Enhanced Vanilla Project (EVP) - My first Doom mod

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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby DabbingSquidward » Sun Dec 30, 2018 3:15 am

I dunno how to do it myself, but here's two examples based on Smooth Doom and the Weapons-only version. Credits go to Gifty and Almonds respectively:

Smooth Doom (Gifty):
Code: Select allExpand view
    Fire:
      PLAS B 1 Bright A_FirePlasma
      PLAS C 1 Bright
      PLAS D 1 Bright
      TNT1 A 0 A_ReFire(+1)
         goto cooldown
      PLAS B 1 Bright A_FirePlasma
      PLAS C 1 Bright
      PLAS E 1 Bright
      PLAS a 0 a_refire(+1)
         goto cooldown
      PLAS B 1 Bright A_FirePlasma
      PLAS C 1 Bright
      PLAS D 1 Bright

      PLAS a 0 a_refire("fire")
         goto cooldown
      
   cooldown:
      PKPL a 1 Bright a_zoomfactor(1.0, ZOOM_NOSCALETURNING)
      PKPL bbccde 1
      PKPL e 6
      PKPL EEDC 2
      PKPL B 1
      PKPL A 1
      Goto Ready


Smooth Doom Weapons-Only (Almonds):
Code: Select allExpand view
    Fire:
      PLSF F 1 Bright A_FirePlasma
      PLSF E 2 Bright
      TNT1 A 0 A_ReFire("fire2")
      PKPL a 1 Bright
      PKPL bbc 1
      PKPL cde 1
      PKPL e 5
      PKPL EEDC 2
      PKPL BA 1
      PLSG A 1
      Goto Ready
   Fire2:
      PLSF C 1 Bright A_FirePlasma
      PLSF CD 1 Bright
      PLSF a 0 a_refire("fire3")
      goto fire+1
   Fire3:
      PLSF D 1 Bright A_FirePlasma
      PLSF EF 1 Bright
      PLSF a 0 a_refire("fire")
      goto fire+1
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Sun Dec 30, 2018 4:12 am

DabbingSquidward wrote:I dunno how to do it myself, but here's two examples based on Smooth Doom and the Weapons-only version. Credits go to Gifty and Almonds respectively:

Smooth Doom (Gifty):
Code: Select allExpand view
    Fire:
      PLAS B 1 Bright A_FirePlasma
      PLAS C 1 Bright
      PLAS D 1 Bright
      TNT1 A 0 A_ReFire(+1)
         goto cooldown
      PLAS B 1 Bright A_FirePlasma
      PLAS C 1 Bright
      PLAS E 1 Bright
      PLAS a 0 a_refire(+1)
         goto cooldown
      PLAS B 1 Bright A_FirePlasma
      PLAS C 1 Bright
      PLAS D 1 Bright

      PLAS a 0 a_refire("fire")
         goto cooldown
      
   cooldown:
      PKPL a 1 Bright a_zoomfactor(1.0, ZOOM_NOSCALETURNING)
      PKPL bbccde 1
      PKPL e 6
      PKPL EEDC 2
      PKPL B 1
      PKPL A 1
      Goto Ready


Smooth Doom Weapons-Only (Almonds):
Code: Select allExpand view
    Fire:
      PLSF F 1 Bright A_FirePlasma
      PLSF E 2 Bright
      TNT1 A 0 A_ReFire("fire2")
      PKPL a 1 Bright
      PKPL bbc 1
      PKPL cde 1
      PKPL e 5
      PKPL EEDC 2
      PKPL BA 1
      PLSG A 1
      Goto Ready
   Fire2:
      PLSF C 1 Bright A_FirePlasma
      PLSF CD 1 Bright
      PLSF a 0 a_refire("fire3")
      goto fire+1
   Fire3:
      PLSF D 1 Bright A_FirePlasma
      PLSF EF 1 Bright
      PLSF a 0 a_refire("fire")
      goto fire+1

I did fixed that. Will update the mod shortly
Code: Select allExpand view
   Fire:
      pplf A 1 Bright
      {
      A_WeaponReady(WRF_NoFire|WRF_NoSwitch);
      A_FirePlasma;
      }
      pplf B 1 Bright
      {
      A_WeaponReady(WRF_NoFire|WRF_NoSwitch);
      A_SetPitch(pitch-0.4);
      }
      pplf C 1 Bright
      {
      A_WeaponReady(WRF_NoFire|WRF_NoSwitch);
      A_SetPitch(pitch+0.4);
      }
      PKPL B 1
      {
      A_WeaponReady(WRF_NoFire|WRF_NoSwitch);
      A_ReFire;
      }
      PKPL CD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
      PKPL E 17 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
      PKPL DCB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
      PRLP A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
      Goto RealReady
   Hold:
      pplf A 1 Bright
      {
      A_WeaponReady(WRF_NoFire|WRF_NoSwitch);
      A_FirePlasma;
      }
      pplf B 1 Bright
      {
      A_WeaponReady(WRF_NoFire|WRF_NoSwitch);
      A_SetPitch(pitch-0.4);
      }
      pplf C 1 Bright
      {
      A_WeaponReady(WRF_NoFire|WRF_NoSwitch);
      A_SetPitch(pitch+0.4);
      }
      PKPL A 0 Bright A_ReFire
      Goto Fire+3
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Sun Dec 30, 2018 10:37 am

