Enhanced Vanilla Project (EVP) - My first Doom 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.
-
- Posts: 278
- Joined: Sun Apr 16, 2017 2:55 am
- Preferred Pronouns: He/Him
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
v2.3 (31/12/20)
New draw and cooldown sounds for the Plasma Rifle
New pickup sounds for bullet ammo and the Berserk pack
Adjustments to the HUD
New sounds for the Baron
New death effects for the Pain Elemental
Added the blood portion of NashDecals
Added CBlood: Ultimate Edition by Nash (for the Dehacked nonsense)
Made sure some of the menus don't scale
Updated the widescreen intermission image (doesn't affect the GZD's IWAD widescreen images)
Chainsawing enemies no longer turn you to the target you're hitting
New difficulty - Ultra-Violence+. Works exactly like in the Unity port of Doom: UV with fast monsters and multiplayer spawns.
New mouse cursor (by Nash)
Replaced the end-game cast sequence
Updated DarkDoomZ to 1.9a
Added a cycling sound for the Rocket Launcher
Changed the fire effects for torches
Added an option to enable/disable the mod's effects (also a keybind to toggle it on the fly)
Added mugshot slime death sprites and marine slime death sprites
Custom mugshot set for Radiation Shield
New idle marine sprites (by Superdave938)
Fixed the "divided by zero" error in the tracker script
Be sure to bump your GZD to 4.5 and Happy New Year.
New draw and cooldown sounds for the Plasma Rifle
New pickup sounds for bullet ammo and the Berserk pack
Adjustments to the HUD
New sounds for the Baron
New death effects for the Pain Elemental
Added the blood portion of NashDecals
Added CBlood: Ultimate Edition by Nash (for the Dehacked nonsense)
Made sure some of the menus don't scale
Updated the widescreen intermission image (doesn't affect the GZD's IWAD widescreen images)
Chainsawing enemies no longer turn you to the target you're hitting
New difficulty - Ultra-Violence+. Works exactly like in the Unity port of Doom: UV with fast monsters and multiplayer spawns.
New mouse cursor (by Nash)
Replaced the end-game cast sequence
Updated DarkDoomZ to 1.9a
Added a cycling sound for the Rocket Launcher
Changed the fire effects for torches
Added an option to enable/disable the mod's effects (also a keybind to toggle it on the fly)
Added mugshot slime death sprites and marine slime death sprites
Custom mugshot set for Radiation Shield
New idle marine sprites (by Superdave938)
Fixed the "divided by zero" error in the tracker script
Be sure to bump your GZD to 4.5 and Happy New Year.
-
- Posts: 303
- Joined: Tue Feb 09, 2016 9:41 pm
- Location: )()()()()()()()()()()()(
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
pain elemental, spider mastermind and nazi soldier are vanilla on 4.5 gzdoom version, the previous version of the mod has this issue too but only on 4.5 gzdoom, so i guess its gzdooms fault
-
- Posts: 216
- Joined: Fri Nov 03, 2017 6:05 pm
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Works fine on my end, did you try checking the compatibility settings under "mod options"? Could be that one of the per monster replacements is checked.Gorec wrote:pain elemental, spider mastermind and nazi soldier are vanilla on 4.5 gzdoom version, the previous version of the mod has this issue too but only on 4.5 gzdoom, so i guess its gzdooms fault

-
- Posts: 157
- Joined: Sun Nov 04, 2018 4:57 pm
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Is the health and armor bonus supposed to give double points? Reason I ask is because I notice if I use console commands, it gives a different amount depending on whether you GIVE it or if you SUMMON it then pick it up, and I wanted to comment it out if it was intentional.
Edit: Also, are any of the weapons stronger? The chainsaw seems stronger, but I can't be certain.
Edit: Also, are any of the weapons stronger? The chainsaw seems stronger, but I can't be certain.
-
- Posts: 86
- Joined: Thu Nov 10, 2016 10:31 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Veracruz, Mexico
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Is intentional that the chainsaw now in idle animation doesnt move?
