Voyage Infernal [1.10.5]

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR 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.

Re: Voyage Infernal [1.09]

Postby Combine_Kegan » Sat Jan 18, 2020 6:10 pm

Dang dude the presentation of this mod is slick as hell, I'm really fond of the pistol, and the heft you've given the axe is perfect.
User avatar
Combine_Kegan
The GMOTA Guy
 
Joined: 19 Jan 2014
Location: Hopelessly stuck in the past

Re: Voyage Infernal [1.09]

Postby EddieMann » Sat Jan 18, 2020 6:12 pm

Alright, because I can't keep my hands off the minimi, I attempted to rework its sound to give it a more hefty, beefy feel. It's pretty satisfying so far.
http://www.filedropper.com/voyageinfernal_1

Edit: Any plans on disabling crouch slide?
User avatar
EddieMann
 
Joined: 18 May 2014
Location: Arizona

Re: Voyage Infernal [1.09]

Postby vidumec » Sun Jan 19, 2020 5:49 am

EddieMann wrote:Edit: Any plans on disabling crouch slide?

the latest version has the option now

on the minimi sound, the current one is beefy enough for my taste. Making it any beefier will make it fatiguing

GAA1992 wrote: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 did get it, thanks for concern. If i liked the famas over the minimi, i would have 100% kept it.

my current problem is the animation smoothness disparity between weapons. TTN, plasmagun, pistol reloading, all these look somewhat jarring compared to SPAS or Minimi, which are really smooth, due to being minimalistic.
User avatar
vidumec
 
Joined: 15 Apr 2017

Re: Voyage Infernal [1.10]

Postby Captain J » Sun Jan 19, 2020 6:44 am

I haven't thought about that, but there are always ways to make them dynamic: make an additional reloading animation that plays when specific amount of magazine ammo is left, or make the animation much more swaying.
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: Voyage Infernal [1.10]

Postby vidumec » Sun Jan 19, 2020 8:15 am

yea i'll have to play around with offsets maybe. But disabling rendering interpolation also sort of fixes it, 35 fps makes it less outstanding, which is why i didn't notice it during development, as i've only recently turned it on.
User avatar
vidumec
 
Joined: 15 Apr 2017

Re: Voyage Infernal [1.10]

Postby GRUARRR » Sun Jan 19, 2020 9:53 am

Hi!

English is not my mother tongue but I will do my best.

I´m having a lot of fun with your mod, the weapon visuals are great and the gameplay is also great.

I would like to give you some feedback if you want. I know that you prefer vanilla style and I don´t know if you are going to like my ideas. Anyway here we go:

1) Have you considered about adding a recharge system to weapons that doesn´t have recharge? (Assault Rifle, Plasma Gun, BFG)
I think you could add a Cvar in order to enable or disable this option. This way could be more vanilla or more modern.

2) The same with a kick or a punch or a knife hit or a metal bar (or whatever you want). I feel a little bit helpless when enemies jump into my face and I would like to hit and push them away to escape from their attacks.

3) The same with grenades (or whatever you want, just something you can throw to enemies and has some negative effect to them). I think this could be great with large groups of enemies (yes you have rocket launcher, but it hurts to you if they are very close to you).

Again, tell to you that I´m very happy with you mod and this are only some ideas if you want to implement them into your mod.

If not the mod is great (but could be greater to me with this ideas heehee).

The pistol feels awesome and also both shotguns, I like assault rifles and I like in general the rest of the weapons.

Thank you for sharing you work.

EDIT:

4) Have you considered about giving 100% health with the berserk bonus and giving a lot of physical resistance (less damage tothe user) with this bonus?
The axe is an awesome weapon and I would like to use it more in those 100 second (or 60 I can´t remember now) that gives the berserk bonus,
Last edited by GRUARRR on Sun Jan 19, 2020 3:55 pm, edited 1 time in total.
User avatar
GRUARRR
 
Joined: 08 Jan 2016
Location: Valencia, Spain.

Re: Voyage Infernal [1.09]

Postby EddieMann » Sun Jan 19, 2020 11:56 am

vidumec wrote:
EddieMann wrote:Edit: Any plans on disabling crouch slide?

the latest version has the option now

on the minimi sound, the current one is beefy enough for my taste. Making it any beefier will make it fatiguing

Fatiguing like, boring to hear? Suppose i'm just used to 'heavier' sounds from stuff like Half Life and Rambo.

Would you still appreciate sound patches and anything of the like?
User avatar
EddieMann
 
Joined: 18 May 2014
Location: Arizona

Re: Voyage Infernal [1.09]

Postby vidumec » Sun Jan 19, 2020 3:38 pm

EddieMann wrote:Fatiguing like, boring to hear? Suppose i'm just used to 'heavier' sounds from stuff like Half Life and Rambo.

