I see the issue now. I'll see what i can do about that.Doctor Kaboom wrote: ↑Sat Apr 27, 2024 11:32 pm 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.
HyperExia's Survival Shooter Mod (Previously Scavver's Paradise Addons)
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Got a cool project idea but nothing else? Put it in the project ideas thread instead!
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Re: HyperExia's Scavver's Paradise Addons & Mods
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Re: HyperExia's Scavver's Paradise Addons & Mods
It should be updated now.Doctor Kaboom wrote: ↑Sat Apr 27, 2024 11:32 pm 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.
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Re: HyperExia's Scavver's Paradise Addons & Mods
I have been pondering how to improve the turrets. They feel too OP with the ability to repair and reuse them, provided you even get one and a wrench at all. What if you can build them with enough scap/ammo for a chaingun, and electronics/cells for plasma? And maybe instead of the current system of deploy turret, open door, hide behind the corner twiddling thumbs, you have to carry the turret like a smartgun? Or wear it like a backpack? Like the HERPS in Hideous Destructor?
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Re: HyperExia's Scavver's Paradise Addons & Mods
Honestly..the turrets are actually REALLY overpowered right now. they're so abusable. I have no idea how to balance them yet.Doctor Kaboom wrote: ↑Sun Apr 28, 2024 2:59 pm I have been pondering how to improve the turrets. They feel too OP with the ability to repair and reuse them, provided you even get one and a wrench at all. What if you can build them with enough scap/ammo for a chaingun, and electronics/cells for plasma? And maybe instead of the current system of deploy turret, open door, hide behind the corner twiddling thumbs, you have to carry the turret like a smartgun? Or wear it like a backpack? Like the HERPS in Hideous Destructor?
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Re: HyperExia's Scavver's Paradise Addons & Mods
I would remove the magic auto repair and reload and make that a thing the player has to do. Scrap to repair the chaingun, electronics for the plasma. To take some of the sting of having a cyberdemon roflstomp them (as it should be), maybe 500 scrap or electronics to repair the broken turret instead of gone forever. Or a number the player picks from the config menu. As for ammo, maybe make that a choice of either scrap/electronics to do both repairs and ammo or take ammo from the player's inventory.
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Re: HyperExia's Scavver's Paradise Addons & Mods
Actually I'm going to have the new turret behavior be toggled as a cvar, including the pipe wrench. By default, it would be just be doing whatever it normally does. You will be able to pick it up if it didn't take damage though. I'm just focusing on the guns for now.Doctor Kaboom wrote: ↑Tue Apr 30, 2024 1:02 am I would remove the magic auto repair and reload and make that a thing the player has to do. Scrap to repair the chaingun, electronics for the plasma. To take some of the sting of having a cyberdemon roflstomp them (as it should be), maybe 500 scrap or electronics to repair the broken turret instead of gone forever. Or a number the player picks from the config menu. As for ammo, maybe make that a choice of either scrap/electronics to do both repairs and ammo or take ammo from the player's inventory.
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Re: HyperExia's Scavver's Paradise Addons & Mods
Thought of three ideas. One, tube fed weapons like shotguns should reload one shell per key tap or hold to do a full reload. This would make them less of a gamble in combat as I have found the break action shotguns dominate because of how fast they reload and switch shell types.
Two, there should be a weapon familiarity system. The more damage and kills you do with a specific weapon you get bonuses like faster reloading or a chance to find extra ammo. This could help weapons that normally get passed up be more useful.
Three, what about spending scrap to fix broken guns? Since energy weapons don't spawn as broken, maybe spend electronics to recharge cells?
I also found a bug with the Poe cacodemon, if tracers are disabled bullets and shotguns are not able to hit them.
Two, there should be a weapon familiarity system. The more damage and kills you do with a specific weapon you get bonuses like faster reloading or a chance to find extra ammo. This could help weapons that normally get passed up be more useful.
Three, what about spending scrap to fix broken guns? Since energy weapons don't spawn as broken, maybe spend electronics to recharge cells?
I also found a bug with the Poe cacodemon, if tracers are disabled bullets and shotguns are not able to hit them.
Last edited by Doctor Kaboom on Sun May 05, 2024 11:42 pm, edited 2 times in total.
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Re: HyperExia's Scavver's Paradise Addons & Mods
Just updated. Actually, I main the pump action and automatic or semi-auto shotguns, and I avoid break action whenever possible. It really depends on your playstyle, I guess, but it would be really frustrating to either have to hold the reload button to load each shell. I think the break action shotguns can actually be busted in combat but it really depends on the skill level of the player to reach those levels. for me, I really can't, personally lol.Doctor Kaboom wrote: ↑Sun May 05, 2024 10:56 pm Thought of three ideas. One, tube fed weapons like shotguns should reload one shell per key tap or hold to do a full reload. This would make them less of a gamble in combat as I have found the break action shotguns dominate because of how fast they reload and switch shell types.