v24.2a (30/12/18 The last update of 2018)
Slight sprite changes to the Cacodemon (longer spikes)
Fixed the Plasma Gun firing only in bursts in 1, 3, 5 and so on. Now you can fire it in bursts of 2, 4, 6 etc. aswell.

v24.2b (30/12/18 I lied, THIS is the final update of 2018)
Small changes to Cacodemon's middle eye in couple of frames
Added a berserk version of fist animations (by Galdoc)
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby DabbingSquidward » Mon Dec 31, 2018 3:49 am

This doesn't have to be today, but as you're probably aware, Nash's SpriteShadow got updated :P
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Mon Dec 31, 2018 6:11 am

DabbingSquidward wrote:This doesn't have to be today, but as you're probably aware, Nash's SpriteShadow got updated :P

Forced GZD 3.7? No thanks, the one in the mod is good enough for me.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby DabbingSquidward » Mon Dec 31, 2018 7:26 am

A_D_M_E_R_A_L wrote:
DabbingSquidward wrote:This doesn't have to be today, but as you're probably aware, Nash's SpriteShadow got updated :P

Forced GZD 3.7? No thanks, the one in the mod is good enough for me.


My bad, didn't check beforehand. No biggie though :P
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Sun Jan 13, 2019 12:28 am

v24.3 (4/01/19)
Idle poses for: Chaingunner, Hell Knight, Baron, Revenant, Mancubus (same as before, only mirrored), Arch-Vile and Cyberdemon (by me and TypicalSonicFan)
Firing animations changed for Chaingunner, Cyberdemon and Mastermind
Flying enemies now slightly float up and down when idle

v24.3a hotfix (4/01/19)
Fixed Cacodemons not playing their see sound when they aggro to their next target
Fixed the Squish sound and message now showing up on non-boss enemies

v24.4 (6/01/19)
Added Pixel Eater's Simple Motion Blur mod
New Arachnotron - Arachknight by Amuscaria/Eriance, eyes edited by me and projectiles from CD's Fusionite
Lot of changes to the monster cast (added animations and sounds)
New idle pose for Imp (it's 1 of his movement frames)
Small firing animation changes to Zombieman, Shotgunner and Chaingunner
Edited Lost Soul's brightmaps

v25 (10/01/19)
Small firing animation changes to Zombieman and Shotgunner (should be the final change to them)
Zombieman, Shotgunner, Chaingunner and you (the player) no longer have GLDEFS when in firing state
Fixed the brightmaps for the pistol's firing frame
New landing sound (or DSOOF, previous one was too quiet)
New ricochet sounds
Changed the animations for human enemies in the cast
Added the jumping sound (because why not)
Changed the default footstep sounds (for the player)
Smooth barrel explosion animations
Updated the nazi patch with: slight code changes, new see & death sounds and color translation
Small changes to the yellow skullkey sprite

v25a (13/01/19)
New Hell Knight - CD's Hell Duke with Archon's horns
Small changes to some of Imp's sprites
Moved everything from wad files into the pk3 file (same for the nazi patch). Thx, I guess, Major Cooke
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby Beezle » Sun Jan 13, 2019 10:52 am

Hey Admeral thanks for constant updates, really loving this mod. The new Hell Knight has a really cool new death animation, however it causes some issues with Blood mods, Nash Gore VE and Bolognese are the only two I've tested this with. Not a big deal, I have no problem loading this without any gore mods but I just thought you'd like a heads up about it. Thanks again!
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Fri Jan 18, 2019 3:08 am

Beezle wrote:Hey Admeral thanks for constant updates, really loving this mod. The new Hell Knight has a really cool new death animation, however it causes some issues with Blood mods, Nash Gore VE and Bolognese are the only two I've tested this with. Not a big deal, I have no problem loading this without any gore mods but I just thought you'd like a heads up about it. Thanks again!

*gives a salute* o7
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby Chocolate Fitz » Sat Jan 19, 2019 12:22 am

Mister, this here has to be one of the best mods I've ever played. It shows how much work and love has been put into it!
Currently pairing it with Nash's new Nash Gore: Vengeance and they make a great combination!



