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

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

Postby PresBarackbar » Sat Oct 09, 2021 12:20 pm

Woah those are looking great!
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Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Postby eharper256 » Sat Oct 09, 2021 2:17 pm

PresBarackbar wrote:Woah those are looking great!

Thanks; the generic fiery deaths were always a placeholder, but replacing them is quite a bit of effort so they were always low on the priority list. It's nice to give it some focus at last. :)
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Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Postby Enjay » Sat Oct 09, 2021 8:02 pm

Love the fiery deaths. Good job! :thumb:
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Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Postby eharper256 » Sun Oct 10, 2021 3:54 am

Enjay wrote:Love the fiery deaths. Good job! :thumb:

Thanks! I'm pretty happy with how they're turning out!
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Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Postby Sartana » Mon Oct 11, 2021 7:55 pm

Had an idea for a second 2-slot weapon for the Crusader, if you happen to be looking for one.

A flail. As in, a spiked ball on a chain, with a handle. Primary fire would swing it straight downward, impacting the ground. Heavy damage, requiring some precision, since it wouldn't have much horizontal reach. Small splash damage at the impact site, but not much, just enough to add a little more oomph. Upgrading would make this splash bigger and more damaging, as well as giving it an explosive visual effect.

Alt-fire would swing the flail in a 360 arc, dealing damage to enemies around the player (less than primary fire), and knocking them back, similar to the effect of the Disc of Repulsion. This could have some kind of holy-looking visual effect, like a glow or blue flames, to help justify its mana cost. Upgrading would make the swing faster and reach a bit further. Its use would be mostly defensive, to help the player get some breathing room and help set up for the heavily-damaging primary fire.

I'm having a bit of trouble thinking of a tertiary fire, though...
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Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Postby eharper256 » Tue Oct 12, 2021 8:57 am

Sartana wrote:Had an idea for a second 2-slot weapon for the Crusader, if you happen to be looking for one.

A flail. As in, a spiked ball on a chain, with a handle. Primary fire would swing it straight downward, impacting the ground. Heavy damage, requiring some precision, since it wouldn't have much horizontal reach. Small splash damage at the impact site, but not much, just enough to add a little more oomph. Upgrading would make this splash bigger and more damaging, as well as giving it an explosive visual effect.

Alt-fire would swing the flail in a 360 arc, dealing damage to enemies around the player (less than primary fire), and knocking them back, similar to the effect of the Disc of Repulsion. This could have some kind of holy-looking visual effect, like a glow or blue flames, to help justify its mana cost. Upgrading would make the swing faster and reach a bit further. Its use would be mostly defensive, to help the player get some breathing room and help set up for the heavily-damaging primary fire.

I'm having a bit of trouble thinking of a tertiary fire, though...

I've already pretty much ruled out a flail for the Crusader, unfortunately. Its a bit too close to the Mace.
The Alt at the moment is either a Crossbow, a spear, or a new holy sword. Though no further planning on that right now; usually when this happens I wait for the urge to draw some new sprites and see what happens. :)
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Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Postby eharper256 » Sun Oct 17, 2021 12:16 pm

Wowzers, that week just dissappeared on me.

Anyways, progress this week has been tweaking a few sprites and adding and testing various new monsters. The elite for the Green Hexen Serpent is done, and is pretty dangerous!

Not done as much as I would like in the latter part of the week as I've been embroiled in Path of Exile's new patchnotes (lol). Still, don't worry, we're still in business!
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Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Postby ClessxAlghazanth » Sun Oct 17, 2021 6:49 pm

Hi pal , how is the Walpurgis progress going ? :D

I just noticed a small issue that when I set the Texture filtering option in the GZD options menu to "None" , Walpurgis seems to start to a black screen and stays that way , it is definitely running , I can hear the menu music , browse the menu (blindly) but screen is completely black (except the mouse cursor , Daisy head) :?

If I set it to anything other than "None" , inlcuding "None (nearest bitmap) "None (trilinear)" "Bilinear" or "Trilinear" , it boots and works fine

I tried starting it with trilinear filtering and than switching to "None" while in-game , it works fine at first but when you exit and run GZD again the black screen comes

I'm using gles renderer on latest GZD devbuild

Any ideas on the issue ? (never encountered such problem with other mods so far)

Thanks for all the effort on this brilliant mod once again 8-)

Best regards ,
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Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Postby eharper256 » Mon Oct 18, 2021 1:06 am

Seems to work fine for me: I set No texture filtering in the .ini, and run in GL ES mode on GZ 4.7.0:

There is an extremely brief black flicker on boot but then its fine for me. So its not specifically Walp so far as I can tell; its either the dev version you're using, or some part of your hardware being finicky about GL ES mode.

The only things Walp might do different to other mods is:
A) It boots straight up into a TITLEMAP rather than a menu. Perhaps test it with something else that has a TITLEMAP, like Russian Overkill?
B) Walp does also force the standard square pixel mode rather than the weird legacy one they forced in 4.5~ish. Because the menus and intermission screens completely freak out in the new weird mode.

Pretty sure GLES mode is new and fairly experimental; and is probably requiring a strong GFX. As I have an AMD RX580 myself I normally run in Vulkan, as Vulkan is generally best for moderately powerful AMD cards like mine.

---------------------------------------------
Ah yeah, before I forget: I believe Bridgeburner is due to cover Walp in his twitch playtesting stream tommorow. Well, he stated he would last week when I tuned in, and I've been at the top of his test list for about a month now. This happens at 7am BST for me, which is 2AM EST/11PM PST. Feel free to show up if you're interested in seeing what he has to say about it (probably just me though, haha).
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Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Postby ClessxAlghazanth » Mon Oct 18, 2021 11:47 pm

eharper256 wrote:Seems to work fine for me: I set No texture filtering in the .ini, and run in GL ES mode on GZ 4.7.0:

There is an extremely brief black flicker on boot but then its fine for me. So its not specifically Walp so far as I can tell; its either the dev version you're using, or some part of your hardware being finicky about GL ES mode.

The only things Walp might do different to other mods is:
A) It boots straight up into a TITLEMAP rather than a menu. Perhaps test it with something else that has a TITLEMAP, like Russian Overkill?
B) Walp does also force the standard square pixel mode rather than the weird legacy one they forced in 4.5~ish. Because the menus and intermission screens completely freak out in the new weird mode.

Pretty sure GLES mode is new and fairly experimental; and is probably requiring a strong GFX. As I have an AMD RX580 myself I normally run in Vulkan, as Vulkan is generally best for moderately powerful AMD cards like mine.

---------------------------------------------
Ah yeah, before I forget: I believe Bridgeburner is due to cover Walp in his twitch playtesting stream tommorow. Well, he stated he would last week when I tuned in, and I've been at the top of his test list for about a month now. This happens at 7am BST for me, which is 2AM EST/11PM PST. Feel free to show up if you're interested in seeing what he has to say about it (probably just me though, haha).


Thanks , not surewhat the problem was , but I was able to get Walp working without any issues on the latest devbuild , setting the filtering to "None(Trilinear)"

The thing is , after coming back to playing Doom after a long break , I was playing with texture filtering on all this time and yesterday while chatting with a guy with discord and he was saying 'doesn't matter if u playing vanilla or sth like PB 3.0 , playing Doom with texture filtering is blasphemy bla bla :)' and I turned off the filtering and embraced the good ol pixelated look again :D

While it all comes to taste and preferences , I don't think I can go back to tex filtering again 8-)
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