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

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PresBarackbar
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Post by PresBarackbar »

eharper256 wrote:
PresBarackbar wrote:For weapon 1 I upgrade the tertiary immediately on Daedolon. Other than that, I stick to upgrading it last when I have a surplus of upgrade items. I think that's mostly because in Doom melee isn't super useful considering every enemy has a ranged attack, so upgrading the mace or the gauntlets doesn't feel super necessary. I would definitely upgrade the tertiary on druid immediately as soon as that's available. In terms of one upgrade item upgrading all the fire modes, I don't know how necessary that is. In most Doom wads I have played I end up being able to upgrade everything I care about and still have leftover upgrade items (even when running both weapon options on mage and myrmidon). I think upgrading the fire mode of an ultimate should feel like you are making a choice to give something up in order to increase their power so if it only cost four total upgrade items to beef up your whole arsenal aside from your ult it would feel a lot less impactful.
Oops, I missed a rather important part in the question (edited it now). :x

The 3-in-1 deal would only apply to the [1] slot weapon; so the total saving would be just 2 upgraders.

I'm also considering altering all the added tertiary fires for the [1] to be a bit more unique for Baratus and Parias. Specifically, Baratus would get an infinite use but cooldown Javelin added to Inventory, and Parias would get the ability to create Concecrated Ground when standing still (even for a moment, after which it would persist for a short time), and then would give better defence whilst in it.
Ah ok! In that case, yeah probably. It would definitely help out in that case. Really like the ideas for changes too, I think that'd make them a lot more useful.
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eharper256
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Post by eharper256 »

PresBarackbar wrote:Ah ok! In that case, yeah probably. It would definitely help out in that case. Really like the ideas for changes too, I think that'd make them a lot more useful.
Cool.

Yeah, I thought to myself... how often do I really upgrade my [1]'s? and the answer was nearly always 'not until I had surplus and everything else was done', so this would make the option a little bit more tempting.
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RastaManGames
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Post by RastaManGames »

For now i don't tried out this mod yet, but i have a two generic (i think) questions...
1) Is there any "AGI" based class, like ranger or rogue? I mean, bow user or something...
2) Is there any summoner/necromancer-like class? Someone with minions...
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eharper256
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Post by eharper256 »

RastaManGames wrote:For now i don't tried out this mod yet, but i have a two generic (i think) questions...
1) Is there any "AGI" based class, like ranger or rogue? I mean, bow user or something...
2) Is there any summoner/necromancer-like class? Someone with minions...
1) If you're talking in crunchy D&D/Pathfinder terms, then yes, the Druid is actually a Druid/Ranger/Warden type multiclass. She's squishy and super-fast, and her ultimate weapon is the Ichival, the Bow of the Brightest Butterfly. Also uses throwing knives, a werewolf transformation, a mythos water staff, and a snake sceptre. This one is the most recent Druid vid, shows all the weapons (in the Xmas map special I did, lol):


2) No specific minion class; I always felt its a bit weird getting the game to play itself in a Doom title, as its meant to be about fast-paced personal skill. However, as we're based on Hexen items, you can occasionally find a Minotaur summoning doll, and the Druid's 'Grenade' actually spawns acid spitting plants. There are no future plans for a minion class, though the minotaur summon item might vary based on class later.


Watching some videos should give you a good idea of the various options in play, I do short ones fairly frequently.
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eharper256
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Post by eharper256 »

This weeks main progress: mostly done the code and sprites for the Quietus upgrades, and have pretty much finalised the Spear's secondary fire option, which summons a glowing holy lance that waits a moment, selects a target, and then sails off to explode in its face. It just needs some of its summoning animations tweaking but it looks pretty neat so far.

The tertiary fire is still not finalised, but the idea behind it is to leave balls of lightning, which hover on the spot, and then connect to any currently active balls with beams of lightning after a few seconds. Creating a lightning wall effect in theory.

When I've got enough cool stuff to show off, I'll be adding more videos, of course.
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eharper256
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Post by eharper256 »

Not much to say for this week; because I've just had one of those weeks where its suddenly the weekend and I'm like 'why is it the weekend?'. Guess there was such a workload to get done (for my actual job) and the rest of it was zoning out afterwards; as well as preparation for actually going back to the office, which is occuring next week and will be a huge system shock for me after nearly 2 years of purely working from home.

