This is based on the original Scavver's Paradise 2.3.1, though there are a lot of changes to the mechanics. A word of warning though, this may not go extremely well for low end PC users as I do try to emulate some realism with GZDoom's features.
2024-12-08 current work in progress:
- Started converting the HUD to ZScript
- changing the weapon systems and properties to make sure it works on a more universal level
- scaling and making sure it's based on the position of the corners of the screen
- currently working on making status effects show up
- discovered that when you have the Energy Vest, the bar for the armor energy charge amount covers up the flashlight battery
- works with the weight system as it is currently. It does not rely on an inventory item anymore.
- Working on making exceptions for the HUD
- new weapon properties: ammo 3-6, for use in the Hud
- new plasma pistol sprites
- Sprites from Forlorn Future's energy 'revolver'
- New weapon: gauss pistol
- Slot 2
- Sprites from Forlorn Future's pistol
- Ammo Type: Energy Cells
- Capacity: 24
- reload is fast
- Instant hitscan. Most weapons do not have hitscan capabilities so this helps it stand out from the plasma pistol. It is less powerful per shot but it uses energy cells rather than the compact energy cells, which are on paper supposed to be rarer.
NEW LINK TO BLEEDING EDGE BUILD
Spoiler: Tips
Armor weight is partially dependent on the amount of armor you have for that type. If it's damaged it is indeed lighter proportionately.
Spoiler: Essential Controls
Spoiler: Movement
Dash/Dodge:
- has a short delay before you can do it again. Hit this button while you're holding a direction key and it will let you dash in that direction
Kick:
- Hold to keep the kick at ready, though you can't use directional controls or jump while only on one leg
Run:
- you have limited and regenerating sprint stamina, and your speed overall is affected by your weight.
- most weapons cannot do any of their normal functions when running, though there are some exceptions when it comes to the more compact or melee weapons.
Crouch
- stabilizes recoil for sustained fire
- does not allow running while prone
- makes your hitbox smaller and harder to hitSpoiler: Equipment Controls/Other Actions
Kick
- Hold to keep the kick at ready, though you can't use directional controls or jump while only on one leg
Grenade
- You can hold it in hand by holding the grenade button before throwing it
- You can switch between mine and grenade mode, as there is already a keybind for grenades alone. In order to use the grenade mode you want, switch to grenades and then switch modes there.
Flashlight
- Pretty straightforward. However, word of warning; it does not play well with more complex level geometry. I'll see what I can do about it.
Scrap/Inventory Secondary Use
- Allows you to scrap turrets for spare metal and electronic parts, as well as salvage ammo from weapons you don't want to pick up but just want to salvage ammo from
- some inventory items have a secondary function that trigger if it scrap mode is active. This is shown by the crosshair being turned into a unique scrap/special use icon
Use (to Pick Up)
- can be toggled on and off, convenient for indiscriminately picking things up that you walk over. Normally, not recommended to be toggled off because you have to be selective in what you pick up for weight
Drop item/weapon
- helps with inventory management and keeping the weight down
Strip armor
- helps take it off so you can either travel light or putting on other armorSpoiler: Weapon Controls
NOTE: PLAY AROUND WITH THE WEAPON FUNCTIONS TO UNDERSTAND WHAT THEY ARE.
Reload:
- in weapons with detachable magazines (standard reload), hold to reload to keep the ammo. Otherwise the mag will be dropped on the ground and cannot be picked up until the reload animation finishes.
User1/Tertiary Function:
- Tertiary function/Alternate Reload
- With weapons with more than one type of ammo, allows for other ammo types to be loaded in
- can also be used for mode swaps or other things
Zoom/Quaternary function
- Quaternary function. Mostly used to adjust the zoom on some weapon scopes.
Spoiler: Old Post: Scavver's Paradise Addons (deprecated)
I've created a couple addons for the 2.3.1 at the moment, now. it's really more of a personal preference and changes modification for my own version of the Scavver's Paradise mod. Captain Nurbles suggested that I create a separate topic because I am making so many pretty drastic changes. So here, it's going to be a dedicated thread.
Link to these addons
Spoiler: Weapon Tweaks
Weapon Tweaks
Changes:
- Organized all weapons and ammo actors into separate dedicated files
- weapon drops can now be tweaked to modify the rate which they are dropped as broken
- using the mag salvage button will now allow you to pull out ammo from broken weapons and drop it when full on ammo
- Bolt action weapons will be interruptable to switch to other weapons but will automatically play the bolt animation once weapon is raised.
