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Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

PostPosted: Wed Sep 01, 2021 7:46 am
by eharper256
Turin Turambar wrote:Uh. Shouldn't have the setting in OFF actually mean no enemy changes at all?

Yes, it means none at all. Archie's Blast is not changed at all, even in the mod version of him. In fact, the only change to Archvile is that it has a slightly higher pain chance and mildly less HP (and various extra animations for him being electrocuted/frozen etc.). You can check this in the files yourself.

However, I expect the confusion here arises from how armour works differently, because its Hexen Armour. With Hexen Armour damage reduction is equal to the armour value. So if you have 85 Armour in Walpurgis, the Armour has both 85 HP and blocks 85% of incoming damage. Whereas, in Vanilla Doom, the HP of armour is displayed, but its damage reduction is always related to the type of armour (i.e. Blue blocks more than Green blocks more than Scraps, with I think 60/50/30 but don't quote me on that).

Obviously this makes a big difference in some cases, especially since characters also passively have armour with Hexen Armour (i.e. the Crusader has a base 20 Armour, so he'll never take more than 80% damage from an attack, even with no "armour" pickups at all). You will also take zero damage if your armour is over 100, but when Armour is taking all the damage it tends to disappear pretty quickly.

It is never going to be a vanilla doom experience, even with Vanilla monsters. :)

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

PostPosted: Wed Sep 01, 2021 7:50 am
by Turin Turambar
Ok, it's really a *bug*. The setting isn't doing anything.

https://i.imgur.com/wcD8OAu.png

Custom monsters are off. Look at the cvar. I start a new game, just in case, then I load a test map and the Revenant rockets behavior is the same as before. They also have the sparks you gave them.

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

PostPosted: Wed Sep 01, 2021 8:09 am
by eharper256
Turin Turambar wrote:Ok, it's really a *bug*. The setting isn't doing anything.

https://i.imgur.com/wcD8OAu.png

Custom monsters are off. Look at the cvar. I start a new game, just in case, then I load a test map and the Revenant rockets behavior is the same as before. They also have the sparks you gave them.

Yup, specifically Revenant Rockets still exhibit the changed behaviour because they're direct replacements. I think that's probably the only thing that stays not vanilla when you pull the vanilla switch. (shrug) Its that way because there might be situations where a character cannot deal with a Revenant at all (i.e. Myrmidon or Crusader or Druid without any ranged weapons), whereas Doomguy will always likely have an answer. This change is to purely help them out with that. And because literally no-one likes homing rockets. :lol:

But okay, sure, its not technically pure vanilla, so I'll make sure that gets its own CVAR in the next patch.

Like I say, though, if you want different monsters or don't agree with how its set up right now, all the power to ya. I'm not going to change my vision because of that; its fundamentally wrong to expect a pure vanilla experience in the first place when you've got a high-fantasy gameplay mod that is injecting Hexen into your Doom. :)

Also, thanks for all these bumps, I appreciate it!

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

PostPosted: Sun Sep 12, 2021 3:16 am
by eharper256
Back from my designated downtime not looking at Doom for awhile to prevent burnout; and the current planned direction for the 0.95 version is looking to be "The Big Bad Bestiary" Update.

For that, the primary idea I'm playing with is Dimensional Instability Mode that I'll be adding as an optional toggle. Sort of like Shades of Doom's Chaos Mode in theory, but not quite, what it will do is to allow Doom, Heretic, and Hexen's bestiary to cross-spawn with similar creatures. For example, when playing Doom, a cloud of cacodemons might become a swarm of Heretic Fireball Imps, with 3 Imps per Caco. Or in Hexen, a Centaur might become a pair of Doom Pinkies. Or in Heretic, a Nitrogolem might become a Revenant. On top of that, those spawns will also be subject to the usual possibilities of being Elites.

Which of course, should get more than than usual two per version in this version: I'm looking at ideally at least covering ten new elites for this update; as well as adding new behaviours for bosses for Heretic and Doom to match the already changed Hexen Three Lords. And maybe Korax too, if we can work around the scripts that hold his boss fight level together.

This will maybe be the update that I try to add in some new items, like scrolls, ring and amulets, again as optional replacement drops.

The Crusader may, possibly, get his alternate in-slot weapon as well, but not certain since I was not happy with the sprites I started and may go back to the drawing board.

---
If you have any thoughts about these plans and other ideas for what you'd like to see, remember to let me know and discuss away!

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

PostPosted: Sun Sep 12, 2021 6:03 am
by Lagi
[imgur][/imgur]great stuff, i enojoy new doom monster attack effects - cacodeamon projectile f.ex. The idea of putting more weapons is great, i always think 3 weapons from hexen is a joke. I still dont like only 2 ammo type (blue/green mana) but ok.

All weapons have nice difference in gameplay, they are neatly balanced - even Baratus 2x sword vs Axe have different combat aplications. However the weapon damage is too big for doom game. Could you add monster HP slider? im killing with starting weapons Revenant or HellKnigh in 3 hits.