This is actually kind of not a thing here. What you're talking about is really difficult to pull off, because such a system sounds like it has a lot of parts to work with. You're supposed to scavenge whatever's viable. If you can't find ammo for one weapon, you're kind of out of luck here and that's a big struggle in Scavver's Paradise. That was part of its intention initially, I think.Doctor Kaboom wrote: ↑Sun May 05, 2024 10:56 pm Two, there should be a weapon familiarity system. The more damage and kills you do with a specific weapon you get bonuses like faster reloading or a chance to find extra ammo. This could help weapons that normally get passed up be more useful.
Broken guns...now that's an issue that I've never really been able to pull off. I know there's a system in LiTDOOM that lets you do that, but from my gameplay, it kind of looks like being unable to use broken weapons is an integral part of the game because the weapons that are broken can be quite valuable under common circumstances. Otherwise, you're forced to finagle your way out of situations with what you have. I am, however, considering it.Doctor Kaboom wrote: ↑Sun May 05, 2024 10:56 pm Three, what about spending scrap to fix broken guns? Since energy weapons don't spawn as broken, maybe spend electronics to recharge cells?
....I think I probably should make it so that the bullets and shotguns are unable to hit them. I think that was supposed to be intentional but I completely overlooked that...Doctor Kaboom wrote: ↑Sun May 05, 2024 10:56 pm I also found a bug with the Poe cacodemon, if tracers are disabled bullets and shotguns are not able to hit them.
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Re: HyperExia's Scavver's Paradise Addons & Mods
Good points, no worries. Interesting about the Poe cacodemon, didn't know that was intentional.
What bugged me about the tracers is sometimes your own shots get blocked by low walls that hitscans will happily fly over, other than that I prefer tracers to hitscan.
I think I may need to rephrase the shotgun reload thing. What I really need is universal reload interruption. If you start changing ammo or reloading from empty, you are stuck doing that until the whole magazine is finished, while trying not to die from whatever is chasing you. Meanwhile with a break action you always have more tactical mobility/flexibility with only two shots per reload or ammo swap, vs 7(empty reload) to 14(full shotshell to slug swap) for a loaded police shotgun for example. The super shotgun's 24 shell magazine is nightmare fuel with no interruption, otherwise I would consider it the best shotgun in the mod.
Actually, I think I found an easier fix. Didn't realize you can just drop a gun mid reload. Maybe tie that into a panic reload system for tube shotguns? Or I just bind drop weapon to T and try to remember to do that when SHTF next time lol.
I don't know if anyone mentioned it yet but your new reload animations are fantastic, excellent work.
What bugged me about the tracers is sometimes your own shots get blocked by low walls that hitscans will happily fly over, other than that I prefer tracers to hitscan.
I think I may need to rephrase the shotgun reload thing. What I really need is universal reload interruption. If you start changing ammo or reloading from empty, you are stuck doing that until the whole magazine is finished, while trying not to die from whatever is chasing you. Meanwhile with a break action you always have more tactical mobility/flexibility with only two shots per reload or ammo swap, vs 7(empty reload) to 14(full shotshell to slug swap) for a loaded police shotgun for example. The super shotgun's 24 shell magazine is nightmare fuel with no interruption, otherwise I would consider it the best shotgun in the mod.
Actually, I think I found an easier fix. Didn't realize you can just drop a gun mid reload. Maybe tie that into a panic reload system for tube shotguns? Or I just bind drop weapon to T and try to remember to do that when SHTF next time lol.
I don't know if anyone mentioned it yet but your new reload animations are fantastic, excellent work.
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Re: HyperExia's Scavver's Paradise Addons & Mods
I'm going to be honest, I do encounter that problem as well...but I'll be honest, maybe it's better that way so that you're forced to reduce the amount of cover you have so you can hit shots that deal more damage than before?Doctor Kaboom wrote: ↑Fri May 10, 2024 12:14 am What bugged me about the tracers is sometimes your own shots get blocked by low walls that hitscans will happily fly over, other than that I prefer tracers to hitscan.
You do know you can just hit the fire button to interrupt the reload animations, right? Depending on how the code works you might accidentally panic fire a shell at nothing as a result but you can do that. However, that is a good point; Originally during the reloads, weapon switching was intentionally disabled. However, the same gaps where you can hold the fire (or altfire for shotguns with those functions) probably are ideal places where the weapon can deselect as well. I'll try and implement that.Doctor Kaboom wrote: ↑Fri May 10, 2024 12:14 am I think I may need to rephrase the shotgun reload thing. What I really need is universal reload interruption. If you start changing ammo or reloading from empty, you are stuck doing that until the whole magazine is finished, while trying not to die from whatever is chasing you. Meanwhile with a break action you always have more tactical mobility/flexibility with only two shots per reload or ammo swap, vs 7(empty reload) to 14(full shotshell to slug swap) for a loaded police shotgun for example. The super shotgun's 24 shell magazine is nightmare fuel with no interruption, otherwise I would consider it the best shotgun in the mod.
