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

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Lagi
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Re: Hexen: Walpurgis [0.84- "Lumen Fortis"]

Post by Lagi »


another yellow axe from previous version, will dl new one now [no yellow axe in new version just play a bit]
Im just proud of my reflex to capture it :D

im using only Cyrgoth2 as mappack - and there is no weapon sprites inside
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eharper256
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Re: Hexen: Walpurgis [0.84- "Lumen Fortis"]

Post by eharper256 »

Yeah, I believe you even if I wasn't able to replicate it.

There was only one possible part of the code that could cause that; so I've basically changed that to include a different naming convention; so there shouldn't be any issues from now on with the updated version.

Don't forget to try it out with some Doom and Heretic levels too!
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eharper256
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Re: Hexen: Walpurgis [0.84- "Lumen Fortis"]

Post by eharper256 »

I noticed that Firestorm's new decal was completely messed up (somehow I cocked it up during testing it seems), so I'm releasing another quick bug-fix version that fixes this:
https://mega.nz/file/VJNCBazb#wpMScICuO ... 3DuOpxNS1Q

All the other links for 0.84 have been updated again.

Not an essential download by any means; but you'll see what I mean if you use Firestorm and the decal looks like orange spray paint that magically dissapears (lol).
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Blackgrowl
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Re: Hexen: Walpurgis [0.84- "Lumen Fortis"]

Post by Blackgrowl »

Damn, these upgrades sure are amazing.

Gotta say though, there's a rather clear contrast between Unarmed and the Axe, considering Unarmed can get 'elemental' upgrades but the axe can't.

I was thinking, maybe make it so the Throw Axe upgrade also stuns enemies? A blue flame that gives DoT to anybody it hit, stunning them every one or two seconds.
I think it's OP, but it's still an idea, maybe you can take it and balance it.

Also, the "Throw Hammer" upgrade didn't give much a big effect as I wanted it to. Just 25% faster flying? No changes to gravity? If anything, I think making it so the flying hammers go to a straight line is better, or at least give a very heavy gravity reduction.
Again, crazy idea that is surely unbalanced, but I'm sure you can find a better balanced way for it.

The "kick" upgrade for Unarmed gives 25% more damage for kicks. Why not also the uppercut? These two are part of the Punch Combo and it's very inconsistent how the Kick does more damage than the Uppercut.
You could say that Baratus decided to take a bite on the stone and that gave him some magical powers to his muscles.

Oh yeah and a little nitpick...As much as I like this punch upgrade with the stun and the Electro-orb, it actually gets annoying for a time. Maybe a better particle can be made? Or perhaps even a sprite change? Make the gauntlets look powered up, emit lighting from the gauntlets itself.
To be honest, I think that's too much work that I wouldn't do, but still, there's an idea. (And yes, I know sprite-editing)

Whatever you do, know that I sure as hell love this upgrade system even though in some weapons they're just "basic upgrades", nothing amazing. Don't care, even mundane upgrades are amazing to me.
I don't play as the other two classes but I can't wait to see what kind of upgrades you got planned for them!
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Re: Hexen: Walpurgis [0.84- "Lumen Fortis"]

Post by eharper256 »

