(v3.1h) Enhanced Vanilla Project (EVP) - My first Doom mod

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

Post by NullWire »

what about of the sprites polish of the Chaingun, Plasma rifle and BFG-9000?
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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 »

NullWire wrote:what about of the sprites polish of the Chaingun, Plasma rifle and BFG-9000?
They seem OK for IMO, but that's a personal preference.
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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 »

v27.2a (4/3/19)
Brought back the GLDEFS on the humans when they fire (should make them easier to see where they shooting from)
Chaingunner's loop sound now stops when he gets gibbed

v27.2 (2/3/19)
Added fog effects (update your GZDoom to 3.5 and up)
Red-eyed grin face when you pickup a berserk pack
New RL and Chaingun sprites
Added a loop and stop sounds for Chaingunner's and Mastermind's chainguns
Added a new pickup sound for the Plasma Rifle
Ammo pickup messages are corrected on ITYTD and NM difficulties
The animated lights (for instance the flashing maze in E1M2 of UDoom) now work properly
Extra TP effects (pentagram on the ground)
Lost Souls now drop their pieces on death that shortly fade away
New trails for rockets (same for Cyberdemon's rockets and Revenant's missiles)
Unique casings for Pistol (Chaingun still has same bullet casings)

v27.1 (13/02/19)
Custom musghots when you have Invisibility and Invisibility + Invulnerability combo (ala Quake when you have Ring of Shadows and Ring + Pentagram of Protection combo)
Added most if not all the other Doom 3 player sounds for, well, the player (jumping, landing, death sounds and pressing walls)
Added unique sounds for doors/switches that require a key (1 sound for a keycard-locked door/switch, 2nd for skull-locked and 3rd for either keycard or skull-locked)
Edited a mouth on the Shotgunner
Fixed Chaingun's firing frame so it now plays properly
Edited player's death frames
New death sound for the Cyberdemon
Edited the middle eye on the Mastermind
Added extra IoS stuff: Afterimages on the cube andthe pentagram where the monster spawns
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Rex705
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Rex705 »

I would love it if you could add a kick. After playing mods with a kick for so long it hurts not having it. I just really like kicking things lol.

I also got an error with the current version of EVP. The game crashes when I open a door.

https://i.imgur.com/GN5IaWb.png
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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 »

Rex705 wrote:I would love it if you could add a kick. After playing mods with a kick for so long it hurts not having it. I just really like kicking things lol.

I also got an error with the current version of EVP. The game crashes when I open a door.

https://i.imgur.com/GN5IaWb.png
I'm sticking to vanilla guns (it's a mod that gives vanilla Doom an eye candy), no extra stuff and I heard GZD 3.7.2 is kinda unstable. Try other GZD versions, I use 3.5.1
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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 »

v27.4 (24/3/19)
Added extra pain sounds for the Arch-Vile
Added a prep sound for Shotgunner when he's about to fire
Added stretchy gibs when monsters get crushed (from Nash's Gore mod, credits to Nash)
Small edits on Revenant's brightmaps (his K frame)
Slightly changed BFG's select/deselect animation
Changed the sprites on the light amp goggles
Map name at the top of the screen when you enter a map (might work incorrectly if the wad you play didn't changed map names in say an automap)
Added the screen flinching when you get hurt (script is from Blade of Agony, credits to its devs)
Added low health effect (starts at 30 health, script also from Blade of Agony)
Fixed the absence of A_BossDeath on Baron's death state (my bad, I forgot to bring it back when I changed sprites)

v27.3 (12/3/19)
Changed the armor pickup sounds (both green and blue)
Added a distant sound of BFG ball's explosion
Faster gibbing animation for monsters that can gib
Added a distant explosion sound for Arch-Vile's hit sound
Added extra sounds for monsters:
Imp - extra melee sound, extra fireball explosion sounds
Caco - extra melee sound, extra lightning ball explosion sounds
HK/Baron - new melee sounds and new explosion sound for their projectiles
Shotgunner - extra sight and active sounds
Baron - new footstep sounds
Revenant - swing and ounch sounds
Arachnotron - footstep sound
Mancubus - all of his sounds, except his projectile
Firing animation on Imps, Demons, Spectres, Hell Knights and Barons changed (only visually, same tics)
Arch-Vile's attack now has a visual cue when he's about to finish his attack
Removed the screen tilt when using fists (felt it was unnecessary)
Note: If the save file from the previous version doesn't load, it's because I removed the states from stimpacks and medikits (pretty unnecessary)
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SpaceyStrife
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by SpaceyStrife »

I'm pleasantly surprised by this mod. It has a nice and cohesive aesthetic, and it's a good option to have when I feel like playing a mod like Project Brutality that makes everything look and feel cooler but I don't want to throw the balance of the map I'm playing into chaos with non-vanilla gameplay.

I have a few suggestions:
  • The Baron/Hell Knight sprites don't feel as good to me as the other monsters, mostly because the poorly drawn glowing veins are the main thing that I notice about them in dark rooms. If you're open to further sprite edits, I think the Hellstorm Archon from Realm667 has more nicely drawn body paint that could be used instead. Here's a quick edit that uses the gray parts of the Archon as red veins on the Baron:



    Otherwise, I think you could tweak the bright maps of the Baron/HK to darken the veins slightly so they don't take the focus away from the eyes and flames.
  • The new screen flinching when you get hurt should have a menu option to toggle it on or off like with the other tilt effects.
  • While it's not important to me personally, I think purists would appreciate an option to toggle the health change of Lost Souls.
TaporGaming
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by TaporGaming »

SpacemanStrife wrote:I'm pleasantly surprised by this mod. It has a nice and cohesive aesthetic, and it's a good option to have when I feel like playing a mod like Project Brutality that makes everything look and feel cooler but I don't want to throw the balance of the map I'm playing into chaos with non-vanilla gameplay.

