Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trailer]

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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) NEW RELEASE!!

Postby KynikossDragonn » Mon May 03, 2021 3:50 am

eharper256 wrote:{disapproving old man noises} :lol:
Seriously, though, I have a strict 8 hour sleep policy as I have to be in good mental capacity in order to do my job (even when I'm working from home).


I fully understand, yeah. Most of my attempts to stream usually get ruined by the fact my parents refuse to stop using Windows 10 and there's nothing in Windows 10 that allows me to setup a proper traffic shaping to prevent triggering bufferbloat, so I either have to immediately start streaming by the time they go to bed around 10:00 PM Central, or I have to start sometime during the day when I'm certain their PC's aren't trying to do anything to trigger bufferbloat.

I guess since you're from the UK I probably should aim for a time that's in the middle of the day for you?

I've basically had to start streaming sometime around midnight just so Marisa can wake up in time to watch so I'm used to basically being nocturnal over here.

ShockwaveS08 wrote:you could optimize the filesize immensely by comverting any and all .WAV sounds to .OGG.


I'd honestly rather recommend FLAC instead of Vorbis, because some sounds will really turn into mush under Vorbis and will generally survive better under FLAC, or even just IMA ADPCM. I never tried testing if GZDoom's audio subsystem can handle IMA ADPCM though.
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) NEW RELEASE!!

Postby eharper256 » Mon May 03, 2021 5:24 am

KynikossDragonn wrote:I guess since you're from the UK I probably should aim for a time that's in the middle of the day for you?


Well, if its a weekday, I am routinely working 9am -6pm (although not today; its a British Bank Holiday). So yes, assuming you're talking about CST, my 6pm would be 1pm for yourself.

KynikossDragonn wrote:
ShockwaveS08 wrote:you could optimize the filesize immensely by comverting any and all .WAV sounds to .OGG.


I'd honestly rather recommend FLAC instead of Vorbis, because some sounds will really turn into mush under Vorbis and will generally survive better under FLAC, or even just IMA ADPCM. I never tried testing if GZDoom's audio subsystem can handle IMA ADPCM though.

I'm not much of an audio-guru to be honest, but everything I've muxed myself has been in OGG. Most of the old WAVs are imports from elsewhere. I always thought FLAC was the "quality option" you used if you cared not for size.

Personally I don't care much for the filesize but I do know its important for those crazy people that play Doom on their phones. If in this day and age you're concerned about a 77 Mb file like Walp on your multi-terabyte Desktop, you should probably think about trimming down your porn collection first. :lol:
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) NEW RELEASE!!

Postby Blackgrowl » Mon May 03, 2021 7:29 am

WAV is basically no compression.
FLAC is compression but without any quality loss.
OGG is compression with some loss, but compared to something worse like MP3, it's not too terrible and almost reaches "lossless" quality anyway.

I'd say you should try it yourself; FLAC for 5 files and OGG for 5 same files, see if it sounds good to you or even make a "test version" for people about it.

I'm personally not an "audio nut" or anything, just did some audio editing for fun with help from one professional once, but I have my doubts any average person will notice the "loss" from the OGG unless you save it on the lowest quality possible.
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) NEW RELEASE!!

Postby eharper256 » Tue May 04, 2021 3:46 am

Yarp, I've not had any issues so far with OGG's, and I've basically just been saving them with the default settings in Audacity after doing my edits.

In any case, like I said before, audio conversion is something I'll add to my 'to-do' before 1.0 list and I'll eventually get there.
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) NEW RELEASE!!

Postby Doomguy914 » Tue May 04, 2021 8:26 pm

Hey, sorry. Didn't mean to insult the mod or your progress in anyway. I should have just asked what class is the furthest along that a full playthrough video can be achieved with. :(
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) NEW RELEASE!!

Postby eharper256 » Wed May 05, 2021 2:36 am

Doomguy914 wrote:Hey, sorry. Didn't mean to insult the mod or your progress in anyway. I should have just asked what class is the furthest along that a full playthrough video can be achieved with. :(

Nah its cool bro, its hard to tell context from text, isn't it? I'm very hard to insult anyway, I'm a stoic. :lol:

The most complete would be the Magister right now, I guess. He's the only one with his extra slot-2 weapon; but as you've noticed, its not upgradable yet, so don't let that stop you, its not like any of them make for a bad playthrough, I've completed at least two vanilla episodes of Doom/Heretic with all classes, Hexen with the Magister and the Crusader, and many, many user WADs during various tests.
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) NEW RELEASE!!

