Scavver's Paradise V2.3.1 - A Survival Horror Mod

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AMMO: Should ammunition have weight?

Poll ended at Sun Aug 06, 2023 6:11 pm

1) Yes! Make the ammo harness reduce reloading speed.
5
36%
2) Nah! Keep the hard ammo caps and weightlessness plz.
2
14%
3) Both! Make it a CVAR that players can toggle as desired. (DUNNO If I can accomplish this!)
7
50%
 
Total votes: 14

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Abba Zabba
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by Abba Zabba »

The new HUDs look awesome! They remind me of another HUD for another game (something custom,) but I can't remember it. Excellent style and functionality, bars/fills are always a welcome sight. The textured slate gray pattern suits it well.

Would chainsaws be considered for a damage type that gibs husks when downed? Appreciate the extra concessions for disposing of them when they're downed. The amount of times I've had a jump-scare or death from one reviving early in a level and making a pilgrimage allll the way through the corridors and paths of a map just to scratch me is a surprisingly common occurrence.

That new underslung 12ga attachment for that battle rifle is much appreciated. As much as I liked the 'dedicated' shotgun weapons, they ate up quite a bit of space to keep them around, particularly the 20ga streetsweeper. That and, shells, even 12ga, only fall to about mid-tier capability for damage output and ammo conservation, leaving larger and/or faster weaponry to surpass them. Excellent addition.
CaptainNurbles
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by CaptainNurbles »

Abba Zabba wrote:Would chainsaws be considered for a damage type that gibs husks when downed?
Heck I'm a big fan of Hideous Destructor but I'd never considered making the chainsaw able to gib downed enemies to keep 'em from coming back to life. I'll look into doing that, though it will be a fair bit of work since it'd require me making a new damage type just for the chainsaw and then having to rewrite monster resistances to treat it like standard slice damage. Easy, simple, but tedious. Thank Christ I've got a backlog of podcasts to burn through!
thugsta
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by thugsta »

Why not just make the Chainsaw be part of melee damage, so they are all grouped in the same umbrella? it'll be more easy and make sense since it is a melee weapon after all and is in the same slot if i remember correct.
CaptainNurbles
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by CaptainNurbles »

thugsta wrote:Why not just make the Chainsaw be part of melee damage, so they are all grouped in the same umbrella? it'll be more easy and make sense since it is a melee weapon after all and is in the same slot if i remember correct.
Chainsaws utilize the "slash" damage type, which is used by edged melee weapons. I could have it so that all edged weapons could chop up husk corpses, for convenience sake, though make it so that it would require a high enough amount of damage that the chainsaw would be the most useful tool for such.
thugsta
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by thugsta »

CaptainNurbles wrote:
thugsta wrote:Why not just make the Chainsaw be part of melee damage, so they are all grouped in the same umbrella? it'll be more easy and make sense since it is a melee weapon after all and is in the same slot if i remember correct.
Chainsaws utilize the "slash" damage type, which is used by edged melee weapons. I could have it so that all edged weapons could chop up husk corpses, for convenience sake, though make it so that it would require a high enough amount of damage that the chainsaw would be the most useful tool for such.
Yes that sounds like the best bet as it will make more usefulness of keeping a melee of somesort on you to get rid of husks and having to use up some bulk space so it will be great dealing with managing inventory space or risking husks coming back :D
CaptainNurbles
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Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod

Post by CaptainNurbles »

This... I am happy with...

Several, SEVERAL months in the making, I am finally ready to release the 2.0 content update. I have extensively tested it for any bugs, exploits, and issues that have been brought forth from the enormous amount of new content, bug fixes, weapon and armor improvements, item additions, additions to the damage system, new monsters, you get the point. A full changelog is below, and there is so much new and different shit that I had to break it down into different categories to make it easier to read. I do recommend going over it if you're updating from an older version.

Whether you're a new player or a long time fan, I do highly recommend you read over the PDA logs to get familiarized with the new affliction system and to learn how to best counteract them. Don't want to be infected with a demonic parasite and panic not knowing how to cure it!

Not a single surprise that this is gonna break your saves.

I'll do up a basic gameplay video at a later date, this is gonna be a busy weekend for me. Screenshots will come up soon, however!

ALSO I did my best to keep the Credits lump as up to date as I possibly can, BUT it will not surprise me if there are credits that I had simply forgotten to throw in. If I did forget to jot your name down, please let me know and I'll be sure to slap your name into the Credits file and proceed to apologize profusely to the point of annoyance.


DOWNLOAD HERE (Updated 10/2/22)

Changelog:
Spoiler:
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Doomguy914
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by Doomguy914 »

Just tried this mod out again after a long break from the previous version. It feels really great so far, but I can't figure out a couple of things.

I can't gib Husks. (Assuming of course the brown imp variant that constantly reanimates is the Husk.)

I can't scroll through the PDA. I tried the mouse wheel, arrow keys, W, A, S, and D. Nothing works. I've checked the control layouts and I could not find anything about PDA scrolling.

I'm using GZDoom 4.7.1 and no other mods at all.

