Abysm 2: Infernal Contract -RELEASED! v1.2 - Action RPG - TC

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Re: Abysm 2: Infernal Contract - Beta v.2 Action RPG - TC

Postby Netheritor » Wed Sep 02, 2020 1:55 am

Mine is 4.3.3. The lag is.... hm... it's difficult to describe. Because yours is unique, it's like if there is 10 frames animation, every 6 frame there is nothing there.

And now I just tested something else with other mod, because IIRC I also got this lag in other mod. The mod is called "Doom RPG SE". I just use stim and spam immunity crystal and I got lag like yours.
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Re: Abysm 2: Infernal Contract - Beta v.2 Action RPG - TC

Postby jazzmaster9 » Wed Sep 02, 2020 4:07 am

Netheritor wrote:Mine is 4.3.3. The lag is.... hm... it's difficult to describe. Because yours is unique, it's like if there is 10 frames animation, every 6 frame there is nothing there.

And now I just tested something else with other mod, because IIRC I also got this lag in other mod. The mod is called "Doom RPG SE". I just use stim and spam immunity crystal and I got lag like yours.

Strange. I really don't know what is causing this, because im not able to recreate the lag even tried, flying around areas with huge gemotery and still got more than 35 FPS.
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you guys should definitely play Abysm 2
 
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Re: Abysm 2: Infernal Contract - Beta v.2 Action RPG - TC

Postby Netheritor » Wed Sep 02, 2020 1:06 pm

Ha..Ha..Ha.. Let's not discuss this anymore. Your specs is clearly better than mine. Just drop it like "my specs is a bit too low for your mod". Still... weird lag though.

At least in Doom RPG I may know what caused it. Too many countdown ability script and big moving light, maybe. I don't know about yours though, not exploring your map enough. My first guess is the light but that sewer level don't have many light but still experienced a bit lag almost at the end. Second guess is your imported something that looks like hexen graphics.
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Re: Abysm 2: Infernal Contract - Beta v.2 Action RPG - TC

Postby jazzmaster9 » Wed Sep 02, 2020 5:04 pm

Minor update Uploaded
- Fixed mistexturing on the Overworld
- Fixed some mid-texture clipping and blocking in Map 02 and the Overworld
- More Grammar and Spelling corrections
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Re: Abysm 2: Infernal Contract - Beta v.2 Action RPG - TC

Postby jazzmaster9 » Thu Sep 03, 2020 6:04 pm

Minor Update Uploaded
- Fixed Incorrect sector height in Map 05
- Added Instant Death damage on death pits in Map 16
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Re: Abysm 2: Infernal Contract - Beta v.2.1 Action RPG - TC

Postby jazzmaster9 » Tue Sep 08, 2020 10:32 pm

ModDB link updated to current iteration of the Beta v.2 now known as Beta Version 2.1

Keep the Feedback and Suggestions coming guys.
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Re: Abysm 2: Infernal Contract - Beta v.2.1 Action RPG - TC

Postby BigMemka » Thu Sep 10, 2020 3:19 am

I killed the first boss so far. So far, I'm interested. But the locations look a bit bare. I'd like to see more details.
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Re: Abysm 2: Infernal Contract - Beta v.2.1 Action RPG - TC

Postby jazzmaster9 » Thu Sep 10, 2020 7:31 am

BigMemka wrote:I killed the first boss so far. So far, I'm interested. But the locations look a bit bare. I'd like to see more details.

Thanks for the Feedback, I'll see what i can do with detail.
the Overworld will remain untouched just to keep performance up, but I'll see what i can do with the Dungeons
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Re: Abysm 2: Infernal Contract - Beta v.2.1 Action RPG - TC

Postby BigMemka » Sat Sep 12, 2020 2:58 am

I passed the game. Killed mastermind in hell. Got level 10. I never improved the raven's staff. And did not get to the location where you need to be a king.

Overall I liked the mod. As for performance, you can separate the peaceful location of the docks from all the others.

What I didn't really like was the presence of vanilla imps and cacodemons on the locations. They look good in hell and on a secret base. But they are not perceived on snow-covered locations. They could be replaced with the monsters from Heretic and Hexen.
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Re: Abysm 2: Infernal Contract - Beta v.2.1 Action RPG - TC

Postby jazzmaster9 » Sat Sep 12, 2020 11:10 pm

BigMemka wrote:I passed the game. Killed mastermind in hell. Got level 10. I never improved the raven's staff. And did not get to the location where you need to be a king.
Overall I liked the mod.

Thank you so much for playing the Beta :) I'm glad you liked it
BigMemka wrote:you can separate the peaceful location of the docks from all the others.

The Docks area is so small that having it in a seperate map is not really going to improve the performance enough to add extra detail on the overworld, and i'm pretty happy with how the overworld looks now.
BigMemka wrote:What I didn't really like was the presence of vanilla imps and cacodemons on the locations.

I see where you are coming from, Though since Imps and Cacodemon's are already established monsters in the Abysm Bestiary so they will stay.

