Pretty well! Though it goes against the balance of Scavver's Paradise, I counter that by giving the enemies more HP and damage output.
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: 159
- Joined: Thu Sep 03, 2015 10:45 pm
- Preferred Pronouns: No Preference
- Graphics Processor: Intel (Modern GZDoom)
Re: HyperExia's Scavver's Paradise Addons & Mods
-
- 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
Okay, I think I may just make this a standalone mod. I already uploaded the V2.3.1 onto the google drive to serve as a basis for this mod, since there's an update coming out and it's becoming increasingly clear that what CaptainNurbles and I are trying to do with this mod are deviating a lot from each other.
-
- 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
Okay, I've just successfully merged the two files together, so it's a standalone mod derivative. I'll be playtesting it, but for now the filename is "Survivor.pk3"
-
- 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 ADS to the 5mm Surplus Rifle. If I had my way, ALL of them would have ads lol
-
- Posts: 195
- Joined: Mon Dec 20, 2021 6:16 am
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: HyperExia's Scavver's Paradise Addons & Mods
I concur! BTW I noticed an issue with scoped weapons, when zoomed in while moving I can see the edges of the scope sprite. Now I am also running universal weapons tilter because it's such a sweet effect. Not sure if that add on is the issue.
-
- 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
Yeah...the scope sprite is simply not built for the entire screen tbh. might just add to that sprite. Also, I have been working on an actual flashlight. It can work in tandem with the modified DarkDoomZ flashlight, as this one has no battery needed but you can't use a weapon when this light is on.
-
- Posts: 195
- Joined: Mon Dec 20, 2021 6:16 am
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: HyperExia's Scavver's Paradise Addons & Mods
Sounds like an interesting idea, would make the mod more difficult
-
- 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
Yeah in tandem with darkdoomz you can basically be forced to expend some energy on that flashlight if you need to shoot at the same time...but it isn't that bad. Each battery pickup is about 1/7th of the full bar. And it's got a flashlight battery of nearly 1 hour, so it isn't too restrictive.
Also, I added a pump action grenade launcher. Can only hold four rounds, but it's about as accurate and far firing as the grenade rifle, and it's only about .5 kg lighter than the launcher
Also, I added a pump action grenade launcher. Can only hold four rounds, but it's about as accurate and far firing as the grenade rifle, and it's only about .5 kg lighter than the launcher
-
- 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
Btw should I merge my 'Extra Items' mod with this mod?
Actually I'm considering merging my other two addons into this mod...
Actually I'm considering merging my other two addons into this mod...
-
- 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
Update; Regen sphere will not be depleted when you're taking a hit and you're overhealed. This takes into account the health upgrades granted by the vitality spheres.
Also, Extra Items is now merged into the mod.
Also, Extra Items is now merged into the mod.
-
- Posts: 124
- Joined: Sat Jun 22, 2019 7:35 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
Re: HyperExia's Survival Shooter Mod (Previously Scavver's Paradise Addons)
MASSIVE UPDATE/CHANGE
All these addons are a standalone mod now, as it's departing a bit more from the original Scavver's Paradise. This is merged with Extra Items as well, so all my personal addons are made into a singular mod.
Imps, Cloakers, Hell Nobles, and Phantoms now have additional effects when charging up projectile or void ball attacks which helps telegraph attacks especially in the dark.
- Imps, phantoms, and cloakers are both more aggressive and have new and updated attacks. Much more dangerous, so be VERY careful with even the individual fodder enemies.
- Zombies drop Tier 1 armor
- Tier 2 and 3 armors have a way higher chance of replacing green armor
Hitting the scrap mode is a button toggle and it'll show the indicator on your screen as text in your HUD, with your crosshair changed. It'll probably automatically be toggled off the moment you scrap something though, so you'll have to hit the button for every item you're doing this with. This is not consistent though. Some inventory items will also have a tag that allows you to see that you have special actions with them. If you hit the 'scrap' mode button and toggle that on, then use the inventory item, that special action will trigger.
