Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]

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neto592
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by neto592 »

Thanks for answer me.

But what I would really like to know is the difference between 4th and 5th difficulty.

For instance, I think as you posted before, monster do extra 10% damage on 4th difficulty. So I don't know if those 20% you mentioned it refers over the 4th difficulty or over the 3rd one (the normal one).

So, I would like to reformulate my question, into two new questions, in order to clarify me better:

1) Taking the 3rd difficulty as a reference (normal), what is the difference from that one (normal) and the 4th difficulty?

2) Taking again the 3rd difficulty as reference (normal), what is the difference from that one (normal) and the 5th difficulty?

Thanks in advance.
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

neto592 wrote: Sat Oct 28, 2023 11:42 pmStuff
Well it's probably best for me to just post the code. You can find it in MAPINFO.txt if you were to open Walpurgis in SLADE. But here it is:

Code: Select all

Skill SkillOne
{
	spawnfilter = baby
	aggressiveness = 0.3
	ammofactor = 1.5
	damagefactor = 0.5
	ACSReturn = 0
	TotalInfighting
	EasyKey
	PlayerClassName = "Baratus the Myrmidon" , "Uh... I left my sword at home..."
	PlayerClassName = "Parias the Crusader" , "Seek penance, ye of little faith..."
	PlayerClassName = "Daedolon the Magister" , "Out of Magic Missiles..."
	PlayerClassName = "Illitheya the Druid", "...if a woodchuck could chuck wood?"
	name = "Ooh! Flowers! Korax can wait."
}

Skill SkillTwo
{
	spawnfilter = easy
	aggressiveness = 0.4
	ammofactor = 1.0
	damagefactor = 0.9
	ACSReturn = 1
	PlayerClassName = "Baratus the Myrmidon" , "Just Part of the Rank and File."
	PlayerClassName = "Parias the Crusader" , "The Light is with me. I think."
	PlayerClassName = "Daedolon the Magister" , "Fresh out of the Library."
	PlayerClassName = "Illitheya the Druid", "The Forest is quiet... for now..."
	name = "I'm on an Adventure!"
}

Skill SkillThree
{
	spawnfilter = normal
	aggressiveness = 0.5
	ammofactor = 1.0
	damagefactor = 1
	ACSReturn = 2
	DefaultSkill
	PlayerClassName = "Baratus the Myrmidon" , "I AXE the questions around here!"
	PlayerClassName = "Parias the Crusader" , "In this valley of death I shall fear no evil!"
	PlayerClassName = "Daedolon the Magister" , "I'm wise beyond my years, some say!"
	PlayerClassName = "Illitheya the Druid", "I fly like a Buzzard, sting like a Bee."
	name = "My those mountains look questworthy."
}

Skill SkillFour
{
	spawnfilter = hard
	aggressiveness = 0.7
	ammofactor = 1.0
	damagefactor = 1
	MonsterHealth = 1
	ACSReturn = 3
	PlayerClassName = "Baratus the Myrmidon" , "Bodies are strewn in my wake!"
	PlayerClassName = "Parias the Crusader" , "With true faith, one can move mountains!"
	PlayerClassName = "Daedolon the Magister" , "Who Am I? The Lord of the Elements!"
	PlayerClassName = "Illitheya the Druid", "Nature knows no mercy, no kindness."
	name = "Heh... they don't stand a chance."
}

Skill SkillFive
{
	disablecheats
	fastmonsters
	TextColor = "Brick" 
	spawnfilter = nightmare
	RespawnTime = 420
	RespawnLimit = 2
	aggressiveness = 0.8
	ammofactor = 1.5
	damagefactor = 1.2
	MonsterHealth = 1
	ACSReturn = 4
	MustConfirm = "Are you positively certain that's a good idea? Monsters will deal more damage, and will respawn!" 
	PlayerClassName = "Baratus the Myrmidon" , "No. You are already dead."
	PlayerClassName = "Parias the Crusader" , "Behold! I am Ascending!"
	PlayerClassName = "Daedolon the Magister" , "I'm a Motherfuckin' Magister!"
	PlayerClassName = "Illitheya the Druid", "Such is the lot of the Avatar of Genesis."
	name = "Level 20 and Rising."
}
Here's the reference documentation for reading what everything means: https://zdoom.org/wiki/MAPINFO/Skill_definition
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Irrevenant
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by Irrevenant »

eharper256 wrote: Wed Oct 25, 2023 10:36 am Really crazy question for everyone : If you could choose 2 of the following options, which would you have?
  • Locust Swarms that sap HP
  • Proximity Mines that unleash Grasping Vines
  • Uppercuts and Punches with Treant Fists
As you might guess, I'm having a hard time deciding what to give the Dryad Form. The stabby seeds already shown are awesome and are guaranteed to be in, but the Primary and Tertiary Fire are still up for grabs. :D
If you're shapeshifting the fists to punch with, then definitely those.
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

New Hexen megawad!

These are a pretty rare thing, but Captain Toenail has recently released this new one, Veil of Darkness, so I thought I'd check it out. It's a very mana-starved experience which means I have to lean a lot on my force blasts (probably should have used my upgrade on them rather than Aestus fireballs lol), and has extra items like the mines that are not too optimised for Walpurgis.

