Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!]

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

Postby eharper256 » Sat May 15, 2021 3:42 am

Got some more spriting done; most of the Secondary Fire for Dagon's Cane is looking good! Here's one of the casting frames:
Image
At the moment this will create a localised backwash to blow monsters away from you!
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Author of Hexen: Walpurgis
 
Joined: 25 Feb 2018
Location: UK

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

Postby eharper256 » Sat May 15, 2021 4:32 am

0.93 Hotfix
MEGA
GoogleDrive

Code: Select allExpand view
+Fixed: Fixes an issue with some monster spawners not inheriting the flags
        and TID a map may have given them. Thanks to UnknDoomer for reporting it.

It's recommended you download this hotfix version over regular 0.93 to prevent any strange behaviour with maps that rely on specific monsters dying or activating teleports for progress. All previous links to 0.93 have been changed to this one.
Last edited by eharper256 on Sat May 15, 2021 11:16 am, edited 1 time in total.
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eharper256
Author of Hexen: Walpurgis
 
Joined: 25 Feb 2018
Location: UK

Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX release]

Postby eharper256 » Sat May 15, 2021 9:59 am

A Wild Official Trailer Appears!

This is something I've been meaning to do for ages, but finally got around to it! Lemme know what you think!
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Author of Hexen: Walpurgis
 
Joined: 25 Feb 2018
Location: UK

Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX release]

Postby AvzinElkein » Sat May 15, 2021 10:29 am

You missed a bug:
Code: Select allExpand view
OS: Windows 10 (or higher) (NT 10.0) Build 18363
   
M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
 adding C:/gzdoom-4-5-0-Windows-64bit/gzdoom.pk3, 630 lumps
 adding C:/gzdoom-4-5-0-Windows-64bit/game_support.pk3, 2512 lumps
 adding ./hexen.wad, 4270 lumps
 adding game_widescreen_gfx.pk3, 38 lumps
 adding Hexen_Walpurgis-JT-0.93.pk3, 4981 lumps
 adding hexen_v2_pk3.pk3, 37 lumps
I_Init: Setting up machine state.
CPU speed: 3194 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Ryzen 5 1600 Six-Core Processor
  Family 23 (23), Model 1, Stepping 1
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
V_Init: allocate screen.
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
  Opened device OpenAL Soft on Realtek HD Audio 2nd output (Realtek High Definition Audio)
  EFX enabled
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script warning, "Hexen_Walpurgis-JT-0.93.pk3:actors/spawners.txt" line 306:
Tried to define class 'SpawnerHP3' more than once. Renaming class to 'SpawnerHP3@Hexen_Walpurgis-JT-0.93.pk3@actors/spawners.txt'

Execution could not continue.

Script error, "Hexen_Walpurgis-JT-0.93.pk3:actors/monstersdoom.txt" line 1553:
Sprite names must be exactly 4 characters
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Joined: 17 Nov 2010
Discord: AvzinTW#6569
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
OS Test Version: No (Using Stable Public Version)

Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX release]

Postby eharper256 » Sat May 15, 2021 11:19 am

AvzinElkein wrote:You missed a bug:
Code: Select allExpand view
OS: Windows 10 (or higher) (NT 10.0) Build 18363
   
M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
 adding C:/gzdoom-4-5-0-Windows-64bit/gzdoom.pk3, 630 lumps
 adding C:/gzdoom-4-5-0-Windows-64bit/game_support.pk3, 2512 lumps
 adding ./hexen.wad, 4270 lumps
 adding game_widescreen_gfx.pk3, 38 lumps
 adding Hexen_Walpurgis-JT-0.93.pk3, 4981 lumps
 adding hexen_v2_pk3.pk3, 37 lumps
I_Init: Setting up machine state.
CPU speed: 3194 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Ryzen 5 1600 Six-Core Processor
  Family 23 (23), Model 1, Stepping 1
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
V_Init: allocate screen.
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
  Opened device OpenAL Soft on Realtek HD Audio 2nd output (Realtek High Definition Audio)
  EFX enabled
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script warning, "Hexen_Walpurgis-JT-0.93.pk3:actors/spawners.txt" line 306:
Tried to define class 'SpawnerHP3' more than once. Renaming class to 'SpawnerHP3@Hexen_Walpurgis-JT-0.93.pk3@actors/spawners.txt'

Execution could not continue.