Though i appreciate the feedback. again thank you so much for playing.
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Re: Abysm 2: Infernal Contract - Beta v.2.1 Action RPG - TC

Postby jazzmaster9 » Mon Sep 14, 2020 9:21 pm

Update:
With the Feedback and Suggestions winding down, I'm eyeballing a Version 1.0 full release within the next 1-2 weeks so keep an eye out for that.
Keep the feedback coming.
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you guys should definitely play Abysm 2
 
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Re: Abysm 2: Infernal Contract - Beta v.2.1 Action RPG - TC

Postby Leglock » Thu Sep 17, 2020 3:48 pm

How many missions have this mod?
Spoiler:


So far I am impressed with this mod. Abysm was cool and the "open" world was cohesive. This second part brings more into the table and it seems more balanced and fun.

Also I have to mention this: The game has some serious fps drops in certain areas (from 200+ to 30-ish), but with vulkan that is not an issue for me.

OK now I am in
Spoiler:
.

I like to mention a couple of things:

for the mage class; Weapon upgrades are way to efficient.

Spoiler:
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Discord: Leggo#8138
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: ATI/AMD with Vulkan Support

Re: Abysm 2: Infernal Contract - Beta v.2.1 Action RPG - TC

Postby jazzmaster9 » Fri Sep 18, 2020 11:13 pm

Leglock wrote:So far I am impressed with this mod. Abysm was cool and the "open" world was cohesive. This second part brings more into the table and it seems more balanced and fun.

Thank you so much for trying out the beta. Im glad you liked it.

Leglock wrote:Also I have to mention this: The game has some serious fps drops in certain areas (from 200+ to 30-ish), but with vulkan that is not an issue for me.


Yeah the overworld is large in scale so some machines may have a frame drops here and there, I did try my best to mitigate this when making it, but it seems there's performance for Vulkan instead of OpenGL.

Leglock wrote:for the mage class; Weapon upgrades are way to efficient.
don't know if this was intended)[/spoiler]

I will see whatI can do with balancing the magic weapons and upgrade
The Mana Drop in particular may need a little more balancing, though this is hard to do due to many factors (Random amount dropped by monsters, Character Builds, Potions Purchased, etc.) But I will continue with testing this out.

Thank you so much for the feedback :)
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you guys should definitely play Abysm 2
 
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Re: Abysm 2: Infernal Contract - Beta v.2.1 Action RPG - TC

Postby Leglock » Sun Sep 20, 2020 7:08 am

jazzmaster9 wrote:
Leglock wrote:So far I am impressed with this mod. Abysm was cool and the "open" world was cohesive. This second part brings more into the table and it seems more balanced and fun.

Thank you so much for trying out the beta. Im glad you liked it.

Leglock wrote:Also I have to mention this: The game has some serious fps drops in certain areas (from 200+ to 30-ish), but with vulkan that is not an issue for me.


Yeah the overworld is large in scale so some machines may have a frame drops here and there, I did try my best to mitigate this when making it, but it seems there's performance for Vulkan instead of OpenGL.

Leglock wrote:for the mage class; Weapon upgrades are way to efficient.
don't know if this was intended)[/spoiler]

I will see whatI can do with balancing the magic weapons and upgrade
The Mana Drop in particular may need a little more balancing, though this is hard to do due to many factors (Random amount dropped by monsters, Character Builds, Potions Purchased, etc.) But I will continue with testing this out.

Thank you so much for the feedback :)


I enjoyed the mod A LOT, way more than Abysm DOI, I am a huge fan of your world buildning skill, like Dark Souls. There are a ton of good mods and maps out there, but THIS world is a huge step forward the in the community for future projects. I cannot compliment enough how I Enjoyed exploring new areas and finding secrets (and it was kinda 90's when you have no guides to check and stuff, so you need to pay attetion and find them yourself), and must say it was not quite hard because of the way you structure things make it easy to go and search for them.

The only criticsism I have, is that I don't like voice acting in my mods XD (even when they are spot on goooood), I like to have an option to turn them off. Also, I like the idea of female characters, but I like that they have a female sprite to choose (not judging :P).

Are you planning to add some classes after some balance?

Again, great TC, super enjoyable. I am looking forward for future updates!
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Joined: 02 Mar 2019
Discord: Leggo#8138
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: ATI/AMD with Vulkan Support

Re: Abysm 2: Infernal Contract - Beta v.2.2 Action RPG - TC

Postby jazzmaster9 » Sun Sep 20, 2020 11:26 pm

Beta v2.2 Uploaded
This will hopefully be the final beta version before full release
- Changed player view height from 41 to 46 to have him be visually the same height as the NPCs.
- Changed the Weapon and Spell Projectile Spawn heights to match the new view height.
- Correct Weapon Offset for the Repeater to have it centered.

Leglock wrote:Are you planning to add some classes after some balance?


Adding new content is always a possibility, though this most likely be added long after the full release.
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