Enhanced Vanilla Project (EVP) - My first Doom mod

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A_D_M_E_R_A_L
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Joined: Sun Apr 16, 2017 2:55 am

Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

Image

Image
:arrow: DOWNLOAD (current version: 2.8c)
Monsters-only version
Corruption Cards patch
Changelog
Credits

Discord server
(If you like this mod, you can vote for it here. If you want. I don't force you.)

My very first Doom gameplay mod and it's QoL (Quality of Life) type of mod, good examples of which are Smooth Doom and Beautiful Doom.

:?: What this mod does?
:!: Gives vanilla Doom a fresh coat of paint, while maintaining vanilla gameplay.

READ ME!!!
Spoiler:
Be sure to enable center messages (in Mod Options)
Last edited by A_D_M_E_R_A_L on Sat Nov 05, 2022 1:12 am, edited 199 times in total.
DoodGuy
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by DoodGuy »

Beautiful brightmaps and animations. Not Beautiful Doom, but somewhat "modernized" Doom without the ridiculous gore and reloads.
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BerserkerNoir
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Graphics Processor: nVidia (Modern GZDoom)
Location: Veracruz, Mexico

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

Post by BerserkerNoir »

I love it so far.
Ive come across this issue, happens either in older or updated GZDOOM or QZDOOM.
https://imgur.com/BXG4ff5
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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 »

BerserkerNoir wrote:I love it so far.
Ive come across this issue, happens either in older or updated GZDOOM or QZDOOM.
https://imgur.com/BXG4ff5
Fixed already
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Doctrine Gamer
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Doctrine Gamer »

Your work is fine, your mod blends perfectly with the Dark Atmospheric music (Doom 64 or PSX Soundtrack) to an obscure atmosphere :D
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SiFi270
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by SiFi270 »

Revenant missiles seem to be invisible in this, meaning you have to keep an eye out for the dynamic lights they still produce.
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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 »

SiFi270 wrote:Revenant missiles seem to be invisible in this, meaning you have to keep an eye out for the dynamic lights they still produce.
I did fixed that, didn't I? Try to downloading it again, I do mention updates in changelogs
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SiFi270
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by SiFi270 »

I tried the link in the OP again, even though it was "you clicked this" brown, and got the same result.
Chloroxite
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Chloroxite »

I played for a couple of minutes and I already love it. This is exactly the mod I have been wanting for a while, something to build upon the themes of vanilla doom but still be vanilla doom in game play.

If I had to leverage some criticisms, it would be that some of the weapons lack responsiveness. Like the shotgun for example: I cannot fire it by repeated clicks, and I have to hold it for it to work properly. This occurs for the pistol, and the rocket launcher, and I have a feeling it occurs for other weapons that I have yet to test out, with excepts being the chaingun, and PROBABLY (as I have not tested it) the plasma gun. Other than that, this mod is good.

Fix these issues, and your mod is solid.
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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 »

Chloroxite wrote:I played for a couple of minutes and I already love it. This is exactly the mod I have been wanting for a while, something to build upon the themes of vanilla doom but still be vanilla doom in game play.

If I had to leverage some criticisms, it would be that some of the weapons lack responsiveness. Like the shotgun for example: I cannot fire it by repeated clicks, and I have to hold it for it to work properly. This occurs for the pistol, and the rocket launcher, and I have a feeling it occurs for other weapons that I have yet to test out, with excepts being the chaingun, and PROBABLY (as I have not tested it) the plasma gun. Other than that, this mod is good.

Fix these issues, and your mod is solid.
I don't see any issues with guns
Chloroxite
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Joined: Thu Jun 01, 2017 11:29 am

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

Post by Chloroxite »

A_D_M_E_R_A_L wrote:
Chloroxite wrote:I played for a couple of minutes and I already love it. This is exactly the mod I have been wanting for a while, something to build upon the themes of vanilla doom but still be vanilla doom in game play.