Script error, "Hexen_Walpurgis-JT-0.93.pk3:actors/monstersdoom.txt" line 1553:
Sprite names must be exactly 4 characters


This is what I get for trying to push a fix too quickly. Re-Download from the links again, the hotfix has been hotfixed. :x

SHAKES FIST IN ANGER AT THE SEMICOLON.
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eharper256
Author of Hexen: Walpurgis
 
Joined: 25 Feb 2018
Location: UK

Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby eharper256 » Mon May 17, 2021 11:35 am

Got some work started on the last boss of spriting: the Crusader's shiny new Somerspear:
Image
I call it the last boss since I'm not a fan of melee weapon spriting: its usually rough to do swings with enough animation to satisfy my requirements of smoothness (as the blade or pole changes angle in movement considerably more than say, a spellcasting hand, and also needs an accompanying hand alteration). On the other hand, sprite offset movement can more easily make up for some missing frames I guess... so maybe I'm making mountains out of molehills (lol).

Keep in mind the design is not final; I feel like the spear wings are shoddy at the moment, and I may change the head to steel instead of bronze and take out the holes. May also make the shaft metallic rather than wooden.

Spears are always underappreciated in games, aren't they? Despite them being the first proper weapon of humanity; everyone remembers the sword more. What do you think should be in the design?

The Gladius is also progressing well, and as mentioned in one of the above posts, Dagon's Cane has two of its fire modes done now (it has 47 frames of animation already!). :shock:
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eharper256
Author of Hexen: Walpurgis
 
Joined: 25 Feb 2018
Location: UK

Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby AvzinElkein » Mon May 17, 2021 12:39 pm

So Baratus intentionally does not have a third fire for his melee, correct?
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Joined: 17 Nov 2010
Discord: AvzinTW#6569
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby eharper256 » Mon May 17, 2021 1:42 pm

AvzinElkein wrote:So Baratus intentionally does not have a third fire for his melee, correct?

As in the basic [1] melee?

No, not by default. None of the slot [1] weapons have tertiary fire by default (as can be seen on the [Read This!] cards).

BUT you can use a Whetstone/Upgrade Item to give yourself a tertiary fire on the [1] if you like. In Baratus' case, he gets a ground stomp that propels him into the air.
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eharper256
Author of Hexen: Walpurgis
 
Joined: 25 Feb 2018
Location: UK

Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby AvzinElkein » Mon May 17, 2021 1:57 pm

I tried using the whetstone and then tertiary fire, but nothing happened.
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Joined: 17 Nov 2010
Discord: AvzinTW#6569
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
OS Test Version: No (Using Stable Public Version)

Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby eharper256 » Mon May 17, 2021 2:39 pm

AvzinElkein wrote:I tried using the whetstone and then tertiary fire, but nothing happened.

Were the Gauntlets equipped at the time? I just tried it myself in the test map and it was fine:
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eharper256
Author of Hexen: Walpurgis
 
Joined: 25 Feb 2018
Location: UK

Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby eharper256 » Mon May 17, 2021 3:17 pm

Also played Sucker Punch II today, giving us a new Druid video!
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Author of Hexen: Walpurgis
 
Joined: 25 Feb 2018
Location: UK

Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby eharper256 » Fri May 21, 2021 2:40 pm

And suddenly its Friday. I'm not sure where this week went to be honest.

All the secondary fire frames for Dagon's Cane are now done, and I've spent some time improving the reactivity of the Throwing Axe this week.

Previously, when you had thrown Timon's Axe, and you were also punching stuff whilst it was in flight, the axe would patiently wait for you to finish your fisticuffs combo before mysteriously reappearing (and you'd have to stop to force it to do so). Now, you can catch it dramatically mid-combo and immediately start the axe swinging without interrupting your flow, which is considerably cooler!
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Author of Hexen: Walpurgis
 
Joined: 25 Feb 2018
Location: UK

Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby bluedevil244 » Sun May 23, 2021 6:51 am

wow good work can't wait for a Test :D:D
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby bluedevil244 » Sun May 23, 2021 6:53 am

the bird face monster is it just for Doom wads only ?
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby eharper256 » Mon May 24, 2021 12:31 am

bluedevil244 wrote:the bird face monster is it just for Doom wads only ?

Yup, its an Elite Imp variant, the Vrock. There are also new Steel Golems in Heretic for this release.
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Author of Hexen: Walpurgis
 
Joined: 25 Feb 2018
Location: UK

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