P.S. : I love all of Doomguy's new "sustained shooting" sprites :v
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Sat Jan 19, 2019 9:47 am

Chocolate Fitz wrote:I love all of Doomguy's new "sustained shooting" sprites :v

What do you mean by that? Just curious
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby Chocolate Fitz » Sat Jan 19, 2019 10:44 am

A_D_M_E_R_A_L wrote:
Chocolate Fitz wrote:I love all of Doomguy's new "sustained shooting" sprites :v

What do you mean by that? Just curious


Oh, I mean the ones where you hold down Left Click (or your "fire" key) for a prolonged period of time


Also the invincibility ones, they're just comical and I love them :v
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby Chocolate Fitz » Sun Jan 20, 2019 1:17 am

Hey! After some recent observations by playing more extensively through your mod, I have a few suggestions and questions I might like to talk about:

- First of all, I think that you could use a beefier sound for the regular shotgun when it's firing since I, as a personal opinion, think the current firing sound is a bit weak and not really high quality.

- Secondly I believe, for the sake of extra detail if you feel like adding it, that the doomguy should have a few facial sprites for while constantly firing under the effect of the Invicibility sphere, since it uses the most regular one, while he's completely healthy and has no Invincibility-green tinted eyes.

- Thirdly I have to ask whether or not some changes have been made to the Lost Soul in terms of total health since it seems like they're pretty easy to kill even on Ultra-Violence difficulty, since they seem to die to a bit less than a full regular shotgun blast while it would take at least two (or a full Super Shotgun blast) while playing without your mod. I'd also like to ask whether or not this was intentional since we all know how annoying Lost Souls are :v

- And lastly I believe there's a problem with the Auto Switch on Pickup option for weapons. If this option is turned on (and in definitive, off) it just plain won't work, and you'd have to manually switch to the gun you just picked up (honestly this is mostly a nitpick of mine, so excuse me if I'm bothering with this one).


Anyways, that'd be all for now, keep up doin' the good work!
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Sun Jan 20, 2019 10:16 am

Chocolate Fitz wrote:Hey! After some recent observations by playing more extensively through your mod, I have a few suggestions and questions I might like to talk about:

- First of all, I think that you could use a beefier sound for the regular shotgun when it's firing since I, as a personal opinion, think the current firing sound is a bit weak and not really high quality.

- Secondly I believe, for the sake of extra detail if you feel like adding it, that the doomguy should have a few facial sprites for while constantly firing under the effect of the Invicibility sphere, since it uses the most regular one, while he's completely healthy and has no Invincibility-green tinted eyes.

- Thirdly I have to ask whether or not some changes have been made to the Lost Soul in terms of total health since it seems like they're pretty easy to kill even on Ultra-Violence difficulty, since they seem to die to a bit less than a full regular shotgun blast while it would take at least two (or a full Super Shotgun blast) while playing without your mod. I'd also like to ask whether or not this was intentional since we all know how annoying Lost Souls are :v

- And lastly I believe there's a problem with the Auto Switch on Pickup option for weapons. If this option is turned on (and in definitive, off) it just plain won't work, and you'd have to manually switch to the gun you just picked up (honestly this is mostly a nitpick of mine, so excuse me if I'm bothering with this one).


Anyways, that'd be all for now, keep up doin' the good work!

1. I might find a better sound for the pump shotty, I do like the current one tbh.
2. I'd LOVE to do that (grin face while Invul is active) but I don't know HOW. If there is a way to do it, I want to know how to do it ASAP.
3. Souls have half of their normal health (50 instead of 100) and I made that on purpose, cuz they're quite a nuisance.
4. It's because weapons have "+WEAPON.NO_AUTO_SWITCH" flag to prevent the auto-switch of the weapons you pick up for the first time.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby Chocolate Fitz » Sun Jan 20, 2019 11:48 am

A_D_M_E_R_A_L wrote:1. I might find a better sound for the pump shotty, I do like the current one tbh.
2. I'd LOVE to do that (grin face while Invul is active) but I don't know HOW. If there is a way to do it, I want to know how to do it ASAP.
3. Souls have half of their normal health (50 instead of 100) and I made that on purpose, cuz they're quite a nuisance.
4. It's because weapons have "+WEAPON.NO_AUTO_SWITCH" flag to prevent the auto-switch of the weapons you pick up for the first time.


Completely understandable! I honestly thank you for the Lost Soul change since they really are a pain, and maybe I'm blind and I haven't noticed the change but if you haven't wrote about it you should probably do so in the front page. As for the shotgun sound I think it'd be just alright if it was the same one but a bit louder and, so to speak "defined", if you can do that!

As for the Invulnerability face I hope you can find a solution to it soon enough, I honestly have no idea how to do anythin' since I'm both new to the forums and I haven't ever modded the game myself :v
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