Enhanced Vanilla Project (EVP) - My first Doom mod

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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 »

SadCack wrote: Thanks man! I absolutely adore EVP, and I sincerely appreciate your hard work!
On a side note, do you think you could add an option for pistol starts in the next version of the mod?
Forced pistol starts? Eh, what stops you from just doing idclevxx or "map mapxx" in the console? (xx - map number)
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BROS_ETT_311
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by BROS_ETT_311 »

SadCack wrote: Fri Apr 14, 2023 11:02 am On a side note, do you think you could add an option for pistol starts in the next version of the mod?
Try this - viewtopic.php?f=43&t=71333 ([Universal] Pistol Starter - More Inventory [Up 2/4/2021])
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by SadCack »

BROS_ETT_311 wrote: Sat Apr 15, 2023 12:22 am
SadCack wrote: Fri Apr 14, 2023 11:02 am On a side note, do you think you could add an option for pistol starts in the next version of the mod?
Try this - viewtopic.php?f=43&t=71333 ([Universal] Pistol Starter - More Inventory [Up 2/4/2021])
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 »

2.9e (13/5/23)
Spoiler:
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Gorec »

i had these thoughts for a while but i always forget to actually post here:
1.option to change zombie projectiles into hitscanners like in vanilla doom, chaingunners and shotgunners cant do shit if i go in circles(for spidermind too)
2.make boss teleporting effects like screenshake and sounds optional, sometimes cybers constantly teleport between their towers so it can get pretty nauseous, also screenshake for weapons in general should be optional
3.make ssg actually gib enemies like in smooth doom, shotgun stays the same
4.i noticed this right now but i sometimes cant tell how much damage i take with these new damage colors,i dont see an option to change that in any way
5. oh yeah and option for 100 hp lost souls
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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 »

Gorec wrote: Wed Jun 14, 2023 1:24 pm i had these thoughts for a while but i always forget to actually post here:
1.option to change zombie projectiles into hitscanners like in vanilla doom, chaingunners and shotgunners cant do shit if i go in circles(for spidermind too)
2.make boss teleporting effects like screenshake and sounds optional, sometimes cybers constantly teleport between their towers so it can get pretty nauseous, also screenshake for weapons in general should be optional
3.make ssg actually gib enemies like in smooth doom, shotgun stays the same
4.i noticed this right now but i sometimes cant tell how much damage i take with these new damage colors,i dont see an option to change that in any way
5. oh yeah and option for 100 hp lost souls
1. Hard "no" on that
2. Might make screen shake optional
3. It's fine as is
4. Damage screen stuff is weird
5. Same as #1
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Gorec »

1.why not? having that option makes the mod more vanilla like, same as attack offsets and rocket infinite height damage
3.all ssg gibbing option is doing right now is just spawning more blood and a bit of meat, cant really call that gibbing
5.same as #1, i know lost souls can be annoying but only some wads actually benefit from reducing their health, also as a different approach maybe buff their hp to 70 or 80
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

2.9f (21/6/23)
Spoiler:
2.9g (15/7/23)
Spoiler:
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TheVanessii
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by TheVanessii »

A_D_M_E_R_A_L wrote: Fri Jul 14, 2023 7:21 pm 2.9f (21/6/23)
Spoiler:
2.9g (15/7/23)
Spoiler:
Hey there! Got a crash to console on GZDoom v4.10.0. This happens on Nightmare mode when a certain amount of time has passed, or something like that. Maybe it has something to do with enemies or something. I checked my load order and even when EVP is the only mod, it still crashes the same. Really fun mod! Among my favorites. Just hope this gets fixed one day so that I can play nightmare ^v^

Code: Select all

VM execution aborted: tried to read from address zero.
Called from EVP_StaticEventHandler.NetworkProcess at EVP-v2.9g.pk3:zs_evp/handlerbase.zsc, line 255
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

TheVanessii wrote: Thu Aug 03, 2023 9:32 am Hey there! Got a crash to console on GZDoom v4.10.0. This happens on Nightmare mode when a certain amount of time has passed, or something like that. Maybe it has something to do with enemies or something. I checked my load order and even when EVP is the only mod, it still crashes the same. Really fun mod! Among my favorites. Just hope this gets fixed one day so that I can play nightmare ^v^

