Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

0.98A Hotfix Release

GET IT NOW HERE AT MEGA!! (Version 0.98A)
-----------------------------------------------
GoogleDrive Mirror! (Version 0.98A)

This is released since a rather silly issue with Korax has been revealed thanks to DarkQuill's testing. I'm honestly amazed no one spotted it until now; but basically his script breaks if he had increased Max HP for whatever reason. This fixes this. Since I had to use an available, yet stable version of 0.99 to inject the fix into, you do also get an additional difficulty modifier and some balance fixes early since I used a version from late July, so bonus, yay!

Code: Select all

 [0.98A Hotfix]
'Immortal Evil Overlord'
--------------------
23/09/2023
+New!:	New difficulty option- [Damage Multiplier]. You can now increase the base
		multiplier for monster attacks, if you think Walp enemies are not deadly
		enough, up to 2x. This will stack with the regular increases from Skill 5,
		if you play that, so keep that in mind.
		
+Tweak:	Difficulty/Skill Level no longer modifies HP. If you want to modify
		Base HP, use the option from the Walpurgis Difficulty Options menu
		instead. This is to improve compatibility with current & future bosses.
			
+Balance:	Magister Vis Primary and Secondary Fire reduced damage by around 15%.
+Balance:	Dagon Primary Mutate Aqua Jets reduced damage by around 10%.
+Balance:	Hebiko Sceptre Primary Upgrade Caduceus Shots reduced damage by 15%.
+Balance:	Hebiko Sceptre Primary Mutate Acid Spray increased range by 10%.
+Fixed:	The main hotfix- Korax's scripts were fixed as they actually didn't work
		if Korax's Base HP had been modified by any factor (oops).
+Fixed:	Slight alteration to Sturm Spear Secondary Mutation Bouncy Spear trying
		to fix the fact that it sometimes causes a weird sound on final explosion.
		Not 100% sure if this does it, but it should.
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by DarkQuill »

Korax working good now, very cool fight.

Did notice a few odd things with the map though, no rush to fix them cause its all still playable. Not sure how many of these are intentional or simply "don't want to deal with Hexens weird map logic" which is totally understandable.

- The bridge at the start doesn't have the warping wobble effect, or light up anymore.
- The player can just ignore the first room and proceed straight to the boss fight.
- The pull switch for the random powerups in the entryway is missing. This feels intentional because you've appropriately stacked the boss fight arena itself with items.

And not map-specific but;

- BishopWalp's attack still playing globally. I took a quick look at the code and didn't see anything odd, but I defer to your expertise.
- Doom Pinky Demons can interspecies infight with the Elite versions. Not sure if intentional, this was also in the previous version and I guess I never noticed.
- F1 help screen does not cycle through to the individual character info screens in Doom, only working properly in Hexen and Heretic, and the title screen in Doom.
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

DarkQuill wrote: Sun Sep 24, 2023 1:33 am Korax working good now, very cool fight.

Did notice a few odd things with the map though, no rush to fix them cause its all still playable. Not sure how many of these are intentional or simply "don't want to deal with Hexens weird map logic" which is totally understandable.

- The bridge at the start doesn't have the warping wobble effect, or light up anymore.
- The player can just ignore the first room and proceed straight to the boss fight.
- The pull switch for the random powerups in the entryway is missing. This feels intentional because you've appropriately stacked the boss fight arena itself with items.

And not map-specific but;

- BishopWalp's attack still playing globally. I took a quick look at the code and didn't see anything odd, but I defer to your expertise.
- Doom Pinky Demons can interspecies infight with the Elite versions. Not sure if intentional, this was also in the previous version and I guess I never noticed.
- F1 help screen does not cycle through to the individual character info screens in Doom, only working properly in Hexen and Heretic, and the title screen in Doom.
Thanks. Glad you like it.

>> For whatever reason the warping effect was lost on the change to UDMF and my map-fu isn't yet good enough to fix it.
>> Yep, it's intentional. The first room gets locked away if you don't want to deal with it and rush past. There are lots of extra goodies in the side rooms if you do fight the horde though. Also the same with the second serpents fight between the second and third boss phase; more stuff if you kill them off, but you can rush in and out again if you figure out the trick of the room (even easier if you picked up the secret wings of wrath).
>> Also intentional, it's been removed since that room now gets locked away and there's lots of Kraters and stuff in the main room.

