Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

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

Post by neto592 »

I like both primary and tertiary modes. I think shrinking would be more singular than hallucinating, but both are coll anyway.


Also, as for life steal, maybe you could use roots instead of swarms.


And I think the small trees that appear from the seeds from the primary attack should be green instead of white.
PresBarackbar
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by PresBarackbar »

I love the effect of the leaves with the punches
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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 Nov 25, 2023 3:03 pm I like both primary and tertiary modes. I think shrinking would be more singular than hallucinating, but both are coll anyway.
Also, as for life steal, maybe you could use roots instead of swarms.
And I think the small trees that appear from the seeds from the primary attack should be green instead of white.
Thanks
Indeed, the vines will be life-steal, probably a mutation for the shrooms or the seeds.
The stabbing thorns are actually a light green now (they used to have a reddish colour, if you look at the old video). Making them darker green doesn't look good from testing. Of course, the lighter colour looks a bit odd on youtube for some reason, but better in game.
PresBarackbar wrote: Sat Nov 25, 2023 3:19 pm I love the effect of the leaves with the punches
Yeah I had to do something to make the punches different to the Wolf ones. Turns out a piercing shockwave works well. I just recoloured the leaves used in the Druid's Icon of the Defender for it to make a few colour variants, and they give it a cool look. :)
As a bonus, that means the icon also gets to use the new variety, though you don't notice as much due to the green screen tint.
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

I just wanted to post to say Happy 30th Birthday to Doom!

I guess we have to wait two more years for Hexen's 30th, though no-one usually celebrates that lol.

Additionally, most of the Dryad stuff is done now, though I'm looking at how close Xmas is and cringing as to whether I'll get 0.99 out by the end of the year as I first thought, since I still need to finalise all the weapon upgrades code. Might be a January release now, since I always lose about 6 days seeing my folks. Sorry about that everyone.

On the other hand, that probably does set us up nicely to hit the 1.0 release to come out on Walpurgisnacht 2024, which will be really cool. :D

Also note that despite the websites claims to the contrary about mods; there are no issues with Evilternity II and Walpurgis working happily together that I can see from looking at the DeHacked. :-) The only slightly goofy thing is that launchpads will still cause footstep sounds.
neto592
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by neto592 »

What... :shock:

There is an Evilternity II? :!:


Time to go to the Batgoogle ASAP! :mrgreen:
neto592
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by neto592 »

eharper256 wrote: Sun Dec 10, 2023 5:39 am I just wanted to post to say Happy 30th Birthday to Doom!
(...)
Also note that despite the websites claims to the contrary about mods; there are no issues with Evilternity II and Walpurgis working happily together that I can see from looking at the DeHacked. :-) The only slightly goofy thing is that launchpads will still cause footstep sounds.

I was watching a YouTube video about Eviternity II (https://www.youtube.com/watch?v=ZKgLdDLLv70) and I see it has some new weapons. Would that be a problem for Wapurgis?
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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: Sun Dec 10, 2023 3:37 pmI was watching a YouTube video about Eviternity II (https://www.youtube.com/watch?v=ZKgLdDLLv70) and I see it has some new weapons. Would that be a problem for Walpurgis?
Shouldn't be a problem in the same way as Elementalism. Might look a bit weird when you pick one up as a wizard, but them's the chops. I can't 100% guarantee compatibility of course, but it seemed to be fine on the first couple of maps.

I would do a patch but the DeHackEd is really heavily built into it so that it can work with DSDADoom, and hence much tougher to just easily swipe aside with some extra ZScript.
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

Happy New Year, everyone!!

Hope you had an acceptable festive period and didn't kill too many family members.
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

Quick random question for everyone: whilst the Locusts are not usable for the Dryad Form, I can pop them in a bottle (lol).

This would replace the current spitting plant flechette (which will become the Mutated Tertiary Fire for the Dryad Form, with a mild-power down, instead).

What are the thoughts on this? Do people absolutely adore having plants in flechettes? Or is having the locusts more important to people? (otherwise they'll not be used).
PresBarackbar
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by PresBarackbar »

I think locusts would be better. The plants are fine as the flechette but if the change gets locusts AND the plants still exist I think that's ideal.
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

Yup, looks like that's what I'll be doing then. :D
neto592
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by neto592 »

I am also on the opinion that it is better to keep the plants like attacks to the Dryad Form as it helps to create a better atmosphere for that weapon.
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

Cool, I'll do that for sure.
neto592
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by neto592 »

@eharper256

Hi.

The primary attack of the new Crusader weapon 3 (the sword), it will use mana?

If not, there will be a mutate upgrade that would make it more powerful in exchange for costing mana?

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: Fri Jan 12, 2024 6:20 amThe primary attack of the new Crusader weapon 3 (the sword), it will use mana?

If not, there will be a mutate upgrade that would make it more powerful in exchange for costing mana?

Thanks in advance.
No, and yes. In fact, this upgrade is already done, it's anointing the sword, makes the swings also cause a holy-fire blaze in front of you.

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