[WIP] Vanilla Ice v0.9 - Extreme Gibbitude

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[WIP] Vanilla Ice v0.9 - Extreme Gibbitude

Postby doomduck » Mon Nov 23, 2020 3:40 pm



WHAT'S IT ABOUT?

Vanilla Ice is a mod for G/ZDoom that enhances the vanilla experience with new effects and animations without changing the vanilla gameplay and still looking like something that could have come out in the 90s!

FEATURES:

- Weapons have "jerky" smooth animations and also bullet casings!
- Weapons are more responsive and switch faster!
- More impactful powerups! Soulsphere flashes the screen blue, radsuit flashes it green, and so on...
- Random mirrored deaths for most monsters, and optional alternative deaths too!
- New gib deaths for monsters that didn't have them!
- You can now gib enemies' corpses with explosives!
- Correct blood colors for Cacodemons, Barons and Hell Knights! Lost Souls and Revenants also don't bleed anymore.
- More impactful explosions! Explosions shake the screen now and have some cool effects!
- Optional SSG and Chainsaw gibbing for all your gibby needs!
- Optional gameplay modifiers, like silent fists and recoil for the SSG and the BFG!

DOWNLOAD v0.9
(Tested with ZDoom v2.8.1, should be compatible with the newest GZDoom and Zandronum)

Recommended add-ons:
Vanilla Essence by Pixel Eater: Makes the game look closer to the original Doom on MS-DOS!
Sprite Shadow by Nash: Gives some nice Duke3D-style shadows to monsters!
HQ Doom Music by Shane: Awesome HQ Doom music covers!

SCREENSHOTS:
Spoiler:


CHANGELOG:
Spoiler:


CREDITS:
Spoiler:


Note: If you see something in this mod that belongs to you and you don't want it being used, please contact me so I can remove it from the mod.
Last edited by doomduck on Thu Dec 31, 2020 12:34 pm, edited 9 times in total.
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Re: [WIP] Vanilla Ice v0.2 - Vanilla Enhancement mod for G/Z

Postby doomduck » Fri Nov 27, 2020 7:52 am

New version is up!

Here's the changelog:

v0.2 changelog
- Added new gib effects
- Added corpse gibbing
- Added alternative deaths for some enemies (optional, on by default)
- Added SSG gibbing (optional, on by default)
- Added Chainsaw gibbing (optional, off by default)
- Added an option to make the weapons always bob (off by default)
- Added optional recoil to SSG, Rocket Launcher and BFG (off by default)
- Added bullet casings
- Added an option to disable screen shaking
- Added script that shows map name when you start a map (Credits to Kipo, taken from his DN3Doom mod)
- Added gibbing animations to enemies that didn't have them
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Re: [WIP] Vanilla Ice v0.3 - Vanilla Enhancement mod for G/Z

Postby doomduck » Sat Nov 28, 2020 11:40 am

New update.

Changelog:

v0.3 changelog
- Fixed a bug where the chaingun's muzzleflash would disappear in GZDoom
- Fixed a bug where gibbed corpses would be pushed back by explosions
- Added alternative SSG reload animation (optional, off by default) (Credits to jdredalert and Azazel)
- Added an optional reworked BFG projectile (optional, off by default) (not finished yet)
- Modified the middle frame of the shotgun pump animation (Credits to Scuba Steve)
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Re: [WIP] Vanilla Ice v0.4 - Vanilla Enhancement mod for G/Z

Postby doomduck » Tue Dec 01, 2020 11:33 am

New minor update

Changelog:

v0.4 changelog
- Added liquid splashes (Credits to MObreck)
- Added up sound for all weapons
- Chaingunner now uses pistol sound for his attack
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Re: [WIP] Vanilla Ice v0.5 - The BFG Update

Postby doomduck » Fri Dec 04, 2020 11:10 am

New update!

Changelog:

v0.5 changelog
- Removed screen shaking when taking damage
- Changed raise sounds for all weapons except Shotgun and SSG
- Added gibs particles to player's gib death
- Added option to make gibs stay on the floor (off by default)
- Chainsaw now gibs any enemy, not just low-tier
- New reworked BFG projectile that tries to simulate Quake 2's BFG (optional, off by default)
- Reduced recoil for all weapons
- Added GAMEINFO lump
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Re: [WIP] Vanilla Ice v0.6 - The Rifle Update

Postby doomduck » Mon Dec 07, 2020 10:00 am

New update!

