each weapon you can get in Doom:
Spoiler:
The upgrade system!
Scalliano shuffle had alot of weapons, many of them were pretty sweet, but it got a bit repetitive with having to scroll (especially since these weapons weren't necessarily in your inventory by order of strength) all the way back to use one weapon, while passing another which was just a weaker version of the weapon you wanted. Now, every monster in this mod (And yes, this work with other monsters from other mods, this will be discussed later) can drop an upgrade box, as the name implies, there are now a bunch of weapons from your asenal that can be upgraded into better, stronger versions, alot of these upgraded are just weapons from the old scalliano shuffle, but better, with more animation, a few bug fixes, and balance changes. For instance: you can now upgrade your SSG into the Super-Pump, your autoshotgun into the assault shotgun, and your BFG into the mighty devastator. These weapons all work differently now (especially the devastator hehe), i'll let you find them by yourself! and yes, the chances of a weapon upgrade box is changeable, and stronger monsters will always drop them more, or less vice-versa.
Spoiler:
Weapon SFX Enchacement!
A good portion (All of the vanillas one including) of the weapons have been given new sprites, sounds, brightmaps and other minor graphical additions to just overall improve the gameplay experience. Looking at the vanilla 4 frame shotgun animation without casing or tracers or anything does get a bit old when messing with mods, i should also note i have improved a few other weapons, and i plan on doing this overhaul to all weapons. All graphical credits have been properly given i believe, but let me know if i miss something.
Spoiler:
Other things that come to my mind:
* Blurspheres have been remade and fixed alot, for instance, ammo spheres (infite ammo) work with weapons that uses a magazine, such as the machinegun. You still use mag ammo, but reserve ammo is infinite.
* OP zombie grunts, like BFG's zombies, now have an option to not only make their appereances extra rare, but you can make it so that their attacks are less op compared to YOUR bfg. (Default, PLEASE check the menu options before you play!!)
* All item drops have been revised, and i plan on making them more customizable as well, but its all roundabout more balanced, hopefully.
* Graphical additions, such as hierophants, an enemy with a debuff, now has a cool icon in your HUD to inform what you've been debuffed with.
* All weapons now have a faster draw time, this helps ALOT to change to the flow of gameplay, especially with quite the big arsenal you will be having.
* Few nifty new variations, such as the Raijin, a pain elemental variant that blinds you and is kinda quick, or the gravity-vile, which slows you, or the Defiler, which now ressurects enemies around him when he dies.
* Bosses have all been remade now to be both challenging and amusing. Some of them had minor changes, other, such as the Dark Annihilator (the strongest cybie variant you can get), or the pryodemon, also the strongest baron of hell you can get, have been completely remade. I hope you have fun finding all of them!
* Other minors things such as SSG guys and autoshotguns dudes actually reloading and moving around instead of awkardly looking at you.
These are all things that came to my mind as i was typing this post, it was a dumb mistake of mine to not write down as i was making the mod, but oh well!
Screenshots to prove this is a mod and not an IP-Logger:
Spoiler:
A sneak peek of a weapon upgrade, hopefully you've read the spoilers above? A few of the barons you may encounter, all of them are unique in attack and attributes! The classic MAP07, with the Mancubus spawn preset set as "Mayhem".
Special thanks and credits
Special thanks, obviously, for Scalliano for giving me permission to post this mod, Plythuns, creator of VDP-Randomizer (which gave me the idea to make a menu like the one in his mod, absolutely play it if you can), Jarewill, true homie, he has basically carried me here on how to make the ZScript and basic ACS code that really helps this mod (seriously, MY code is horrendous, especially the upgrade system, its all in DECORATE, pretty spaghetti stuff), and thanks for all the other unnamed folk here that has helped me with minor (or not so minor) code related stuff, and of course, all the credits for the sprite makers is in the mod itself, alongside (by request of Scalliano) is the ITINERARY.txt, which contains credits for other older stuff as well.
And the actual download itself!
Below is the actual .rar package, it contains 4 files, the original mod with everything inside, a MONSTERS Only file, so you can play this with say, Combined Arms (it's really fun, try some combinations yourself), and a WEAPONS Only file (and because the upgrade box system is really simple script, it works with custom monsters!), which can be useful if you wanna play normal vanilla monsters or an even harder randomizer, say, colorfull hell (its a blast too).
I hope you have as much fun as i've had making this mod!! and yes, this is the first ititeration, i definetly have more plans for this, but i will wait for your guys feedback.
So, what are you waiting for? without further ado...
XASSASSINX wrote:a MONSTERS Only file, so you can play this with say, Combined Arms (it's really fun, try some combinations yourself)
Bless you kind sir. <3
Scalliano's Shuffle was the first shuffle mod that actually clicked with me so to see this get an update is a treat. I'll give it a spin as soon as I'm able (between work and my backlog it might take a while tho ).
