Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
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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: Hexen: Walpurgis [New Beta Preview Stuff!]
Well then, I guess I'm jealous too.
Because this melee combat looks grandly, certainly better than whatever the heck I'm making.
I should take lessons from this mod and HexArcana for sure.
Because this melee combat looks grandly, certainly better than whatever the heck I'm making.
I should take lessons from this mod and HexArcana for sure.
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Re: Hexen: Walpurgis [New Beta Preview Stuff!]
Come on now, Page, what you did was wonderful too.4page wrote:Well, you're certainly better than me. Though I guess I did something pretty ok, since it looks like you're using the Electrosplosion sprites that I made. I'm loving the way this looks and super stoked to see more!
That said I'm also super stoked, good luck with the beta, Harper!
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Re: Hexen: Walpurgis [New Beta Preview Stuff!]
For the mace its actually a placeholder. But yes, I am still using that sprite in actual electricity part a bit as well. Its perfectly fine. Besides, we all have our strengths; I'm still baffled by some of your cool code in HexArcana (usually when I try to retrofit something and make a pigs ear of it, lol) .4page wrote:Well, you're certainly better than me. Though I guess I did something pretty ok, since it looks like you're using the Electrosplosion sprites that I made. I'm loving the way this looks and super stoked to see more!
Thanks, I'm flattered. Its funny you say that about melee though; I was considering giving the Crusader a second melee weapon, possibly even changing the Lightbringer into a spear.Jarewill wrote:Well then, I guess I'm jealous too.
Because this melee combat looks grandly, certainly better than whatever the heck I'm making.
I should take lessons from this mod and HexArcana for sure.
Aye, without his work, none of this would have started, as I mentioned in the OP.Terensworth wrote:Come on now, Page, what you did was wonderful too.
That said I'm also super stoked, good luck with the beta, Harper!
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Re: Hexen: Walpurgis [New Beta Preview Stuff!]
Giving the Crusader a spear would be pretty damn cool. Though I might just be saying this because the Lightbringer never interested me much, personally. Either way, good stuff so far!! The Crusader's ultimate looks extremely badass!
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Re: Hexen: Walpurgis [New Beta Preview Stuff!]
What code specifically are you having issues with? I admit I really ought to go and rewrite all of the older bits for readability. Also I've learned more ways to make things work so I should be able to condense some of them down a bit.
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Re: Hexen: Walpurgis [New Beta Preview Stuff!]
Well, it would ~still~ be the Lightbringer... just also a spear. In any case, thanks for the support.Whoah wrote:Giving the Crusader a spear would be pretty damn cool. Though I might just be saying this because the Lightbringer never interested me much, personally. Either way, good stuff so far!! The Crusader's ultimate looks extremely badass!
Sorry I didn't make that clear. Nothing wrong with your code; I was implying I cock something up and then cry. XD4page wrote:What code specifically are you having issues with? I admit I really ought to go and rewrite all of the older bits for readability. Also I've learned more ways to make things work so I should be able to condense some of them down a bit.
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Re: Hexen: Walpurgis [New Beta Preview Stuff!]
I was just asking because if there was something you were having issues figuring out I'd be happy to try to help you with it. I often did weird workarounds to overcome my limited understanding of DECORATE. I've noticed that I have a much clearer understanding of how things work and know one or two more things that can make my older sections of code much less "spaghetti."
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Re: Hexen: Walpurgis [New Beta Preview Stuff!]
Thanks, I'll let you know if I need anything.
The main coding concern is understanding why the bloody statusbar doesn't work in Doom; and that's a spaghetti of ZScript I don't really understand, but apparently the creator will help me fix that.
The main coding concern is understanding why the bloody statusbar doesn't work in Doom; and that's a spaghetti of ZScript I don't really understand, but apparently the creator will help me fix that.
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Re: Hexen: Walpurgis [New Video!]
Finally I got to the point where I'm happy to be demonstrating Fulgur, the Magister's Lightning Mastery. Check it out!
I'm very happy on how the sprites and effects turned out; and barring minor tweaks, I think this is about done. As you can see, the three modes are short-ish ranged Lightning Hose, creating and launching a Plasma Ball, and summoning a storm-cloud to fire at foes!
I'm very happy on how the sprites and effects turned out; and barring minor tweaks, I think this is about done. As you can see, the three modes are short-ish ranged Lightning Hose, creating and launching a Plasma Ball, and summoning a storm-cloud to fire at foes!
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Re: Hexen: Walpurgis [New Beta Videos Again!]
Woah, this is.... Wow.
I rarely played the mage in Hexen and related mods, but I guess I have to change that now.
Looking really great, can't wait to try it out.
Mind if I ask how you made the lightning coming out of the giant ball projectile?
That's something that I never was able to implement properly.