I have made up some plans to make the UI for upgrading weapons be better than it is currently, likely with a backdrop to make the text more visible, a pre-upgrade preview of the effect before you commit, and optional time pause for you to decide. Most of this should be feasible to program as I'm more code-savvy than I was when I first created the system way back. If you have any other suggestions of ways to make the system more robust, feel free to suggest them!
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eharper256
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Post by eharper256 »

Still needs a bit more polishing; but here we have a preview of all of the Storm Sect Spear's final functions (and its upgrades!).

Primary Fire had more perspective added to its sprites as that was a noted complaint with the first look video. Upgrading will make the swipes and stabs faster and stronger

Secondary Fire creates spectral partisans that wait a moment before acquiring a target and rocketing off to smash into its face. Upgrading allows summoning two at once, and when you hold the alt-fire button, you'll delay firing any active ones until its released, so you can have a simultaneous barrage of lots of them!

Tertiary creates a magic circle that builds up power and then detonates in a dome of thunderous power. Upgrading adds a proximity sensor to the circle rather than always detonating after a fixed period (although it still needs work, and triggers off nearby corpses right now for some reason, will have to pop any extra checkifdead in there). :x

Let me know what you think of it!! :)
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eharper256
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Post by eharper256 »


Here's a video covering two Heretic levels by Kor, specifically the E2M1 and E2M2 replacements. Being very tight levels they're arguably not the best ones to show off how the Crusaders new spear performs in melee, but it does give me a few nice chances to use the Holy Circle. You can get this map here.

Also, you might spot the newly revised upgrading interface that I mostly finished this afternoon. This now pauses time and player-inputs whilst you decide, and you get the description of what the upgrade does (and may back out) before you commit to using your item. Let me know what you think about it.
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Lagi
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Post by Lagi »

spear looks fantastic

i love the steel handle (haft?) of the spear
loading of tertiary looks sweet, with the red tip. And the sparks after detonation is a great touch

one of the stab animation (more to the right spear) has last frame in odd angle, and it gives the impression the spear is made of rubber

IMO secondary should immediately start spinning - its look cool in game, very dynamic. Otherwise its looks like if the crusader drop the weapon, and its a pick up for a second.
if I may say, if the spinning of the spear start inside the weapon sprite animation, that would be better imo.

I am fan boy of blunt melee weapons, and hexen mace is my all-time favourite visual among any fps weapons. But your spear now take 2nd place.
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eharper256
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Post by eharper256 »

Lagi wrote:spear looks fantastic

i love the steel handle (haft?) of the spear
loading of tertiary looks sweet, with the red tip. And the sparks after detonation is a great touch

one of the stab animation (more to the right spear) has last frame in odd angle, and it gives the impression the spear is made of rubber

IMO secondary should immediately start spinning - its look cool in game, very dynamic. Otherwise its looks like if the crusader drop the weapon, and its a pick up for a second.
if I may say, if the spinning of the spear start inside the weapon sprite animation, that would be better imo.

I am fan boy of blunt melee weapons, and hexen mace is my all-time favourite visual among any fps weapons. But your spear now take 2nd place.
Thanks Lagi!

Looking at it closer, I guess you're right about the one animation. It shifts the perspective probably a little too quickly. Although, Spears ~do~ actually bend slightly when you thrust and swing them, so a little bit is fine, I'll maybe just make it a bit more subtle again.

The Secondary Fire has a moment where the spectral partisan fades into existance if you look at the anim, and I wanted to make sure if had time for the fade-in. I suppose it does briefly look like a pickup; but the damage is enough to compensate the delay. I don't want to significantly alter this at this point since I'd have to go back and crop all the sounds in Audacity to match the timing again. :x
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headlesszombie
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Post by headlesszombie »

