HyperExia's Survival Shooter Mod (Previously Scavver's Paradise Addons)

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HyperExia
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HyperExia's Survival Shooter Mod (Previously Scavver's Paradise Addons)

Post by HyperExia »

This is my personal survival shooter mod. I don't have anything coherent to write down about as there is probably way too many things for me to talk about. I'll work on making a proper description for it when I can, but please do give me some suggestions!

This is based on the original Scavver's Paradise 2.3.1, though there are a lot of changes to the mechanics. A word of warning though, this may not go extremely well for low end PC users as I do try to emulate some realism with GZDoom's features.
Spoiler: Old Post: Scavver's Paradise Addons (deprecated)
Last edited by HyperExia on Wed Aug 14, 2024 11:37 am, edited 8 times in total.
cosmos10040
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Re: HyperExia's Scavver's Paradise Addons & Mods

Post by cosmos10040 »

Very nice I will be trying this out.
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-Ghost-
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Re: HyperExia's Scavver's Paradise Addons & Mods

Post by -Ghost- »

Nice, I like the extra items, that's just what the mod needed, more upgrades and a sense of progression between maps.
cosmos10040
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Re: HyperExia's Scavver's Paradise Addons & Mods

Post by cosmos10040 »

HyperExia wrote: Fri Jan 19, 2024 12:56 pm
ACS Tweaks
- has a toggleable system that allows you to swap between the original dodge mechanic and a dodge mechanic that uses the Run button. I usually just bind it to 'shift', and it's omnidirectional. It also moves further and faster when you move diagonally; that is completely intentional and gives more room for the player to operate.
Looking good so far. I'm playing with delta touch, so how can I use shift to sprint?

Also will there be an option to use other monster packs?
HyperExia
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Re: HyperExia's Scavver's Paradise Addons & Mods

Post by HyperExia »

Honestly I only play this on computer. I don't know how to do delta touch stuff lmao.
Also, you can turn it on and off.
By the way, a lot of my things are based in ZScript, and I've been working with just the latest version of GZDoom.
HyperExia
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Re: HyperExia's Scavver's Paradise Addons & Mods

Post by HyperExia »

Also Captain Nurbles seems to be under the impression that what I'm making is only just for the current version of his mod. Actually, if I manage to not burn out, I probably will be updating it to match his (as long as the changes to the code and sprites aren't too drastic.

And to the Extra Items; it's actually just meant to make it easier on the player lol
HyperExia
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Re: HyperExia's Scavver's Paradise Addons & Mods

Post by HyperExia »

I just implemented the SMG's reload frames. There was actually some reload frames with a helical magazine that seemed to feed backwards, so I implemented that.
HyperExia
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Re: HyperExia's Scavver's Paradise Addons & Mods

Post by HyperExia »

ACS Tweaks now has a feature where you can now reduce how much weight actually affects your movement by a factor of a percentage.
cosmos10040
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Re: HyperExia's Scavver's Paradise Addons & Mods

Post by cosmos10040 »

HyperExia wrote: Sat Jan 20, 2024 12:07 pm Honestly I only play this on computer. I don't know how to do delta touch stuff lmao.
Also, you can turn it on and off.
By the way, a lot of my things are based in ZScript, and I've been working with just the latest version of GZDoom.
Okay i got it working, mapped to the run button.
HyperExia
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Re: HyperExia's Scavver's Paradise Addons & Mods

Post by HyperExia »

Yeah. This mod doesn't disable sprinting so I highly suggest you permanently toggle that on in your settings by default.
HyperExia
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Re: HyperExia's Scavver's Paradise Addons & Mods

Post by HyperExia »

You can now tweak the rate at which weapons are dropped intact or not.
I also changed the hitbox of some monsters so that headshots are actually where the headshots are supposed to be. this part isn't exactly perfect, though.
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Matt Eldrydge
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Re: HyperExia's Scavver's Paradise Addons & Mods

Post by Matt Eldrydge »

I've been playing through Revolution on and off with these tweaks and I really like them, they make a great mod even better! I particularly like the Mk1 items and the crouch accuracy bonus, but everything else just makes Scavver's Paradise that little bit nicer to play. The option to have monsters use projectiles instead of hitscan is also a godsend. Keep up the good work!
HyperExia
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Re: HyperExia's Scavver's Paradise Addons & Mods

Post by HyperExia »

Ah crap, there's a bug where the dropped mags disappear like casings do
but they're actual inventory items so i'll fix that now lmao
Matt Eldrydge wrote: Thu Jan 25, 2024 6:59 am I've been playing through Revolution on and off with these tweaks and I really like them, they make a great mod even better! I particularly like the Mk1 items and the crouch accuracy bonus, but everything else just makes Scavver's Paradise that little bit nicer to play. The option to have monsters use projectiles instead of hitscan is also a godsend. Keep up the good work!
Actually they're about as dodgeable as hitscan attacks (that is to say...not really) unless you're REALLY far away. even then it's hard to see the tracers, just like how you'd be unable to see the bullets in real life.
HyperExia
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Re: HyperExia's Scavver's Paradise Addons & Mods

Post by HyperExia »

I just now made it so that the backpacks' movement penalties can now be applied at tweakable weights
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Matt Eldrydge
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Re: HyperExia's Scavver's Paradise Addons & Mods

Post by Matt Eldrydge »

HyperExia wrote: Thu Jan 25, 2024 10:09 am Actually they're about as dodgeable as hitscan attacks (that is to say...not really) unless you're REALLY far away. even then it's hard to see the tracers, just like how you'd be unable to see the bullets in real life.
Yep, that's good for me since I've gotten clipped by stray chaingunner-tier zombies perched up high more than once. While I do already crouch and sneak around when I hear them, knowing where the shots are coming from with a visual aid is welcome. Also helps with all the other zombies, of course.

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