Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

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eharper256
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by eharper256 »

AstartesCitizen wrote:I have downloaded the new version and just stumbled with this problem, in the previous version this didnt happen
This is an LZDoom issue. Have you updated it recently?

GZDoom 4.5 recently added in a mandatory change for mods like mine on how it processes menu pixel sizes, and without the new Size "Clean" command, all of my menus will appear broken. Kinda annoying, honestly, but Graf is adamant its a feature that's staying when I queried it. That said, its curious you didn't see this in 0.91, as it also used this. The only thing I've changed is that its now added to DEFAULTLISTMENU so that its standard, rather than applying it on a case by case basis.
SallazarSpellcaster wrote:Aestus is a total Chad weapon. It looks cool, it's satisfying to use, and offers good tactical advantages. The primary deals a considerable amount of damage and fires at a reasonable rate; secondary is great for creating choke points, but its splash damage to the player takes some time getting used to, its main explosion could also stand to do a bit more damage. Tertiary also takes a little getting used to due to the animation speed, but once you've got the timing down, it works really well for clearing off smaller monsters.
Glad to hear its working well! I tested it in vanilla but not so much in map-packs. I didn't want to make the meteor too strong on the initial hit because the fire afterwards adds damage. The primary is also quite a bit less mana efficient than Algors but has the range advantage.
SallazarSpellcaster wrote:Also, Ettin commanders have no walk animation, they merely slide forward towards you.
That's curious, nothing has changed for them since 0.9. The only thing I can think of is that's their Fastchase behaviour again. That does make them slide around a bit if they're trying to dodge you. Especially if you're playing Skill 5, as fastmonsters setting makes the walk animation happen really quickly on the chase.
bluedevil244
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by bluedevil244 »

[quote="eharper256"] it is just a question not rushing you XD but are you planing one day fixing multiplayer Coop ? it just a question i know you are putting alot of work lol :D because one day it would be so Fun to play Youre mod with a friend :D oh BTw just tried youre new update and its awesome creature are more agressive that i can see ;)
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eharper256
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by eharper256 »

bluedevil244 wrote:it is just a question not rushing you XD but are you planing one day fixing multiplayer Coop ? it just a question i know you are putting alot of work lol :D because one day it would be so Fun to play Youre mod with a friend :D oh BTw just tried youre new update and its awesome creature are more agressive that i can see ;)
Yes; I will look into adding co-op before 1.0, though no guarantees it will work at this point as it will probably require some serious code alteration in some places. Glad you like the new patch! :)
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by bluedevil244 »

thank you so much well it work tho we could play it is just that theres some issue with weapons Hero spawn and some movement like the parias for exemple my cousin was the host and every thing worked good for him but me there a few things that didn't work corectly like the parias usualy with youre {mod} the mace swing left to right but for me as a player 2 it would just swing up side down like the original version XD but shield worked good tho
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eharper256
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by eharper256 »

bluedevil244 wrote:thank you so much well it work tho we could play it is just that theres some issue with weapons Hero spawn and some movement like the parias for exemple my cousin was the host and every thing worked good for him but me there a few things that didn't work corectly like the parias usualy with youre {mod} the mace swing left to right but for me as a player 2 it would just swing up side down like the original version XD but shield worked good tho
That would be because the mace's combo is tracked by a counter item given to, you guessed it, player 1. :)

I'm sure you'd find a few weapons would work strangely for a Player 2 (especially Algor's Frost Javelins, that will almost certainly be fucked up, lol). This is one of the several things I'd have to figure out how to fix.
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AstartesCitizen
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by AstartesCitizen »

Already upgraded to the latest version yet the error persists...welp still hoping to try out it very soon.
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SallazarSpellcaster
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by SallazarSpellcaster »

eharper256 wrote:Glad to hear its working well! I tested it in vanilla but not so much in map-packs. I didn't want to make the meteor too strong on the initial hit because the fire afterwards adds damage. The primary is also quite a bit less mana efficient than Algors but has the range advantage.
It works quite well, especially considered its comparatively lower mana efficiency. Later on, I found myself falling back on Aestus rather than Algor despite the latter's upgrades, merely on account of personal preference. The lingering fire damage makes it ideal for creating chokepoints, but not as efficient when fighting in wide areas since monsters tend to side-step it; if you later consider it, a middle point could make it more viable as an open space crowd control attack by increasing the initial damage while reducing the time flames stay up, but this is merely a matter of preference, really - it works really well as it is!
eharper256 wrote:That's curious, nothing has changed for them since 0.9. The only thing I can think of is that's their Fastchase behaviour again. That does make them slide around a bit if they're trying to dodge you. Especially if you're playing Skill 5, as fastmonsters setting makes the walk animation happen really quickly on the chase.
Full disclosure: I play exclusively on difficulty 5 because I possess an unmitigable hatred for existence because it's fun, especially with the extra oomph of Walpurgis' weapons; that might be the case due to fast-monsters. Every other animation works fine, only the forwards chasing one looks like they're out of an early 3d-game.

