Voyage Infernal [1.10.5]

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Re: Voyage Infernàl [1.07]

Postby barosans » Thu Jan 16, 2020 12:51 pm

oh ! nice, a character mod speaking some french word
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Re: Voyage Infernàl [1.07]

Postby Tapwave » Fri Jan 17, 2020 6:18 am

Just as a note, Infernal does not take any accents in French.. :y
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Re: Voyage Infernàl [1.07]

Postby vidumec » Fri Jan 17, 2020 8:47 am

Tapwave wrote:Just as a note, Infernal does not take any accents in French.. :y

that's unfortunate...

coming up next, FN Minimi to replace FAMAS, because a rifle just doesn't feel right as a "chain"-gun equivalent.
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Re: Voyage Infernal [1.08]

Postby vidumec » Fri Jan 17, 2020 1:59 pm

barosans wrote:oh ! nice, a character mod speaking some french word


down with the weebs! Make EU great again!

Toberone wrote:By the way I have one question. Ive been snooping around in the weapon code and I think the bfg projectile is missing its initial contact damage, not that its the important part of it but was that an intentional nerf?


oh crap, missed that! It was not intentional, thanks for pointing i tout
Last edited by vidumec on Fri Jan 17, 2020 2:44 pm, edited 1 time in total.
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Re: Voyage Infernal [1.08]

Postby Zackdoessomething » Fri Jan 17, 2020 3:36 pm

I'm quickly addicted to this mod, what can i say, it's fun af!
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Re: Voyage Infernàl [1.07]

Postby EddieMann » Fri Jan 17, 2020 4:57 pm

vidumec wrote:
Tapwave wrote:Just as a note, Infernal does not take any accents in French.. :y

that's unfortunate...

coming up next, FN Minimi to replace FAMAS, because a rifle just doesn't feel right as a "chain"-gun equivalent.


lmao I love that you really changed the chaingun equivalent up
now speed it up like a tic or so and it's good
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Re: Voyage Infernal [1.09]

Postby Dr_Cosmobyte » Fri Jan 17, 2020 5:49 pm

If Vidumec bends to everything we'll have BD compatibility in two days. I liked the original concept. The only thing i had problems was the auto-reload for SPAS and that's solved :/
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Re: Voyage Infernal [1.09]

Postby vidumec » Sat Jan 18, 2020 3:38 am

GAA1992 wrote:If Vidumec bends to everything we'll have BD compatibility in two days. I liked the original concept. The only thing i had problems was the auto-reload for SPAS and that's solved :/

FAMAS always felt "meh" to me, but i didn't want to replace it, seeing how it's the defining "french" weapon stereotype. The FN Minimi however turned out so good that i just can't justify keeping the FAMAS in its current state anymore.

On BD compatibility, there is a problem with BD decorate actors replacements taking priority over my zscript actors replacements, regardless of load order ( ZScript is always loaded first ), which messes up spawns of some items, and would be a pretty simple fix to do

actually nevermind, BD has hardcoded monster ammo and weapon drops (yikes), so id have to look through each drop and redefine it to one of my items/weapons
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Re: Voyage Infernal [1.09]

Postby EddieMann » Sat Jan 18, 2020 5:41 am

I found a pretty nice 5 round burst sound clip that could be chopped and used for the minimi, it sounds pretty meaty/beefy enough to play the role of "chaingun".
https://voca.ro/eLs1O5eRJ7l
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Re: Voyage Infernal [1.09]

Postby Dr_Cosmobyte » Sat Jan 18, 2020 6:54 am

vidumec wrote:FAMAS always felt "meh" to me, but i didn't want to replace it, seeing how it's the defining "french" weapon stereotype. The FN Minimi however turned out so good that i just can't justify keeping the FAMAS in its current state anymore.

On BD compatibility, there is a problem with BD decorate actors replacements taking priority over my zscript actors replacements, regardless of load order ( ZScript is always loaded first ), which messes up spawns of some items, and would be a pretty simple fix to do

actually nevermind, BD has hardcoded monster ammo and weapon drops (yikes), so id have to look through each drop and redefine it to one of my items/weapons


No, you didn't get it. I wasn't being serious. I was saying that you brought a concept, and apart from gameplay issues, you are changing everyrhing just because people don't like something. If it's your will, go ahead, but you should not let your original line of creativity end.
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Re: Voyage Infernal [1.09]

Postby EddieMann » Sat Jan 18, 2020 7:38 am

GAA1992 wrote:
vidumec wrote:FAMAS always felt "meh" to me, but i didn't want to replace it, seeing how it's the defining "french" weapon stereotype. The FN Minimi however turned out so good that i just can't justify keeping the FAMAS in its current state anymore.

On BD compatibility, there is a problem with BD decorate actors replacements taking priority over my zscript actors replacements, regardless of load order ( ZScript is always loaded first ), which messes up spawns of some items, and would be a pretty simple fix to do

actually nevermind, BD has hardcoded monster ammo and weapon drops (yikes), so id have to look through each drop and redefine it to one of my items/weapons


No, you didn't get it. I wasn't being serious. I was saying that you brought a concept, and apart from gameplay issues, you are changing everyrhing just because people don't like something. If it's your will, go ahead, but you should not let your original line of creativity end.


I'm sure we both agreed that the FAMAS was selling the "chaingun" a bit short, even if I might've been a bit too pushy with it.
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Re: Voyage Infernal [1.09]

Postby Captain J » Sat Jan 18, 2020 7:45 am

C'est incroyable, Monsieur! Very fast, smooth and satisfying weapon mod to enjoy for a while. The weapons feel powerful and potent in certain situations. I love the playable character's voice also. I wonder if she's like Curie from Fallout 4? Anyway the color pallete is quite bright and mild, which is interesting and definitely not an eyesore.
Spoiler: Also i would like to give ya some feedback!
So yeah, minus the flaws, this mod is neat, great, witty. Keep up the good work!
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Re: Voyage Infernal [1.09]

Postby EddieMann » Sat Jan 18, 2020 7:54 am

Captain J wrote:C'est incroyable, Monsieur! Very fast, smooth and satisfying weapon mod to enjoy for a while. The weapons feel powerful and potent in certain situations. I love the playable character's voice also. I wonder if she's like Curie from Fallout 4? Anyway the color pallete is quite bright and mild, which is interesting and definitely not an eyesore.
Spoiler: Also i would like to give ya some feedback!
So yeah, minus the flaws, this mod is neat, great, witty. Keep up the good work!


I don't think it'd make sense for the TTN to have an altfire when the rest of the guns don't have an altfire, and the rocket launcher needing to reload would make sticky situations (e.g groups of cacos) even stickier. The rest, though, probably line up.
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Re: Voyage Infernal [1.09]

Postby Captain J » Sat Jan 18, 2020 9:47 am

I think we have two solutions for this: Make some options to toggle, and make the reload animation faster just like what LAW-12 does.
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Re: Voyage Infernal [1.09]

Postby Thorogrimm » Sat Jan 18, 2020 10:33 am

Fun mod, great weapons and sounds! +1
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