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

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

Post by PRIMEVAL »

Sounds prime! Thank you!
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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 »

PRIMEVAL wrote: Sun Dec 18, 2022 9:17 pm Sounds prime! Thank you!
https://cdn.discordapp.com/attachments/ ... m_9221.png
Fixed it on my end by adding an option to change the fog manually and making sure it doesn't change every game tick. Will be added in the next version.
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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 »

2.9 (22/12/22)
Spoiler:
Hopefully the last update before 2023, merry christmas and happy holidays.
Last edited by A_D_M_E_R_A_L on Thu Dec 22, 2022 6:44 am, edited 1 time in total.
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SupremeOasis
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by SupremeOasis »

Awesome gift, the new rocket launcher design is so excellent, and it's better to play with the new HUD adjustments. Are you planning to include a title screen as the cool Endoom ? And it is safe to continue mid-game with the update ? Merry Christmas and happy holidays to you too.
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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 »

SupremeOasis wrote: Thu Dec 22, 2022 12:22 am Awesome gift, the new rocket launcher design is so excellent, and it's better to play with the new HUD adjustments. Are you planning to include a title screen as the cool Endoom ? And it is safe to continue mid-game with the update ? Merry Christmas and happy holidays to you too.
No plans for the titlemap anytime soon and there shouldn't be any problems with save files from old versions, no changes to ACS were made and I want it to stay that way.
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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 »

Small update for the MO version
Spoiler:
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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 »

2.9a (15/1/23)
Spoiler:
2.9b (15/2/23)
Spoiler:
2.9c (15/3/23)
Spoiler:
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Minidoomer21
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Minidoomer21 »

A_D_M_E_R_A_L wrote:
> 2.9a (15/1/23)[spoiler]New BFG sprites (by Iamcarrotmaster)
> Changed the player sounds
> Removed the blinking effect from Parital Invis and Light Amp
> Goggles[/spoiler]
>
> 2.9b (15/2/23)[spoiler]Added a toggleable option for projectile loop sounds
> Crushed gibs will go away if a crushed monster got revived
> Raised the volume of the player hurt sounds
> Fixed several monsters turning invisible if they got crushed and then
> revived[/spoiler]
>
> 2.9c (15/3/23)[spoiler]Changed the "Secret Found" message to be
> nice and quick
> Fixed the blood on lowering floors
> The "low health" shaders are now toggleable
> Most gore props (mainly solid ones) now spill blood when shot
> Ceiling blood now spawns small droplets[/spoiler]


I've been wondering, since this is an enhanced version of vanilla doom, are there any new functions with any weapons? Take for example, the SSG having a 1 barrel alt-fire.
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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 »

Minidoomer21 wrote: I've been wondering, since this is an enhanced version of vanilla doom, are there any new functions with any weapons? Take for example, the SSG having a 1 barrel alt-fire.
No. All weapons with a slight exception being the chainsaw are 1:1 vanilla weapons.
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KTwo
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by KTwo »

Will there be more weapon sprites reworks?
The chaingun and chainsaw quite need it..
Last edited by KTwo on Fri Mar 17, 2023 3:13 pm, edited 1 time in total.
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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 »

KTwo wrote: Wed Mar 15, 2023 10:48 pm Will there be more weapon sprites reworks?
Maybe? We'll see about that.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Muppi »

I am getting an "Address not mapped to object". It may be the archvile Courtesy of CandiceJoy.
Suspected to be caused by

Code: Select all

void EVP_VileChase() { if(!A_CheckForResurrection(null,"vile_raise")) EVP_Chase(); }
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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 »

Muppi wrote: Fri Mar 17, 2023 2:34 am I am getting an "Address not mapped to object". It may be the archvile Courtesy of CandiceJoy.
Suspected to be caused by

Code: Select all

void EVP_VileChase() { if(!A_CheckForResurrection(null,"vile_raise")) EVP_Chase(); }
I think I know why, you're using a GZD version below 4.7. The A_CheckForResurrection function was changed and that allowed me to use a sound that's not "vile/raise". I personally use 4.8.2.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Muppi »

I am using 4.11pre. Same error with 4.10 too.
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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 »

Muppi wrote: Fri Mar 17, 2023 9:27 am I am using 4.11pre. Same error with 4.10 too.
Nothing on my end, latest version runs fine on 4.10. Double check your stuff.

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