Blackgrowl wrote:Damn, these upgrades sure are amazing.
Thanks. :)
Blackgrowl wrote:Gotta say though, there's a rather clear contrast between Unarmed and the Axe, considering Unarmed can get 'elemental' upgrades but the axe can't.
Well, the Axe is technically already enchanted; so the idea is that the whetstone enhances its vicious vorpal nature.
Blackgrowl wrote:I was thinking, maybe make it so the Throw Axe upgrade also stuns enemies? A blue flame that gives DoT to anybody it hit, stunning them every one or two seconds.
I think it's OP, but it's still an idea, maybe you can take it and balance it.
So you want the axe to drop a Crusader Flechette on hitting? That's exactly what that flechette does (lol). I probably wouldn't want that unique-ness to be infringed on, really. The Thrown Axe is already incredibly powerful with its explosive force and health vampire effect.
Blackgrowl wrote:Also, the "Throw Hammer" upgrade didn't give much a big effect as I wanted it to. Just 25% faster flying? No changes to gravity? If anything, I think making it so the flying hammers go to a straight line is better, or at least give a very heavy gravity reduction.
Again, crazy idea that is surely unbalanced, but I'm sure you can find a better balanced way for it.
Did you miss the fact you get CLUSTER BOMB HAMMERS? :twisted:
Technically, it does in fact get a gravity and mass reduction as well as a speed boost. Together they add up to 25%. It has to be done this way to maintain the trajectory. Gravity-less thrown hammer would also be copying the basic Hexen Hammer which isn't too smart; and the straight line attack is already covered by the tertiary fire (which is basically already a ground-hugging rocket with a small AOE and mild homing).
Blackgrowl wrote:The "kick" upgrade for Unarmed gives 25% more damage for kicks. Why not also the uppercut?
Because the upgrade specifically is upgrading the Myrm's greaves; not his gauntlets. Also because the kick is always second in the combo; which helps maintain a bit of balance and not make it too OP. The Primary fire upgrade makes the uppercut slightly stronger. And hey; the main feature of the tertiary upgrade is free rocket jumps that don't damage you (except on falling).
Blackgrowl wrote:Oh yeah and a little nitpick...As much as I like this punch upgrade with the stun and the Electro-orb, it actually gets annoying for a time. Maybe a better particle can be made? Or perhaps even a sprite change? Make the gauntlets look powered up, emit lighting from the gauntlets itself.
Revised sprites for upgrades are indeed eventually on the list; because I want a full Trailblazer-type effect. But not soon.
Blackgrowl wrote:Whatever you do, know that I sure as hell love this upgrade system even though in some weapons they're just "basic upgrades", nothing amazing. Don't care, even mundane upgrades are amazing to me.
I don't play as the other two classes but I can't wait to see what kind of upgrades you got planned for them!
Huge revisions were never the idea; they're upgrades, not overhauls, though some will do that to an extent (Algor's secondary upgrade, if I can get it to work, will probably turn into an ice spear machine-gun, for example).

You really should try out the Crusader and Magister as well; they're awesome.
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eharper256
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Re: Hexen: Walpurgis [0.84- "Lumen Fortis"]

Post by eharper256 »


Some new effects added with Algor for 0.85, that I thought I would show off in this weeks quick video. Unfortunately, this wasn't the best of the videos I could have picked to show them off; but the recording quality of the others was too low, alas.
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Re: Hexen: Walpurgis [0.85- "Season of Repose"]

Post by eharper256 »

[0.85]
'Season of Repose'
-----------------------

Code: Select all

+New!:	Algor gained a huge graphical update. There are new shard and cold air
		sprites; and a new glacial spike sprite as well. Spears and Shards and
		Spikes all gain extra graphical flair. Furthermore, sounds for its 
		primary shard mode got remastered so its less annoying 'bambambam!' 
		all the time, and more icy and crackly.
+New!:	Crux Calicus' Vortex now lets out orbiter sparkles to give you an idea
		of its current range. So there's less trial and error from how close you 
		can approach it now. Of course; using it in close quarters is still not
		really advised. XD
+New!:	Another improvement to the looks of Fulgur's Tertiary Fire bolts; they now
		let out obvious extra electrical charge. Also; if the cloud does not
		have a target, it will continue to fire bolts towards the ground rather
		than letting them off uselessly into the sky.
+New!:	Following on from its projectile updates last week; the Lightbringer
		has also had a beam upgrade; for both its main laser and the prism beam.
+New!:	Monsters frozen by Algor can now have their X-Axis flipped randomly
		on their sprite for a bit of variety in ice statues.
+New!:	Quietus Secondary Torpedo explosion got a new much better sprite; and 
		its flames got a revised routine, now creating a tight helix of green 
		flames rather than a sphere. Looks better IMHO.
+Tweak:	Crusader Icon of the Defender sparkle effect adjusted with new sprite.
+Fixed:	Quietus Slashes would occassionally play the 'clanging' wall-hit noise
		rather than a slash noise when hitting an enemy at distance. Fixed.
+Fixed:	Coloured strings forgot to take into account the fact that Doom's strings
		are red by default. Standardised the base colour as being white.
+Fixed:	Fulgur Tertiary Fire bolts sometimes let out Lightbringer sparkles. Fixed.
+Fixed:	Firestorm Font Secondary Decal decided it was going to break on the 
		0.84 release and look like paint. It now looks as it should.
+Fixed:	Rewrote some of the code on the Lightbringer and Firestorm Font which
		were not always correctly checking their mana supply. Fixed.
+Fixed:	Potential rare issue with sprite of axe magically appearing when using
		the Mace Alt-Fire. Fixed.
+Minor:	Finally smashed all the old references to Stamina and Arcblood in the 
		small amount of code leftover from HexArcana.
+Balance:	Crusader Mace Alt-Fire Smite had its damage reduced so that it 
			deals less than the primary on average. It is meant to be a spacing
			tool, not the main fire mode; and this will reduce its DPS.
Get it here: https://mega.nz/file/0JU0xIhT#xP6SUK5G- ... rDYIGghXDI