If I had to leverage some criticisms, it would be that some of the weapons lack responsiveness. Like the shotgun for example: I cannot fire it by repeated clicks, and I have to hold it for it to work properly. This occurs for the pistol, and the rocket launcher, and I have a feeling it occurs for other weapons that I have yet to test out, with excepts being the chaingun, and PROBABLY (as I have not tested it) the plasma gun. Other than that, this mod is good.

Fix these issues, and your mod is solid.
I don't see any issues with guns
What I mean is that there seems to be a large delay between when the firing animation finishes and when I can actually fire again. This also means that overall, firing by single clicks is slower than firing by holding it down.
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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 »

Update as of 27/10/17
Fixed Revenant's missile not appearing (renderstyle issue, should've fixed that long ago
Armor bonuses are now look good on all ports
Fixed some frames for Arachnpotron and Spider Mastermind (so as brightmaps for them)
Fixed brightmaps for Arch-Vile's pain frames (Q frames)
Added act sounds for Hell Knight, Cyberdemon and Spider Mastermind; pain sounds for Hell Knight and Baron

Also I'm working on a new Shotgunner right here :3:
Image
Chloroxite
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Chloroxite »

Upon further testing, I have found two things.

1. The problem I mentioned before does not exist in vanilla doom.
2. The problem is that there is something weird with the timing of the weapons, the weapon doesn't seem to begin checking for another click until a little after normal walk cycle has recommenced. In vanilla doom for comparison, the weapon could be fired as soon as the walk cycle recommenced.

Of course holding down the fire button produces the normal firing rate. Attempting to fire using timed clicks does not.
For example, in vanilla doom, the pistol can be spam-clicked, and still produce its maximum fire rate. But in EVP, spam-clicking does not allow the pistol to fire at it's fastest. Instead the shots end up being fired at random intervals and is over all slower to fire then if the mouse is held down. This IS spam clicking, but keep in mind that this occurs with timed shots as well.

I hope this helps in finding and fixing the issue which I solemnly swear exists.
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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 »

Chloroxite wrote:Upon further testing, I have found two things.

1. The problem I mentioned before does not exist in vanilla doom.
2. The problem is that there is something weird with the timing of the weapons, the weapon doesn't seem to begin checking for another click until a little after normal walk cycle has recommenced. In vanilla doom for comparison, the weapon could be fired as soon as the walk cycle recommenced.

Of course holding down the fire button produces the normal firing rate. Attempting to fire using timed clicks does not.
For example, in vanilla doom, the pistol can be spam-clicked, and still produce its maximum fire rate. But in EVP, spam-clicking does not allow the pistol to fire at it's fastest. Instead the shots end up being fired at random intervals and is over all slower to fire then if the mouse is held down. This IS spam clicking, but keep in mind that this occurs with timed shots as well.

I hope this helps in finding and fixing the issue which I solemnly swear exists.
So you just want more weapon responsiveness or something?
Chloroxite
Posts: 50
Joined: Thu Jun 01, 2017 11:29 am

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

Post by Chloroxite »

A_D_M_E_R_A_L wrote:
Chloroxite wrote:Upon further testing, I have found two things.

1. The problem I mentioned before does not exist in vanilla doom.
2. The problem is that there is something weird with the timing of the weapons, the weapon doesn't seem to begin checking for another click until a little after normal walk cycle has recommenced. In vanilla doom for comparison, the weapon could be fired as soon as the walk cycle recommenced.

Of course holding down the fire button produces the normal firing rate. Attempting to fire using timed clicks does not.
For example, in vanilla doom, the pistol can be spam-clicked, and still produce its maximum fire rate. But in EVP, spam-clicking does not allow the pistol to fire at it's fastest. Instead the shots end up being fired at random intervals and is over all slower to fire then if the mouse is held down. This IS spam clicking, but keep in mind that this occurs with timed shots as well.

I hope this helps in finding and fixing the issue which I solemnly swear exists.
So you just want more weapon responsiveness or something?
Pretty much.

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