Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD 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 [RELEASE 0.75- "Kill it with Fire!"]
The Magister's flechettes feel much more fun to use now, especially at the beginning before you get Algor, they can take you out of tight spots. Something I noticed about flechettes though, is that while the max amount you can have is 25, you can still pick up flechettes even when you have 25 of them, but the ones you pick after that are lost entirely; it may be a small bug?
Centaurs too are less of a pain to deal with; the extra speed isn't quite noticeable, but the reduction in their blocking time is.
Also, a small comment: Since you're going for a bit of realism -considering the buildup speed for Quietus,- I'd like to point that the first piece is actually the grip and pommel; the hilt is composed of the grip, pommel and crossguard. On the subject of Quietus, its tertiary did, indeed, make a hilarious short job off of the Heresiarch, having all projectiles connect against them; as you mentioned, it really works against one-on-one, and against chumps such as zombiemen in Doom.
Centaurs too are less of a pain to deal with; the extra speed isn't quite noticeable, but the reduction in their blocking time is.
Also, a small comment: Since you're going for a bit of realism -considering the buildup speed for Quietus,- I'd like to point that the first piece is actually the grip and pommel; the hilt is composed of the grip, pommel and crossguard. On the subject of Quietus, its tertiary did, indeed, make a hilarious short job off of the Heresiarch, having all projectiles connect against them; as you mentioned, it really works against one-on-one, and against chumps such as zombiemen in Doom.
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Re: Hexen: Walpurgis [RELEASE 0.75- "Kill it with Fire!"]
It's a quirk based on how they're programmed; the Flechette floating in the world is a dummy item that then gives the player the correct one. Unfortunately when it hands over the item, it doesn't have a check to prevent going over the limit and its lost.SallazarSpellcaster wrote:The Magister's flechettes feel much more fun to use now, especially at the beginning before you get Algor, they can take you out of tight spots. Something I noticed about flechettes though, is that while the max amount you can have is 25, you can still pick up flechettes even when you have 25 of them, but the ones you pick after that are lost entirely; it may be a small bug?
I think I know a better (more complicated) way to spawn them to avoid this, but its not there right now. The moral of the tale is to make sure you use them up!
It is quite noticeable in the testing map I have; but that's a wide open space. In corridors, they'll still do the doom monster thing of bouncing off the walls trying to reach you. XDSallazarSpellcaster wrote:Centaurs too are less of a pain to deal with; the extra speed isn't quite noticeable, but the reduction in their blocking time is.
Yep, thats why I'm not gonna change it much from its current form; it has a good niche. In fact, I might increase the cost marginally (to 6 per barrage) when I look at the next big balance pass.SallazarSpellcaster wrote:Also, a small comment: Since you're going for a bit of realism -considering the buildup speed for Quietus,- I'd like to point that the first piece is actually the grip and pommel; the hilt is composed of the grip, pommel and crossguard. On the subject of Quietus, its tertiary did, indeed, make a hilarious short job off of the Heresiarch, having all projectiles connect against them; as you mentioned, it really works against one-on-one, and against chumps such as zombiemen in Doom.
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Re: Hexen: Walpurgis [RELEASE 0.75- "Kill it with Fire!"]
Yeah, the flechettes are a pain in the rear to make work right. Best I could come up with was to make the flechette bottle give one of each class's flechette to the player, but restrict it on the player's side to only be able to receive their own. I THINK there may be a way to make them by using the player property player.flechettetype, but I've never been able to get it to work.
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Re: Hexen: Walpurgis [RELEASE 0.75- "Kill it with Fire!"]
Yarp thats also whats in walpurgis right now.4page wrote:Yeah, the flechettes are a pain in the rear to make work right. Best I could come up with was to make the flechette bottle give one of each class's flechette to the player, but restrict it on the player's side to only be able to receive their own. I THINK there may be a way to make them by using the player property player.flechettetype, but I've never been able to get it to work.
However there should be a way similar to what I've got planned for the weapon pieces with the following release. I'll check if it's cross applicable.
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Re: Hexen: Walpurgis [RELEASE 0.75- "Kill it with Fire!"]
Hello.
There's an issue I just noticed with the Cleric's flechettes, after they explode, sometimes they leave behind a Bloodscourge large fireball which doesn't fade away.
Also, regarding new weapons, there's a possibility in Hexen: Guncaster uses every class' weapon spawner to place a different weapon, while keeping the pieces system to assemble the biggest gun -it uses only one spawner, making for only three pieces.- I don't know the coding backend that makes it work, but in theory, it could be used to give each character from 2 to 4 extra weapons, while keeping the end-game relevance of their ultimates intact.
There's an issue I just noticed with the Cleric's flechettes, after they explode, sometimes they leave behind a Bloodscourge large fireball which doesn't fade away.
Also, regarding new weapons, there's a possibility in Hexen: Guncaster uses every class' weapon spawner to place a different weapon, while keeping the pieces system to assemble the biggest gun -it uses only one spawner, making for only three pieces.- I don't know the coding backend that makes it work, but in theory, it could be used to give each character from 2 to 4 extra weapons, while keeping the end-game relevance of their ultimates intact.
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Re: Hexen: Walpurgis [RELEASE 0.75- "Kill it with Fire!"]
Yep, I'm aware of the flechette issue, I think I know what's causing it. So I will try to get that fixed in the next patch.
