HyperExia's Survival Shooter Mod (Previously Scavver's Paradise Addons)
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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.
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Re: HyperExia's Scavver's Paradise Addons & Mods (On Hiatus)
I'm back...and I need some suggestions for a new name for this tweak because I think I may just merge ACS Tweaks, Extra Items, and Weapon Tweaks into one.
Or at the very least, ACS Tweaks and Weapon Tweaks.
Or at the very least, ACS Tweaks and Weapon Tweaks.
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Re: HyperExia's Scavver's Paradise Addons & Mods (On Hiatus)
That would be a lot convenient. Dont have any name suggestions sorry.
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Re: HyperExia's Scavver's Paradise Addons & Mods (On Hiatus)
I don't play your Add-on, but, I would call it "the scripted paradise upgrade" or "the inventory paradise upgrade". It sounds like a lot of work to sumarize it on something less general to it.
Also I should try this mod too. I almost dont play quality of life add ons but this survival horror one being my favourite can be hard as hell.
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Re: HyperExia's Scavver's Paradise Addons & Mods (On Hiatus)
I'm thinking that it's more of a branching variation of the Scavver's Paradise mod. I've merged the ACS and Weapon Tweaks into one....Someonewhoplaysdoom wrote: ↑Wed Jul 10, 2024 1:20 pmI don't play your Add-on, but, I would call it "the scripted paradise upgrade" or "the inventory paradise upgrade". It sounds like a lot of work to sumarize it on something less general to it.
Also I should try this mod too. I almost dont play quality of life add ons but this survival horror one being my favourite can be hard as hell.
I'm thinking it's a different version of the game, a branch of it like Project Brutality and Brutal Doom V21
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Re: HyperExia's Scavver's Paradise Addons & Mods
I've merged ACS into the Weapon Tweaks mod, and I've managed to really cut down on the ACS used in the computer. Weight calculations and inventory handling is now mostly done in the Zscript based player class now. The new dash controls replace the old ones entirely too.
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Re: HyperExia's Scavver's Paradise Addons & Mods
Improved reload animations for all break action weapons (I think, I don't keep track of it very well)
New Weapons:
- 357 Broomhandle
- 12 Gauge Single Barreled Shotgun
- Dark Matter Rifle
Also added rolling animations for plasmaballs for plasma weapons with the word 'rifle' or 'carbine' in it, to make it more apparent that there is actually electric rifling in the barrel
New Weapons:
- 357 Broomhandle
- 12 Gauge Single Barreled Shotgun
- Dark Matter Rifle
Also added rolling animations for plasmaballs for plasma weapons with the word 'rifle' or 'carbine' in it, to make it more apparent that there is actually electric rifling in the barrel
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Re: HyperExia's Scavver's Paradise Addons & Mods (On Hiatus)
maybe something like "HyperExia's paradise" or "the Scavver's heaven" might workHyperExia wrote: ↑Thu Jul 11, 2024 4:51 amI'm thinking that it's more of a branching variation of the Scavver's Paradise mod. I've merged the ACS and Weapon Tweaks into one....Someonewhoplaysdoom wrote: ↑Wed Jul 10, 2024 1:20 pmI don't play your Add-on, but, I would call it "the scripted paradise upgrade" or "the inventory paradise upgrade". It sounds like a lot of work to sumarize it on something less general to it.
Also I should try this mod too. I almost dont play quality of life add ons but this survival horror one being my favourite can be hard as hell.
I'm thinking it's a different version of the game, a branch of it like Project Brutality and Brutal Doom V21
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Re: HyperExia's Scavver's Paradise Addons & Mods
Completely reworked and remade all the 357 Broomhandle reload animations
Not sure if i'd want it to be named any variant of 'Scavver's Paradise' when the mod's beginning to go in its own path...Hm.SMG54321 wrote: ↑Sat Jul 20, 2024 1:22 ammaybe something like "HyperExia's paradise" or "the Scavver's heaven" might workHyperExia wrote: ↑Thu Jul 11, 2024 4:51 amI'm thinking that it's more of a branching variation of the Scavver's Paradise mod. I've merged the ACS and Weapon Tweaks into one....Someonewhoplaysdoom wrote: ↑Wed Jul 10, 2024 1:20 pm
I don't play your Add-on, but, I would call it "the scripted paradise upgrade" or "the inventory paradise upgrade". It sounds like a lot of work to sumarize it on something less general to it.
Also I should try this mod too. I almost dont play quality of life add ons but this survival horror one being my favourite can be hard as hell.
I'm thinking it's a different version of the game, a branch of it like Project Brutality and Brutal Doom V21
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Re: HyperExia's Scavver's Paradise Addons & Mods
I also just edited all of the sprites that had to do with the 5.56mm ammo so that they have a straight magazine, none of the weapons here have curving mags.
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Re: HyperExia's Scavver's Paradise Addons & Mods
BIG UPDATE!!!
Merged Weapon Tweaks with ACS Tweaks addon because it is really intertwined with the tweaks anyways. Renamed to the VHX Addon, might be made into a standalone mod branch in the future.
- allows me to add new weapons and items with their own custom weight values
- A lot of ACS modules now are done in Zscript, so it should reduce the usage of the CPU. I've yet to completely convert everything to Zscript, however. It also allows me to change and tweak some of these modules without having to restart the entire game once again.
- Bulk/Weight system
- Backpack/Speed system
- Inventory handling of various special items
New proper energy reloads fully completed, but still needs testing. This may be very messed up with IDKFA. Don't do this.