This mod looks and feels really smooth. It's nailed the horror element too. Some monsters genuinely get the jump on ya. I'm just left in the dark due to not being able to read the PDA. :P
CaptainNurbles
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by CaptainNurbles »

Doomguy914 wrote:I can't gib Husks. (Assuming of course the brown imp variant that constantly reanimates is the Husk.)
So with how it's implemented, the best way to check if a Husk is down for the count is to attack it. If it bleeds and gives you a bit of height if you walk over it, still technically alive. You can burn it with Flame attacks, gib it with anything explosive, void attacks will disintegrate it, and you can chop it apart with edged weapons. Any weapon dealing Slash damage will work, including the knife, machete, axe, and chainsaw, but the chainsaw is the only one that can do the job quickly.
Doomguy914 wrote:I can't scroll through the PDA. I tried the mouse wheel, arrow keys, W, A, S, and D. Nothing works. I've checked the control layouts and I could not find anything about PDA scrolling.
That's pretty bizarre, actually. It should just work fine by left clicking on the article you want to read and scrolling with the mouse wheel. Clicking on the scroll bar also moves the screen down, but you can't click and drag the bar itself. Sadly, I'm not able to replicate this bug in my own testing.

Apparently Nash, dude who made the PDA template code, updated the PDA starter kit a few months ago, so I'll be looking into implementing that into the mod. I know it'll fix performance issues that have been reported and experienced, but no clue if it'll do much for your scrolling issue D:
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Doomguy914
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by Doomguy914 »

That might be the problem then. The mouse becomes unusable once I open up the PDA. No cursor to point where I'm moving and need to click. Are you sure that I have the correct version of GZDoom to run your mod? 4.7.1

As for the husks, I tried the chainsaw, machete etc. No chopping gib visuals or anything. Unless you have to wail on them for a full minute. I think I spent 20 seconds chopping away at one before I gave up.

Despite these issues, the mod is still amazing so far, and vastly improved over the previous version.
CaptainNurbles
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by CaptainNurbles »

Doomguy914 wrote:That might be the problem then. The mouse becomes unusable once I open up the PDA. No cursor to point where I'm moving and need to click. Are you sure that I have the correct version of GZDoom to run your mod? 4.7.1
OH, check Settings -> Mouse Options -> Check that both Enable Mouse and Enable Mouse in Menus are checked to on or touchscreen-like (for the latter option). With either of those turned off the mouse will not work in the PDA.
Doomguy914 wrote:As for the husks, I tried the chainsaw, machete etc. No chopping gib visuals or anything. Unless you have to wail on them for a full minute. I think I spent 20 seconds chopping away at one before I gave up.
Husks aren't always guaranteed to rise from the grave, it's a random chance based off of manipulating the Husk's inventory. If you chop at them and there aren't blood puffs, that means they're dead for good. If blood does appear though it will take considerable effort to chop it up. Several seconds with the chainsaw, about 30-40 swings of the combat knife after just giving it a go a second ago.
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Doomguy914
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by Doomguy914 »

Enable mouse in menus did the trick! It just feels like that's only related to options menus though. :?

Honestly, I kept messing up my display options and such when I had it enabled. Only reason I ever disabled it.

So do all Husks have the ability to be chopped up, despite not all of them having the ability to get back up?
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by CaptainNurbles »

Doomguy914 wrote:Enable mouse in menus did the trick! It just feels like that's only related to options menus though. :?
That's because as I understand how the PDA starter kit works (I didn't write it nor do I understand ZScript) it technically is a submenu you could find in the pause menu! Or something like that.
Doomguy914 wrote:So do all Husks have the ability to be chopped up, despite not all of them having the ability to get back up?
So when a Husk is dormant ready to rise back to life again, it's technically "alive", just with its height and radius shifted down a peg, made to be untargetable by enemies and to not flinch at pain, and given a defensive buff that protects entirely from anything except for Slash, Flame, Shaped, Explosive, and Void damages. If the Husk is 100% truly dead, not going to rise back up, it is functionally dead for good.
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Doomguy914
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by Doomguy914 »

Just played all the way through Doom 2 and only noticed 2 bugs.

1. Stripping down an empty weapon for ammo magically gives you 1 full magazine upon scrapping the weapon. (It's random, and works with more than one weapon. I recall getting some shells doing this.)

2. A discarded pain pill bottle spawned on top of a teleport on GOTCHA, (the one that immediately lowers upon teleporting to it,) and the lift didn't work. Had to noclip out of it. Went through the teleporter again and it
worked just fine. Might want to check if there's an option to prevent used items from spawning on teleports. (If that's even what caused the glitch.)

All in all, super polished and fun mod. It's really fun trying to rack your brain in deciding what weapons and consumables you want to take with you into the next engagement. There are only 3 things I can think of that need some adjusting. First would be increasing the recoil with some of the higher-tier weaponry, ( specifically the 20MM cannon variants.) That thing is an absolute monster! :twisted:

Maybe also some brief slowdown when applying bandages. It would be quite the cumbersome task, especially mid combat. It's kind of funny that I can toss 3 on in the span of 2 seconds, while in a firefight. Perhaps mix the balance around between stimpacks and bandages.