The guncaster solution is zscript as far as I'm aware so I will have a look when I get around to it but don't expect too much.
The guncaster solution is zscript as far as I'm aware so I will have a look when I get around to it but don't expect too much.
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Re: Hexen: Walpurgis [RELEASE 0.77- "Reliable Ultimate Power
NEW RELEASE: 0.77
"Reliable Ultimate Power"
GET IT HERE AT MEGA
-----------------------
15/02/2020
+New!: Each character now has a unique version of the Icon of the Defender!
Although it no longer provides strict invulnerability, it gives 50%
damage reduction to all the classes, as well as...
+New!: The Myrmidon flies in a super-powered Quad-Damage Berserk mode that also
drains enemy HP as he smacks enemies! Rip and Tear!
+New!: The Crusader glows with holy power and zeal, attacking at twice the
speed and regenerating 5 HP a second! For the Shining One!
+New!: The Magister stops time for a brief period. Enough Said.
+New!: Ultimate Weapon pieces were previously spawned in a rather RNG-heavy way
in Doom and Heretic, so if you were unlucky, you could fail to assemble
one in several maps of a megawad. This has now been fixed, as I found a
way to track the second piece (which was the issue before).
+New!: Flechette's have also had their spawning code altered in a similar way
which makes it more efficient, and also prevents you picking up duplicates
of them when you already have 25 in your inventory.
+Fixed: Ultimate Weapon pickup sprites had a tendency to clip in the floor. Fixed.
+Fixed: Hexen Armour is No-Gravity for some reason. Whilst this is fine in its own
game, it causes some issues when you have an armour secret on the top of a
lift (or similar) in Doom/Heretic. It was given +RELATIVETOFLOOR as a fix.
+Fixed: Flechettes had the wrong pickup noise. Fixed.
+Fixed: In Doom, the Maulotaur Summoning Fetish, and in fact also the Maulotaur
it summoned was invisible, lol. Fixed.
+Tweak: Crusaders Flechette was re-done. Initially this was to fix the issue of it
randomly leaving a bloodscourge sprite around, but I ended up tweaking it
a fair bit. It flies slightly further, and has an improved appearance and
updated audio.
+Tweak: Ultimate Weapon pieces now also give off dynamic light and sparkles, like
the Mana chunks do. Helps them taunt you from inaccessible areas!
"Reliable Ultimate Power"
GET IT HERE AT MEGA
-----------------------
15/02/2020
+New!: Each character now has a unique version of the Icon of the Defender!
Although it no longer provides strict invulnerability, it gives 50%
damage reduction to all the classes, as well as...
+New!: The Myrmidon flies in a super-powered Quad-Damage Berserk mode that also
drains enemy HP as he smacks enemies! Rip and Tear!
+New!: The Crusader glows with holy power and zeal, attacking at twice the
speed and regenerating 5 HP a second! For the Shining One!
+New!: The Magister stops time for a brief period. Enough Said.
+New!: Ultimate Weapon pieces were previously spawned in a rather RNG-heavy way
in Doom and Heretic, so if you were unlucky, you could fail to assemble
one in several maps of a megawad. This has now been fixed, as I found a
way to track the second piece (which was the issue before).
+New!: Flechette's have also had their spawning code altered in a similar way
which makes it more efficient, and also prevents you picking up duplicates
of them when you already have 25 in your inventory.
+Fixed: Ultimate Weapon pickup sprites had a tendency to clip in the floor. Fixed.
+Fixed: Hexen Armour is No-Gravity for some reason. Whilst this is fine in its own
game, it causes some issues when you have an armour secret on the top of a
lift (or similar) in Doom/Heretic. It was given +RELATIVETOFLOOR as a fix.
+Fixed: Flechettes had the wrong pickup noise. Fixed.
+Fixed: In Doom, the Maulotaur Summoning Fetish, and in fact also the Maulotaur
it summoned was invisible, lol. Fixed.
+Tweak: Crusaders Flechette was re-done. Initially this was to fix the issue of it
randomly leaving a bloodscourge sprite around, but I ended up tweaking it
a fair bit. It flies slightly further, and has an improved appearance and
updated audio.
+Tweak: Ultimate Weapon pieces now also give off dynamic light and sparkles, like
the Mana chunks do. Helps them taunt you from inaccessible areas!
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Re: Hexen: Walpurgis [RELEASE 0.77- "Reliable Ultimate Power
.77, I play half episode of heretic (cannot digest 7portal anymore):
harper absolutely amazing sounds! pick up sounds for items, flask, weapons they are great. The icon of defender mode are out of this world. Its a small mastercraft on its own, its completely different for each class - and have awesome ambient sounds, very in feeling of hexen.
with cleric lightbringer when im on 0 blue mana with R key im able to do primary shoot. The empty chamber of lightbringer is excellent touch, would be nice to have some use of lightbriner without internal light.
keys in heretic - each key take tiny piece (top left corner) of separate item slot - maybe I have OCD, but there could be full size key icon - dont you thing? or reorganise the UI for heretic alittle (not sure how many work it is)
cleric flashette is not doing damage to player - that was intentional?
I beg for key shortcut to all artifact, unless i cannot find in menu
harper absolutely amazing sounds! pick up sounds for items, flask, weapons they are great. The icon of defender mode are out of this world. Its a small mastercraft on its own, its completely different for each class - and have awesome ambient sounds, very in feeling of hexen.
with cleric lightbringer when im on 0 blue mana with R key im able to do primary shoot. The empty chamber of lightbringer is excellent touch, would be nice to have some use of lightbriner without internal light.
keys in heretic - each key take tiny piece (top left corner) of separate item slot - maybe I have OCD, but there could be full size key icon - dont you thing? or reorganise the UI for heretic alittle (not sure how many work it is)
cleric flashette is not doing damage to player - that was intentional?
I beg for key shortcut to all artifact, unless i cannot find in menu
Spoiler: in KEYCONFthe nitrogolem look so so. There is somewhere golem wariant with spike on the shoulder.
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Re: Hexen: Walpurgis [RELEASE 0.77- "Reliable Ultimate Power
Thanks for all the feedback!!Lagi wrote:.77, I play half episode of heretic (cannot digest 7portal anymore)

