Enhanced Vanilla Project (EVP) - My first Doom mod

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

Postby A_D_M_E_R_A_L » Tue May 29, 2018 9:39 pm

FanDooM wrote:http://rgho.st/664HDBZGw/image.png

Ye I noticed it when I recieved the ZScript file, but that doesn't bug Me at all. Just do what the text says and you're good.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Thu Jun 07, 2018 9:17 pm

v18.3 (8/06/18)
More tweaking on the sound limits
Added body crash sounds for necessary monsters
Changed the frequency of explosions when Arachnotron dies
Bullet tracer speed changed to 300 on both ports
Fixed the colors on armor absorption number (used to be blue all the time, now it's corrected) in GZD version of the HUD
Smooth explosive barrels
New sound for Mastermind's chaingun
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Tue Jun 19, 2018 8:43 am

v19 (19/06/18)
Changed the sprites on the Cyberdemon (added shoulder spikes from LCA's True Legendary Cyberdemon)
Added some color to the pickup messages
More sound limit tweaking
Added a patch file for Nazis (both GZD and Zandronum), load it AFTER the mod via batch file (type "-file *file name*") if the WAD you play doesn't have Dehacked monsters
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Fri Jun 29, 2018 12:37 am

v19.1 (29/06/18)
More sound tweaking
Some brightmaps were tweaked
Changed the sprites for small cell pack
Changed the color of "Vision:" text in the HUD to gold
Changed the "active" sound to Barons
Brought back Zombiemen with rifles (too much of a pain in the neck to get the pistol ones to not look a bit silly)
Changed the Revenant's missiles a bit, now it has a 50/50 chance (I HOPE that's how actuall OG missiles work) to fire either normal or a seeking missile
Included DarkDoom Z to the GZDoom port (adjust the map lighting to your liking and light your path a bit with an implemented flashlight), which means you're kinda forced to use version 3.3+
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby TaporGaming » Tue Jul 17, 2018 1:10 am

Nice mod!. This inspire me that Complex Doom and Brutal Doom!.

That hellfire cyberdemon has horns. nice job
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Wed Jul 18, 2018 4:49 am

TaporGaming wrote:Nice mod!. This inspire me that Complex Doom and Brutal Doom!.

That hellfire cyberdemon has horns. nice job

Thx. I'm proud on how the Cyber looks now, especially in the dark.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Sat Jul 21, 2018 8:23 am

v19.2 (18/07/18)
New RL skin
Color tweaking on pickup messages
Mastermind's footsteps are as frequent as Arachno's

(GZD port exclusive stuff)
DDZ is updated to 1.5 (swap to GZD 3.4.1)
Added Steve's Flashlight (credits to SuaveSteve)

v19.3 (21/07/18)
New armor sprites
Slight tweaks with the lighting on pickups
Fixed brightmaps for small cell pack
New pickup sound for BFG
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby Mko74 » Sat Jul 21, 2018 9:26 am

Great Mod!!! the monsters sprites are awesome.

Can you put an ignition sound on the flashlight like in beam flashlight?
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Sat Jul 21, 2018 10:25 pm

Mko74 wrote:Great Mod!!! the monsters sprites are awesome.

Can you put an ignition sound on the flashlight like in beam flashlight?

If I can figure out how to do so, yes.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Sun Jul 22, 2018 6:26 am

v19.4 hotfix (22/07/18)
Added a sound of turning on/off a flashlight
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Mon Jul 30, 2018 9:40 am

19.5 (30/07/18)
Slight changes to Cacodemon sprites (changed the middle eyeball to the one from Hard Doom's Agathodemon)
Brought back old Chaingun pickup sounds
NEW Rocket Launcher sprites by Carrot
Fixed Arachnotron's liquid splashes
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Sun Aug 05, 2018 8:41 am

v20 (4/08/18)
Pickup sounds for chainsaw, SSG, chaingun and RL
Pickup sprite for pistol and SSG
New BFG sprites (from Doom: Infernal Attack, which is quite a mess in terms of things it has IMO)
Last but not least: Statusbar HUD, both in ZScript (GZDoom port) and SBARINFO codes (Zandronum port) with the level stats, powerup timers, berserk status etc.

v20.1 (5/08/18)
The color on health and armor counters goes to light blue if your health/armor is above 200
Detailed pump animation for the shotgun
New landing sound
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby Rex705 » Wed Aug 08, 2018 12:45 am

I use Ketchup mod and for whatever reason, it changes the color of the fireballs that the hell knights throw from blue to green. I get the blood but fireballs? Anyway, it would be cool if EVP had some simple gore like ketchup.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby A_D_M_E_R_A_L » Wed Aug 08, 2018 1:06 am

Rex705 wrote:I use Ketchup mod and for whatever reason, it changes the color of the fireballs that the hell knights throw from blue to green. I get the blood but fireballs? Anyway, it would be cool if EVP had some simple gore like ketchup.

It might be because the actors in the Ketchup mod override this mod's actors
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Postby Glaice » Mon Aug 13, 2018 1:14 am

All of the screenshots under the "READ THIS!" spoiler are broken.
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