With the use of a toggle, bullets can rip through a limited amount of enemies.
The bigger an enemy it rips through, the fewer it can rip through afterward, if it isn't entirely stopped by the monster. Different projectiles have different limits for piercing.
You can now kick and punch explosive barrels without damaging them to move them to other places on the map.
New Weapons
- 357 Broomhandle
- 12 Gauge Break Action Shotgun
- Dark Matter Rifle
- Crossbow Repeater
These also come with their own separate PDA entries, but they are basically first drafts.
Dashing and Running are now separate keybinds.
Sprinting system:
- Running has a sprint meter that you can deplete to go to normal Doom running speeds(augmented by weight of course) to do this.
- it's pretty standard, it'll automatically regenerate while you aren't sprinting, and if you deplete it completely, you can't sprint again until it fully regenerates.
Properly implemented a spawn system where Void demons have a higher chance to spawn in darker areas/sectors. This can be toggled on and off.
Dropped and empty magazines properly roll this time. Other items used and tossed aside as empty husks will also do this.
New sprites for the Beam Revenant
New Monsters:
- Void Revenant
- uses previous Beam Revenant Sprites (which have been replaced with a more vanilla looking Beam Revenant)
- Void Baron
- has homing projectiles and large darkh
- Void Soul (Spawns when the baron dies, is an incredible aggressive void enemy. It will kamikaze you if it's health is low, and the explosion radius on contact is wide. Be *very* careful.
Ammo Harness now can drop ammo efficiently like how the weapon pickups do.
Adrenaline Stims and Berserk Stims will alleviate the effects of the weight and in effect reduce the weight on a player by about a 5th
Other Add-ons:
New Addon: darkdoomzSP.pk3
Modified version of darkdoomz that uses flashlight batteries and is completely compatible with VHX addon. You start off with a full battery that lasts for about 5 minutes, but each extra battery you pick up charges it for around 42 seconds, and a full charge consists of seven of these.
Extra Items Addon Update:
- Large Ammo Harness, if the VHX/Weapon Tweaks addon is loaded, will drop ammo accurately and efficiently
- Mk I upgrade items now have recolored sprites to distinguish them from the vanilla ones
Merged Weapon Tweaks with ACS Tweaks addon because it is really intertwined with the tweaks anyways. Renamed to the VHX Addon, might be made into a standalone mod branch in the future.
- allows me to add new weapons and items with their own custom weight values
- A lot of ACS modules now are done in Zscript, so it should reduce the usage of the CPU. I've yet to completely convert everything to Zscript, however. It also allows me to change and tweak some of these modules without having to restart the entire game once again.
- Bulk/Weight system
- Backpack/Speed system
- Inventory handling of various special items
New proper energy reloads fully completed, but still needs testing. This may be very messed up with IDKFA. Don't do this.
With the use of a toggle, bullets can rip through a limited amount of enemies.
The bigger an enemy it rips through, the fewer it can rip through afterward, if it isn't entirely stopped by the monster. Different projectiles have different limits for piercing.
You can now kick and punch explosive barrels without damaging them to move them to other places on the map.
New Weapons
- 357 Broomhandle
- 12 Gauge Break Action Shotgun
- Dark Matter Rifle
- Crossbow Repeater
These also come with their own separate PDA entries, but they are basically first drafts.
Dashing and Running are now separate keybinds.
Sprinting system:
- Running has a sprint meter that you can deplete to go to normal Doom running speeds(augmented by weight of course) to do this.
- it's pretty standard, it'll automatically regenerate while you aren't sprinting, and if you deplete it completely, you can't sprint again until it fully regenerates.
Properly implemented a spawn system where Void demons have a higher chance to spawn in darker areas/sectors. This can be toggled on and off.
Dropped and empty magazines properly roll this time. Other items used and tossed aside as empty husks will also do this.
New sprites for the Beam Revenant
New Monsters:
- Void Revenant
- uses previous Beam Revenant Sprites (which have been replaced with a more vanilla looking Beam Revenant)
- Void Baron
- has homing projectiles and large darkh
- Void Soul (Spawns when the baron dies, is an incredible aggressive void enemy. It will kamikaze you if it's health is low, and the explosion radius on contact is wide. Be *very* careful.
Ammo Harness now can drop ammo efficiently like how the weapon pickups do.
Adrenaline Stims and Berserk Stims will alleviate the effects of the weight and in effect reduce the weight on a player by about a 5th
Other Add-ons:
New Addon: darkdoomzSP.pk3
Modified version of darkdoomz that uses flashlight batteries and is completely compatible with VHX addon. You start off with a full battery that lasts for about 5 minutes, but each extra battery you pick up charges it for around 42 seconds, and a full charge consists of seven of these.
Extra Items Addon Update:
- Large Ammo Harness, if the VHX/Weapon Tweaks addon is loaded, will drop ammo accurately and efficiently
- Mk I upgrade items now have recolored sprites to distinguish them from the vanilla ones
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Re: HyperExia's Scavver's Paradise Addons & Mods
So what is the load order? Also is this compatible with gun bonsai? Looks good.
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Re: HyperExia's Scavver's Paradise Addons & Mods
None of these are compatible with any additional weapon mods, unfortunately. Load order is always vhx first and then darkdoomzSP and Extra Items afterwards. The last two don't matter what order you load them in.
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Re: HyperExia's Scavver's Paradise Addons & Mods
Gun Bonsai is a universal weapon upgrade mod. This mod is compatible with it.
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