(v3.1e) Enhanced Vanilla Project (EVP) - My first Doom mod

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

Post by Doomenator »

What about the wall decals? I only see the decals from the SSG. (for EVP_Zand.pk3)
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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 »

FanDooM wrote:thorns large
They were like that in R667's Devil to begin with.
Doomenator wrote:What about the wall decals? I only see the decals from the SSG. (for EVP_Zand.pk3)
Ugh, decals, how they work.
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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 »

v15 (9/04/18)
Bullet tracers for all hitscan weapons, it's only a visual thing
Bullet and shell casings for all hitscan weapons
Fixed the "keys" part in HUD so they're aligned perfectly
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RedoLane
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by RedoLane »

Shouldn't you update the (V) port as well?
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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 »

RedoLane wrote:Shouldn't you update the (V) port as well?
Not much to add, but maybe

v15.1 (10/04/18)
Added the bullet tracers and casings for hitscan weapons in the V version
Attention to realism involved into the cross-compatible port, bullet tracers on hitscan monsters and weapons go where the BulletPuff is (cannot be added in any other ports, unfortunately)
Monsters that are resurrected by Arch-Viles no longer count as kills
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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 »

v16 (19/04/18)
Took out the port with custom gzdoom.pk3 from a download link for few good reasons:
1. Less time and pressure on updates
2. Let's be real, who wants a modded gzdoom.pk3 anyway?
Loop sound for Mancubus' fireball (should've did that long ago)
Hit sounds when you or monster gets hit by a hitscan weapon
Revenant seekers no longer have bullet puffs coming from behind a missile and they make a "DOOT" sound
Chainsaw has hit sounds for wall and it has decals (on Zand port, still didn't figured out the problem on GZD)
Hit sounds when bullets hit a wall
FanDooM
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by FanDooM »

found a flashlight "Steve's Flashlight Mod" , more realistic than the previous ones that I saw before, you could add it to the 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 »

FanDooM wrote:found a flashlight "Steve's Flashlight Mod" , more realistic than the previous ones that I saw before, you could add it to the mod.
I don't plan on adding that
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by FanDooM »

on what version are you testing it? and then on gzd 3.3.2 it sometimes does not shoot on time it does not go
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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 »

v17 (4/05/18)
Fixed some brightmaps for Revenant
Casings for hitscan monsters, exept Mastermind
Couple of sound changes/fixes
Biting sound for Demon and Spectre
Added spin-up frame for Chaingunner
New menu which should be compatible with "custom" menus from wads (tested with Hell Revealed 2 and BtSX - works well)
Last edited by A_D_M_E_R_A_L on Fri May 04, 2018 8:43 am, edited 1 time in total.
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m8f
 
 
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by m8f »

Pretty cohesive "darker vanilla" theme.
Some random suggestions:
- can you make downloads for GZDoom and Zandronum separate?
- plasma balls gldefs is missing
- maybe transparent powerups can be a little less transparent (soulsphere face is almost invisible)
- maybe make HUD scalable
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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 »

m8f wrote:Pretty cohesive "darker vanilla" theme.
Some random suggestions:
- can you make downloads for GZDoom and Zandronum separate?
- plasma balls gldefs is missing
- maybe transparent powerups can be a little less transparent (soulsphere face is almost invisible)
- maybe make HUD scalable
1. What's the point in that?
2. Didn't noticed, will fix that in a hotfix shortly
3. Render style is "Add" at max alpha (1.0), nothing can be done to make spheres "less transparent". They're pretty shiny with the lense flares and GLDEFS
4. I force scaled the HUD so people will stop asking "How do I scale the HUD?". Maybe I'll get rid of "forcescaled" in SBARINFO
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

v17.1 hotfix (4/05/18)
Fixed GLDEFS on plasma balls from plasma gun and Arachnotron
HUD can be scaled in GZD version (still force scaled in Zandronum)
Slight HUD changes for the powerup timer (moved it to be just under the "air meter")
Last edited by A_D_M_E_R_A_L on Fri May 04, 2018 9:39 am, edited 1 time in total.
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by m8f »

My nitpicks are not important, don't take them too seriously.
1. So people who don't use one of the engines don't have to download twice the size.
3. Ok. Don't mind me. They look good in their own way, more mysterious.

So far I like this mod. One of the good things is arch-vile's fire that doesn't obscure the view. It always bothered me in vanilla doom.
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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 »

v17.2 hotfix (10/05/18)
Increased the speed of bullet tracers on both versions
Slight HUD changes to the air meter, not it's aligned with other powerup timers
Brand new Chaingunner sprites (the mask is from Former Admiral which came from another CD addon - Dusted's Addon)

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