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

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

Post by HyperExia »

By the way, where in the scavver's Paradise file does one find the PDA entries for the guns?
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Re: Scavver's Paradise V2.3.1 - A Survival Horror Mod

Post by CaptainNurbles »

It's in the LANGUAGE file within the main directory. You can ctrl+f to search for each gun's individual log. Same with basically anything in the PDA, for that matter.
HyperExia
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Re: Scavver's Paradise V2.3.1 - A Survival Horror Mod

Post by HyperExia »

Thanks!
Is is alright for me to discuss changes I made in my addons here? or would I have to talk somewhere else?
I know it's weird asking now but i did need to clarify XD
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Re: Scavver's Paradise V2.3.1 - A Survival Horror Mod

Post by CaptainNurbles »

I'd probably go about giving the addon its own thread, honestly. In the event somebody wants to chat with you about suggestions or fixes 'n stuff for your addon, it'd be best that it's in a thread dedicated to that addon for clarity's sake. Otherwise there'd be two versions of the mod and people asking for help with one or the other.
Since you've already made a post with a link and changelog though, totally cool to update that post when changes are made! Doesn't bother me.
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Re: Scavver's Paradise V2.3.1 - A Survival Horror Mod

Post by HyperExia »

Got it. I'll just update that post now with the changes I've made. Perhaps we can chat more about it.
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Re: Scavver's Paradise V2.3.1 - A Survival Horror Mod

Post by HyperExia »

I just managed to get shotguns to unload now as well. Will need to use the same system with explosive weapons now too.
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Re: Scavver's Paradise V2.3.1 - A Survival Horror Mod

Post by HyperExia »

ALL non-energy weapons that share ammo with at least another of their kind can now unload properly. Some weapons also now tweaked animations for ammo-efficient reloads that also have the downside of taking a little more time to execute.
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Re: Scavver's Paradise V2.3.1 - A Survival Horror Mod

Post by HyperExia »

Okay.
I just made a new addon; a toggleable new dash system (which uses the run button), as well as being able to adjust the weights of all the items. It's experimental, and it's my first foray into the world of ACS, but hey, it's pretty damn effective.
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Re: Scavver's Paradise V2.3.1 - A Survival Horror Mod

Post by HyperExia »

CaptainNurbles wrote: Thu Jan 11, 2024 8:43 pm I'd probably go about giving the addon its own thread, honestly. In the event somebody wants to chat with you about suggestions or fixes 'n stuff for your addon, it'd be best that it's in a thread dedicated to that addon for clarity's sake. Otherwise there'd be two versions of the mod and people asking for help with one or the other.
Since you've already made a post with a link and changelog though, totally cool to update that post when changes are made! Doesn't bother me.
....I do intend to keep updating the mod to try and keep up with the changes in the latest version. I don't intend for it to be a complete branch off of SP, honestly. So I'm not sure lol
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Re: Scavver's Paradise V2.3.1 - A Survival Horror Mod

Post by HyperExia »

Okay, so i do have an issue with weapons using the same caliber dealing the same amount of damage. I want to try and mitigate that by putting those damages in certain ranges. Lower damage dealing but same caliber weapons can only deal that damage at close/medium range, or something like that. Not sure what you guys would think of this system. I already put in a distance based damage calculation. Shouldn't be too difficult to make one that is more complex for those ranges. Any thoughts?
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Re: Scavver's Paradise V2.3.1 - A Survival Horror Mod

Post by HyperExia »

Created my own thread for this specifically
viewtopic.php?p=1249362
I'm honestly really new to this forum because I only started talking more recently. If there's any advice to make it look better feel free to let me know!
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Re: Scavver's Paradise V2.3.1 - A Survival Horror Mod

Post by Someonewhoplaysdoom »

Well, I decided to come back with MAP RECOMENDATIONS for this Mod after a long time, and I found a really good one.

DBP58: Immortal Warfare, from Doomer Boards. Its actually quite nice since while most maps has a moderate enemy count (around 100 to 160 per map), it features a huge ammount of supplies and a great number of enemies you will find are former humans, making it quite easy to play without a full resource starving. Also, the aesthetics fits Scavvers paradise theme quite well.

Also, I recomend trying various maps from doomer boards. So far Inmortal Warfare is the only one I manage to beat with the mod, but some of these maps in general try to no go for hardcore doom gameplay style at least for the first levels.
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Re: Scavver's Paradise V2.3.1 - A Survival Horror Mod

Post by HyperExia »

Someonewhoplaysdoom wrote: Thu Feb 01, 2024 6:46 am Well, I decided to come back with MAP RECOMENDATIONS for this Mod after a long time, and I found a really good one.

DBP58: Immortal Warfare, from Doomer Boards. Its actually quite nice since while most maps has a moderate enemy count (around 100 to 160 per map), it features a huge ammount of supplies and a great number of enemies you will find are former humans, making it quite easy to play without a full resource starving. Also, the aesthetics fits Scavvers paradise theme quite well.

Also, I recomend trying various maps from doomer boards. So far Inmortal Warfare is the only one I manage to beat with the mod, but some of these maps in general try to no go for hardcore doom gameplay style at least for the first levels.
Immortal Warfare is kinda slaughtery though. The base movement system is kind of unforgiving and you need to both hit hard and fast. The opportunity to do so is often not there by the time you end up needing it.
There's a similar issue with DBP50 as well.
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Re: Scavver's Paradise V2.3.1 - A Survival Horror Mod

Post by Someonewhoplaysdoom »

HyperExia wrote: Thu Feb 01, 2024 9:26 am

Immortal Warfare is kinda slaughtery though. The base movement system is kind of unforgiving and you need to both hit hard and fast. The opportunity to do so is often not there by the time you end up needing it.
There's a similar issue with DBP50 as well.
Yeh, vast majority of Doomer Boards maps are sort of soft to mid slaughter style, so not a lot of them are playable with the mod, but inmortal warfare has the advantage to feature some linear difficulty scaling per map that, in combination with a plentful of resources and good space for maneuver, makes almost all levels playable with enought skill (with the major exception map 9, which is qute frenetical and you will probably cheese some of the enemy encounters)

Im actually trying DBP38 Chronicles of Ghost Town, which is quite harder but is also generous with resources, so I was able to tackle the first 6-7 maps without using a veteran loadout.
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Someonewhoplaysdoom
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Re: Scavver's Paradise V2.3.1 - A Survival Horror Mod

Post by Someonewhoplaysdoom »

Yup, DBP 38 is also beatable on apocalipse difficulty. It has the same problems with DBP 58 at the beggining, but most of the time the encounters are not particulary slaughterish and also you will have plentful of healing. Only exception is map 16 which his last fght is even worse than the last map of Inmortal warfare (I was only capable of beating it only because I got a Marine armor right on the final arena, and only after I decided to pick it up).
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