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

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bluedevil244
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Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen)

Post by bluedevil244 »

uhh :( I am sad i just try playing coop with my cousin with youre mod and it is working but everytime we start a game our classes change RAndomly and if exemple my cousin is the host and he Choose .well... if he end up having parias for exemple and me having Baratus well we just having His weapons in the maps :( so its kind of not working and yes we tried the command line classes :cry:
bluedevil244
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Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen)

Post by bluedevil244 »

i tried classes name (cleric fighter mage didint work always random
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eharper256
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Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen)

Post by eharper256 »

bluedevil244 wrote:uhh :( I am sad i just try playing coop with my cousin with youre mod and it is working but everytime we start a game our classes change RAndomly and if exemple my cousin is the host and he Choose .well... if he end up having parias for exemple and me having Baratus well we just having His weapons in the maps :( so its kind of not working and yes we tried the command line classes :cry:
Yes, I apologise, there is no co-op compatibility, and weapons are spawned based on Player 1's class. :( I would have to re-design quite alot to make it function correctly there.

I actually didn't think GZDoom actually supported much in the way of multiplayer these days, so if you got Walp running on an old ZDoom or Zandro (which it's not made for at all) I'm actually quite impressed. :shock:

The class names are also changed, you would have to use:

Code: Select all

set playerclass \"Baratus the Myrmidon\"
set playerclass \"Parias the Crusader\"
set playerclass \"Daedolon the Magister\"
set playerclass \"Illitheya the Druid\"
respectively, but as noted, it would not affect your ability to play. As I said there needs to be alot more guts work to make the mod co-op happy. Sorry 'bout that. :(
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Lagi
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Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen)

Post by Lagi »

eharper256 wrote:
Lagi wrote:1. the crusader FireStorm alt fire is not dealing fire damage? victim dont burn. i play walp with mellow on heretic master levels.
You answered your own question: monsters only burn in Walp because I give them fiery death states. If you use another monster mod like your own, they won't ignite. See this:
Burn == Death.Fire

I think Fire spear is missing DamageType "Fire"
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eharper256
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Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen)

Post by eharper256 »

FireSpear only does its damage if you directly smack a monster in the face with the Firestorm bolt. If it dies to that 20-40 damage flat then yes it won't set on fire.

CoronaTail, FireCrush, and FlamePillar, which are generated by it, deal the majority of damage, and they do indeed have the "Fire" Damagetype.

(shrug) I guess I could add it.
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Lagi
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Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen)

Post by Lagi »

you are right - that was not the problem.

after crusader firefont alt (not everyone burn):


after phoenix rod:


you can call me sick, but i want to see charred bodies.

----------------
ok, excuse my inclusion sir.
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eharper256
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Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen)

Post by eharper256 »


Here's something else that will make it into 0.92, following the similar overhaul to the Ichvial in the last version: a much better set of animations for the Druid's Wolf Transformation mode.

I was honestly never too happy with the silver furred doggy paws we had before; it had a cool transform and was otherwise a bit crappy. The wolf in general also suffered DPS wise compared to the Myrmidons Axe, making it very challenging to use in the 2 slot.

This time we're going for a much darker coat, and proper hybrid claw-hands which look a bit better in my opinion. The wolf also now doesn't hesitate in punching monsters out rather than always clawing them (lol), which also has the neat side effect of making the ground slam way more awesome!

The power is now much better as you can tell, with the damage of both the melee and the icy comet improved. The slam also now tags better onto a run and has a better AOE, so you can use it as a leap attack!
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Linz
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Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen)

Post by Linz »

Man the new Wolf form is looking way better harper,great job!
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Lagi
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Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen)

Post by Lagi »

this wolf claws looks godlike !! (primaveal?) Harper where can i transfer you some money?

