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

PostPosted: Sun Sep 12, 2021 7:12 pm
by ClessxAlghazanth
I noticed that flashlight in EVP doesn't illuminate as a beam coming from helmet (or r/l shoulder , where it is placed) , instead illuminates a circle area around the player for me

Is it intended behaviour , or is something wrong ?

I'm asking this because other flashlight mods I used (standalone one and the one in BDBE) behaved differently :roll:

Best regards

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

PostPosted: Sun Sep 12, 2021 7:37 pm
by A_D_M_E_R_A_L
ClessxAlghazanth wrote:I noticed that flashlight in EVP doesn't illuminate as a beam coming from helmet (or r/l shoulder , where it is placed) , instead illuminates a circle area around the player for me

Is it intended behaviour , or is something wrong ?

I'm asking this because other flashlight mods I used (standalone one and the one in BDBE) behaved differently :roll:

Best regards

What's your render mode? It works as intended only on "Hardware accelerated" render mode.

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

PostPosted: Sun Sep 12, 2021 7:40 pm
by LoreCannon
You can customize the beam in the flashlight options to do just what you're asking Clessx.


Also... turn off Trilinear filtering.

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

PostPosted: Sun Sep 12, 2021 8:43 pm
by ClessxAlghazanth
api=OpenGL ES
render mode=Hardware accelerated

These are my settings

LoreCannon wrote:You can customize the beam in the flashlight options to do just what you're asking Clessx.


Also... turn off Trilinear filtering.



I tried changing the settings in mod options - flashlight with no avail . I can change the beam color but still a big round circle around Doomguy

How can I turn triple buffer off ?

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

PostPosted: Sun Sep 12, 2021 9:35 pm
by kalensar
ClessxAlghazanth wrote:api=OpenGL ES
render mode=Hardware accelerated

These are my settings

LoreCannon wrote:You can customize the beam in the flashlight options to do just what you're asking Clessx.


Also... turn off Trilinear filtering.



I tried changing the settings in mod options - flashlight with no avail . I can change the beam color but still a big round circle around Doomguy

How can I turn triple buffer off ?


You go to Display Settings >> then Textures. The filtering is the very top option.

Personally I love trilinear, but I also don't use Dynamic lights unless the mod absolutely needs it like Flashlight mods, HONTE or D64ifier

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

PostPosted: Sun Sep 12, 2021 9:46 pm
by ClessxAlghazanth
You go to Display Settings >> then Textures. The filtering is the very top option.

Personally I love trilinear, but I also don't use Dynamic lights unless the mod absolutely needs it like Flashlight mods, HONTE or D64ifier


Thanks

Tried turning it off , using bilinear filtering , switched almost every option on and off in textures menu , but no difference :cry:

Edit: To answer my own question , it was because spotlights were not working properly in the gles build. Hope it gets fixed in the next build :(

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

PostPosted: Mon Sep 20, 2021 12:24 am
by cyberdemon_ass
Hello.
I only have an old device and I've been playing EVP with LZDoom, which was recently updated, but I can only run it up to v2.4c and it has a bug like the gif image.
http://imgur.com/gallery/oO6hidT
Will there be support for LZDoom in the future?

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

PostPosted: Mon Sep 20, 2021 11:12 pm
by A_D_M_E_R_A_L
LZD support was never my aim and I have no clue what happened to the offsets there. If you can, try the GLES fork of GZD.

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

PostPosted: Tue Sep 21, 2021 12:01 am
by cyberdemon_ass
I see
I'll check out the GLES one

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

PostPosted: Wed Sep 22, 2021 1:52 am
by dead6
nothing special:



btw u have older ones...... The latest version somehow dont work on lzdoom ty

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

PostPosted: Wed Sep 22, 2021 5:57 am
by ClessxAlghazanth
dead6 wrote:nothing special:



btw u have older ones...... The latest version somehow dont work on lzdoom ty


Did you try running on latest GZDoom with gles 2.0 renderer ?

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

PostPosted: Wed Sep 22, 2021 8:24 am
by dead6
no on my mobile like delta touch btw it have gzdoom 4.6.1 but its laggy for low spec phone..

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

PostPosted: Wed Sep 22, 2021 4:26 pm
by kalensar
dead6 wrote:no on my mobile like delta touch btw it have gzdoom 4.6.1 but its laggy for low spec phone..


I'd recommend you get a cheapo chromebook. They run really well for Doom and can use both Linux stuff and Android Playstore stuff.

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

PostPosted: Thu Sep 23, 2021 12:44 am
by A_D_M_E_R_A_L
2.6a (23/9/21)
Spoiler:

Some of the changes also affect the Monsters-Only version

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

PostPosted: Sat Sep 25, 2021 6:31 am
by ClessxAlghazanth
Error with latest Monsters-only version

Using latest GZDoom build (pre-6) released today

My load order was

Doom Ii : In Spain Only (map wad - vanilla compatible)
EVP Monsters-only
Doom Incarnate
CrosshairHP
Hitmarkers

I tried with FInal Doomer , HnD , nothing but just the monsters only mod and same error every time

I haven't encountered such error before the recent update

Best regards