THere is some bug with inventory bar (but maybe its because of Eviterity).


Druid in wolf form is very fragile. I quite enjoy melee combat with Baratus, or Parias, but Druid force me for some one by one benny hills. Dagon staff is very good, i enjoy this stick, telefrag from waterform. The knive animaiton with constant stabing or forhand slash could be enriched with another. Also her grenades plant Frenzyweed looks like from mario games, could you at least change the colors? Heretic fungus maybe could be adjusted for this purpose, some mix with tree maybe.

fantastic work, i enjoy it a lot. Also the help pages are great! It instantly help to figure all stuff i need to play - you could add some graphical hint to press F1 in the main menu background.

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

PostPosted: Mon Sep 13, 2021 3:08 am
by eharper256
Thanks for the revised feedback Lagi. Glad you're enjoying the arsenal.

For Evilternity, make sure that you run Walpurgis later in your load order; and make sure you turn off GZDoom's alternate status-bar, and it works fine:
Image

This should be standard proceedings for most maps (and the above will still apply if you use a launcher rather than editing your ini file all the time like I do), but especially those that replace status-bars, as only the most recent one loads.

HP sliders for monsters... not going to guarantee this as I'm not 100% sure how to fit it in, code wise, but I'll consider it. Difficulty 4 already increases HP by 10%, and Diff 5 by 20% so you can consider those as well as adding more elites and Doomed Souls mode from the menu for more difficulty.

Druid is very much a Fragile Speedster character, indeed. The Wolf outputs alot of damage but is riskier to use, whereas Dagon's offers her a safer, more methodical option, but which uses more Aether Mana.

Extra dagger animations... well I might make a chop animation as well at some point to match the gladius having that.

Glad you like the help pages!

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

PostPosted: Fri Sep 17, 2021 4:30 am
by eharper256
New video! Playing as the Magister in DBK 01.

Do not adjust your set, it's meant to be silent at the start!

I've always liked the DBP series for their fantastic creativity for awhile; and the fact they constantly slap out quality multi-level projects on a monthly basis is pretty crazy. Here's a video from another new series of wads they've started, DBK 1, Dungeon Synths. This level, [Setting the Tone] has a fun use of silent greyscale areas that only regain colour and sound when you find the synth keys and run over them.
Get it here: https://www.doomworld.com/forum/topic/1 ... on-synths/

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

PostPosted: Fri Sep 17, 2021 10:13 am
by Colerx
woo looking really cool, especially playing that wad. can't wait for coop support if there's going to be!

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

PostPosted: Fri Sep 17, 2021 9:45 pm
by Inconspicuousduck
First off, great mod. I've always been a bigger fan of the heretic/hexen side than doom, but their are sadly little mods for them, but now with this we can use that dark fantasy arsenal with the vast map selection of doom!

After playing through Eviternity their are a few bugs I have noticed (don't know if their already known, but I'll list them anyways)

-Playing as Daedolon and using the hitscan wand while Fulgur/Agnus is equipped makes a dark burn/blast decal where it hits (not very impactful, but can make it hard to see if the switches you shoot actually change or not)

-Upgrading the Lightbringer's tertiary fire does not decrease the mana cost of it, despite it saying so (changing the mana cost of upgraded attacks might be an interesting way to balance them, so you keep roughly the same damage/mana ratio while increasing the dps.)

Also, for you or anyone else looking for a mod to make the enemies tougher, I recommend using Ryuhi's "Heretical Monsters" only mod for doom (found here: https://forum.zdoom.org/viewtopic.php?t=56762) It not only makes the enemies significantly beefier, but removes all hitscan enemies, replacing them by the heretic/hexen lineup. Also makes the enemies fit more thematically, combined with a gore mod and wad like scythe2 and you have yourself a brutal doom level of dark fantasy slaughter! Can't wait for the full release!

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

PostPosted: Sat Sep 18, 2021 2:37 am
by eharper256
Colerx wrote:woo looking really cool, especially playing that wad. can't wait for coop support if there's going to be!

Thanks. There is limited Co-Op support already in since 0.91; but it needs more people to test it to be sure it works; the game in general shouldn't cause any issues now, but the spawners for weapons could still have some odd behaviours, since its basically impossible to check individual players in the game using DECORATE, so the blue weapon spawner currently uses a bit of a brute force method. If that one works, I can apply it to the others, though its ugly code and I dislike it. :roll:

Inconspicuousduck wrote:First off, great mod. I've always been a bigger fan of the heretic/hexen side than doom, but their are sadly little mods for them, but now with this we can use that dark fantasy arsenal with the vast map selection of doom!

Thanks! Glad to see a new player checking it out!

Inconspicuousduck wrote:-Playing as Daedolon and using the hitscan wand while Fulgur/Agnus is equipped makes a dark burn/blast decal where it hits (not very impactful, but can make it hard to see if the switches you shoot actually change or not)

Yes, I'm aware of this one. You're the first one to spot it haha. Its because in theory, inventory items are not supposed to fire hitscans :lol: so the game is a little confused and the hitscan inherits the currently equipped weapons default decals. Crusader's Firestorm, Myrm's Hammer, and Druid's Ichival also get decal issues due to this. There is probably a workaround for it I'll eventually find but its pretty low priority.