And my third suggestion would be some sort of super sprint that causes the fatigue status effect for brief time. The reason I suggest this, is because of the slowdown you experience when wearing the hazmat suit. I have a feeling the slow down could break custom wad map progression for anything from timed secrets, to timed lifts out of radioactive waste. I suppose if you have enough radiation sickness pills on you, you could try free-balling your way through the sludge, but I wouldn't advise it. :P

Fair warning: this mod has a slight learning curve, and even once you think you've mastered it, you'll still have moments where you don't know how to go about the next map. It's not as time consuming as HD, but it still makes maps take quite a bit longer. Being brand new to the mechanics, and fudging up here and there, this mod made normal Doom 2 last about 12 hours. It's well worth the time spent though! I can't wait to add some immersion mods and play it with some of my favorite wads! :D
CaptainNurbles
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by CaptainNurbles »

Doomguy914 wrote:Just played all the way through Doom 2 and only noticed 2 bugs.

1. Stripping down an empty weapon for ammo magically gives you 1 full magazine upon scrapping the weapon. (It's random, and works with more than one weapon. I recall getting some shells doing this.)
That's an issue with me relying on DECORATE for the code here. The bullets in the gun are in the player's inventory, not the gun's, so a gun you drop on the ground is just a simple actor that gives you the gun actor, giving you no ammo at all. If it's a functional weapon, scrapping it gives a full magazine regardless of how much of that gun's bullets you have in your inventory. This can only practically be fixed by switching to ZScript from DECORATE, which allows the weapons to track their own individual inventories. Hideous Destructor does this.
Doomguy914 wrote:2. A discarded pain pill bottle spawned on top of a teleport on GOTCHA, (the one that immediately lowers upon teleporting to it,) and the lift didn't work. Had to noclip out of it. Went through the teleporter again and it
worked just fine. Might want to check if there's an option to prevent used items from spawning on teleports. (If that's even what caused the glitch.)
Off the top of my head I can't think of why an unusable entity like that would cause the platform trigger to fail to lower, but I'll look into it and see why that may have been!
Doomguy914 wrote:First would be increasing the recoil with some of the higher-tier weaponry, ( specifically the 20MM cannon variants.) That thing is an absolute monster! :twisted:
That is something I messed around with a couple days before the 2.0 release, bumping recoil up on several weapons. I may have forgotten the Slot 5/6/7 weapons. Either way I'll likely touch on that again, increasing the heavier guns' recoils while also toying around with increasing the quake effect when firing.
Doomguy914 wrote:Maybe also some brief slowdown when applying bandages. It would be quite the cumbersome task, especially mid combat. It's kind of funny that I can toss 3 on in the span of 2 seconds, while in a firefight. Perhaps mix the balance around between stimpacks and bandages.
So one thing I was considering was redoing medical even farther than I already have and make all medical items force the player to lower their gun to use. In my head I had it worked out like "Use the Bandage item in your inventory, it pulls up a custom Weapon actor that plays a rough animation to simulate the act of applying a bandage, and once you've used the relevant healing item you can swap back to a gun to continue the carnage." With DECORATE it would be incredibly complicated, tedious, but I think it would be worth it for increasing tension in this survival horror mod. I would want to have the items be animated to some degree, since I feel like I've done a decent job of that with some of the weapon animations I'd done up, but realistically I'll probably just do what Hideous Destructor does and use text and sound cues to simulate the acts.
Doomguy914 wrote:And my third suggestion would be some sort of super sprint that causes the fatigue status effect for brief time. The reason I suggest this, is because of the slowdown you experience when wearing the hazmat suit. I have a feeling the slow down could break custom wad map progression for anything from timed secrets, to timed lifts out of radioactive waste. I suppose if you have enough radiation sickness pills on you, you could try free-balling your way through the sludge, but I wouldn't advise it. :P
So far in the 1+ year I've been working on this I haven't had any issues on maps with any kind of speed challenges that weren't issues with human error, with or without the hazmat suit. I'll see about toying around with a super sprint thing, though, since that is an interesting idea! Have your slow speed, a run speed you get with caps lock, and then a speedy sprint with shift that forces you to lower your gun but gives you a major boost for a limited time. I doubt I'd be able to figure out a good way to code that in with my current skillset, but it'll be worth the time spent researching and trying things out!

Do keep in mind the speed boost gained from the adrenal boost! That was originally thrown in to combat that as a possibility on top of just being a nice tool to have for getting out of hairier situations.
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Doomguy914
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Re: Scavver's Paradise V2.0 - A Survival Horror Mod

Post by Doomguy914 »

I'm definitely liking the ideas you have going forward. While it would be awesome to have animation for specific inventory acts, I'm sure you could make do with text and sound to get the point across.

As for the adrenaline speed boost, that requires you to have found an adrenaline pick-up on the map. Not always a guarantee. I can think of a few megawads that rely on perfect precision timing to just barely reach certain lifts.

I really like the idea of putting your weapons away to apply certain medical items. ( A combat stim can be a quick jab compared to the arduous task of wrapping a bandage, so you still have an option for healing mid-combat.)

I also like the idea of an unarmed version of sprint.

Keep up the great work! :D

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