Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 96
- Joined: Fri Oct 18, 2019 6:03 pm
Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen) New Relea
I know Walp is not specifically compatible with monster mods now but it'd be cool if it could be used with Mellow Heretic. It works for the most part, the only thing Ive noticed is discs of repulsion turn into Disciple sprites
- eharper256
- Posts: 1114
- Joined: Sun Feb 25, 2018 2:30 am
- Location: UK
- Contact:
Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen) New Relea
There are no plans for me to add in extra animal forms right now, but I could add polar bear paws as alternate art for the Wolf Form if you want to make them and they're good. You will obviously be credited if I use them (like SallazarSpellcaster got credited for updating the Myrm's boot), but don't force yourself on my behalf.Lagi wrote:Waiting to test new animal form.
I want offer to do the "bear" white paws, but Im busy with other drawings. Would you be interested in help here or you good?
This would be because the sprites of the Disc use the prefix "DSCR" as a shortened 'DiscR'. Disciples normally use "WZRD" for 'Wizard' but I guess Mellow must have chosen to use the same "DSCR" for 'DiscipleR' for some reason?PresBarackbar wrote:I know Walp is not specifically compatible with monster mods now but it'd be cool if it could be used with Mellow Heretic. It works for the most part, the only thing Ive noticed is discs of repulsion turn into Disciple sprites
In most of my newer sprites I've started making the sprites named in L33T to prevent obvious conflicts (lol) so I guess I could make it D5CR or D15C in the next update if @Lagi doesn't want to change it himself.
Alternatively you can also change it yourself in SLADE pretty easily; change the sprite name in Spawners.txt on this section:
Code: Select all
// Disc of Repulsion Upgrade: Much better than before!!
actor ArtiBlastRadiusW : ArtiBlastRadius replaces ArtiBlastRadius
{
Inventory.PickupSound "Pickup/Gem"
Inventory.PickupMessage "\c[white]A \c[gold]Disc of Force\c[white] from times of old..."
Inventory.UseSound "SStaff"
Inventory.InterHubAmount 20
Inventory.MaxAmount 20
States
{
Spawn:
DSCR ABCDEFGH 4 Bright
Loop
Use:
FORD A 0 A_Blast(0,350,350,30,"BlastEffectNew","BlastRadius")
}
}
- Lagi
- Posts: 683
- Joined: Sat Jun 23, 2018 12:51 pm
- Location: Thou shalt alter thy beliefs with new evidence
Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen) New Relea
In Mellow Heretic i changed the Disciple sprite names (to WIZR, WIZS), need to dl again should be fine
I need 2x set of alphabet so i use DSCP and DSCR (as next letter).
I was thinking about animal form:
I need 2x set of alphabet so i use DSCP and DSCR (as next letter).
I was thinking about animal form:
- Druid cut her forearm with the amulet
- she start growing (hight view increase point by point)
- [sound] her pain scream change into wild beast roar, as her hands change into bear paws
-
- Posts: 96
- Joined: Fri Oct 18, 2019 6:03 pm
Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen) New Relea
Thanks Lagi! It works great now. Super fun to play Baratus and tear up the Heretic monsters!
- eharper256
- Posts: 1114
- Joined: Sun Feb 25, 2018 2:30 am
- Location: UK
- Contact:
Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen) New Relea
Lagi wrote:In Mellow Heretic i changed the Disciple sprite names (to WIZR, WIZS), need to dl again should be fine
I need 2x set of alphabet so i use DSCP and DSCR (as next letter).
Sweet, thanks for the update. I will still update it my end eventually as well just in the off chance.PresBarackbar wrote:Thanks Lagi! It works great now. Super fun to play Baratus and tear up the Heretic monsters!
Lagi wrote:I was thinking about animal form:
- Druid cut her forearm with the amulet
- she start growing (hight view increase point by point)
- [sound] her pain scream change into wild beast roar, as her hands change into bear paws
- Cutting herself for a transform is pretty edgy
and would imply damage to HP, mind, which I wouldn't want as a penalty for using the transform.
- Growing height is something I wanted to do, but its not done to ensure Doom levels still work (in my original tests of getting 0.7 to work in Doom, I had to reduce all the default heights for the Hexen characters as Doomguy is a short-ass, and there are quite a few levels you end up having to crouch to get through basic doors!). I guess we could nudge the viewport up a couple of units, but its not very dramatic when I tried it.
- If you want to mux a new sound for her I can send you a link to her original voice pack if you like though.
- Lagi
- Posts: 683
- Joined: Sat Jun 23, 2018 12:51 pm
- Location: Thou shalt alter thy beliefs with new evidence
Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen) New Relea
this would be nice gameplay detail, -1 hp/transform (unless you switch quickly back to another weapon, and not chance to kill self)eharper256 wrote:
- Cutting herself for a transform is pretty edgy
and would imply damage to HP, mind, which I wouldn't want as a penalty for using the transform.
this would be godlike gameplay feature! Having to crouch to go through the door! I already feel the size of the beasteharper256 wrote:[*]Growing height is something I wanted to do, but its not done to ensure Doom levels still work (in my original tests of getting 0.7 to work in Doom, I had to reduce all the default heights for the Hexen characters as Doomguy is a short-ass, and there are quite a few levels you end up having to crouch to get through basic doors!). I guess we could nudge the viewport up a couple of units, but its not very dramatic when I tried it.

