(v3.0b) Enhanced Vanilla Project (EVP) - My first Doom mod

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

Post by A_D_M_E_R_A_L »

xDFx IRONWING wrote:Been using this mod for a while, and I really enjoy it!

Was playing through Eviternity, and noticed some compatibility issues though, and was wondering how I could go about fixing these, because I think these two mods go extremely well together otherwise. Hoping I can do most of this through slade, and am looking for tips on how to go about making these changes.

1. The new monsters don't have footstep noises. Would there be a way to add them to the new ones?

2. The arachnotrons have a new projectile sprites in Eviternity that conflict with this mods new projectile sprites. It also goes for one of the new monsters. Any way to separate the arachnotrons projectile sprite and the new enemies? Or a efficient way of removing the new arachnotron and projectile sprites?

Any help is appreciated!
Eviternity was designed with no gameplay mods in mind due to custom stuff that it has, so you have to play it with no mods at all (except for addons that don't affect gameplay like HUDs and other visual stuff)
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StroggVorbis
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by StroggVorbis »

Just a tip, instead of using PowerProtection to fix leaky radsuits, you can use PowerMask as a substitute of PowerIronFeet. Strife's EnvironmentalSuit uses this and unlike the Radsuit it also protects against lava floors in Heretic & Hexen.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

DabbingSquidward wrote:Just a tip, instead of using PowerProtection to fix leaky radsuits, you can use PowerMask as a substitute of PowerIronFeet. Strife's EnvironmentalSuit uses this and unlike the Radsuit it also protects against lava floors in Heretic & Hexen.
"Gives the same powers as the radiation suit, but does not change the screen color. It also lasts 33% longer than a Doom radiation suit, and is kept when traveling through hubs."
I'm gonna stick with what I did with my rad suit, thanks. You know what they say: "If it ain't broke, don't fix it."
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by StroggVorbis »

So true. It's alright, you can dismiss my suggestion :)
But I thought it goes without saying that you can of course specify your own duration, screen color and even if it should be kept between levels or hubs. About the part saying it gives the same powers, I don't have evidence in code form to back me up saying its protection is superior than the radsuit, but the article was last updated 5 years ago and thus it might not 100% be up to date.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

v28.3 (28/5/19)
Sound changes to a Revenant
Health and armor cap from health flasks and armor shards reduced from a maximun 4 digit number (9999) to 2000
Sprite changes for: Bullet box, cells, cell pack, stimpack, medikit, berserk pack, computer area map and light amp goggles
Pickup sound changes for: Clip, shells, shell box, berserk pack and box of rockets
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by TaporGaming »

Uhh... The New Plasma Rifle is in Project Brutality. Can you make new sprites for the Plasma Rifle?
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

TaporGaming wrote:Uhh... The New Plasma Rifle is in Project Brutality. Can you make new sprites for the Plasma Rifle?
These are good enough for me and Carrot denied my request to use his new PR sprites that are in PB.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

v28.4 (6/6/19)
Idle frames for Demon and Spectre
Downscaled Imp's fireballs in size
Changed how particle effects for spheres work (now it's a single frame that rolls)
New firing frames for an Imp
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by TaporGaming »

Are you gonna make Imp's Idle animation?
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

TaporGaming wrote:Are you gonna make Imp's Idle animation?
Current one is enough
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

v28.5 (23/6/19)
"Doom Slayer" Imp and Hell Knight are given a recolor
Changed the stimpack pickup sound
Added extra pain sounds on top of the current player pain sounds depending on what type of damage you take: Hitscan, explosive and the rest
Changed gibbing and gore sounds
Minor changes to Zombieman's sprites, particularly his visor
Updated the nazi patch to be compatible with the changes to Doom Slayer difficulty

v28.6 (1/7/19)
New rocket pickup sound
Added a prep sound for Revenant
Added power line effects for armor
DS (Doom Slayer) difficulty changes:
Health flasks give you 5 health, stimpacks - 15 and medikits - 30;
Armor shards give you 5 armor, green armor - 130 and blue - 230;
Shotgunner, Chaingunner and Spectre have slightly different appearance.
Updated the nazi patch to be compatible with the DS difficulty changes
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

v29 (8/7/19)
Spoiler:
V29.1 (22/7/19)
Spoiler:
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Crudux Cruo »

This is really neat! any chance of smart scavenger as a possible QOL upgrade?
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

Crudux Cruo wrote:This is really neat! any chance of smart scavenger as a possible QOL upgrade?
No
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Gorec »

i think that hellknight and baron "bodies" should not be able to get crushed and leave some sticky gore,its just ash?maybe some cool effect for them?
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