Enhanced Vanilla Project (EVP) - My first Doom mod

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Void Warrior
Posts: 79
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Location: Russian Federation

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

Post by Void Warrior »

A_D_M_E_R_A_L, I've been encountering one bug from your mod for a long time.

Every time I run WAD with EVP, DarkDoomZ always turns on. The fact is that I have it completely disabled in the settings, but the mod activates it anyway. Moreover, DarkDoomZ turns on when switching to another map. Am I the only one with such a problem? If so, how to solve it.

The bug has appeared since version 2.7a. Since 2.7c is also present.
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A_D_M_E_R_A_L
Posts: 262
Joined: Sun Apr 16, 2017 2:55 am

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

Post by A_D_M_E_R_A_L »

Void Warrior wrote:A_D_M_E_R_A_L, I've been encountering one bug from your mod for a long time.

Every time I run WAD with EVP, DarkDoomZ always turns on. The fact is that I have it completely disabled in the settings, but the mod activates it anyway. Moreover, DarkDoomZ turns on when switching to another map. Am I the only one with such a problem? If so, how to solve it.

The bug has appeared since version 2.7a. Since 2.7c is also present.
It should be off by default, idk how it doesn't save the settings on your end.
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Misery
Posts: 157
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Misery »

Is there anything included in the new version of Enhanced Vanilla that could potentially greatly slow down a map, or one part of a map? For some reason, usin' Enhanced Vanilla on Map 2 of Sunlust slows the first few rooms to a crawl. The strange part is it is only one part of the map. Once out of that area, the game returns to normal. I don't know enough about ZScript to understand what could cause it.
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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 »

Misery wrote:Is there anything included in the new version of Enhanced Vanilla that could potentially greatly slow down a map, or one part of a map? For some reason, usin' Enhanced Vanilla on Map 2 of Sunlust slows the first few rooms to a crawl. The strange part is it is only one part of the map. Once out of that area, the game returns to normal. I don't know enough about ZScript to understand what could cause it.
Idk, seems to work fine for me. Could be the barrels that blow up at the very start.
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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 »

2.7d (31/5/22)
Spoiler:
Main mod hotfix:
Forgot to update the string for Partial Invis' warning message, oops
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StraightWhiteMan
Posts: 42
Joined: Thu Jul 02, 2020 8:07 pm
Graphics Processor: nVidia (Modern GZDoom)

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

Post by StraightWhiteMan »

This isn't beneficial or helpful feedback, but I just wanted to say, again, I f#cking love this mod. Thank you very much for continuing to update it.
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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 »

2.7e (21/6/22)
Spoiler:
EDIT:
Hotfixes for the main mod
Spoiler:
Void Warrior
Posts: 79
Joined: Thu Feb 04, 2021 11:54 am
Location: Russian Federation

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

Post by Void Warrior »

Higher Powers, with the new version, darkness no longer appears after moving to the next level. Thanks! :D

I'll evaluate the innovations and corrections somehow.
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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 »

Void Warrior wrote:Higher Powers, with the new version, darkness no longer appears after moving to the next level. Thanks! :D

I'll evaluate the innovations and corrections somehow.
I guess the order of certain things in the code matters. Fixed, redownload the mod.
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 »

2.7f (21/7/22)
Spoiler:
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TheOrangeGuy
Posts: 2
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Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Italy, AKA: Pizza Land

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

Post by TheOrangeGuy »

This looks really cool, looks like a edgy reskin of vanilla doom, would love to use it whit wads like hellbound
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generic name guy
Posts: 90
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Graphics Processor: nVidia with Vulkan support
Location: Brazil

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

Post by generic name guy »

Very good mod! but it'd benefit from a way of making the weapons feel a bit faster though, they just feel really slow for some reason.
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A_D_M_E_R_A_L
Posts: 262
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

TheOrangeGuy wrote:This looks really cool, looks like a edgy reskin of vanilla doom, would love to use it whit wads like hellbound
Hellbound is my all-time fav mapset and it fits perfectly with the mod, highly recommend.
generic name guy wrote:Very good mod! but it'd benefit from a way of making the weapons feel a bit faster though, they just feel really slow for some reason.
All weapons are 1:1 vanilla weapons except for the chainsaw and I don't plan on changing their behavior.
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generic name guy
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Graphics Processor: nVidia with Vulkan support
Location: Brazil

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

Post by generic name guy »

A_D_M_E_R_A_L wrote: All weapons are 1:1 vanilla weapons except for the chainsaw and I don't plan on changing their behavior.
Huh, guess the smoother animation make them look slower? i have no idea why they feel like they're weaker/slower then
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Misery
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Misery »

Does the EVP Mancubus shoot lower than his GZDoom counterpart?

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