Still, very pretty, lots of Doomcute, and we've not had new Hexen hubs of note since Talparun and Penumbra, which are both quite a while ago now.

Get it here: https://www.doomworld.com/forum/topic/1 ... mf-mapset/
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

Irrevenant wrote: Sun Oct 29, 2023 1:59 pmIf you're shapeshifting the fists to punch with, then definitely those.
Why yes we are, how did you guess? :D

I'm pondering whether to make the form shift the Tertiary fire (Dryad/Treant) so we can kind of have all four at the moment. i.e. In Dryad: Seeds and Locusts, In Treat: Fists and Vines. Though the current thing is shifting into the fists and staying as punchy mode whilst you have the primary held down.
rayburn
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by rayburn »

If I can make a suggestion... If you ever add male hand sprites for Druid weapons, you can add a "Custom class" for players to assemble based on existing arsenal. So any starter weapon + any 1-2 weapons for slots 2 and 3 + any ultimate. Class setup can be done with permanent values in menu, choosing "Custom" when picking a class will just load that value for replacers, etc.

Like imagine playing a fighter with throwing knives (and by extension a falcon), an ultimate bow, an axe, a spear, and a hammer? It always bugs me that there is "some" part of class arsenal I'd change to immerse myself better with the chosen monster setup, I'd love to be able to do this.
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

rayburn wrote: Thu Nov 16, 2023 5:50 am If I can make a suggestion... If you ever add male hand sprites for Druid weapons, you can add a "Custom class" for players to assemble based on existing arsenal. So any starter weapon + any 1-2 weapons for slots 2 and 3 + any ultimate. Class setup can be done with permanent values in menu, choosing "Custom" when picking a class will just load that value for replacers, etc.

Like imagine playing a fighter with throwing knives (and by extension a falcon), an ultimate bow, an axe, a spear, and a hammer? It always bugs me that there is "some" part of class arsenal I'd change to immerse myself better with the chosen monster setup, I'd love to be able to do this.
Welp, steady on there. That's hundreds of sprites to do every weapon in both genders. :shock: And if I were to do it, me being quite the perfectionist would demand all in both.

And it's not like it's an uber quick photoshop either per piece, since every class has different arms. And a lot of code considers class (the spawners, the voice system, how various objects behave).

Sure, uber-versatile custom class would be super cool (if also literally impossible to balance), but also a titanic amount of work.

What ~IS~ planned for 1.0 or maybe slightly after is an optional RPG-ish level up system for those who would prefer something crunchier, with a Corruption Cards like interface of picking from three random level up choices (upgrades or etc.). This obviously would replace the usual upgrades system as a third option for that.

-------

Whilst I'm here, as a general update: most of the spriting for the various Dryad options is now done. I'll showcase all of that soon (TM). :)
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

Just for fun, I decided to see what the A.I. could do with the Walpurgis Portraits. I manually did a few edits afterwards, and there are clearly a couple of things that went odd along the way, but the result isn't too bad, eh? :)
Image
Image
Image
Image
PresBarackbar
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by PresBarackbar »

Wow those are a lot better than I thought they'd be!
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

PresBarackbar wrote: Mon Nov 20, 2023 6:56 pmWow those are a lot better than I thought they'd be!
Yup, I know right?

The AI did give extra fingers to Daedalon as AI's are want to do, it's funny that Parias is supporting Movember with his stubble, and Illitheya's baselard has gone super wonky, but after a few edits I made it's not horrid.

Don't worry though, I'm not suddenly replacing the originals, I do love them. This was just a thought experiment. :D
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Irrevenant
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by Irrevenant »

I'm liking the trimmed beard on Parias.
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

Yup, it makes our Crusader look a bit more battle-hardened, doesn't it? :D
mike3k
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by mike3k »

looks realy good - although elfish girl hold the kniefe/dagger(?) in really strange way :D
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

mike3k wrote: Wed Nov 22, 2023 10:40 amlooks realy good - although elfish girl hold the kniefe/dagger(?) in really strange way :D
Yep, AI can't do hands or anything interacting with a hand.

I actually edited Illitheya's hand to look less crazy here (it had 7 fingers originally lol), but as a result, she's holding her baselard all wrong. I wasn't going to spend ages on it just for an experiment though.
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »


So, here we have the (still in progress) Primary Fire and Tertiary Fire for the Dryad. Primary fire is on-the-fly transforming Illitheya's fists into Treant fists, which are pretty slow, but cause dangerous shockwaves. Tertiary Fire is creating strange mushrooms which explode in spores if enemies tread on them~ currently there is only a damaging red one, but I'm working on more sprites and shroom types for this so a patch of shrooms will cause all sorts of weird effects to monsters (shrinking and hallucinating ones are planned).

If you were following the news you may recall I originally stated I wanted to use Locust Swarms and Crushing Vines; but both have had some unforseen issues. Swarms; in order to look good, require 50 odd individual entities, which can cause massive lag spikes. Vines are fine but the sprites didn't turn out as good as I thought.

Quite likely, these things will end up being used for mutations, though.

Let me know what you think!

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