Actually, I think I found an easier fix. Didn't realize you can just drop a gun mid reload. Maybe tie that into a panic reload system for tube shotguns? Or I just bind drop weapon to T and try to remember to do that when SHTF next time lol.
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Re: HyperExia's Scavver's Paradise Addons & Mods
NEW CHANGES!
Tweaked armor spawns (not perfect, probably still a wip)
- Green Armor will be replaced by armor Tiers 1-3
- Blue Armor will be replaced by armor Tiers 4 & 5
40mm Shrapnel Cannon has it's own new reload animation
Tweaked 5mm surplus rifle reload animation a bit
84mm Heavy Launcher reload has been reworked a bit
Boosted damage to 6.2 mm assault rifles so that they're still more effective than 5.56mm.
Boosted damage to m1 plasma rifle balls by a bit. However, other plasma weapons that would have used the same plasma rifle balls now shoot their own versions that correlate with their own energy cell expenditures
Energy cells now have partially charged pickups that will add to your ammo once you gather enough charges to fully pick up another energy cell. In essence, efficient energy pickups are now a thing. (not perfect, probably still a wip)
Additional changes I forgot to log down a while ago (if you played you may have discovered some of these already):
BFG class Dark Matter Gun uses the tertiary fire to use 50% less power and have twice the amount of shots for half as much power, increasing its versatility. It's otherwise rather specialized as it is entirely nondamaging to void entities, and it is the only dark matter weapon in the game. It also takes less time to charge up or recover from firing when shooting at half power.
BFG 9K alt fire has been boosted in damage, since it takes 2 extra ammo units to shoot compared to the 3K. However, this does have some additionsl randomness to the damage, so the 3K keeps it's usefulness for more consistency and efficiency
BF Railgun and BFG 3K can be held to charge up and fire when releasing the trigger
Tweaked armor spawns (not perfect, probably still a wip)
- Green Armor will be replaced by armor Tiers 1-3
- Blue Armor will be replaced by armor Tiers 4 & 5
40mm Shrapnel Cannon has it's own new reload animation
Tweaked 5mm surplus rifle reload animation a bit
84mm Heavy Launcher reload has been reworked a bit
Boosted damage to 6.2 mm assault rifles so that they're still more effective than 5.56mm.
Boosted damage to m1 plasma rifle balls by a bit. However, other plasma weapons that would have used the same plasma rifle balls now shoot their own versions that correlate with their own energy cell expenditures
Energy cells now have partially charged pickups that will add to your ammo once you gather enough charges to fully pick up another energy cell. In essence, efficient energy pickups are now a thing. (not perfect, probably still a wip)
Additional changes I forgot to log down a while ago (if you played you may have discovered some of these already):
BFG class Dark Matter Gun uses the tertiary fire to use 50% less power and have twice the amount of shots for half as much power, increasing its versatility. It's otherwise rather specialized as it is entirely nondamaging to void entities, and it is the only dark matter weapon in the game. It also takes less time to charge up or recover from firing when shooting at half power.
BFG 9K alt fire has been boosted in damage, since it takes 2 extra ammo units to shoot compared to the 3K. However, this does have some additionsl randomness to the damage, so the 3K keeps it's usefulness for more consistency and efficiency
BF Railgun and BFG 3K can be held to charge up and fire when releasing the trigger
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Re: HyperExia's Scavver's Paradise Addons & Mods
I noticed a new thing in weapon settings called light-based spawns, what does that do?
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Re: HyperExia's Scavver's Paradise Addons & Mods
Found a new bug, not sure if it's base scav mod or one of yours. If you unload any equipped weapon and drop it, all unbroken drops of the same weapon will always spawn empty.
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Re: HyperExia's Scavver's Paradise Addons & Mods
Light based spawns allows you to spawn shadow/void monsters based on the light settings.Doctor Kaboom wrote: ↑Fri May 24, 2024 1:24 am I noticed a new thing in weapon settings called light-based spawns, what does that do?
The weapon inventory is connected to the player, not the actual weapon. it's how it works in nearly all mods except hideous destructor. it's not a glitch. Don't unload a weapon manually using U unless you don't plan on using that weapon any time soon.Doctor Kaboom wrote: ↑Tue May 28, 2024 5:03 pm Found a new bug, not sure if it's base scav mod or one of yours. If you unload any equipped weapon and drop it, all unbroken drops of the same weapon will always spawn empty.
UPDATES:
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.
Energy Cell Reload update now applies to the chaingun
New proper energy reloads fully completed, but still needs testing
Okay, I'm going to be taking a break from SP for now. I honestly need it. Kinda gets dull after a long while unfortunately.
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Re: HyperExia's Scavver's Paradise Addons & Mods (On Hiatus)
I'd recommend you look over the original post. Weapon Tweaks does have some new warnings about added systems like the energy cell reloads.