-
- Posts: 278
- Joined: Sun Apr 16, 2017 2:55 am
- Preferred Pronouns: He/Him
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Health and armor bonuses do give you 2 of each and chainsaw is, well, a dual blade one so that means 2x the DPS (same danage, but at a faster rate)Misery wrote:Is the health and armor bonus supposed to give double points? Reason I ask is because I notice if I use console commands, it gives a different amount depending on whether you GIVE it or if you SUMMON it then pick it up, and I wanted to comment it out if it was intentional.
Edit: Also, are any of the weapons stronger? The chainsaw seems stronger, but I can't be certain.
YesBerserkerNoir wrote:Is intentional that the chainsaw now in idle animation doesnt move?
-
- Posts: 278
- Joined: Sun Apr 16, 2017 2:55 am
- Preferred Pronouns: He/Him
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
v2.3a (21/1/21)
Reverted the movement of Cacodemon and Pain Elemental back to default
Minor updates to the powerup timers in the fullscreen HUD
Added footstep and liquid splash support to various texture packs
Fixed the difficulty-based monster replacements (oops)
Reverted the movement of Cacodemon and Pain Elemental back to default
Minor updates to the powerup timers in the fullscreen HUD
Added footstep and liquid splash support to various texture packs
Fixed the difficulty-based monster replacements (oops)
-
- Posts: 157
- Joined: Sun Nov 04, 2018 4:57 pm
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
What was the difference with their movement before?A_D_M_E_R_A_L wrote: Reverted the movement of Cacodemon and Pain Elemental back to default
-
- Posts: 278
- Joined: Sun Apr 16, 2017 2:55 am
- Preferred Pronouns: He/Him
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
It used to be much smoother (2.6 units per 1 tick instead of default 8 units per 3 ticks) but I realized it caused some issues (mainly those enemies getting stuck in some mapsets and reducing the radius to compensate that) so I reverted that change I made awhile ago.Misery wrote: What was the difference with their movement before?
-
- Posts: 157
- Joined: Sun Nov 04, 2018 4:57 pm
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Oh, I see. Yeah, it's a real shame, 'cause I really like the modified monsters better. The regular versions are so boring now. But since you mention that, I wanted to ask about the Revenant's missile attack. I noticed that his missiles hit the wall a lot, and his sprite is taller than his hitbox, so he is able to go into rooms he's too tall for, and his missile hits the ceiling. Not wantin' to complain, but it does neutralize him sometimes.
-
- Posts: 278
- Joined: Sun Apr 16, 2017 2:55 am
- Preferred Pronouns: He/Him
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
The missile offsets work in your favor sometimes and I'm not touching the default height of the Revenant (which is at 56 units) for compatibility reasons.Misery wrote:Oh, I see. Yeah, it's a real shame, 'cause I really like the modified monsters better. The regular versions are so boring now. But since you mention that, I wanted to ask about the Revenant's missile attack. I noticed that his missiles hit the wall a lot, and his sprite is taller than his hitbox, so he is able to go into rooms he's too tall for, and his missile hits the ceiling. Not wantin' to complain, but it does neutralize him sometimes.
-
- Posts: 43
- Joined: Sun Nov 29, 2020 6:46 pm
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Can you explain what the problem was? And did it affect version 2.2? (I'm still using 2.2)A_D_M_E_R_A_L wrote:Fixed the difficulty-based monster replacements (oops)
-
- Posts: 278
- Joined: Sun Apr 16, 2017 2:55 am
- Preferred Pronouns: He/Him
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
It was after I added Ultra-Violence+ difficulty in 2.3, I forgot to readjust the skill numbers in the replacer code (4 and 6 before for "Doom Slayer" and "Hitscanner Hell" respectively and now it's 5 and 7)fcas3t wrote: Can you explain what the problem was? And did it affect version 2.2? (I'm still using 2.2)
-
- Posts: 171
- Joined: Fri Sep 06, 2013 2:40 am
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
First of all I wanted to say I'm impressed with how far the mod's come. Haven't upgraded in quite a while and everything is so much better ! The effects, all the incorporated mini-mods, the Chaingun sprite and so on !