Inconspicuousduck wrote:-Upgrading the Lightbringer's tertiary fire does not decrease the mana cost of it, despite it saying so (changing the mana cost of upgraded attacks might be an interesting way to balance them, so you keep roughly the same damage/mana ratio while increasing the dps.)

Huh. Good catch. It must have been when I added in extra code to make the mystic ambit behave that this got lost. I might change this upgrade anyways, its pretty low power.

Inconspicuousduck wrote:Also, for you or anyone else looking for a mod to make the enemies tougher, I recommend using Ryuhi's "Heretical Monsters" only mod for doom (found here: https://forum.zdoom.org/viewtopic.php?t=56762) It not only makes the enemies significantly beefier, but removes all hitscan enemies, replacing them by the heretic/hexen lineup. Also makes the enemies fit more thematically, combined with a gore mod and wad like scythe2 and you have yourself a brutal doom level of dark fantasy slaughter! Can't wait for the full release!

Yep, there are plenty of cool monster mods out there you can use to beef up Walp's difficulty. Champions, Colorful Hell, and a few others are also good options.

As its been noted a few times now, though, is why this next update [0.95] will focus on adding in lots of new elites and monster behaviours to the roster.

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

PostPosted: Sat Sep 18, 2021 1:14 pm
by Sinael
Great mod, really enjoyed playing Heretic maps as a wizard.
However I must ask: Is Fulgur killing you in no time if you use it while walking forward intentional?
Took me a while to realise what I was dying from so suddenly.

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

PostPosted: Sat Sep 18, 2021 5:04 pm
by eharper256
Sinael wrote:Great mod, really enjoyed playing Heretic maps as a wizard.
However I must ask: Is Fulgur killing you in no time if you use it while walking forward intentional?
Took me a while to realise what I was dying from so suddenly.

Fulgur should not kill you from its own effect, no. :shock:

I just tested this myself in Heretic, dashing directly forwards into it, and it doesn't; and also checked the code once more, and the Magister is indeed immune to Shock Damage which it produces.

There might be something else in your load order or autoexec.cfg doing that?

Perhaps related: There IS a minor yet rather complex bug where you WILL bleed if hit by your own Fulgur Lightning (noticeable with a Gore mod on especially).

Boring Explanation: This is because of how Fulgur works in the code; it generates two fake origin spots which then shoot the lightning rather than the lightning directly coming from the player actor. Its made this way so that it actually looks like it comes from your hands rather than your ears (lol). The "origin spots" are not players, so cannot use the player/weapon functions to create the lightning, so use the relevant monster function, set to friendly so it hits monsters. For some reason though, these can still bleed/hit the player as they pass through them.

So tl;dr, if something else alters the behaviour of monster attacks or railgun code, it might impact Fulgur. But it shouldn't hurt you as the Magister himself is immune to lightning.

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

PostPosted: Sat Sep 18, 2021 11:39 pm
by Sinael
Yeah, that was a gore mod problem. Thanks for the explanation.

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

PostPosted: Sun Sep 19, 2021 2:00 am
by eharper256
Sinael wrote:Yeah, that was a gore mod problem. Thanks for the explanation.

Out of interest, was it actually causing damage or just bleeding you? And which mod, Bolognaise?

I know that new Nashgore does bleed you but doesn't cause damage, so it shouldn't be that.

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

PostPosted: Sun Sep 19, 2021 7:04 am
by Sinael
I used a custom bolognese with bleeding effect that does additional damage. Running into the projectile caused a lot of bleeding instances and thus bled me dry in a moment. Considering the damage balance of the Walpurgis I decided to not use that version for Walp. playthroughs anymore, and use more performance efficient Nashgore instead, which pairs with it quite nicely.
I didn't notice the blood flying off of me due to it spawning behind me and the speed of self-killing it caused. Anyway, I don't think it is a thing anyone else will encounter.

Another thing about Fulgur - is it possible to make cosmetic lightning trails to smoothly follow the player movement (with a warp maybe?) so far it feels "stuttery" during movement similar to many, many other "lightning gun" implementation. IIRC DoomTournament by MarisaKirisame is one of the very few that does smooth lightning gun (Pulsegun altfire in DT, Impaler altfire in Doomreal). IMO Fulgur would really benefit visually from such effect.

Aestus' firewhip is weird - it does about half the damage of the magma ball at the same price. 2 other fire modes do 600-700 damage for 12 blue mana, same for the Algor fire modes. Whip does 300-350 damage for 12 mana, and has short range with long windup which makes it inferior to other fire modes in every situation. IMO it's price should be halved and range increased, and even then it would have rather niche use compared to the other fire modes.

With Myrmidon - I've had the Chain disappear completely and then fist altfire only resulted in regular punches. It happened only once and persisted through the different levels until I started a new game, and it never happened again so I have no clue what had caused it.