- Crouching will reduce the recoil of each gun and make each one more viable or usable just at the cost of a slower pace. Recoil reduction is adjustable.
- Picking up loaded weapons and salvaging their ammo is now ammo efficient! (applies to slot 2 and 4 only). if you have a fraction of the mag amount that you'd normally get, you'd drop the remainder of that ammo on the ground.
- Hitting 'use' on a Frag mine will deactivate it and you can pick it up again.
- Ammo efficiency is absolute! Ammo now will not disappear if picking it up will not fit it all into your inventory, instead it just reduces the amount of that item accordingly when it fills your inventory, keeping it on the ground.
- Dropped mags from faster reloads cannot be picked up until the player finishes the reload animation. This is to facilitate the downside of reloading the weapons quickly in battle as you won't be able to pick it up until either the battle is over or you find an opening.
- all bullet, shell, or slug weapons can use projectiles with more realistic ballistics, though they are kinda hard to notice. Doesn't matter since it does allow for more distance-based traits to be imparted with each bullet. Fair warning though, this may be a bit more laggy on the computer. That's why this can be toggled. Currently working on hitscan variations of these distance based damage calculations, planning for all three options to be toggleable.
- headshots can be toggled on and off, period. Enemies now use base classes that allows any projectile or hitscan weaponry to headshot them. It isn't just projectile weapons or guns with bullets now.
- Enemies can use projectiles now too
- Projectiles have bullet ricochet and flesh-impact sounds
- 'Scrap weapon on pickup' now also works with broken weapons even when you're fully loaded up on ammo, if only to drop the ammo onto the ground
- consolidated functions into singular base weapon class to save space
- Kick
- Grenade/Mine Tossing
- UnZoom when Reloading
- UnZoom when deselecting
- Selection
- Holding to reload efficiently
- consolidated functions for all player classes into one
- monsters now drop proper mag amounts
- Weapons with two Zoom modes now have a keybind to swap between those two Zoom modes.
- Cybernetic monsters and zombies can now drop electronic parts and scrap metal (sprite credit goes to LiTDOOM)
- [Slot 1]
- Wrench
- Now can be used to repair the new turrets and reload them
- Reload key uses scrap metal to repair the turret
- User1 key uses electronic parts to repair the turret
- Unload key can reload the turret with their respective ammunitions
- [Slots 2-5]
- Added more conventional reloading but with the twist that you have to hold reload button till the animation starts, otherwise you discard the whole mag.
- you do not drop a mag when you reload efficiently
- When you drop a mag, you can pick it up later.
- Added universal unload for all viable weapons with non-unique ammo (so crossbow is not included).
- Reloading after unloading will not drop an empty mag on the floor
- Reloading efficiently for some weapons has their own unique animation arrangements that take a bit more time. (or they just take more time in general) (Slot 2 & 4 only)
- [Slots 6-7, Chainsaw, Power fist, plasma pistol, flamethrower] (all weapons using both types of energy cells)
- If you're fully loaded in one of these energy cell-using weapons, you can unload it for an extra energy/compressed energy cell.
- Energy cells (both types) are now able to be separated into their own ammo units. However this system breaks if you try using 'IDKFA' so try not to do that.
- Bullet magazines are all separated into individual ammo units, and capacity is kept accurately to the number of bullets per max number of mags one can keep for that ammo
Individual Weapon Changes
- <Slot 2>
- pistols are usually faster to be pulled out
- 4mm pistol trigger pull is 1 tick faster
- 9mm Combat Pistol semi-auto can fire as fast as the Mouretta, and burst fire is more controllable
- 357 Revolver
- has custom reload animations that counts both spent and unspent rounds (takes a bit longer to reload overall when loading individually, balanced out by being able to match damage output of lever action in closer range)
- has custom speed loading animations
- pulling the hammer takes more time as long, but allows revolver to fire more accurately by removing the randomized slight upwards tremble when pulling the trigger
- <Slot 3>
- Police and compact shotgun has a rearranged reload animation
- Now can interrupt looping reloading animations by selecting another weapon
- Made the Combat Shotgun a bit more accurate with primary fire but with a semi-auto alternative fire (toggled with alt fire) that is more inaccurate but good for close up ranges. works with both shells and slugs. Can jam occasionally, hit reload to pump out the shell smoothly
- New Reload Animations: Basically all weapons that aren't break action
- Compact shotgun
- Riot Shotgun
- Police Shotgun
- Combat Shotgun
- Super Shotgun
- <Slot 4>
- the 9mm SMG is now integrally suppressed, but firing it in close proximity (512 map units) to other monsters will still alert them nonetheless. This is offset by the reload time being extended with some extra mag smacking. This is often done to make sure the ammo is firmly set within the
- 9mm Compact SMG uses the reload animation frames included in the file but not used in the game
- 5mm Chaingun has new reload animation. If it can't unload further, holding the unload button allows you to unload the energy cell as well.