Thankyou, I enjoyed making them appropriate and different and whilst the sound editing was a fiddle (I'm not exactly an Audacity pro), I think it was worth the time.Lagi wrote:harper absolutely amazing sounds! pick up sounds for items, flask, weapons they are great. The icon of defender mode are out of this world. Its a small mastercraft on its own, its completely different for each class - and have awesome ambient sounds, very in feeling of hexen.

Hum... that's a bug, must have an incorrect pointer on the Reload fire; I'll check that, thanks for finding this.Lagi wrote:with cleric lightbringer when im on 0 blue mana with R key im able to do primary shoot. The empty chamber of lightbringer is excellent touch, would be nice to have some use of lightbriner without internal light.
Don't know what the darkened lightbringer would be useful for besides clobbering people. XD
Yep, also the case with Doom Keys right now, because they use small icons rather than large ones in the Map screen (but its the Hexen Map screen, so it has big boxes). It is a pretty OCD thing to notice (but don't worry, I noticed it myself).Lagi wrote:keys in heretic - each key take tiny piece (top left corner) of separate item slot - maybe I have OCD, but there could be full size key icon - dont you thing? or reorganise the UI for heretic alittle (not sure how many work it is)

Yes, the Crusader is immune to most of the damage he causes (it's all 'Holy' and 'FireBlast' type) making him a good choice for people always accidently killing themselves with rockets. He only has to be careful with the Crux Calicus Secondary fire, and even that's quite prevent-able with clever use of the starlight wall.Lagi wrote:cleric flashette is not doing damage to player - that was intentional?
Yes, I should probably learn how to create shortcuts for items. I'll try and add that by the time we get to 1.0.Lagi wrote:I beg for key shortcut to all artifact, unless i cannot find in menu
It was a pretty quick re-colour. I might consider re-spriting it entirely if I get the motivation; but its not a very high priority; the main thing was just giving it a different colour scheme.Lagi wrote:the nitrogolem look so so. There is somewhere golem wariant with spike on the shoulder.
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Re: Hexen: Walpurgis [RELEASE 0.77- "Reliable Ultimate Power
Being able to clobber enemies with an empty lightbringer would kinda reinforce the Crusader's middle-ground status between the Myrmidon and Magister
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Re: Hexen: Walpurgis [RELEASE 0.77- "Reliable Ultimate Power
Haha. I think I already mentioned this, but originally I was going to make the Lightbringer into a Spear of some kind. Unfortunately it was way too much effort to get it looking respectable for my original 0.7 launch. Perhaps I'll consider revisiting the idea before the 1.0 launch.Whoah wrote:Being able to clobber enemies with an empty lightbringer would kinda reinforce the Crusader's middle-ground status between the Myrmidon and Magister
Oh its just sprite changing then? Huh... thought it would be more complex. Well that's cool, I'll get that sorted for Doom and Heretic in next weeks update then. Thanks for the pointer!Lagi wrote:Look at yellow key I make (resize)

