HyperExia's Survival Shooter Mod (Previously Scavver's Paradise Addons)
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 124
- Joined: Sat Jun 22, 2019 7:35 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
Re: HyperExia's Scavver's Paradise Addons & Mods
there's...quite a few undocumented changes that I did to this mod actually. I might have to try and catalogue them all to put into the initial post but i probably will have missed some things
-
- Posts: 124
- Joined: Sat Jun 22, 2019 7:35 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
Re: HyperExia's Scavver's Paradise Addons & Mods
Changelog 2024-03-12
Not sure if i got everything but here it is:
- 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.
- '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
- 6.5mm DMR now has new reload animations and altered design to work with said animations
- 4mm SMG & 4mm PDW both hold 49 rounds
- 6.2mm assault rifle uses more punchy loud firing sound
- Plasma Rifle, Laser Repeater, and Laser SMG now have new reload animations
- 7mm SMG
- New edited sprites
- has ADS
- has new reload animations
- Weapons with only new reload animations
- 7.62mm Sniper
- 6.5mm Bolt Rifle
- 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
TURRET UPDATE:
- Turrets have been re-worked
- smarter
- can switch targets when initial targets are out of sight (they
- 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
- 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
Not sure if i got everything but here it is:
- 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.
- '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
- 6.5mm DMR now has new reload animations and altered design to work with said animations
- 4mm SMG & 4mm PDW both hold 49 rounds
- 6.2mm assault rifle uses more punchy loud firing sound
- Plasma Rifle, Laser Repeater, and Laser SMG now have new reload animations
- 7mm SMG
- New edited sprites
- has ADS
- has new reload animations
- Weapons with only new reload animations
- 7.62mm Sniper
- 6.5mm Bolt Rifle
- 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
TURRET UPDATE:
- Turrets have been re-worked
- smarter
- can switch targets when initial targets are out of sight (they
- 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
- 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
-
- Posts: 124
- Joined: Sat Jun 22, 2019 7:35 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
Re: HyperExia's Scavver's Paradise Addons & Mods
Adding a new feature: COMPLETE ammo efficiency!
-
- Posts: 195
- Joined: Mon Dec 20, 2021 6:16 am
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: HyperExia's Scavver's Paradise Addons & Mods
Are links updated?
-
- Posts: 124
- Joined: Sat Jun 22, 2019 7:35 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
Re: HyperExia's Scavver's Paradise Addons & Mods
Actually since this is a google drive folder, I always will keep updating it, and the link itself does not need to be changed.
Update 2024-3-14
- Ammo can now be completely efficient when being picked up; it will just deplete what it has if you can't fit it all in your inventory, and the sprites update to match.
- Dropped mags from faster reloads cannot be picked up until it stops movement and stays on the ground. 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.
-
- Posts: 124
- Joined: Sat Jun 22, 2019 7:35 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
Re: HyperExia's Scavver's Paradise Addons & Mods
Adding new reload animations for the Automatic Super Shotgun and the 357 Magnum
-
- Posts: 124
- Joined: Sat Jun 22, 2019 7:35 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
Re: HyperExia's Scavver's Paradise Addons & Mods
Also, 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.
For example the 7mm Carbine can deal as much damage per shot as the 7mm sniper rifle, but damage falloff happens drastically and at any further distances will quickly drop back to the damage that initially was in the original version. This only happens when projectiles are toggled on.
However, these changes are something that results from me kind of obsessing over ammo efficiency per damage and how illogical it would be to actually remove that potential damage from a weapon that fires faster. If that was all, I'd prioritize the DMR and Sniper over the battle rifle and carbine almost exclusively.
This change hasn't been implemented yet but let me know what you guys think.
For example the 7mm Carbine can deal as much damage per shot as the 7mm sniper rifle, but damage falloff happens drastically and at any further distances will quickly drop back to the damage that initially was in the original version. This only happens when projectiles are toggled on.
However, these changes are something that results from me kind of obsessing over ammo efficiency per damage and how illogical it would be to actually remove that potential damage from a weapon that fires faster. If that was all, I'd prioritize the DMR and Sniper over the battle rifle and carbine almost exclusively.
This change hasn't been implemented yet but let me know what you guys think.
-
- Posts: 195
- Joined: Mon Dec 20, 2021 6:16 am
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: HyperExia's Scavver's Paradise Addons & Mods
In some games that share same ammo, another factor that matters besides distance is also firing rate, time to kill is shorter with higher firing rate. That is all.
-
- Posts: 124
- Joined: Sat Jun 22, 2019 7:35 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
Re: HyperExia's Scavver's Paradise Addons & Mods
That is also a factor. I do intend to keep that but keep the ammo efficiency per damage being potentially the same. I tend to stick to the realism aspect of it but I am sacrificing a bit of that realism with how the damage can drop off with distance.cosmos10040 wrote: ↑Sat Apr 13, 2024 6:36 am In some games that share same ammo, another factor that matters besides distance is also firing rate, time to kill is shorter with higher firing rate. That is all.
-
- Posts: 124
- Joined: Sat Jun 22, 2019 7:35 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
Re: HyperExia's Scavver's Paradise Addons & Mods
New 12 Gauge Super Shotgun and Police Shotgun Reload fully implemented
New 20mm Sniper Cannon Reload animation fully implemented
Trying out new accuracy system; 9mm Combat Pistol and 12mm Magnum will be accurate on the first shot, but you have to wait before it becomes accurate again, otherwise the accuracy gets worse
New 20mm Sniper Cannon Reload animation fully implemented
Trying out new accuracy system; 9mm Combat Pistol and 12mm Magnum will be accurate on the first shot, but you have to wait before it becomes accurate again, otherwise the accuracy gets worse
-
- Posts: 124
- Joined: Sat Jun 22, 2019 7:35 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
Re: HyperExia's Scavver's Paradise Addons & Mods
Added reload for underbarrel attachments for 7mm battle rifle, 4mm smg, 5mm assault rifle w/ underbarrel shotgun
and then reworked some of the revolver's reload animations
revolver also has the same accuracy system as the 9mm combat pistol and the 12mm magnum
and then reworked some of the revolver's reload animations
revolver also has the same accuracy system as the 9mm combat pistol and the 12mm magnum
-
- Posts: 124
- Joined: Sat Jun 22, 2019 7:35 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
Re: HyperExia's Scavver's Paradise Addons & Mods
New reload animation for revolver, both speed loader and the actual revolver. You can now see the bullets being individually loaded, and the chamber is in full view.
-
- Posts: 7
- Joined: Tue Apr 23, 2024 4:25 pm
Re: HyperExia's Scavver's Paradise Addons & Mods
I found a weird reload bug with the police shotgun. It will reload to full even if you don't have enough shells.
-
- Posts: 124
- Joined: Sat Jun 22, 2019 7:35 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
Re: HyperExia's Scavver's Paradise Addons & Mods
that doesn't seem to be happening with me at all. Can you check again?Doctor Kaboom wrote: ↑Wed Apr 24, 2024 5:26 pm I found a weird reload bug with the police shotgun. It will reload to full even if you don't have enough shells.
-
- Posts: 7
- Joined: Tue Apr 23, 2024 4:25 pm
Re: HyperExia's Scavver's Paradise Addons & Mods
I can confirm the bug by spawning the police shotgun and slugs. Shoot the shot shells to 1, switch ammo to slugs, then switch back to shells and it will reload to full. All other shotguns switch ammo without this problem.