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

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

Post by TaporGaming »

Need new Lost Soul sprites from Doom 4 for Doom
Toberone
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Toberone »

My dude probably best to patch that in yourself, D4T has the sprites.
TaporGaming
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by TaporGaming »

Toberone wrote:My dude probably best to patch that in yourself, D4T has the sprites.
>_>
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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 »

v20.6a hotfix (27/09/18)
Fixed the "need a yellow card" message in Boom strings
Changed Revenant's obituary to say "missile" instead of "fireball"
Fixed the IoS summon circle so you can see it now

v20.7 (29/09/18)
New fist swinging animations by Galdoc
The color of the text underneath the menu changed to white

v20.7a hotfix (29/09/18)
Fixed the right fist not doing a berserk punch when you have a berserk pack

v20.8 (1/10/18)
Changed the casings for guns (conststant when you look up/down)
Changed the "see" sound for Mastermind and Cyberdemon

v20.9 (7/10/18)
Changed the writing "PERFECT!" to match the rest of the text in the status screen
Zandronum version removed due to limits in coding
TaporGaming
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by TaporGaming »

A_D_M_E_R_A_L wrote: v20.9 (7/10/18)
Zandronum version removed due to limits in coding
Well R.I.P Zandronum version of EVP
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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 »

v21 (11/10/18)
Changed most of the text to white to match the color scheme of the menu
Weapon bobbing when you fire
Fixed the feet for Spectre so no red pixels on the feet

v21.1 (17/10/18)
Fixed Mancubi not turning to their target when they shoot
Fixed the trails for projectiles
New projectile for Mancubus - comet from CD's Cacomental

v22 (22/10/18 *How convenient*)
New Demon sprites (body - Mauler Demon from Hard Doom)
Changed up the cast of monsters after Map 30, Spectre is included
The goals in level stats turn light blue when met
Monsters will do a see sound when they agro to their next target (much like PSX Doom)
Welite
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Welite »

I love how extensive this mod is, The announcer when you pick up powerups is a great touch!
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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 »

Welite wrote:I love how extensive this mod is, The announcer when you pick up powerups is a great touch!
The announcer sounds are directly from Zandronum.
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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 »

v22.1 (27/10/18)
Changed Spectre's eyes
Added default fireball sounds from PSX Doom

v22.1a (29/10/18)
Fixed Arachnotrons always playing their see sound when they stopped shooting

v22.2 (7/11/18)
Changed the muzzle flash for plasma gun (muzzle flash by Carrot)
Fixed the plasma ball explosions so they're not too small
SSG now has animation of shells flying off the barrels (animation by TypicalSonicFan)

v22.3 (17/11/18)
Shotgunner's shotguns now have a carry strap for consistency
Fixed the "SPECTRE" text in the cast of monsters (color mismatch)
New Pain Elemental sprites - Infernal by Amuscaria
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Failsafe
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Failsafe »

Finally, a mod that enhances vanilla doom.
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BROS_ETT_311
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by BROS_ETT_311 »

Failsafe wrote:Finally, a mod that enhances vanilla doom.
Dude...what? Never played Beautiful Doom/Smooth Doom/Doom Enhanced/Doom HD Remake?? All have vanilla gameplay (for the most part, anyway), and I'd recommend giving any one of them a playthrough if you're into a more classic Doom experience with a bit of flare. Don't get me wrong, this mod is fantastic and is most definitely a vanilla gameplay mod, not to mention it provides a nice stylistic overhaul to the game. However, make no mistake, there is no way in Hell that this is the first mod to enhance vanilla Doom.
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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 »

v22.4 (23/11/18)
New BFG sprites from Highway to Hell
Slightly changed 1 set of brightmaps for Mancubus

v22.5 (25/11/18)
The hit sound of the Arch-Vile attack now plays where the target is, if it's in LOS (line of sight) of course
Shotgunners now have pump animation (made by Benjamin Zuriel)
Small font changes to the HUD (both fullscreen and statusbar)
Fixed the goals in level stats not changing colors when they met (in statusbar HUD)
Slightly changed the firing anim for Zombieman (it's exactly the same, just tad bit different in terms if tics)

v23 (27/11/18)
New set of frames for Zombieman
Zombiemen and Shotgunners have different static pose in their "Spawn" state
The number for the armor absorption in the statusbar HUD is now to the right of "armor" text
Console background was changed
Added anon functions to all the monster and powerup coding, will do for guns and others later. (basically multiple states in a single frame and set of tics) Here's an example of Berserk Pack's pickup state:
TNT1 A 0
{
A_GiveInventory("PowerStrength");
HealThing(100, 0);
A_SetBlend("FF 00 00", 0.50, 16);
}

v23.1 (29/11/18)
Added the rest of anon functions to the code
Fixed Mastermind not turning to you on the first attack frame (my mistake when I was adding anon functions)
Fixed a right bracket on a shell box pickup sound (color mismatch)
Overhauled the Nazi patch: Changed the code, added different act & pain sounds and made sure they'll play a see sound when aggro to you after killing their target

v23.2 (3/12/18)
Overhauled the menu:
The "Read This!" text is in the menu aside from Ultimate Doom
"Options" now has a sub-menu, inspired by PSX Doom TC's options sub-menu

New see and death sounds for Baron
Gibbed monsters will be revived from their gibs (reverse gibbing animation, same tics as the normal resurrect animation)
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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 »

v23.3 (8/12/18)
Added the Tilt++ mod (credits to Nash)
New pre-charge frame for Souls

v23.4 (16/12/18)
Slight code changes
Changed the help screen a bit
Changed some things with the statusbar portion of the HUD
Player pain sounds are less random (specific pain sounds will play at a certain amount health)

v24 (21/12/18)
New sub-menu for options - Mod Options (contains DDZ's sector brightness, flashlight and Tilt++ options)
New footstep sounds for Chaingunner and Mancubus
Some little details for Spectres: When they die they'll become fully visible and when they got revived by Viles - they go back to being half visible.
New draw animation for fists (animation by Galdoc)

v24.1 (25/12/18)
Added deselect anims for fists and added both select and deselect anims to the chainsaw
Changed footstep sounds for Mancubus

v24.2 (29/12/18)
Changed the hoof sound for the Cyberdemon (DSHOOF to be exact)
Changed the the color from green to gold on the nightvision goggles pickup message to match the color on the timer for it
Changed the position of the powerup times in the statusbar portion of the HUD
Small animation changes to these monsters: Imp, Demon, Spectre, Cacodemon and Pain Elemental
Added a little bit of gun shaking when firing a Chaingun
Slight changes to the BFG sprites
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StroggVorbis
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by StroggVorbis »

EVP suffers from the same bug that plagued Smooth Doom in its early days. The plasma rifle can't fire in bursts of 2 or 4, only 1, 3 or 5 and so on.
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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 »

DabbingSquidward wrote:EVP suffers from the same bug that plagued Smooth Doom in its early days. The plasma rifle can't fire in bursts of 2 or 4, only 1, 3 or 5 and so on.
Curious. This'll be easily fixed.
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