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

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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 »

The D wrote:Ok but, how?
Mod options -> Compatibility
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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 »

v2.5 (7/7/21)
Spoiler:
Monsters-only hotfix
Removed the unnecessary property from Arachnotron. Oops.
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StraightWhiteMan
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by StraightWhiteMan »

Thanks for another update to one of my favorite mods. Nothing like some good QoL touchups. I almost prefer them over an increased content update. Is there any chance though that you can consider creating a patch to switch the weapon sprites back to the ones you used in the initial release? The sprites in the most recent versions of the mod are cool and look good, I just think the ones that you originally used looked cooler and fit with the mod's theme a lot better. Just figured I'd ask.
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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 »

Probably not, the current weapon sprites satisfy me enough.
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StraightWhiteMan
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by StraightWhiteMan »

Cool cool, sounds good. No big deal. Keep on rockin.
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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 »

Main mod hotfix
Fixed the VM abort that's caused by picking up a timed powerup you already have
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Rowsol
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Rowsol »

While playing through RAMP I've noticed that the stealth versions of the monsters aren't affected with this. It seems like an oversight. They are rarely used afterall.
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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 »

Rowsol wrote:While playing through RAMP I've noticed that the stealth versions of the monsters aren't affected with this. It seems like an oversight. They are rarely used afterall.
Yeah I didn't touched the stealth monsters cuz, like you said, next to no one uses them.
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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 »

v2.6 (26/8/21)
Spoiler:
Some of the changes also affect the Monsters-Only version
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jetstrange
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by jetstrange »

Pretty awesome mod indeed :D
lexahelm
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by lexahelm »

Hi there! Awesome mod indeed, but is there a separate version of ACES tonemap mod or its entarely build in evp? if there exist please show me.
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Void Warrior
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Void Warrior »

I will say that I have seen this mod many times and have not touched it for a long time! Still, I downloaded EVP and I can't tear myself away from it anymore! If I were to briefly describe this project, it would be like this: "The best modern vanilla DOOM that I have ever seen!"

I'm even offended that I ignored him for so long! A_D_M_E_R_A_L, I give you the honor for such a job done. I will look forward to new versions! 38^)
TheOldKingCole
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by TheOldKingCole »

I don't know if this would be possible with GZdoom but a cool feature for a future update would be HL2 style damage makers that tell you which direction you were attacked from when you get hit
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ClessxAlghazanth
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by ClessxAlghazanth »

TheOldKingCole wrote:I don't know if this would be possible with GZdoom but a cool feature for a future update would be HL2 style damage makers that tell you which direction you were attacked from when you get hit


I think Nash (creator of Nashgore , Tilt++ etc) was working on a similar project. Don't know if it was completed or relased though
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StraightWhiteMan
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by StraightWhiteMan »

viewtopic.php?t=57576

I'm not sure if it's HL2 styled, but it works good and is awesome.
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