Reworked the weight system so that it doesn't rely on inventory, using that only as an indicator to show on the HUD
- Ammo is also now counted, but there's tweakable factors (though not individually for the entire inventory). this can also be toggled on and off.
Movement:
- Adrenal Boost and Berserk Stim grant additional movement boosts
- If you can't Jump up on something at the moment, try holding the sprint button and jump, as that will give you a bit of a boost in jumping.
- additionally, friction and time it takes to come to a stop is near instant, using code from Nash's gore mod.
Weapons:
- NEW CHANGES:
- You can't run and gun now.
- Slot 4 has been separated into slots 4 and 5, with 5 being on the heavier side of the weaponry.
- Previous slots 5,6,7 are now slots 6,7 and 8
- Compact SMG has two variants
- Helical Mag SMG with original reload (New Weapon)
- Compact SMG with new reload
- New 40mm Pump Action Grenade Launcher
New Spawn System:
- Item Despawn only functions at the start of the level, not after. That way, scripts that are dependant on spawning useful items for the player after the level starts is properly spawning these items. Examples include:
- the ammo dispensing machine that spawns three clips on when you turn on the generator in Ashes 2063
- anything to do with the medical or ammo pickups that teleport in when you hit a button for dispensers in Dark Universe Part 1
- Scoped Weapons now have their own slightly different zoom scope sprites. It does actually cloud it up a bit and this is entirely intentional
- LMG has a bit of an update so that it's got a visible bolt on the right to pull when loading from empty. Clearly, this thing is open bolt.
- Plasma Cannon has updated projectile sprites to a proper sphere with larger explosion animations.
- New and simple reload Animations:
- Plasma Cannon
- Laser Rifle
- Laser Cannon
- Stun Rifle
- Sticky Plasma Rifle
- New Weapon:
- Arma-Lite Assault Rifle (sprites from Viet Doom)
- light assault rifle in 5.56
- Multiple fire modes, hybrid between the carbine and the surplus rifle in it's role
- decorative forward assist
- less ammo capacity
- simplistic, effective and common.
- accurate
- Kalashnikov 5.56x45mm (does not spawn naturally yet, unsure if it'll be kept in mod since it was kept as a testbench)
- Kalashnikov 7.62x39mm
- SKS 7.62x39mm (Not completed, waiting to create ADS)
- New Ammo Type: 7.62x39
- Because it's clear that all the guns are indirectly buffed in this game especially due to being able to pick up the ammo you drop, I made it so that ammo spawned on the map or from ammo boxes has their amounts randomized from half their amounts to full amounts, making ammo scarcer. You can still turn this off in the difficulty options though.
- Frag Grenade mines can be recollected if they end up not exploding, just hit 'use' on them and they'll be available for you to collect once again.
New handheld tools (Slot 9):
- Handheld Flashlight that you can bash enemies on the head with. Right clicking activates a 'point light' at your crosshair so that it illuminates an area around where your crosshair lands. This has infinite battery charge, but you can't use your weapons while using it
- Health Flask that heals you up to +100 overheal, can spawn in places of health bonuses. You can also scrap a Soul Sphere to get 100 additional health points you can heal up from the flask. (credits to PRO-log's Lost in Darkness for the hand and item sprites when selected) This might be just a wee bit overpowered though, in it's current state. You can scrap Soul Spheres and Mega Spheres to add 100 and 200 charges of Liquid Wraith Energy respectively
Inventory Items:
- Night Vision now has a long lasting battery that can be charged by picking another one of it up.
- New Special Use System:
- If you have two of a plasma turret, or two of a sentrygun, you'll be able to combine two of the same type into more upgraded and dangerous variants of a sentry, as well as reducing the amount of weight on you. These variants cannot be combined, however. Function triggers when you hit 'use' when 'Special Use/Weapon Scrapping' is in effect.