On a less happy note, I play this solo but I would also wish to play this in multiplayer. Unfortunately it causes desync. I'm trying to debug it, but seeing how you're the dev, you'll have a much better chance at this than me. I'll still look for inconsistencies from CVAR stuff and Console Player stuff and come back to you if I find anything. Weirdly enough, disabling the EVP props reduces the amount of desyncs popping up, so one of the props is definitely causing desyncs BUT there are still desyncs with it disabled, so something else causes that too, be it EVP stuff or some part of the mini mods ! If you want or need help, I'm very much willing to help so don't hesitate
Edit :
Some further testing :
V30.2a doesn't seem to trigger any desync (I'd need more extensive tests I'll likely do to confirm that but it definitely seems like it and the same "situations" that trigger then in v2.3a at least don't trigger them in v30.2a)
Adding a monster replacer and disabling EVP monsters seems to remove the few extra desyncs I experienced, despite the fact disabling EVP monsters WITHOUT a monster replacer didn't help. I'm gonna assume disabling the EVP monsters without a replacer still creates custom monsters that look like vanilla but aren't actually the vanilla actors. All maps tested only had a handful of available enemies that could cause the issue since these were MAP01 of Doom 2, E1M1 of Doom and E1M1 of Doom The Way Id Did, so overall the only common monsters are Shotgunner, Zombie and Imp.
Edit 2 :
Some more information. The monste replacer I tested that with (Ashes 2063 Monsters) replaced the explosive barrels as well as the enemies, and the Scripted Marine classes (pistol and shotgun) as well as a single decoration, the Livestick. I'll start looking at monsters, EVP's explosive barrel and livestick if it replaces it !
Edit 3 :
Found the culprit of one of the desyncs I think. There is a state effect that is applied based on the consolePlayer. From what I was told this will cause desyncs, getting a bit late here, but I'll try to fix that tomorrow and see where I can go from here to debug the rest of them (I think there might be either ONE other class used by most props at cause OR all props classes are) !
I'm gonna do some more extensive testing and report if anything else helpful comes up
On a less happy note, I play this solo but I would also wish to play this in multiplayer. Unfortunately it causes desync. I'm trying to debug it, but seeing how you're the dev, you'll have a much better chance at this than me. I'll still look for inconsistencies from CVAR stuff and Console Player stuff and come back to you if I find anything. Weirdly enough, disabling the EVP props reduces the amount of desyncs popping up, so one of the props is definitely causing desyncs BUT there are still desyncs with it disabled, so something else causes that too, be it EVP stuff or some part of the mini mods ! If you want or need help, I'm very much willing to help so don't hesitate

Edit :
Some further testing :
V30.2a doesn't seem to trigger any desync (I'd need more extensive tests I'll likely do to confirm that but it definitely seems like it and the same "situations" that trigger then in v2.3a at least don't trigger them in v30.2a)
Adding a monster replacer and disabling EVP monsters seems to remove the few extra desyncs I experienced, despite the fact disabling EVP monsters WITHOUT a monster replacer didn't help. I'm gonna assume disabling the EVP monsters without a replacer still creates custom monsters that look like vanilla but aren't actually the vanilla actors. All maps tested only had a handful of available enemies that could cause the issue since these were MAP01 of Doom 2, E1M1 of Doom and E1M1 of Doom The Way Id Did, so overall the only common monsters are Shotgunner, Zombie and Imp.
Edit 2 :
Some more information. The monste replacer I tested that with (Ashes 2063 Monsters) replaced the explosive barrels as well as the enemies, and the Scripted Marine classes (pistol and shotgun) as well as a single decoration, the Livestick. I'll start looking at monsters, EVP's explosive barrel and livestick if it replaces it !
Edit 3 :
Found the culprit of one of the desyncs I think. There is a state effect that is applied based on the consolePlayer. From what I was told this will cause desyncs, getting a bit late here, but I'll try to fix that tomorrow and see where I can go from here to debug the rest of them (I think there might be either ONE other class used by most props at cause OR all props classes are) !
I'm gonna do some more extensive testing and report if anything else helpful comes up

-
- Posts: 278
- Joined: Sun Apr 16, 2017 2:55 am
- Preferred Pronouns: He/Him
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
I never bothered with multiplayer compatibility and probably never will