Changelog:

v0.6 changelog
- Fixed green and blue gibs not staying on floor
- Added an option to make Zombieman drop a rifle (off by default)
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Re: [WIP] Vanilla Ice v0.6 - The Rifle Update

Postby BerserkerNoir » Mon Dec 07, 2020 4:19 pm

Cool mod, minimalist and while not "Smooth" is indeed an improvement over vanilla and better yet, compatible with older ZDOOM.
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Re: [WIP] Vanilla Ice v0.6 - The Rifle Update

Postby Captain J » Tue Dec 08, 2020 10:06 am

Not bad! Not bad at all. It does not change the things drastically and yet the gameplay is way smoother and decent now. I really dig the weapon bob while shooting and whatnot. It's a decent change.

But i'm not sure why Rifle spawns just one casing after firing like, 5 bursts. And the gibs float when they land on the lift and i activate it. Also why my fists move significantly slow? It makes the zombies always attack me despite i'm trying to do a sneak kill.

Anyways promising mod!
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Re: [WIP] Vanilla Ice v0.6 - The Rifle Update

Postby doomduck » Tue Dec 08, 2020 2:49 pm

BerserkerNoir wrote:Cool mod, minimalist and while not "Smooth" is indeed an improvement over vanilla and better yet, compatible with older ZDOOM.


Thank you! I wanted to keep it compatible with Zandronum/ZDoom because those are my preferred source ports.

Captain J wrote:But i'm not sure why Rifle spawns just one casing after firing like, 5 bursts.


Oops. That's because it originally fired only one bullet, but I realized that it was too OP. I guess I forgot to change the animation.
Will fix this in the next update!

Captain J wrote:Also why my fists move significantly slow? It makes the zombies always attack me despite i'm trying to do a sneak kill.


I couldn't find a way to make the punching animation look good while keeping the vanilla timing. I either had to "cut" frames from the animation or make
each frame last a single tic and both looked bad. I'll see if I can change this in the next version.
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Re: [WIP] Vanilla Ice v0.6 - The Rifle Update

Postby NeonLights95 » Wed Dec 09, 2020 12:12 pm

Looks promising. I think you are onto something with Vanilla Ice.
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Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP] Vanilla Ice v0.7 - Goobye Hitscanners!

Postby doomduck » Fri Dec 11, 2020 4:03 pm

New update!

Changelog:

v0.7 changelog
- Slightly changed Rifle's animation
- Added an option to disable hitscan attacks for zombies (off by default)
- Added optional new sprites for the Imp's and Caco's fireballs (Credits to osjclatchford) (off by default)
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Re: [WIP] Vanilla Ice v0.8 - Smooth Explosions

Postby doomduck » Sun Dec 13, 2020 2:54 pm

New update!

Changelog:

v0.8 changelog
- Fixed a graphical bug in the Chaingunner's alt death
- Added smooth explosions (Credits to the Smooth Doom team) (optional, on by default)
- Added fuzzy gibs for the Spectre
- Changed the reworked BFG ball to more closely resemble the Quake 2 BFG (Credits to TheCamaleonMaligno)
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Re: [WIP] Vanilla Ice v0.9 - Extreme Gibbitude

Postby doomduck » Thu Dec 31, 2020 12:34 pm

New update!

Changelog:

v0.9 changelog
- Added Shadow Warrior-styled flying blood (Credits to Nash) (optional, on by default)
- Added shootable corpse decorations (Credits to Nash)
- Added bullet ricochet sounds
- Fixed a crash in Zandronum related to the TERRAIN lump
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Re: [WIP] Vanilla Ice v0.9 - Extreme Gibbitude

Postby FrankenHoovy » Thu Jan 07, 2021 6:26 pm

Really loving this mod and its updates as of late. However, I need to mention the corpse decorations can actually block your movement. It's a particularly nasty issue in E4M6 in The Ultimate Doom, right at that spot with all the rocket ammo where the Cyberdemon shows up near the end. Most of the time, the problem is caused by the compatibility setting that causes actors to be infinitely tall, and that setting includes the corpse decorations for some reason. It's not really game breaking and can actually be avoided entirely if you just keep that particular setting off, but I just wanna give a heads up to those who use the mod and especially to the author. It's the only glaring issue I have with this mod as of now; everything else is superb and is honestly my new go-to for classic Doom at the moment.
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