- 4mm SMG & 4mm PDW
- holds 49 rounds
- SMG now has new Reload animations for loading shotgun shells
- 7mm SMG
- New edited sprites
- has ADS
- has new reload animations
- 7mm Battle Rifle
- reload animation now uses brown gloved versions of the rifle reload frames from Brutal Doom Black Edition
- when not in Grenade mode, Alt Reload can now switch the battle rifle to marksman mode, which slows down the fire rate while reducing recoil and spread
- .357 Lever Action Rifle
- Reload animation is tweaked to be a bit more accurate with a closed chamber
- 6.2mm assault rifle
- uses the tertiary/alt. reload button to switch fire modes, while alt fire aims down sights with sprites from Project Brutality (tightening spread and reducing recoil a bit)
- uses more punchy loud firing sound
- Reload animations have been tweaked
- 6.5mm Rifle
- Now has ADS and sprites for it
- 6.5mm DMR
- can be tap-fired faster without scoping (though this is because scoping actually fired faster than without ADS, which doesn't make sense at all)
- Now has new reload animations
- 5.6mm Scoped Carbine
- fully auto in scoped mode.
- now has a proper reload animation
- burst fire for slot 4 weapons need to be held for the full burst to happen
- Weapons with only new reload animations
- 7.62mm Sniper
- 5mm Assault Rifle w/ under barrel Shotgun (shotgun reload sprites)
- 6.5mm Bolt Rifle
- 357 Lever Action Rifle
- 12 Gauge Super Shotgun
- 12 Gauge Riot Shotgun
- 357 Revolver
- <Slot 5>
- 84mm Heavy Rocket Launcher has a new reload animation of rockets being loaded
- 40mm Shrapnel Launcher now has new reloading animations
- <Slot 6>
- All Plasma weapons with secondary modes now have an in-menu toggle that allows the user to either have to manually switch to switch to alt fire modes or just fire said second mode on that button press
- Plasma Rifle, Laser Repeater, and Laser SMG now have new reload animations
- <Slot 7>
- BFG 9K alt fire has been boosted in damage by a bit
- Dark Matter Generator has a half power mode
- new reload animations for Dark Matter Generator, BF Railgun, BFG 3K and 9K
- Turrets have been re-worked
- smarter
- can switch targets when initial targets are out of sight
- reload, with infinite ammo but less ammo between reloads
- self repair, though can still be destroyed
- by hitting 'Use' on the turret, if they are at full health, can be converted back into inventory and stored away
- New Heavy Turret (does not exist naturally within the game yet)
- rapid fire damage
- slower projectiles
- slower start up time
- from Ashes 2063/Afterglow
- Shields are way more useful with projectile bullets turned on
- Reflective upon the one who fires upon it
- Player bullets and turret projectiles go right through it
- Weapons sharing the same ammunition (that is, for slots 2 & 4) have the same damage potential. However, it is the range effectiveness for that damage that varies.Spoiler: Extra Items
Changes:
- Mark 1 Item Upgrades
- Boot Upgrade Mark 1
- Immunity to damaging floors and eliminates need for HEV suit
- Nanosuit Mark 1
- Greater damage resistance
- Powered Greaves Mark 1
- Greater speed and jump boost allowing more items to be carried or just be fast, if not faster than the doom guy
- Large Ammo Harness
- Allows for even more ammo to be carried
- Compatible with Weapon Tweaks' Ammo rework
- Dynamic Progression System (WIP)
- works only with blur sphere, infrared, and backpack replacements as of now
- scans for whatever the player is not carrying and spawns that in a predetermined order, specifically the permanent upgradesSpoiler: ACS Tweaks
- ALL items that have weight are adjustable. It's also easily resettable
- has a toggleable system that allows you to swap between the original dodge mechanic and a dodge mechanic that uses the Run button. I usually just bind it to 'shift', and it's omnidirectional. It also moves further and faster when you move diagonally; that is completely intentional and gives more room for the player to operate.