plus i believe wolf move way faster when they not in bipedal position.
i sucks at music. more often than not I play games mute.eharper256 wrote:[*]If you want to mux a new sound for her I can send you a link to her original voice pack if you like though.[/list]
send it anyway, it can stay in PM.
oh oh ... and when you in animal form... "the ground tremble with every step"
- eharper256
- Posts: 1114
- Joined: Sun Feb 25, 2018 2:30 am
- Location: UK
- Contact:
Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen) New Relea
You're just quoting Heart of Demons: Baron features you like now, right?Lagi wrote:this would be godlike gameplay feature! Having to crouch to go through the door! I already feel the size of the beast![]()
oh oh ... and when you in animal form... "the ground tremble with every step"

That's honestly quite unfortunate; audio adds alot to an experience. I'm also completely lacking in rhythm and couldn't be musician if I tried, but I know how important it is to the experience, so I've done alot of Audacity work on Walpurgis to make things sound good.Lagi wrote:i sucks at music. more often than not I play games mute.
- Blackgrowl
- Posts: 95
- Joined: Sun Oct 06, 2019 8:47 am
- Graphics Processor: nVidia with Vulkan support
Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen) New Relea
Hey, I was wondering, and sorry if this was answered already some time ago if so, I've forgotten, but anyway...
Are universal kicks planned?
I know the Myrmidon has a kick as one of the three-punch combo attacks, but I still think having a dedicated key that makes you kick would be a great idea.
You can even make it unique for each class, for example;
Warrior can do "Drop Kick", which makes enemies get knocked down as well as a strong momentum. Also, his kicks deal more damage, he was trained for this! He ought to make enemies reach more than 4 metres.
Crusader can make a slower kick (leg plate armor is no joke) but has a high chance to stun the enemy (for perhaps 3 seconds?), next hit will remove that stun though. Knockback is normal, should be as high as 1 metre and as low as 0.2
Mage can do very low-damage dealing kung-fu-ish fast kicks, with a tiny chance for an elemental effect or at the very least freeze. Maybe a "combo kick" is better? Let's just say that he's also a Monk, or his kicks (legs) are magical, heh!
No idea for the druid though, sorry.
I'd love to see if you like this idea and can make it, I would be absolutely happy if so.
By the way, I love how update 0.91 is merely 0.91 despite being a rather big one
Are universal kicks planned?
I know the Myrmidon has a kick as one of the three-punch combo attacks, but I still think having a dedicated key that makes you kick would be a great idea.
You can even make it unique for each class, for example;
Warrior can do "Drop Kick", which makes enemies get knocked down as well as a strong momentum. Also, his kicks deal more damage, he was trained for this! He ought to make enemies reach more than 4 metres.
Crusader can make a slower kick (leg plate armor is no joke) but has a high chance to stun the enemy (for perhaps 3 seconds?), next hit will remove that stun though. Knockback is normal, should be as high as 1 metre and as low as 0.2
Mage can do very low-damage dealing kung-fu-ish fast kicks, with a tiny chance for an elemental effect or at the very least freeze. Maybe a "combo kick" is better? Let's just say that he's also a Monk, or his kicks (legs) are magical, heh!
No idea for the druid though, sorry.
I'd love to see if you like this idea and can make it, I would be absolutely happy if so.
By the way, I love how update 0.91 is merely 0.91 despite being a rather big one