Not sure if this is a problem with something im doing, but I found a bug I think. Seems that no matter if I play in Doom, Hexen, Heretic the classes all use their vanilla character sprites from Hexen instead of the ones for the mod. Also the spear looks amazing, really good work.
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eharper256
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Post by eharper256 »

headlesszombie wrote:Not sure if this is a problem with something im doing, but I found a bug I think. Seems that no matter if I play in Doom, Hexen, Heretic the classes all use their vanilla character sprites from Hexen instead of the ones for the mod. Also the spear looks amazing, really good work.
This isn't actually a bug as such, its just the fact that I've not got around to doing the new player sprites with all the rotations, so they're not currently included, except the complete Druid of course. Since you never see yourself in Third Person unless there is a mirror sector, a camera flyby in a level, or you deliberately enable chase cam for some bizarre reason, they've always been at the bottom of the priority list for my spriting, and I think you're the first one to point it out in all this time, lol. :)

Thanks for checking the mod out and hope you like it though! :)
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headlesszombie
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Post by headlesszombie »

eharper256 wrote:
headlesszombie wrote:Not sure if this is a problem with something im doing, but I found a bug I think. Seems that no matter if I play in Doom, Hexen, Heretic the classes all use their vanilla character sprites from Hexen instead of the ones for the mod. Also the spear looks amazing, really good work.
This isn't actually a bug as such, its just the fact that I've not got around to doing the new player sprites with all the rotations, so they're not currently included, except the complete Druid of course. Since you never see yourself in Third Person unless there is a mirror sector, a camera flyby in a level, or you deliberately enable chase cam for some bizarre reason, they've always been at the bottom of the priority list for my spriting, and I think you're the first one to point it out in all this time, lol. :)

Thanks for checking the mod out and hope you like it though! :)
That makes sense since its really not important at all in terms of gameplay. I would of never noticed but I was playing a megawad for Hexen that has cutscenes where it zooms out and you see the chatacter sprites. Also yes I love it, probably my favorite doom engine mod right now, maybe ever. Love going back to play all my favorite wads with it, never gets out with all the variety and possiblites you have given us with all 3 games. It actually made me go back and replay the whole of Hexen again for the first time since forever and it was a blast, new monster really add alot. Can not wait to get my hands on the next update, amazing work.
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eharper256
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Post by eharper256 »

headlesszombie wrote:That makes sense since its really not important at all in terms of gameplay. I would of never noticed but I was playing a megawad for Hexen that has cutscenes where it zooms out and you see the chatacter sprites. Also yes I love it, probably my favorite doom engine mod right now, maybe ever. Love going back to play all my favorite wads with it, never gets out with all the variety and possiblites you have given us with all 3 games. It actually made me go back and replay the whole of Hexen again for the first time since forever and it was a blast, new monster really add alot. Can not wait to get my hands on the next update, amazing work.
Cheers! I'm always glad to hear when people comment to appreciate it or vote for it, keeps my motivation up!

The new upgrade system is completely done, by and by to everyone. Just working on actual upgrades for the ultimates being filled out now. Will probably focus on showing some of them on vids this weekend. I'm still umming and arring about whether ult-upgrades should cost 2 per upgrade, or just 1 like everything else (except the [1] slot upgrade, which is now a 3-for-1 deal as previously mentioned).
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Linz
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Post by Linz »

eharper256 wrote:
headlesszombie wrote:That makes sense since its really not important at all in terms of gameplay. I would of never noticed but I was playing a megawad for Hexen that has cutscenes where it zooms out and you see the chatacter sprites. Also yes I love it, probably my favorite doom engine mod right now, maybe ever. Love going back to play all my favorite wads with it, never gets out with all the variety and possiblites you have given us with all 3 games. It actually made me go back and replay the whole of Hexen again for the first time since forever and it was a blast, new monster really add alot. Can not wait to get my hands on the next update, amazing work.
Cheers! I'm always glad to hear when people comment to appreciate it or vote for it, keeps my motivation up!

The new upgrade system is completely done, by and by to everyone. Just working on actual upgrades for the ultimates being filled out now. Will probably focus on showing some of them on vids this weekend. I'm still umming and arring about whether ult-upgrades should cost 2 per upgrade, or just 1 like everything else (except the [1] slot upgrade, which is now a 3-for-1 deal as previously mentioned).

I wouldn't mind them being 2 per upgrade if they were like super powerful to compenstate

I'm just kinda wondering if they should serve an extra purpose when you inevitably finish upgrading all your shit and you materials are just sitting in your inventory wasting space
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