----------------------------
im playing Half Life 2 there is level where you control bugs as ally. Its super cool!
No druid is comple without ability to summon an animal friends. More over it would be greatly inline with your upgrade weapons idea. Tier1 you summon squirel , tier2 wolf, tier3 a wendigo
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eharper256
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Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen)

Post by eharper256 »

Linz wrote:Man the new Wolf form is looking way better harper,great job!
Lagi wrote:this wolf claws looks godlike !! (primaveal?) Harper where can i transfer you some money?
Thanks; I think its pretty cool now.

I'm not looking for any money Lagi, since I'm fortunate to have a very stable job I can do at home, and I like doing this kind of stuff as a hobby, especially since Lockdown gives me even more time. The best things you can do for me if you like Walp is to advertise it whenever you can and post comments. This applies to all lurkers! Comment! Nothing is more inspiring for any creator than appreciation!
im playing Half Life 2 there is level where you control bugs as ally. Its super cool!
No druid is comple without ability to summon an animal friends. More over it would be greatly inline with your upgrade weapons idea. Tier1 you summon squirel , tier2 wolf, tier3 a wendigo
There's a few plans in the works for more class-unique items similar to the class Flechettes so extra Druid summons may show up over time. We're looking towards the 1.0 release for that though.
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eharper256
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen)

Post by eharper256 »

And here we are, just before the 1st birthday as promised, the 0.92 release is here!

Get it from MEGA Here
Get it from GoogleDrive Mirror Here

Changelog:

Code: Select all

 [0.92]
'What's on the Menu?'
--------------------
IT'S WALPURGIS's FIRST BIRTHDAY!!
--------------------
+New!:	A much requested feature; I figured out the ZScript needed in order to
		make keys appear attached to the main HUD so you no longer have to 
		switch to the map screen to check which ones you have.
+New!:	The main menu is also revised with more specific options
		for the mod, along with a new lightbringer prism selection icon. 
		Also, thanks to Jimmy's and Kinsie's Font topics; I've added in a couple
		of unique fonts for the mod to use. 
+New!:	Huge Overhaul to the Walpurgis Options Menu to increase its usefulness
		and readability, and cluster options together. It is also now accessible
		from the main menu, and is your one-stop-shop for the mod.
+New!:	The Mod now has a titlemap.	Its quite simple, with just a little 
		wizards atelier type place and the title, as I'm not much of a mapper. 
		If you're a good mapper and want to contribute one, let me know!
		The music is a cropped and edited version of 'The Jester Affair II' by 
		Everattic, and lends a creepy magical waltz feel to the menu.
+New!:	Druid Wolf sprites completely re-done. All attack modes also updated to
		increase its potency. The primary fire now punches as well as slashes 
		and its overall DPS is about 30% higher than before to make it slightly
		stronger than Timon's Axe Primary for the Myrm (stronger because the
		Druid is squishier and doesn't have Vorpal Slashes!). The Secondary Ice
		Comet activates about 10% quicker, and the Tertiary Slam is has a 10%
		wider AOE impact zone and jumps the player slightly higher if they're
		on the ground when executing it.
+New!:	The Magister gets his alternate in-slot (2) weapon, Aestus! 
		This is the first one to go in. Right now, it cannot be upgraded, so
		Ancient Grimoires used on it will be wasted. 
		> Primary fire shoots Small Fireblasts at a reasonably fast rate.
		> Secondary fire lets loose a rolling ball of molten rock. It can drop
		  off edges and climb stairs, and has gravity, but explodes on walls.
		> Tertiary fire creates a whip of flames, and lashes up close. This is
		  slow and short-ranged, but extremely powerful. 
		By default, it will spawn randomly along with Algor, but if you'd prefer
		to disable either of them, you can do so in the Walpurgis Options.
+New!:	Character walk sprites updated to better reflect how they are in the mod
		rather than using the old Hexen sprites in the case of the Myrmidon,
		Crusader, and Magister. The Druid's sprite was also cleaned & improved.
+Tweak:	Heretic Clinks now jump at you if you're outside of their melee range,
		and their melee attack is now a double slash.
+Tweak:	The Lightbringer now has a set of overlays for each of its fire modes
		to give it more oomph and character. 
+Tweak:	The Testing Map, Walpurgisnacht, has been made iwad neutral. 
		It now only requires stuff provided inside the mod itself. A small 
		amount of OTEX by Ukiro is used to make this possible. It also gained a 
		non-Hexen music track, 'Celtic Fever', by Matthias Verbinnen.
+Tweak:	Kraters of Might now restore 100 of each mana, rather than 200. Mostly
		because they actually spawn more often than one first realises. You can
		now hold 9 in inventory rather than 5, though. 
+Tweak:	New Transparant background keysprites for Doom and Hexen (Heretic already
		had them) added to be compatible with new keys on hud, above. 
+Fixed:	The Crusader's damage reflection on his Icon had apparently stopped
		working at some point. It now works again.
+Fixed:	If you had a map with custom floor flats, there would be no footstep
		noises. A failsafe to use Stone Step noises in that event has been added.
+Fixed:	Hebiko Sceptre Secondary Fire was checking the wrong mana type and could
		refuse to work if you had less than 12 Aetherial Mana (rather than 
		Verdant) despite it not needing any. Fixed.
+Fixed: Hexen Ending always showed the Myrmidon. This has now been fixed, and a
		version of the chessboard with the Druid has also been added. All the
		versions also have punctuation added, and text slightly re-written.
+Fixed:	Hexen/Heretic Chaos Device did not give the correct pickup message. Fixed.
+Fixed: Heretic Mummy would drop unusual items sometimes rather than mana. Fixed.
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Lagi
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by Lagi »

