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Re: Voyage Infernàl [1.07]

Posted: Thu Jan 16, 2020 12:51 pm
by barosans
oh ! nice, a character mod speaking some french word

Re: Voyage Infernàl [1.07]

Posted: Fri Jan 17, 2020 6:18 am
by Tapwave
Just as a note, Infernal does not take any accents in French.. :y

Re: Voyage Infernàl [1.07]

Posted: Fri Jan 17, 2020 8:47 am
by vidumec
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.

Re: Voyage Infernal [1.08]

Posted: Fri Jan 17, 2020 1:59 pm
by vidumec
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

Re: Voyage Infernal [1.08]

Posted: Fri Jan 17, 2020 3:36 pm
by Zackdoessomething
I'm quickly addicted to this mod, what can i say, it's fun af!

Re: Voyage Infernàl [1.07]

Posted: Fri Jan 17, 2020 4:57 pm
by EddieMann
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

Re: Voyage Infernal [1.09]

Posted: Fri Jan 17, 2020 5:49 pm
by Dr_Cosmobyte
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 :/

Re: Voyage Infernal [1.09]

Posted: Sat Jan 18, 2020 3:38 am
by vidumec
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

Re: Voyage Infernal [1.09]

Posted: Sat Jan 18, 2020 5:41 am
by EddieMann
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

Re: Voyage Infernal [1.09]

Posted: Sat Jan 18, 2020 6:54 am
by Dr_Cosmobyte
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.

Re: Voyage Infernal [1.09]

Posted: Sat Jan 18, 2020 7:38 am
by EddieMann
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.

Re: Voyage Infernal [1.09]

Posted: Sat Jan 18, 2020 7:45 am
by Captain J
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!

Re: Voyage Infernal [1.09]

Posted: Sat Jan 18, 2020 7:54 am
by EddieMann
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.

Re: Voyage Infernal [1.09]

Posted: Sat Jan 18, 2020 9:47 am
by Captain J
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.

Re: Voyage Infernal [1.09]

Posted: Sat Jan 18, 2020 10:33 am
by Thorogrimm
Fun mod, great weapons and sounds! +1