Whoops, in updating the PDA code I done goofed up the positioning of the text boxes. Here's a quick hotfix, version 3.1.1a. The a stands for anger.
Also gave the 4.6mm casings a different sprite to better reflect how the actual casings look.
[url=
https://drive.google.com/file/d/1aYvu8r ... 75u8u9qgYS]DOWNLOAD HERE (Updated 9/7/26)[/url]
Scavver's Paradise V3.1.2 - A Survival Horror Mod
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.
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CaptainNurbles
- Posts: 288
- Joined: Sat Jan 27, 2018 9:12 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: The Deepest Reaches of Space
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BLSZDOOM
- Posts: 151
- Joined: Fri Jun 21, 2024 5:04 pm
Re: Scavver's Paradise V3.1.1a - A Survival Horror Mod
hey man,these enemies are really cool so i got a request:would you consider making a monster pack with a option to make enemies not randomized?
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CaptainNurbles
- Posts: 288
- Joined: Sat Jan 27, 2018 9:12 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: The Deepest Reaches of Space
Re: Scavver's Paradise V3.1.1a - A Survival Horror Mod
I currently don't have plans on maintaining any separate monster rosters for the mod.
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CaptainNurbles
- Posts: 288
- Joined: Sat Jan 27, 2018 9:12 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: The Deepest Reaches of Space
Re: Scavver's Paradise V3.1.2 - A Survival Horror Mod
Pushing a little hotfix to take care of some issues left over from rechambering the caseless SMGs to 9mm, alongside a few balancing fixes. Check the changelog!
[url=
https://drive.google.com/file/d/18dnW8d ... t1_eb/view]DOWNLOAD HERE (Updated 15/7/26)[/url]
Changelog)
WEAPON Changes:
* Hand grenades in the non-sticky mode deal much more impact damage. Grenades used to deal much more damage while in sticky mode since it spawns shrapnel directly into the bastard stuck with the grenade.
* Hand grenades are also less fat now, too.
* Due to bad coding (soz), broken shotguns could not be looted for ammo if you had over 100 shotgun shells in your inventory. Curse my inexperienced past self! This has been fixed.
* KS-20 Auto shotgun now spits spent shells after firing, making reloading less of a pain in the ass.
* New firing sound for the 4.6mm PDW.
* 12G Semi is now easier to unjam.
MONSTER Changes:
* Trites spawn less blood on death.
* 12G combat shotgunner now uses a 4.6mm pistol at range, rather than a 9mm.
* Added a few extra sound bytes for male zombies.
MISC Changes:
* Key bar SHOULD be properly centered in the HUD.
* Default Health, Ammo, and Armor despawn values have been adjusted. Supplies will be a touch easier to find overall, with emphasis on greater health drops.
* Player Speed has been bumped up a notch, and jump height has been restored to vanilla defaults. This should help the player feel less sluggish while still keeping the slower pace of the mod.
* Items should now be pickupable as soon as it is highlighted, rather than having to wait a couple tics.
* Somehow I forgot to make ammo boxes stop dropping 7.76mm magazines. Fixed.
[url=
https://drive.google.com/file/d/18dnW8d ... t1_eb/view]DOWNLOAD HERE (Updated 15/7/26)[/url]
Changelog)
WEAPON Changes:
* Hand grenades in the non-sticky mode deal much more impact damage. Grenades used to deal much more damage while in sticky mode since it spawns shrapnel directly into the bastard stuck with the grenade.
* Hand grenades are also less fat now, too.
* Due to bad coding (soz), broken shotguns could not be looted for ammo if you had over 100 shotgun shells in your inventory. Curse my inexperienced past self! This has been fixed.
* KS-20 Auto shotgun now spits spent shells after firing, making reloading less of a pain in the ass.
* New firing sound for the 4.6mm PDW.
* 12G Semi is now easier to unjam.
MONSTER Changes:
* Trites spawn less blood on death.
* 12G combat shotgunner now uses a 4.6mm pistol at range, rather than a 9mm.
* Added a few extra sound bytes for male zombies.
MISC Changes:
* Key bar SHOULD be properly centered in the HUD.
* Default Health, Ammo, and Armor despawn values have been adjusted. Supplies will be a touch easier to find overall, with emphasis on greater health drops.
* Player Speed has been bumped up a notch, and jump height has been restored to vanilla defaults. This should help the player feel less sluggish while still keeping the slower pace of the mod.
* Items should now be pickupable as soon as it is highlighted, rather than having to wait a couple tics.
* Somehow I forgot to make ammo boxes stop dropping 7.76mm magazines. Fixed.