New druid wolf form is fantastic! this claw and punch combo feel natural, also Tetriary attack is powerful! Alt fire dont match with rest - its a beast casting spell, but its me nit picking. this weapon is a massive improvement. (need to check if vision grant any benefit, or is still only hindrance).

why Hebiko is saying "burn"? i think she say that when she fails to open/use something.

Magister fire spell feels mighty. I like that electric spell have this electrocutting effect on victims. Details like this build the great valor of your mod.

I checked if I still prefere Crusader - YES, nothing beats deflecting projectiles with shield :D
Spoiler:
Sabreclaw melee leap looks great, and give good edge to this monster in combat. However the both side axe attack is jarring, because the axe change arm - maybe its only me, but i prefere one side version.

Ophidian has nice new green projectile.

readme is a great help. There is all i need to know to play it.

Can i ask for option to remove this hitscan stick from inventory? it clutter my backpack, and it takes time to scroll to another item.


edit:
this weapons deal too many damage to Heretic monsters (i didnt use any 3rd party monster packs), the game is not a combat challange any more.

when you pickup twice the same weapon, you could randomly upgrade 1 fire mode. or at leat recieve upgrade into inventory instead.

Krater granting 100 mana is great. Still its a lot, and thanks to Krater i never run out of ammo. (or maybe its vanilla maps fault?)

-----------
shouldnt Hebiko wolf form melee attack exhaust blue mana? when im on zero blue mana, she automatically switch weapon. So i presume the Wolf claws should consume some. This make sens, otherwise sword become redundant.

----------
strange ettin behavior, corpse abuse


---
cool vision mode is useful in darkness. Monochorome is best.
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eharper256
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by eharper256 »