- Blackgrowl
- Posts: 95
- Joined: Sun Oct 06, 2019 8:47 am
- Graphics Processor: nVidia with Vulkan support
Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen) New Relea
Hey, thought you might wanna know; Doom Commandos don't have a "randomizer" for their trails, vertically that is.
I consider this a bug because they now can't hit me when there is a tiny barrier they can easily get past, maybe it's good, because this is "tactical cover", but that's not what Doom is about and---I swear it's easy to avoid shooting that barrier even if you're a dumb old zombie.
Here's a picture:
https://imgur.com/a/f9I7nlL
I consider this a bug because they now can't hit me when there is a tiny barrier they can easily get past, maybe it's good, because this is "tactical cover", but that's not what Doom is about and---I swear it's easy to avoid shooting that barrier even if you're a dumb old zombie.
Here's a picture:
https://imgur.com/a/f9I7nlL
- eharper256
- Posts: 1114
- Joined: Sun Feb 25, 2018 2:30 am
- Location: UK
- Contact:
Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen) New Relea
I don't think its been mentioned before that I remember.Blackgrowl wrote:Hey, I was wondering, and sorry if this was answered already some time ago if so, I've forgotten, but anyway...
Are universal kicks planned?
Its an iconic Brutal Doom feature that I enjoy for sure, but I'm not sure if it has a huge place in Hexen, at least not directly as the mighty foot.
I will certainly consider adding it for the Myrm, mind you, as you say, its quite relevant for him and he has a unique sprite that might as well be abused for it. It would have to go on the 'Zoom' button in GZDoom which is a bit odd, mind.
Whilst I love my Kung-Fu Wizards from the Fate Stay Night franchise as much as any anime nerd, Daedolon doesn't strike me as one of them.

Yeah, its funny you noticed that.Blackgrowl wrote:By the way, I love how update 0.91 is merely 0.91 despite being a rather big one

Mmm, they don't, because it looks really weird if they do, with bullets coming from above and below their chaingun due to how projectiles work in Doom.Blackgrowl wrote:Hey, thought you might wanna know; Doom Commandos don't have a "randomizer" for their trails, vertically that is.
I consider this a bug because they now can't hit me when there is a tiny barrier they can easily get past, maybe it's good, because this is "tactical cover", but that's not what Doom is about and---I swear it's easy to avoid shooting that barrier even if you're a dumb old zombie.
Its obviously not noticeable if you have a hitscan, but its very much so if you have tracers. If lots of people feel its a problem, I might have to see if the projectile itself can give itself some Z velocity randomisation in its first frame; though that will lead the shots to be really inaccurate at long range, which completely nerfs maps that abuse the old 'chaingunner turret' effect.
Which honestly I see as a positive because I hate them, but I didn't want to mess with the Doom menagerie balance that far either because its really easy to notice that kind of thing and completely warps the map makers intentions, sinister as they may be.

- Blackgrowl
- Posts: 95
- Joined: Sun Oct 06, 2019 8:47 am
- Graphics Processor: nVidia with Vulkan support
Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen) New Relea
Yeah! That's actually much, much better; instead of "universal kicks" it's "universal melees", all meant to deal less damage but also give a knockback and a special effect fit for every class. I like it.eharper256 wrote:I don't think its been mentioned before that I remember.Blackgrowl wrote:Hey, I was wondering, and sorry if this was answered already some time ago if so, I've forgotten, but anyway...
Are universal kicks planned?
Its an iconic Brutal Doom feature that I enjoy for sure, but I'm not sure if it has a huge place in Hexen, at least not directly as the mighty foot.
I will certainly consider adding it for the Myrm, mind you, as you say, its quite relevant for him and he has a unique sprite that might as well be abused for it. It would have to go on the 'Zoom' button in GZDoom which is a bit odd, mind.
Whilst I love my Kung-Fu Wizards from the Fate Stay Night franchise as much as any anime nerd, Daedolon doesn't strike me as one of them.So if I added a similar feature to the Crusader, Magister and Druid, it would instead be a Shield-Bash, Force Blast, and Knife Throw respectively. Which could be cool, so I'll consider that.
Only problem I see is the Knife Throw, how is that gonna be a "deal less damage but push back" attack? Either way, it's still unique.
I don't think "The knives are blunt" is a good excuse if you were thinking about that, by the way