>> There is nothing at all to suggest Bishop's sound is wrong now, so I have no idea why that's happening for you. It's even a default Hexen sound that it uses.
>> Probably from the regular ones landing with a jump attack nearby. I've given the Elite immunity to the "PinkyLeap" damage type now, so that fix will appear in the next version. Thanks for the report.
>> It does work in Doom during play if you F1 and then use ENTER (I put a graphic of the enter key on the bottom right of the first card for that reason). I believe this is because Doom only ever had 1 help card, so it doesn't expect multiple during play, not much I can do about it.
neto592 wrote: Sat Sep 23, 2023 3:09 am I think for the Druid it would be better a pair of small scythes than a big one, because I believe it would be better to give emphasis on speed rather on reach.
Nearly missed this as my previous post buried it! :shock:

I'm actually not certain we'll even use the scythe, that was a sprite experiment, so don't worry (right now it's summoning attack vines, but that's also an experiment lol).
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

Here's a video of me playing Maps 1-5 of Quoth the Raven, an attractive new Heretic Megawad by the PUSS team lead by Death Bear and Egregor. Those are quite rare so I jumped on this one, and it looks amazing.

You can get this here: https://www.doomworld.com/forum/topic/140238
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by DarkQuill »

Okay, I have found the culprit with the Bishop's attack.

In MonstersMain.txt, changing line 2923 from

BISH F 2 {A_SpawnProjectile("BishopFXWalp",60); A_StartSound("BishopAttack",50,CHANF_OVERLAP,0.6,false,ATTN_NORM);}

to

BISH F 2 {A_SpawnProjectile("BishopFXWalp",60); A_StartSound("BishopAttack",50,CHANF_OVERLAP,0.6,ATTN_NORM);}

will stop it from being global. I'm not sure what the False tag was supposed to be for, but I can only assume it was attaching to the sound attenuation modifier and deciding if it's not gong to be ATTN_NORM, then it must be ATTN_NONE, which ignores distance.

Naturally this would happen to be on the one enemy type that will always try to target the player through walls, so it was omnipresent.
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

DarkQuill wrote: Mon Sep 25, 2023 7:00 am Okay, I have found the culprit with the Bishop's attack.
Wow, good spot. :o

That's a serious 'forest for the trees' moment, I wouldn't have seen anything directly wrong with that, but you're correct. :shock:

I've fixed it for 0.99. Thanks!
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by DarkQuill »

Just noticed that apart from Hexen's SummonSkelly and Doom's HootADoots, everything else doesn't have the NOINFIGHTSPECIES flag, so Disc of Repulsion can trivialize a giant Caco Cloud with just one use. Pretty sure this isn't intentional, but just in case.

In a similar vein, may need to have the repulsion effect specifically ignore player voodoo dolls, so special map effects can't be accidentally triggered out of sequence.
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

DarkQuill wrote: Wed Sep 27, 2023 7:42 am Just noticed that apart from Hexen's SummonSkelly and Doom's HootADoots, everything else doesn't have the NOINFIGHTSPECIES flag, so Disc of Repulsion can trivialize a giant Caco Cloud with just one use. Pretty sure this isn't intentional, but just in case.

In a similar vein, may need to have the repulsion effect specifically ignore player voodoo dolls, so special map effects can't be accidentally triggered out of sequence.
This is actually why I say the disc is useful, but it's one of the edge cases I've ummed and arred about for a while. I might change it anyways since I was considering revising the Disc in general, but we'll see.

I've never seen one cause issues with voodoo dolls and adding +DONTBLAST to the player means the Gladius and a few monster attacks will be less interesting. (Voodoo dolls do use a copy of the player, right?)
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by DarkQuill »

Ahh fair. Yes they are full player copies.

Usually voodoo dolls are far away enough that they don't cause problems, but the one instance where one was very close to the map border was the one I had tripped, so using a Disc pushed it to the side of the stopper and down the conveyor to trip the map exit.
Spoiler:
This is pretty unlikely to happen, so if changing it on the player would muck around with other things, probably best to leave it.


So did another runthrough of Going Down as the Myrmidon, because running around an office building as a high-fantasy Barbarian is funny as hell. Barring all the little bits I've mentioned in previous posts, here's the rest of my takeaways from V98A.