I rarely played the mage in Hexen and related mods, but I guess I have to change that now.
Looking really great, can't wait to try it out.
Mind if I ask how you made the lightning coming out of the giant ball projectile?
That's something that I never was able to implement properly.
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Re: Hexen: Walpurgis [New Beta Videos Again!]
Good to hear it!Jarewill wrote:Woah, this is.... Wow.
I rarely played the mage in Hexen and related mods, but I guess I have to change that now.
Looking really great, can't wait to try it out.
Sure. It's simpler than it looks: the Plasma Ball wildly shoots monster railguns as it spins randomly on its axis whilst preserving its initial velocity. There's a random chance of it acquiring a target and hitting it with a volley as it passes, which is the ideal way to use it, and what I fail at repeatedly in the video. It otherwise acts mostly as arcing grenade. It actually originally had RIPPER and BLOODLESSIMPACT as well, but it became a bit too powerful if you could spam them into enemy crowds and slaughter the lot.Jarewill wrote:Mind if I ask how you made the lightning coming out of the giant ball projectile?
That's something that I never was able to implement properly.
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Re: Hexen: Walpurgis [New Beta Videos Again!]
Yay! Basic Doom Compatibility is ready. It's not exactly perfect at the moment, as some sounds are playing up, and I have to use the Alternative GZDoom HUD which isn't ideal for Hexen related stuff. It's also pretty tough fighting hitscanners as the Myrmidon; as you can see, Shotgunners especially give me a hard time. I will probably attempt to make them fire projectiles eventually for that purpose. We also get to see some new tricks from the Myrm; most notably the fact that we get to see the grappling chain secondary attack with his fists (which still needs tweaking considering its dodgy hitbox, but alas), and the fact that he now kicks as part of his fisticuffs (new sprite was added for that!). You also briefly see the Exploding Rumbler Tertiary Fire from The Hammer of Retribution!
For the love of the gods someone help me with this damn HUD!
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Re: Hexen: Walpurgis [Doom Compatibility!]
Nice Doom Compatiblity, now you got me sold even more! What about Heretic?
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Re: Hexen: Walpurgis [Doom Compatibility!]
Yep, Heretic is going to be in. It's actually easier than Doom to implement (and the statusbar actually works innately with hardly any tweaks!), so I wanted to get Doom ready first. Heretic is just needs a few more spawners set-up correctly and few tests and that should be good to go. I expect it to need difficulty tuning more than anything; because Heretic's level of damage is at a lower scale than Hexen's. I might need to put in slight changes to the enemies to give them more HP.HLRaven wrote:Nice Doom Compatiblity, now you got me sold even more! What about Heretic?
No new videos today; but here's a couple of the new sprite additions:
The Crusaders Font of Firestorms has been redone, and has a pair of new attacks that required us to have a thrusting hand:
The animation of this has been completed!
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Quietus got its secondary attack added; and that required a few new sprites and fishing for sound effects:
This is actually a sample image combining the three layers which make up the attack in game. Technical use of overlays (and the ball as a projectile) allow the above to occur. What do you think it does?
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Finally, if you were paying attention in the Doom Video, you will have spotted this one: the Myrmidons new kick-sprite:
I actually would like a few opinions on this one: Do you think the Boot should have the outline it has at the moment? It somewhat mismatches the gauntlets by having it, but without it, it feels rather washed out when its shown in world most of the time. So give me your thoughts on what you think is better!
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Re: Hexen: Walpurgis [Doom Compatibility!]
Hello!
Been eagerly following this mod's development since its beginning, and I must say I highly look forward to playing with it!
Commenting on the boot sprite, the issue isn't the outline itself, but a lack of contrast: Look at the gauntlet sprite, and you'll see there are many bright areas contrasting with the surrounding dark areas, that's why the gauntlets look as if they didn't have an outline -though they actually do.- What I'd recommend is that you add a few areas of light, similarly to the gauntlets; as it is, the boot sprite already has a few lighter areas which can work as a basis to add that "shine" to them.
I hope those few thoughts on the boot sprite help! As an aside, I made an edit to the boot sprite, but I'm not certain if it'd be disrespectful to share it without asking first.
Been eagerly following this mod's development since its beginning, and I must say I highly look forward to playing with it!
Commenting on the boot sprite, the issue isn't the outline itself, but a lack of contrast: Look at the gauntlet sprite, and you'll see there are many bright areas contrasting with the surrounding dark areas, that's why the gauntlets look as if they didn't have an outline -though they actually do.- What I'd recommend is that you add a few areas of light, similarly to the gauntlets; as it is, the boot sprite already has a few lighter areas which can work as a basis to add that "shine" to them.
I hope those few thoughts on the boot sprite help! As an aside, I made an edit to the boot sprite, but I'm not certain if it'd be disrespectful to share it without asking first.