Lagi wrote:New druid wolf form is fantastic! this claw and punch combo feel natural, also Tetriary attack is powerful! Alt fire dont match with rest - its a beast casting spell, but its me nit picking. this weapon is a massive improvement. (need to check if vision grant any benefit, or is still only hindrance).
Good, it was always a bit meh before.
Lagi wrote:why Hebiko is saying "burn"? i think she say that when she fails to open/use something.
It was tough finding a girl saying the 'bennh' syllable, you know? Because apparently that's the only word in the Hexen world vocabulary a player ever says. :lol: Since that was the case with the original game, I wanted to maintain that with the Druid. I suppose we can assume they may also be able speak English, since Korvax uses it to taunt us, but there's no confirmation of that.
Lagi wrote:Magister fire spell feels mighty. I like that electric spell have this electrocutting effect on victims. Details like this build the great valor of your mod.
Yes, I like how Aestus has turned out. Fulgur has had that effect for awhile now (0.88? I think?) as part of its power-up, and indeed I think its great now.
Lagi wrote:I checked if I still prefere Crusader - YES, nothing beats deflecting projectiles with shield :D
Spoiler:
I suppose I should say in the notes somewhere, I don't really support the old type of status-bar anymore, its a leftover from the original widescreen statusbar mod. It doesn't get the attached keys, and its much, much more likely to run into conflict than the split version that is the default, as you can see, so I would change to using the split one. I'll make it mandatory in the next release probably (and maybe add some more optional visual clutter to the split one, like the gargoyles).
Lagi wrote:Can i ask for option to remove this hitscan stick from inventory? it clutter my backpack, and it takes time to scroll to another item.
Its on the agenda. I have to leave it there right now for people that play Sigil and other Doom maps that need hitscans to progress. I'll probably have to add in a ZScript game identifier which is a chore.
Lagi wrote:this weapons deal too many damage to Heretic monsters (i didnt use any 3rd party monster packs), the game is not a combat challange any more.
Heretic does need more balancing, since I don't play it that much myself. Alot of Heretic maps do tweak monsters though, so its important to load Walp afterwards in the order. Though honestly when I tested the Werewolf in Vanilla Heretic, I thought it was very satisfying taking out Gargoyles in one punch. :lol:
Lagi wrote:when you pickup twice the same weapon, you could randomly upgrade 1 fire mode. or at leat recieve upgrade into inventory instead.
In theory, if the spawners are doing their job right, you shouldn't usually see a weapon more than once, ever, unless a single map has multiple copies of it to begin with for some reason. I might switch them over to adaptive stealth spawners like the Ultimate Weapon Pieces use in future, with an upgrade item as one of the options. We'll see.
Lagi wrote:Krater granting 100 mana is great. Still its a lot, and thanks to Krater i never run out of ammo. (or maybe its vanilla maps fault?)
In Heretic, you should only get a Krater from bags of holding, or piles of mace ammo. And extra copies of Maces or Gauntlets, if you've already assembled your Ultimate. So yes, if the map has alot of those, you'll have alot of Kraters. Not much I can do about that.
Lagi wrote:shouldnt Hebiko wolf form melee attack exhaust blue mana? when im on zero blue mana, she automatically switch weapon. So i presume the Wolf claws should consume some. This make sens, otherwise sword become redundant.
Lol, are you calling Illitheya, Hebiko, by the way? :lol: Yes, this is intentional. The claw attack does not consume mana. It did in 0.91, but it wasn't liked much. But I kept the requirement to have at least 1 mana to maintain Werewolf form. It makes senses to me.
Lagi wrote:strange ettin behavior, corpse abuse
Yep, Ettin Sergeants sometimes REALLY don't like it when other monsters hit them, and if they win at infighting, continue to kick the shit out of the corpse. :shock: I haven't been to figure out why, honestly. I suspect it is an issue with A_Fastchase, but this effect only happens sometimes. Consider it an entertaining quirk. :twisted:
Lagi wrote:cool vision mode is useful in darkness. Monochorome is best.
Lol, you're the first one to actually find the vision a good thing. It was mandatory in 0.9 and everyone hated it. :?
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SallazarSpellcaster
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by SallazarSpellcaster »

Hello! Got some feedback on Aestus!

I've been playing through Cyrgoth's Revenge by Seidolon, as the Magister and I had the luck to get an Aestus spawn rather than Algor.

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.

Also, Ettin commanders have no walk animation, they merely slide forward towards you.

Other than that, Aestus as the first alternative weapon works wonders!
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AstartesCitizen
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Re: Hexen: Walpurgis 0.92 (For Doom/Heretic/Hexen) NEW RELEA

Post by AstartesCitizen »

I have downloaded the new version and just stumbled with this problem, in the previous version this didnt happen
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