Sorry, there are no new upgrades this week; I seemed to be distracted with rehashing stuff as you can see lol.
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Crudux Cruo
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Re: Hexen: Walpurgis [0.85- "Season of Repose"]

Post by Crudux Cruo »

So i was playing around with this and i really love the warrior's upgrades, but the slash on the axe when upgraded is a one shot kill for ettins. i took out 10 ettins in one swing after filling the winnowing hall with them and trying the stuff out.
Consider nerfing the distance and damage so it's not better than quietus/more attuned to hexen damage balance.
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Re: Hexen: Walpurgis [0.85- "Season of Repose"]

Post by eharper256 »

Crudux Cruo wrote:So i was playing around with this and i really love the warrior's upgrades, but the slash on the axe when upgraded is a one shot kill for ettins. i took out 10 ettins in one swing after filling the winnowing hall with them and trying the stuff out.
Consider nerfing the distance and damage so it's not better than quietus/more attuned to hexen damage balance.
It's a one shot kill on Ettin's when un-upgraded! :wink:

The upgrade basically just increases the range on it fivefold but nerfs the damage somewhat. This is indeed quite valuable, and for sure it can kill a swath of Ettins, but when do you commonly see 10 line up EXCEPT in test situations? The main purpose of the Vorpal Slash is a high priority target kill, and the upgrade simply makes it less dangerous/point-blank to use. Make no mistake; Quietus' slashes are nearly as powerful AND THEY ARE FREE AND THEY GET MORE Powerful the longer and quicker you swing Quietus, so even against the upgrade, its not going to be losing value anytime soon.

All of the upgrades are good; they're supposed to be. There are not an awful lot of Maulotaur Dolls in Hexen. I seem to remember no more than half a dozen in my last playthrough, and whatdya know, that's two full upgrades, but those ones are then taken away from upgrading something else.

Of course, I will re-look at balance as a whole when I've got all the upgrades done.
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Re: Hexen: Walpurgis [0.85- "Season of Repose"]

Post by eharper256 »

Just as a quick note; I'm having a break from modding this week; I've done precisely nothing in SLADE since Sunday, lol.

If there are any urgent bugs reported before the weekend, I'll fix them, but otherwise there won't be any release this week in all likelihood.
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Re: Hexen: Walpurgis [0.85- "Season of Repose"]

Post by eharper256 »

Not dead, by the way; but straight after my week off from modding, I'm stuck doing quite a large project for work, so I'm not sure how much will be done this week.
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Re: Hexen: Walpurgis [0.85- "Season of Repose"]

Post by SallazarSpellcaster »

eharper256 wrote:Not dead, by the way; but straight after my week off from modding, I'm stuck doing quite a large project for work, so I'm not sure how much will be done this week.
No woes! The upgrade system is shaping up to be a really fun mechanic, as well as pushing up a very strict resource-management element to Hexen, due to the very limited amount of dark servants available in the base game.
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Re: Hexen: Walpurgis [0.85- "Season of Repose"]

Post by Wivicer »

I feel like the sound of the hammer hitting a wall or other surface on a regular swing isn't powerful enough. I don't really have any suggestions for replacements unfortunately :oops:
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Re: Hexen: Walpurgis [0.85- "Season of Repose"]

Post by eharper256 »

SallazarSpellcaster wrote:
eharper256 wrote:Not dead, by the way; but straight after my week off from modding, I'm stuck doing quite a large project for work, so I'm not sure how much will be done this week.
No woes! The upgrade system is shaping up to be a really fun mechanic, as well as pushing up a very strict resource-management element to Hexen, due to the very limited amount of dark servants available in the base game.
Yarp, that the idea behind picking it; I imagine it will be less limited playing Doom and Heretic replacing the Berserk and Tome; though certainly it will be somewhat limited.
Wivicer wrote:I feel like the sound of the hammer hitting a wall or other surface on a regular swing isn't powerful enough. I don't really have any suggestions for replacements unfortunately :oops:
It's actually already enhanced compared to the base game one; but this one presents a slight issue; namely the fact that this sound specifically is used by the Hexen menu. So if its too loud it will be rather annoying clicking between options! :shock:
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Re: Hexen: Walpurgis [0.85- "Season of Repose"]

Post by eharper256 »

Yarp; the work project consumed most of my time.

And then of course; I'm done and Friday is a massive release date for me, what with BOTH the Trials of Mana remake and new X-COM out. <<<GAH DISTRACTIONS>>>

I will attempt to force myself to do something soon though when I can escape the web of two other amazing games.
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