I like a bigger recolour myself, and honestly I never liked the brown-ish-yellow mummy look (I was actuallly considering making the normal ones a different colour as well, but figured that would be too much fiddling with the iwad stuff).Lagi wrote:what if nitrogolem have only his eyes in fire? I think its sufficient indicator, little hidden, but still obvious.
Still, I respect people wanting different things: if you want to provide all the frames, I'll add it to the pile of stuff I still need to make as a CVAR toggle (along with Sallazar's shoe toggle, chainmail ettin and various other things).

New (old) Video:
I re-did the Myrmidon Hell on Earth video to show how the Doom compatibility has progressed and things have been polished since then.
I'm also letting everyone know that I'm still going to be busy as hell (lol) this week. I knew it was going to be really busy at work during February, which is why I planned the release for the end of January when I could push out all those initial patches. Glad I did, as its been pretty crazy! Obviously I'll still check in to reply to comments, of course, so I always appreciate them!
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Re: Hexen: Walpurgis [RELEASE 0.77- "Reliable Ultimate Power
A spear? it look more like some very fancy axe tbh. but making swinging sprite for it would be lots hardereharper256 wrote:Haha. I think I already mentioned this, but originally I was going to make the Lightbringer into a Spear of some kind. Unfortunately it was way too much effort to get it looking respectable for my original 0.7 launch. Perhaps I'll consider revisiting the idea before the 1.0 launch.Whoah wrote:Being able to clobber enemies with an empty lightbringer would kinda reinforce the Crusader's middle-ground status between the Myrmidon and Magister


green golem looks like hulk. Blue one like some ice version (and vendigo is better). and red like if he gets burn. IMO current color is best, and would only add some detail for differentiation.eharper256 wrote:I like a bigger recolour myself, and honestly I never liked the brown-ish-yellow mummy look (I was actuallly considering making the normal ones a different colour as well, but figured that would be too much fiddling with the iwad stuff).Lagi wrote:what if nitrogolem have only his eyes in fire? I think its sufficient indicator, little hidden, but still obvious.

EDIT:
below nitrogolem (on left) looks like pimp. But I was wondering how he would look like with some fashion statements (chains - because he was enslaved, magic forehead tatoo, sapphire amulet - I like 'just fire eyes' the most). Some basic story behind golem character, would help.
Spoiler:Like golems are construct of Serpents Riders, and some of them are constructed with heating source, because D'sparil was wondering if you can plugin dragon breath into human chassis. Golems are named mummy in the code. So maybe this suppose to be awaken corpse (sentient zombie?).

/EDIT
I quite happy to do stuff, but many times before I make pictures/code/"gifts" for others and they dont use it all, so I rather dont want to waste my time on others anymore.
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Re: Hexen: Walpurgis [RELEASE 0.77- "Reliable Ultimate Power
Lagi wrote:A spear? it look more like some very fancy axe tbh. but making swinging sprite for it would be lots harder![]()
Ugh. Makes me think about MMO "AXES" that would be utterly impractical in a fight.
Well, I'd still need a swinging sprite. Spears are not just for stabbing. A good spearman swings and uses the lever effect and reach to smash skulls just as well as impaling them.
Look; its chance to pop in an Unlimited Blade Works Video!
Lagi wrote:I guess GRR Martin didnt wrote that[/spoiler]
Obviously not; there wouldn't be a manual, it would take him another decade.

Chain Golem does look pretty swank.

Up to you as to whether you provide anything; not forcing you. I get what you mean; its always disheartening to see your effort go to naught.
I'm decent at photoshop myself, so I'll probably do something more for nitrogolem eventually regardless; he's just low on my list of priorities right now.
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Re: Hexen: Walpurgis [RELEASE 0.77- "Reliable Ultimate Power
Hello, quick report: Recently played Tower of Chaos, where Mystic Ambit Incants appear pretty often; the item does nothing for the Magister. For Myrmidon and Crusader they work well - they give armor, and health respectively. For the magister, it's merely consumed, but it gives no mana, or any other effect.
Edit: Playing Heretic, and Hexen too, I just noticed that if there's anything right next to you, i.e. a wall, a monster, anything, vorpal slashes from both Quietus and Timon's axe fail to appear, in the axe's case, effectively wasting the mana.
Edit: Playing Heretic, and Hexen too, I just noticed that if there's anything right next to you, i.e. a wall, a monster, anything, vorpal slashes from both Quietus and Timon's axe fail to appear, in the axe's case, effectively wasting the mana.