(v3.1f) Enhanced Vanilla Project (EVP) - My first Doom mod
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod
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.
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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Re: Enhanced Vanilla Project (EVP) - My first Doom mod
It should be off by default, idk how it doesn't save the settings on your end.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.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod
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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Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Idk, seems to work fine for me. Could be the barrels that blow up at the very start.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.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod
2.7d (31/5/22)
Forgot to update the string for Partial Invis' warning message, oops
Spoiler:Main mod hotfix:
Forgot to update the string for Partial Invis' warning message, oops
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod
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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Re: Enhanced Vanilla Project (EVP) - My first Doom mod
2.7e (21/6/22)
Hotfixes for the main mod
Spoiler:EDIT:
Hotfixes for the main mod
Spoiler:
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Higher Powers, with the new version, darkness no longer appears after moving to the next level. Thanks!
I'll evaluate the innovations and corrections somehow.

I'll evaluate the innovations and corrections somehow.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod
I guess the order of certain things in the code matters. Fixed, redownload the mod.Void Warrior wrote:Higher Powers, with the new version, darkness no longer appears after moving to the next level. Thanks!![]()
I'll evaluate the innovations and corrections somehow.
Spoiler:
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod
2.7f (21/7/22)
Spoiler:
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod
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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Re: Enhanced Vanilla Project (EVP) - My first Doom mod
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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Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Hellbound is my all-time fav mapset and it fits perfectly with the mod, highly recommend.TheOrangeGuy wrote:This looks really cool, looks like a edgy reskin of vanilla doom, would love to use it whit wads like hellbound
All weapons are 1:1 vanilla weapons except for the chainsaw and I don't plan on changing their behavior.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.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Huh, guess the smoother animation make them look slower? i have no idea why they feel like they're weaker/slower thenA_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.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Does the EVP Mancubus shoot lower than his GZDoom counterpart?