Postby PresBarackbar » Wed May 05, 2021 6:46 pm

I just want to say that when you pair the new Magister flame weapon with a monster mod that has unique death states for flames like Kriegsland or Brutal Doom monsters it makes the character a lot more fun! :twisted:
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) NEW RELEASE!!

Postby eharper256 » Thu May 06, 2021 2:01 am

PresBarackbar wrote:I just want to say that when you pair the new Magister flame weapon with a monster mod that has unique death states for flames like Kriegsland or Brutal Doom monsters it makes the character a lot more fun! :twisted:

Yeah, the bonus of the death.burn state is that alot of monster mods will cover this and most of them have a bit more pizazz than my generic flame-death (which is on the list to revise, its now one of the oldest parts of the mod still untouched).

The slight trade-off is that they'll also not cover the other more unusual pain and death states like electrocution from Fulgur, but hey, you can't have everything.
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) NEW RELEASE!!

Postby Dr_Cosmobyte » Thu May 06, 2021 4:07 am

Just give me the name of the DamageType and death states. ;)
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) NEW RELEASE!!

Postby eharper256 » Thu May 06, 2021 11:18 am

Be my guest if you want to add more exotic ways to slay Nazi's in Kreigsland.

For deaths, Walp uses:
Code: Select allExpand view
Death.Blast (which is exactly the same as Burn, just an alternate version to prevent the player killing themselves with fire-walls, so it just has Goto Burn as its only thing)
Death.Electric (throws their corpse around after being electrocuted)
Ice (you may already have that, leaves a frozen statue that usually gets shattered quickly unless you have the CVAR on for more statues)
Burn (of course)


Electric has its own pain state where they blink in a STENCIL renderstyle. Other effects (like Hypnotism, Hellfire attacks) are sometimes achieved by dummy items given to monsters on pain or death, but those ~should~ work by themselves (and I should probably revise all of them so that they also work this way but I'm lazy).
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) NEW RELEASE!!

Postby Dr_Cosmobyte » Thu May 06, 2021 6:11 pm

Thanks! A friend reported a few errors in the Nazis pack and since i have it as a task to keep things running 100%, i might add these on the go.
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) NEW RELEASE!!

Postby eharper256 » Fri May 07, 2021 2:01 am

Dr_Cosmobyte wrote:Thanks! A friend reported a few errors in the Nazis pack and since i have it as a task to keep things running 100%, i might add these on the go.

No problemo! :wink:

If you want to, after you've added them in, send me the new version, and I'm happy to do one of my short videos showing the two mods in conjuction for a bit of collab advertising and you can also use the vid on the Kreig's topic.
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) NEW RELEASE!!

Postby Blackgrowl » Sat May 08, 2021 3:33 am

eharper256 wrote:
PresBarackbar wrote:I just want to say that when you pair the new Magister flame weapon with a monster mod that has unique death states for flames like Kriegsland or Brutal Doom monsters it makes the character a lot more fun! :twisted:

Yeah, the bonus of the death.burn state is that alot of monster mods will cover this and most of them have a bit more pizazz than my generic flame-death (which is on the list to revise, its now one of the oldest parts of the mod still untouched).

The slight trade-off is that they'll also not cover the other more unusual pain and death states like electrocution from Fulgur, but hey, you can't have everything.


Would be so cool if we had some kind of big, well-made Hexen monster pack, or even Hexeretic, why not, they share worlds after all.
Nope, best we got is Kriegsland and Brutal Monsters, oh well :(
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) NEW RELEASE!!

Postby eharper256 » Sat May 08, 2021 8:05 am

Yeah; its a little unfortunate. Maybe I'll consider it in the future once Walp hits 1.0.
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) NEW RELEASE!!

Postby eharper256 » Thu May 13, 2021 1:23 am

Not much to report this week, taking a bit of a modding break again, though I did manage to throw together the plans for features that are due to go in between now and 1.0, collating a bit of 'roadmap' to-do document from my huge mess of notes.

I was considering the possibility of both more scrolls and wands as well as semi-permanent inventory items. One of the main priorities is giving a wider variety of stuff to pick up which is both interesting to use and useful in a frenzied combat situation.

One of the main takeaways I've found from my own gameplay is that Discs of Repulsion are still pretty niche even though they are absolutely better than their vanilla counterparts, so I'm thinking of plans to make them even more useful (the current idea being to have the disc become a 20 secs temporary hovering companion, that constantly Blasts away projectiles and incoming melee foes, though such a thing would be less useful for the Myrmidon than the Magister, so I'm still pondering about it). I may also scrap the current Mystic Ambit and introduce something else (though what I'm not sure yet).

If you have any thoughts about item balance and effects on inventory things you'd think would be cool, then don't forget to pitch them!
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