Scalliano's Shuffle was the first shuffle mod that actually clicked with me so to see this get an update is a treat. I'll give it a spin as soon as I'm able (between work and my backlog it might take a while tho ).
that's pretty sweet, no hurry obviously, but i'm curious to see what you think!!
Hi, from what i've seen, this problem is happening because i'm using ZScript 4.8.0 (almost the last version), seems like LZDoom only supports 4.6.1 though, to be fair my mod only uses a little bit of zscripting for a few things like the box spawner script (which is pretty simple). Also, the other reason it crashes is because of a flag i added to all monsters that allow them to target friendly monsters intially (this was also added in 4.8.0)
So these are both things i would have to remove and change to make it Lzdoom compatible, you can probably do it yourself if you know a little bit of modding, just curious though, may i ask why do you use Lzdoom? perfomance is better or?
XASSASSINX wrote:Hi, from what i've seen, this problem is happening because i'm using ZScript 4.8.0 (almost the last version), seems like LZDoom only supports 4.6.1 though, to be fair my mod only uses a little bit of zscripting for a few things like the box spawner script (which is pretty simple). Also, the other reason it crashes is because of a flag i added to all monsters that allow them to target friendly monsters intially (this was also added in 4.8.0)
So these are both things i would have to remove and change to make it Lzdoom compatible, you can probably do it yourself if you know a little bit of modding, just curious though, may i ask why do you use Lzdoom? perfomance is better or?
Hum, i understand. I don't know this, about ZScript differences between versions.
In my case i'm using because my old notebook only runs LZDoom or Zandronum. And i don't have money to buy a most recent machine.
If i try use GZDoom, example 4.7.1, i have an very slow gameplay, lol.
And with LZDoom i can run many mods working to the GZDoom, like Colourful Hell, recent version of Corruption Cards and so on.
But i can't run many mods together. If i try run Champion Monsters + Legendoom (Lite too) i have constant slowdowns, or in some cases, freeze.
I already try put LZDoom in worst resolutions and disable many resources but i get slowdowns. So i use less mods together, or light mods.
Example, in Brutal Doom (any version), i can't use with Corruption Cards, because slowdowns. So i use Brutal Doom with some other mods and i get 15-20 fps. If i try run with Corruption Cards i get 5-10 fps.
But now, in Zandronum is different. I run GodComplex, a fork of Complex Doom, or other versions of Complex Doom, with many monsters, weapons, items... and run very well, 20-30 fps.
I downloaded Scalliano Shuffle Remix before, and this version runs here, but don't is this most recent version, Gold v1.2.
So this is the story, lol, of how i run Doom here with mods.
In my case i'm using because my old notebook only runs LZDoom or Zandronum. And i don't have money to buy a most recent machine.
Ah man, that sucks. Though like i said, this should be pretty easy to fix manually. Do you have discord or? Giving support on a message board like this is kinda annoying, i can send there a way to manually change this, cuz uploading an entire new version for LzDoom would be a bit annoying everytime.
In my case i'm using because my old notebook only runs LZDoom or Zandronum. And i don't have money to buy a most recent machine.
Ah man, that sucks. Though like i said, this should be pretty easy to fix manually. Do you have discord or? Giving support on a message board like this is kinda annoying, i can send there a way to manually change this, cuz uploading an entire new version for LzDoom would be a bit annoying everytime.
And i forgot to say, my machine don't run opengl 3.2. This is the why GZDoom don't run here too.
Hi i have problem one of your files named "ScallianoGold_WEAPONSOnly.pk3". The pistol is infinite bullets and doesn't waste of ammo, except other weapons aren't affected at all.
Cygnus1337 wrote: ↑Mon Dec 12, 2022 5:14 am
Hi i have problem one of your files named "ScallianoGold_WEAPONSOnly.pk3". The pistol is infinite bullets and doesn't waste of ammo, except other weapons aren't affected at all.
I very rarely use these forums, but also here to report that's not the only issue I found. Found out that the grenade launcher also has issues where you're able to still fire it when you're out of ammo.
I very rarely use these forums, but also here to report that's not the only issue I found. Found out that the grenade launcher also has issues where you're able to still fire it when you're out of ammo.
Me too lol, i'm surprised someone is even commenting here in fact. I've actually been working on this mod for the past year or two occasionally, i might post this newer version here if anyone cares about it enough.
XASSASSINX wrote: ↑Mon Mar 25, 2024 8:50 amI've actually been working on this mod for the past year or two occasionally, i might post this newer version here if anyone cares about it enough.
Yeah, that would definitely be nice. This and Pandemonia seem to behave the best running alongside gun bonsai with it, too; DRLA has a modpack bug, and Legendoom has a rapid fire bug.
Yeah, that would definitely be nice. This and Pandemonia seem to behave the best running alongside gun bonsai with it, too; DRLA has a modpack bug, and Legendoom has a rapid fire bug.
Alright, you wouldn't mind just uploading the full version, right? The weapons and monsters only version i halted progress because i wanted to finish the main one first before making a stable version of weapon and monsters only.