I also noticed that the tertiary attack on Aestus causes the equipping animation to display, where Daedolon clicks his fingers and lights his hands on fire. I don't know if it's intentional - if it is, it only takes a little to get used to, if it isn't, then it's not a big issue either way.
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eharper256
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by eharper256 »

AstartesCitizen wrote:Already upgraded to the latest version yet the error persists...welp still hoping to try out it very soon.
If you can confirm that you can run 0.91 fine on your current version but not 0.92, I can make an LZDoom bug report for you if you don't want to yourself, because as I say, the only difference is the defaultlistmenu size change and that's weird.
SallazarSpellcaster wrote:It works quite well, especially considered its comparatively lower mana efficiency. Later on, I found myself falling back on Aestus rather than Algor despite the latter's upgrades, merely on account of personal preference. The lingering fire damage makes it ideal for creating chokepoints, but not as efficient when fighting in wide areas since monsters tend to side-step it; if you later consider it, a middle point could make it more viable as an open space crowd control attack by increasing the initial damage while reducing the time flames stay up, but this is merely a matter of preference, really - it works really well as it is!
Open space crowd control is indeed meant to be a bit of a weakness for both Aestus and Algor, since it is really handled quite well by Fulgur's ball and storm (or upgraded primary), as well as Agnus in general, mind.
eharper256 wrote:Full disclosure: I play exclusively on difficulty 5 because I possess an unmitigable hatred for existence because it's fun, especially with the extra oomph of Walpurgis' weapons; that might be the case due to fast-monsters. Every other animation works fine, only the forwards chasing one looks like they're out of an early 3d-game.

I also noticed that the tertiary attack on Aestus causes the equipping animation to display, where Daedolon clicks his fingers and lights his hands on fire. I don't know if it's intentional - if it is, it only takes a little to get used to, if it isn't, then it's not a big issue either way.
Yep, that'll probably be it then. Ettin Sargeant on fastmonsters doing a charge is getting literally 1 tic for each frame of animation, and he'll not animate for the second he propells himself forward, so it does seem very slide-y I'm sure. I actually made Haz 5 more difficult this version; monsters get boosted HP and damage now for people that like that mode, which is why it now has a warning message (lol).

Yes, the equip animation is meant to play after the whip; the idea is that he's briefly using all the fire he has to use it! It sort of syncs with the explosion as well, so I ended up liking it.
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by SmisterMandSand »

Excellent update as per ususal! The one thing I do want to point out is that the Lightbringer's glow layer conforms to the current light level... while the rest of the weapon sprite is fullbright.
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by eharper256 »

SmisterMandSand wrote:Excellent update as per ususal! The one thing I do want to point out is that the Lightbringer's glow layer conforms to the current light level... while the rest of the weapon sprite is fullbright.
Oops. Good catch, that's a bit of derp. :shock:

Dark light beams... :lol: I'll get that one fixed up for the next version.

I also noticed I managed to break the sky if you use the testmap in Hexen, so I'll get that fixed up as well. It's fine in Doom and Heretic.
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by Lagi »

Harper, are you using Slade? How did you set the black background? edit>preferences colors change doesnt seem to work.
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by eharper256 »

Preferences > Interface > Colours & Theme > Choose Dark Grey Preset from the drop down.

Preferences > Text Editor > Fonts & Colours with a default background hex of 373737

I also tweaked a few other settings and colours for my preference. This is on the 3.2.0 Beta2 version.

You need to close and restart it afterwards if I recall.
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by eharper256 »

Quick question for everyone: which would you guys prefer to see next as priority?

1) Druid Upgrades
2) Other Slot [2] replacements
3) More Monster alterations


Of course, all of them will be done eventually, this is simply setting 0.93's primary goal. Post your preference!
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Linz
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by Linz »

Hand over those Druid upgrades
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by eharper256 »

Haha, yeah, the above list is also the default ordering. But I thought I'd check just in case everyone thought more monster stuff and slot 2 weapons were critical.
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