And no, it's not odd at all that it goes to GZDoom's "Zoom" button, that one is nearly always used as the "Quick Melee" button for many other WADs.
I myself would consider to make that an option, but...I also hate options, especially too many options (Unless they are good/necessary, like GZDoom's itself, I do actually love how this source port has a variety of options)eharper256 wrote:Mmm, they don't, because it looks really weird if they do, with bullets coming from above and below their chaingun due to how projectiles work in Doom.
Its obviously not noticeable if you have a hitscan, but its very much so if you have tracers. If lots of people feel its a problem, I might have to see if the projectile itself can give itself some Z velocity randomisation in its first frame; though that will lead the shots to be really inaccurate at long range, which completely nerfs maps that abuse the old 'chaingunner turret' effect.
Which honestly I see as a positive because I hate them, but I didn't want to mess with the Doom menagerie balance that far either because its really easy to notice that kind of thing and completely warps the map makers intentions, sinister as they may be.
You could probably make it so it only works on difficulty 4 and 5? I mean, when anybody plays Difficulty 4, especially 5, they're just begging for sadomasochist pain. I know I am. Nothing wrong with making it extra-difficult then, including a surprise.
But yeah, a poll would be better instead, if anything this must be a very rare "bug", I doubt many people noticed it, I might as well be the first and only.
- eharper256
- Posts: 1114
- Joined: Sun Feb 25, 2018 2:30 am
- Location: UK
- Contact:
Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen) New Relea
I'd be more surprised if someone didn't reel backwards from a knife to the gut, honestly.Blackgrowl wrote:Only problem I see is the Knife Throw, how is that gonna be a "deal less damage but push back" attack? Either way, it's still unique.
I don't think "The knives are blunt" is a good excuse if you were thinking about that, by the way

That said, this one would also change to a punch or kick whilst in wolf form, of course. It would be cool to have a temporary partial-transform for a wolf paw I suppose, but that would make the animation really long which is unsuitable for a quick melee.

- eharper256
- Posts: 1114
- Joined: Sun Feb 25, 2018 2:30 am
- Location: UK
- Contact:
Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen) New Relea
Here's the new help/hints screen!

There will also be a specific help page covering the classes features specifically. Let me know what you all think!

There will also be a specific help page covering the classes features specifically. Let me know what you all think!
Last edited by eharper256 on Sat Dec 12, 2020 6:32 am, edited 1 time in total.
- Lagi
- Posts: 683
- Joined: Sat Jun 23, 2018 12:51 pm
- Location: Thou shalt alter thy beliefs with new evidence
Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen) New Relea
I need to know how many keys i need to bind, so alt and reload. Not zoom f.ex. or user 3.
Info that walp is compatible with doom and heretic is valid for first timers.
Arrow 3 and 4 are too long. Lots of people might don't even speak English (yes when I was a kid I was playing heretic like that).
Arrow 5 is very good i need that info.
Last 2x arrows are not needed
Info that walp is compatible with doom and heretic is valid for first timers.
Arrow 3 and 4 are too long. Lots of people might don't even speak English (yes when I was a kid I was playing heretic like that).
Arrow 5 is very good i need that info.
Last 2x arrows are not needed
- eharper256
- Posts: 1114
- Joined: Sun Feb 25, 2018 2:30 am
- Location: UK
- Contact:
Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen) New Relea
Yeah, I'll add in alt-fire as well; though that is default-bound to RMB in GZDoom.Lagi wrote:I need to know how many keys i need to bind, so alt and reload. Not zoom f.ex. or user 3.
Less ruminating on my opinions then, haha.Lagi wrote:Info that walp is compatible with doom and heretic is valid for first timers.
Arrow 3 and 4 are too long. Lots of people might don't even speak English (yes when I was a kid I was playing heretic like that).
That one is for people who have never played a Hexen mod before but I guess its fairly redundant.Lagi wrote:Last 2x arrows are not needed
Its helpful to get opinions on this though; there are things I wouldn't otherwise think of; since I'm both the author and a native English speaker with an English degree (lol), so all thoughts about what would be helpful are appreciated.