I have a few suggestions:
  • The Baron/Hell Knight sprites don't feel as good to me as the other monsters, mostly because the poorly drawn glowing veins are the main thing that I notice about them in dark rooms. If you're open to further sprite edits, I think the Hellstorm Archon from Realm667 has more nicely drawn body paint that could be used instead. Here's a quick edit that uses the gray parts of the Archon as red veins on the Baron:



    Otherwise, I think you could tweak the bright maps of the Baron/HK to darken the veins slightly so they don't take the focus away from the eyes and flames.
  • The new screen flinching when you get hurt should have a menu option to toggle it on or off like with the other tilt effects.
  • While it's not important to me personally, I think purists would appreciate an option to toggle the health change of Lost Souls.
Oh... New Archon of Hell?. I guess...
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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 »

SpacemanStrife wrote:I'm pleasantly surprised by this mod. It has a nice and cohesive aesthetic, and it's a good option to have when I feel like playing a mod like Project Brutality that makes everything look and feel cooler but I don't want to throw the balance of the map I'm playing into chaos with non-vanilla gameplay.

I have a few suggestions:
  • The Baron/Hell Knight sprites don't feel as good to me as the other monsters, mostly because the poorly drawn glowing veins are the main thing that I notice about them in dark rooms. If you're open to further sprite edits, I think the Hellstorm Archon from Realm667 has more nicely drawn body paint that could be used instead. Here's a quick edit that uses the gray parts of the Archon as red veins on the Baron:



    Otherwise, I think you could tweak the bright maps of the Baron/HK to darken the veins slightly so they don't take the focus away from the eyes and flames.
  • The new screen flinching when you get hurt should have a menu option to toggle it on or off like with the other tilt effects.
  • While it's not important to me personally, I think purists would appreciate an option to toggle the health change of Lost Souls.
That looks like a cool concept. If you can finish them off, I'll gladly take those.
Screen flinching is in mod options, if you're asking to move it somewhere then that's a maybe. And flinch amount at 0.0 = off.
I nerfed Soul's health on purpose. They're a big nuisance.
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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 »

v28 (14/4/19)
Added blood and gore effects from Pandemonia
Added sparkle effects for all the spheres
New Spectre sprites
New firing sound for the Cyberdemon
New BFG sprites, courtesy of TypicalSF
New Plasma Rifle sprites, courtesy of Ali Jr.
Custom grin faces when you pickup a Soulsphere and Megasphere
New Arch-Vile sprites
New SSG sprites, courtesy of Ali Jr.
Added an option for shotguns (both single and double barrel) to gib enemies up-close
Extra landing sounds
Changed a pickup sound for health potions
Arch-Vile's attack gibs enemies
Added the gib deaths for these monsters: Demon, Spectre, Cacodemon and Arch-Vile
Changed sounds for Arachnotron
The air counter now only shows up when you're underwater and the "Air:" text is cyan
Updated SpriteShadows
Updated Tilt++
Changed the screen flinching to screen shaking when you get hit
Added offsets for hitscan monsters
New Revenant sprites, edited by Ali Jr.
(Temporary change) Changed the Invul visual effect because the colormap in GZD 4.0 is broken
Small changes to the powerup timers and air counter on the statusbar portion of the HUD
New Chainsaw sprites, edited by TypicalSF
Updated the nazi patch
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affandede
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by affandede »

You really hit the nail on feeling with your mod. It became an essential for me when I don't feel like playing with vanilla flavor for the god-knows-what-th time. By the way, did you nerf the fire rate of pistol from vanilla, or is it just me?
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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 »

affandede wrote:You really hit the nail on feeling with your mod. It became an essential for me when I don't feel like playing with vanilla flavor for the god-knows-what-th time. By the way, did you nerf the fire rate of pistol from vanilla, or is it just me?
It's just you, the pistol is exactly the same.
TaporGaming
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by TaporGaming »

The new plasma rifle and ssg are amazing. also the BFG too.

I wish that weapon sprites would be in Brutal Doom Addon
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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 »

v28.1 (29/4/19)
New sprites and pickup sound for an armor bonus
Code cleanup
Minor changes to the singlebarrel shotgun (mostly firing frames) by Ali Jr.
Changed Baron sprites, markings edited by SpacemanStrife
Changed the liquid splashes
Pickup sound changes for: bullet box, stimpack and medikit
Rad suit no longer leaks when you walk on high damaging floors
Updated the nazi patch

v28.2 (14/5/19)
Sound changes to an Arachnotron, doors and elevators
Brought back the old Invul effect (GZD 4.1 fixed the colormap bug)
Brand new difficulty - Doom Slayer! If you played Doom 64: Retribution(a Doom 64 TC by Nevander), you should know what this difficulty does. If not, well here's what it does:
Triple ammo;
Monsters have 20% less health, deal 20% extra damage, they're more aggressive, cannot be stunned and cannot infight with other monsters;
High tier ammo replaced with low tier ammo;
Some low tier monsters replaced with their high tier counterpart (not gonna name them, it's up to you to find out);
Imps are faster, so as their fireballs;
Medikits replaced with stimpacks, Invisibility spheres replaced with medikits, Invulnerability spheres replaces with Soulspheres.
Updated the nazi patch
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xDFx IRONWING
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by xDFx IRONWING »

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!
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