Would you still appreciate sound patches and anything of the like?

fatiguing like "brutal doom" kind, where it's loud banging sounds that sound powerful and feel good at first but hearing them 1000000 times gives you a migraine

also i just tried your version, and it's a very good sound on its own, but doesn't really fit well imo.
User avatar
vidumec
 
Joined: 15 Apr 2017

Re: Voyage Infernal [1.09]

Postby EddieMann » Mon Jan 20, 2020 12:55 am

vidumec wrote:
EddieMann wrote:Fatiguing like, boring to hear? Suppose i'm just used to 'heavier' sounds from stuff like Half Life and Rambo.

Would you still appreciate sound patches and anything of the like?

fatiguing like "brutal doom" kind, where it's loud banging sounds that sound powerful and feel good at first but hearing them 1000000 times gives you a migraine

also i just tried your version, and it's a very good sound on its own, but doesn't really fit well imo.


Oh, so like a "novelty" sort of sound that doesn't really leave you audibly 'fulfilled'? The sounds I have are as crisp, fresh, and the same cadence as the old, so they shouldn't be tiring to hear.

Though, choosing the best fit is difficult, since they're all equally good.

EDIT: Tried fixing up the other weapon sounds to the best of my ability at the moment, here it is;
https://www.dropbox.com/s/lltfsdkfu6nt4 ... t.pk3?dl=0
User avatar
EddieMann
 
Joined: 18 May 2014
Location: Arizona

Re: Voyage Infernal [1.10]

Postby dawnbreez » Wed Jan 22, 2020 10:00 am

This plays unbelievably smoothly. Like melted butter, even. And I love the way the SPAS-12 works.
User avatar
dawnbreez
 
Joined: 08 Jul 2015

Re: Voyage Infernal [1.09]

Postby Dr_Cosmobyte » Fri Jan 24, 2020 6:16 pm

EddieMann wrote:even if I might've been a bit too pushy with it.


Don't take it personally. I just wanted to play under vidumec's original liine of thought, feedback is always a good thing.

EDIT: is it just me, or the actual version to download still has the FA-MAS?

Sorry, my fault.
User avatar
Dr_Cosmobyte
Also known as: GAA1992
 
Joined: 04 Jun 2015
Location: Killing spiders.

Re: Voyage Infernal [1.10]

Postby ValeriePalerie » Fri Jan 24, 2020 7:33 pm

Amazing mod! Soft spoken action protagonists are underrated IMO ^^

Tiniest possible nitpick, but the extra blood sprites from the Colt TTN ignore blood colour fixing mods. Not the biggest problem, especially since I tend to play along with Legion of Bones where most monsters have red blood by default, but figured I should mention it. Thanks for kicking off 2020 with this arsenal~
User avatar
ValeriePalerie
 
Joined: 23 Aug 2019
Discord: Val Pal#9747
Twitch ID: Valerie_Lavender
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Voyage Infernal [1.10]

Postby Male Man » Fri Jan 24, 2020 10:57 pm

This is exactly what I wanted from these kinds of mods. Not too many weapons, unlike Brutal doom where I have to disable almost every new gun so I don't waste time scrolling. Every gun feels very good to use, especially with the recoil and the bullet tracers. And there's actual animation, not just one moving and expanding sprite like some other mods.
There's just one thing that bugs me though. The Colt is litterally the most useless weapon in this mod. It just wastes so many shells. The Jericho is just as good, if not better. it takes under 15 bullets to kill a Cacodemon with the Jericho, and the Colt takes 4 SHOTS(8 shells). It should really only take 3 shots. Other than that, nice mod. Really underated.
Male Man
 
Joined: 24 Sep 2019

Re: Voyage Infernal [1.10]

Postby Agitatio » Sun Jan 26, 2020 5:06 am

Hey vidumec, what do you think about toning down gibbing from TTN and Axe?

For Axe maybe make it so it only gibs when there is rage/wrath available?
And for TTN it can be a toggle in the options or simply a lower chance?
Last edited by Agitatio on Sun Jan 26, 2020 2:42 pm, edited 1 time in total.
User avatar
Agitatio
 
Joined: 05 Sep 2011
Discord: Agitatio#4183
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Voyage Infernal [1.10]

Postby elCreyo » Sun Jan 26, 2020 10:03 am

What a fun mod to play. Is there any lore for this? I can tell you play as a gurl.
User avatar
elCreyo
elanimator
 
Joined: 07 Jul 2018
Discord: elcreyo#3831
Twitch ID: elcreyo

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: mamaluigisbagel, TheRailgunner, wolf00 and 4 guests