With heartfelt condolences.eharper256 wrote: ↑Sat Apr 27, 2024 4:38 am In any case, this is due to my grandfather becoming very sick at the start of March, then breaking his hip, and then subsequently passing away a few weeks later. The funeral was this week. To me, he was my father figure, and as I'm one of his executors along with my stepgran, things have been a whirlwind, and Walp has only got the skeleton of the features I wanted for 1.0 done.
Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
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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.
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Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
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Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
Happy Walpurgisnacht everyone!!
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Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
I don't know if its just happening to me or its a bug on the mod...
The Crusader spear weapon mutaded first attack rather of consuming blue mana it is actually giving it.
Could someone tell me if it is happening with another one beside me?
The Crusader spear weapon mutaded first attack rather of consuming blue mana it is actually giving it.
Could someone tell me if it is happening with another one beside me?
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Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
The shock spear? Just double checked it, and there is no issue on the test map. Keep in mind that it uses mana but then refunds it if you miss.
However, are you playing Difficulty 5 / Nightmare?
Sometimes, the extra mana gain given to compensate for the respawning monsters does very strange things, might be that.
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Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
Hi eharper256, thanks for answer me.
Yes indeed I was playing on the hardest AND I had activated the double ammo cheat on GZDoom gameplay control menu.
Now by turning off the double ammo cheat, everything come back to normal.
Yes indeed I was playing on the hardest AND I had activated the double ammo cheat on GZDoom gameplay control menu.
Now by turning off the double ammo cheat, everything come back to normal.
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Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
Yep, that cheat would have done it; the code won't check for that.
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Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
Don't know if anyone saw but a new version of nashgore came out a month or so ago. I have been playing Walpurgis with it a ton latley and everything seems to be working fine to my novice eyes. Really loving 0.99 been having a blast with it, looking foward to 1.00.
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Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
Thanks for the heads-up, headlesszombie.
Nashgore blood makes my day more colorful.
Nashgore blood makes my day more colorful.
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Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
Oh it did, huh? I'm a little behind on everything due to cascading in-real life problems, so 1.0 progress is still on hiatus but should hopefully start up again soon (TM).headlesszombie wrote: ↑Tue Jun 25, 2024 3:11 amDon't know if anyone saw but a new version of nashgore came out a month or so ago. I have been playing Walpurgis with it a ton latley and everything seems to be working fine to my novice eyes. Really loving 0.99 been having a blast with it, looking foward to 1.00.
Good to hear my patch between the two still works, and glad you're enjoying it.
What is life without color and spice?
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Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
Hello, are there any news about the next Walpurgis update?
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Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
Work should resume soon, but I'm not putting any specific dates out right now.Blackgrowl wrote: ↑Mon Aug 05, 2024 3:48 am Hello, are there any news about the next Walpurgis update?
In real life circumstances constantly causing aggro have caused this freeze in progress. Sorry for those eagerly awaiting 1.0!
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Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
New video: playing 30MC2 by Deathbear et. al.
It's my favourite type of map-pack, short and snappy levels! Great use of the Ancient Aliens texture set, and generally pretty cool.
Keep in mind it had DeHacked, so load Walpurgis after it in the load order. Go get it here: https://www.doomworld.com/forum/topic/146988
It's my favourite type of map-pack, short and snappy levels! Great use of the Ancient Aliens texture set, and generally pretty cool.
Keep in mind it had DeHacked, so load Walpurgis after it in the load order. Go get it here: https://www.doomworld.com/forum/topic/146988
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Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
Greetings all!
I'm back with small weekly updates to prove I'm not dead and Walp is still chugging along slowly.
Done a fair bit of theorycrafting over programming level-up effects for the upcoming RPG mode; and I've done several Bardiche and Heavensever fixes.
I'm highly considering adding in a new replacer for the Crux Calicus since the Crusader is the only character still with their original early beta 0.8 Walpurgis Ultimate. It did have a couple of changes over time graphically, but whilst the Primary Fire is cool, the shields are quite niche, and the vortex looks badass (if having unpredictable results), it has been kind of powercreeped by the others and feels a little bit behind. What do you all think of this?
Finally, after a gazillion delays, Jimmy's MIDI pack for Deathkings is out: https://www.doomworld.com/forum/post/2836301
I'm back with small weekly updates to prove I'm not dead and Walp is still chugging along slowly.
Done a fair bit of theorycrafting over programming level-up effects for the upcoming RPG mode; and I've done several Bardiche and Heavensever fixes.
I'm highly considering adding in a new replacer for the Crux Calicus since the Crusader is the only character still with their original early beta 0.8 Walpurgis Ultimate. It did have a couple of changes over time graphically, but whilst the Primary Fire is cool, the shields are quite niche, and the vortex looks badass (if having unpredictable results), it has been kind of powercreeped by the others and feels a little bit behind. What do you all think of this?
Finally, after a gazillion delays, Jimmy's MIDI pack for Deathkings is out: https://www.doomworld.com/forum/post/2836301
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Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
I've always been kinda iffy on Parias' ultimate and specifically the vortex, so I'd be up for a redo.
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Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
Weekly update Time!
As the reaction to revising Crux has been positive here and elsewhere, we look to be going ahead with some revision for that. Interestingly, the star-wall/shield was touted as the most useful part, so I will be keeping that as the tertiary in some form or another.
I did some prototype spriting and brainstorming for it. Conceptually, it must stay cosmic/starlight/solar related as it was always supposed to be a relic of the Crusader's god, so I've been considering numerous options for that, like you drop a point of light that, after delay, blasts out a huge single laser, or a tri-coloured prism blast, or just firing slow moving but devastating blazing sun projectiles.
Obviously, we want to have a distinct feeling and use from the Lightbringer (and to an extent, from the Ichival bow) rather just being a more expensive version, so I was considering stuff like a large brass warhammer, a shaft that blazes into a lightspear, a greatshield you pull out the original Mace for and it gets giga-powered (lol), or a sceptre with an orrery/giant crystal. I would probably like to use it with the shield if possible.
As the reaction to revising Crux has been positive here and elsewhere, we look to be going ahead with some revision for that. Interestingly, the star-wall/shield was touted as the most useful part, so I will be keeping that as the tertiary in some form or another.
I did some prototype spriting and brainstorming for it. Conceptually, it must stay cosmic/starlight/solar related as it was always supposed to be a relic of the Crusader's god, so I've been considering numerous options for that, like you drop a point of light that, after delay, blasts out a huge single laser, or a tri-coloured prism blast, or just firing slow moving but devastating blazing sun projectiles.
Obviously, we want to have a distinct feeling and use from the Lightbringer (and to an extent, from the Ichival bow) rather just being a more expensive version, so I was considering stuff like a large brass warhammer, a shaft that blazes into a lightspear, a greatshield you pull out the original Mace for and it gets giga-powered (lol), or a sceptre with an orrery/giant crystal. I would probably like to use it with the shield if possible.