Bardiche;
- Sometimes the very end of the main attack hitting an enemy will not produce an impact sound/blood/smoke/etc effect.
- Main attack (any version) will spawn its own dedicated Red Blood impacts, on top of enemy blood (eg, red and green blood will appear from hitting a Hellknight). The bleed/DOT effect still inherits correctly.
- Spikes attack has a deceptively large range, was thinking maybe a slight tweak to the sprite to convey it a little clearer (like maybe shrinking it down but having it spawn in a + shape to show the area a little better)
- Main attack says it has a high chance of flinching, but appears to be a guaranteed flinch on anything. This is actually really really cool and balanced, and if it's not intentional, maybe it should be? :P

Enemies;
- Both Archvile types don't resurrect anything anymore. Not sure if this has something to do with the way the Bardiche was introduced and uses corpses for itself, as this was working in V0.97.


I don't think I've found any bugs with Lapis Flos on the Magister, it is stupidly fun to use those ground spikes on enemies for a change (and myself when being clumsy). Both Geomancy and the Bardiche fit extremely well in the arsenal, a job very well done~
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

DarkQuill wrote: Thu Sep 28, 2023 5:41 amSo did another runthrough of Going Down as the Myrmidon, because running around an office building as a high-fantasy Barbarian is funny as hell. Barring all the little bits I've mentioned in previous posts, here's the rest of my takeaways from V98A.

Bardiche;
- Sometimes the very end of the main attack hitting an enemy will not produce an impact sound/blood/smoke/etc effect.
- Main attack (any version) will spawn its own dedicated Red Blood impacts, on top of enemy blood (eg, red and green blood will appear from hitting a Hellknight). The bleed/DOT effect still inherits correctly.
- Spikes attack has a deceptively large range, was thinking maybe a slight tweak to the sprite to convey it a little clearer (like maybe shrinking it down but having it spawn in a + shape to show the area a little better)
- Main attack says it has a high chance of flinching, but appears to be a guaranteed flinch on anything. This is actually really really cool and balanced, and if it's not intentional, maybe it should be? :P

Enemies;
- Both Archvile types don't resurrect anything anymore. Not sure if this has something to do with the way the Bardiche was introduced and uses corpses for itself, as this was working in V0.97.

I don't think I've found any bugs with Lapis Flos on the Magister, it is stupidly fun to use those ground spikes on enemies for a change (and myself when being clumsy). Both Geomancy and the Bardiche fit extremely well in the arsenal, a job very well done~
>> Yes I'm aware of the first one, this is down to how the AoE works a bit funny with a pair of overlapping checks, so there's a small zone where it doesn't cover right. I fiddled with it for ages and this was the best compromise. Might fiddle a bit more, not sure.
>> Second one was meant to be part of the effect (it's a very blood focused weapon) but it doesn't work too well on the main attack, so I might just take that off.
>> In my experience, the spikes always look like they're at least slightly intersecting everything in the range (deliberately made the sprite "spray out" quite a bit) but I might double check it.
>> It's technically a high chance, but it hits constantly as the weapon is in motion, making it basically guaranteed. Yes, it's not going to change, it's one of the main features, and as the melee is quite slow, it really needs the flinch.
>> Archies: Shit; just checked and you're right. I must have borked something as I definately remember them working during earlier tests; they ~should~ just ignore the Bardiche code, but the [Heal] state is notoriously easy to break for some reason. I might have to just re-write their body seeking and resurrect code. :x

Glad Lapis Flos is behaving at least, lol. :D Thanks for the feedback.
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

New video. I got a playtest request for this one, so here it is:

Claustrophobic Puzzle maps are definately not my usual fare, but this was an interesting enough romp.

You can grab it here: https://www.doomworld.com/forum/topic/1 ... our-rooms/
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

This has been a while in the making, for sure, since things have been ultra-busy for me. But finally, I'm ready to show off the melee animations for the Crusader's new Arming Sword, which is tentatively called "Heavensever".

The draw animation needs to be smoothed out; it jitters a bit at the end, but otherwise, I'm pretty happy with how this is looking so far.

What do you think? And what do you think the other fire modes do with a name like this? :D
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by PresBarackbar »

Hey that looks great!
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

PresBarackbar wrote: Wed Oct 18, 2023 10:17 am Hey that looks great!
Thanks!
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by headlesszombie »

Oh my looking nice. Sprites looking good so far love that you inculded a thrust. Can't wait too see what its other abilites are. Might be hard too make me put down font of firestorms though its one of my favorite weapons in the mod.
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