- Swarmer pods can be set as mines when 'Special Use/Weapon Scrapping' is in effect.
- Flares can be thrown when 'Special Use/Weapon Scrapping' is in effect.
Added an option to set realistic weights to some items, reducing their weight greatly. This is a separate option from resetting the weight tweaks though.
Merged addons into the mod, plus modifications involved:
- DarkDoomZ: added second flashlight that can be used in tandem with the weapons. Limited by battery that spawns throughout the map and can replace depleted armor shards
- ZDoom Footsteps (allows for better immersion)
All these addons are a standalone mod now, as it's departing a bit more from the original Scavver's Paradise. This is merged with Extra Items as well, so all my personal addons are made into a singular mod.
Imps, Cloakers, Hell Nobles, and Phantoms now have additional effects when charging up projectile or void ball attacks which helps telegraph attacks especially in the dark.
- Imps, phantoms, and cloakers are both more aggressive and have new and updated attacks. Much more dangerous, so be VERY careful with even the individual fodder enemies.
- Zombies drop Tier 1 armor
- Tier 2 and 3 armors have a way higher chance of replacing green armor
Hitting the scrap mode is a button toggle and it'll show the indicator on your screen as text in your HUD, with your crosshair changed. It'll probably automatically be toggled off the moment you scrap something though, so you'll have to hit the button for every item you're doing this with. This is not consistent though. Some inventory items will also have a tag that allows you to see that you have special actions with them. If you hit the 'scrap' mode button and toggle that on, then use the inventory item, that special action will trigger.
Reworked the weight system so that it doesn't rely on inventory, using that only as an indicator to show on the HUD
- Ammo is also now counted, but there's tweakable factors (though not individually for the entire inventory). this can also be toggled on and off.
Movement:
- Adrenal Boost and Berserk Stim grant additional movement boosts
- If you can't Jump up on something at the moment, try holding the sprint button and jump, as that will give you a bit of a boost in jumping.
- additionally, friction and time it takes to come to a stop is near instant, using code from Nash's gore mod.
Weapons:
- NEW CHANGES:
- You can't run and gun now.
- Slot 4 has been separated into slots 4 and 5, with 5 being on the heavier side of the weaponry.
- Previous slots 5,6,7 are now slots 6,7 and 8
- Compact SMG has two variants
- Helical Mag SMG with original reload (New Weapon)
- Compact SMG with new reload
- New 40mm Pump Action Grenade Launcher
New Spawn System:
- Item Despawn only functions at the start of the level, not after. That way, scripts that are dependant on spawning useful items for the player after the level starts is properly spawning these items. Examples include:
- the ammo dispensing machine that spawns three clips on when you turn on the generator in Ashes 2063
- anything to do with the medical or ammo pickups that teleport in when you hit a button for dispensers in Dark Universe Part 1
- Scoped Weapons now have their own slightly different zoom scope sprites. It does actually cloud it up a bit and this is entirely intentional
- LMG has a bit of an update so that it's got a visible bolt on the right to pull when loading from empty. Clearly, this thing is open bolt.
- Plasma Cannon has updated projectile sprites to a proper sphere with larger explosion animations.
- New and simple reload Animations:
- Plasma Cannon
- Laser Rifle
- Laser Cannon
- Stun Rifle
- Sticky Plasma Rifle
- New Weapon:
- Arma-Lite Assault Rifle (sprites from Viet Doom)
- light assault rifle in 5.56
- Multiple fire modes, hybrid between the carbine and the surplus rifle in it's role
- decorative forward assist
- less ammo capacity
- simplistic, effective and common.
- accurate
- Kalashnikov 5.56x45mm (does not spawn naturally yet, unsure if it'll be kept in mod since it was kept as a testbench)
- Kalashnikov 7.62x39mm
- SKS 7.62x39mm (Not completed, waiting to create ADS)
- New Ammo Type: 7.62x39
- Because it's clear that all the guns are indirectly buffed in this game especially due to being able to pick up the ammo you drop, I made it so that ammo spawned on the map or from ammo boxes has their amounts randomized from half their amounts to full amounts, making ammo scarcer. You can still turn this off in the difficulty options though.