Code: Select all

VM execution aborted: tried to read from address zero.
Called from EVP_StaticEventHandler.NetworkProcess at EVP-v2.9g.pk3:zs_evp/handlerbase.zsc, line 255

Code: Select all

 if(Cvar.GetCVar("mblur_pcurve",plr).GetInt() == 1) pitchcurve = sin(90. - abs(plr.mo.pitch)); 
Idk how this can cause issues, I did some testing and everything is fine. If for some reason you have motion blur on, try turning it off.
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generic name guy
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by generic name guy »

A_D_M_E_R_A_L wrote: Fri Aug 04, 2023 6:31 am

Code: Select all

 if(Cvar.GetCVar("mblur_pcurve",plr).GetInt() == 1) pitchcurve = sin(90. - abs(plr.mo.pitch)); 
Idk how this can cause issues, I did some testing and everything is fine. If for some reason you have motion blur on, try turning it off.
From the line it looks like that CVar is missing, maybe a faulty download messed up the CVARINFO file?
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by TheVanessii »

A_D_M_E_R_A_L wrote: Fri Aug 04, 2023 6:31 am
TheVanessii wrote: Thu Aug 03, 2023 9:32 am Hey there! Got a crash to console on GZDoom v4.10.0. This happens on Nightmare mode when a certain amount of time has passed, or something like that. Maybe it has something to do with enemies or something. I checked my load order and even when EVP is the only mod, it still crashes the same. Really fun mod! Among my favorites. Just hope this gets fixed one day so that I can play nightmare ^v^

Code: Select all

VM execution aborted: tried to read from address zero.
Called from EVP_StaticEventHandler.NetworkProcess at EVP-v2.9g.pk3:zs_evp/handlerbase.zsc, line 255

Code: Select all

 if(Cvar.GetCVar("mblur_pcurve",plr).GetInt() == 1) pitchcurve = sin(90. - abs(plr.mo.pitch)); 
Idk how this can cause issues, I did some testing and everything is fine. If for some reason you have motion blur on, try turning it off.
Hey there ! ^v^

I disabled motion blur, I have it on because I think it's pretty.
This did however, lead me to discover a different error message upon disabling it!
Same type of Nightmare mode crash. I noticed it may have something to do with how
enemies respawn. When the black and red variants show up, things get unstable. Posting the
full log !

Code: Select all

Log started: 2023-08-04 08:02:32
]god
Degreelessness Mode ON
]give all
Armor shard (+2 armor)
Health flask (+2 health)
Pump Action Shotgun
Health flask (+2 health)
Pump Action Shotgun
+2 Shells
Captured Screenshot_Doom_20230804_080330.png
Pump Action Shotgun
Pump Action Shotgun
Armor shard (+2 armor)
Pump Action Shotgun
Pump Action Shotgun
Health flask (+2 health)
Health flask (+2 health)
Health flask (+2 health)
Health flask (+2 health)
Pump Action Shotgun
VM execution aborted: array access out of bounds. Size = 0, current index = 0

Called from EVP_Monster.GetParticleColor at EVP-v2.9g.pk3:zs_evp/sfx/sfxbase.zsc, line 34
Called from EVP_Imp.StateFunction.12 at EVP-v2.9g.pk3:zs_evp/monsters/imp.zsc, line 68
Called from EVP_Monster.Tick at EVP-v2.9g.pk3:zs_evp/monsters/monsterbase.zsc, line 56
Called from EVP_Imp.Tick at EVP-v2.9g.pk3:zs_evp/monsters/imp.zsc, line 41
Called from state EVP_Imp.12 in EVP_Imp
Called from Thinker.Tick [Native]
I hope this helps a bit more ! Tested in E1M1, no other mods, killed enemies around map then circled around to let them respawn
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

OKAY, the culprit is the particles not caching properly for respawned monsters (only imps and nobles) which I've just fixed on my end.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by TheVanessii »

A_D_M_E_R_A_L wrote: Fri Aug 04, 2023 7:41 am OKAY, the culprit is the particles not caching properly for respawned monsters (only imps and nobles) which I've just fixed on my end.
Nice!
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

3.0 pre1 (10/9/23)
GZDOOM REQUIREMENT BUMPED TO 4.8
Spoiler:

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