- Frag Grenade mines can be recollected if they end up not exploding, just hit 'use' on them and they'll be available for you to collect once again.
New handheld tools (Slot 9):
- Handheld Flashlight that you can bash enemies on the head with. Right clicking activates a 'point light' at your crosshair so that it illuminates an area around where your crosshair lands. This has infinite battery charge, but you can't use your weapons while using it
- Health Flask that heals you up to +100 overheal, can spawn in places of health bonuses. You can also scrap a Soul Sphere to get 100 additional health points you can heal up from the flask. (credits to PRO-log's Lost in Darkness for the hand and item sprites when selected) This might be just a wee bit overpowered though, in it's current state. You can scrap Soul Spheres and Mega Spheres to add 100 and 200 charges of Liquid Wraith Energy respectively
Inventory Items:
- Night Vision now has a long lasting battery that can be charged by picking another one of it up.
- New Special Use System:
- If you have two of a plasma turret, or two of a sentrygun, you'll be able to combine two of the same type into more upgraded and dangerous variants of a sentry, as well as reducing the amount of weight on you. These variants cannot be combined, however. Function triggers when you hit 'use' when 'Special Use/Weapon Scrapping' is in effect.
- Swarmer pods can be set as mines when 'Special Use/Weapon Scrapping' is in effect.
- Flares can be thrown when 'Special Use/Weapon Scrapping' is in effect.
Added an option to set realistic weights to some items, reducing their weight greatly. This is a separate option from resetting the weight tweaks though.
Merged addons into the mod, plus modifications involved:
- DarkDoomZ: added second flashlight that can be used in tandem with the weapons. Limited by battery that spawns throughout the map and can replace depleted armor shards
- ZDoom Footsteps (allows for better immersion)
-
- Posts: 124
- Joined: Sat Jun 22, 2019 7:35 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
Re: HyperExia's Survival Shooter Mod (Previously Scavver's Paradise Addons)
Bad news...I was working on an update on this and my computer shut off unexpectedly during saving. and now the file's corrupted so all that hard work's gone...
-
- Posts: 159
- Joined: Thu Sep 03, 2015 10:45 pm
- Preferred Pronouns: No Preference
- Graphics Processor: Intel (Modern GZDoom)
Re: HyperExia's Survival Shooter Mod (Previously Scavver's Paradise Addons)
I still have it. I can upload it to Mediafire.
Here https://www.mediafire.com/file/eyompkaw ... 0.pk3/file
-
- Posts: 195
- Joined: Mon Dec 20, 2021 6:16 am
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: HyperExia's Survival Shooter Mod (Previously Scavver's Paradise Addons)
That's a good save, for whatever reason I was unable to download from googledrive.Carrotear wrote: ↑Thu Aug 15, 2024 10:56 pmI still have it. I can upload it to Mediafire.
Here https://www.mediafire.com/file/eyompkaw ... 0.pk3/file
-
- Posts: 124
- Joined: Sat Jun 22, 2019 7:35 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
Re: HyperExia's Survival Shooter Mod (Previously Scavver's Paradise Addons)
I've been getting it working. Don't worry, it's in the "Bleeding edge" folder. However, it's not guaranteed to be working, but for now, what i have works. However, I do intend to add more weapons than just that 5.7mm SAW I just added. 7.62x39 ammo needs more weapons using it lmaocosmos10040 wrote: ↑Fri Aug 16, 2024 7:42 amThat's a good save, for whatever reason I was unable to download from googledrive.Carrotear wrote: ↑Thu Aug 15, 2024 10:56 pmI still have it. I can upload it to Mediafire.
Here https://www.mediafire.com/file/eyompkaw ... 0.pk3/file