A somewhat french-based weaponset mod. Tight arsenal with emphasis on good feels and not breaking the wad balance too much. Slide around by pressing crouch to dodge projectiles and hack away with your trusty fireaxe L4D style, just be aware of breaking the map flow or getting stuck in a decorative acid pit.
google drive link is still up but is not updated anymore, contains version 1.10.5 at the moment: GDRIVE
don't forget to bind a key to grenade throwing
Note: There are two hud variants, one with scaled fonts and one with non-scaled. If the scaled variant doesn't look right on your monitor, try changing it to non-scaled in options ( set "Use old HUD" to off ), or play around with hud scaling options
1.00 - initial release
1.01
- law-12 autoreload toggle
- swap famas and shotguns slots
1.02
- wrathsphere replaces chainsaw, gives 100 rage but no health
1.03
- add missing rocket launcher rockets scorch decal
1.04
-fixed BFG not returning to the original pitch and angle after firing ( now playable with mouselook off )
1.05
-remove font scaling to fix hud-scaling induced issues. Looking for a workaround to use Major Cooke's DrawStringScaled function with hud scaling.
1.06
-bring back hud font scaling and add an option to toggle it on and off in settings
-change bulletracers to be less annoying when playing with enabled frame interpolation
1.07
-add an option to swap LAW and TTN shotgun spawns. It's not possible to swap shotgun slots dynamically though, so bear with it, or swap them manually in the code\\
1.08
- goodbye FAMAS, hello FN Minimi
1.09
- Restore bfgball 100 impact damage
1.10
- add option to disable crouch slide
1.10.1
- grenades, 2 from start, 1 from backpack, 3 max. No quick throw, and no plans to add it.
- tweaked weapon feedback
- new teleport FX
- buffed ttn damage and penetration
- 4 shells from dropped shotguns
- fix bfg not firing towards the center of crosshair due to recoil
- fix some missing/bad GL definitions
1.10.2
- dynamic light muzzleflashes
- fix SPAS muzzle flash state wrong jump value when tracers are disabled
1.10.3
- balance!
- SPAS: reduce firerate, reduce damage, reduce spread, increase loaded shells amount to 8, add "Unload" altfire to unload all loaded shells
- TTN: increase damage, speed up reloading, change animation a bit
- Disable shotgun swapping. SSG is now TTN, Standard is now SPAS.
- Nades: reduce damage. Did i say no plans to add quickthrow? Forget that, just bind the button in menu.
- Pistol: reduce damage
- Chaingun: reduce damage
- Bazooka - reduce impact damage
- Add pistol start option to settings
1.10.4
- update puffs ( based on AeniPuffs )
- remove obnoxious TTN hitsound
1.10.5
- GORE! SmoothDoom's JuicyBlood meets NashGore's amazing gib sprites. Nowhere near as complex as NashGore, a much more primitive alternative built from scratch just to give a nice touch of bloody limbs to axing. Doesn't replace monsters, which means the on-hit blood sprites are still red, but the gibs will be of proper color for vanilla monsters.
1.11
Nerf some things, bring back shotgun swap - starting the map with fullauto weapon (both pistol and spas) that mows down packs of mobs is OP and not in line with original vision.
1.12
Gib janitor should allow playing big maps with gore enabled without tanking the framerate. Shells/casings - todo
1.13
Machreaper, Tachometer, quick melee
Smooth Doom
- some puffs
- some doom64 ssg intermittent reloading sprites
- pistol hand
- water splashes
- bullet casings
- inspiration ( this whole thing started as a personal edit of smooth doom )
Demonsteele
- sword puffs and decals
High Noon Drifter
- shrapnel sprites
Final Doomer
- some sfx ( backpack, map, radsuit )
Beautiful Doom
- tweaked bullet tracers
BDLite
- floor fire column and smoke
id
- some doom3 sfx, plasmarifle model as reference for plasmarifle
valve + gamebanana community
- some weapon sfx
sketchfab contributors
- lots of reference models for item and weapon sprites
pond5
- some sfx
bethesda
- voice acting
DaZombieKiller + vsonnier
- footsteps module, zscriptified
pfenh
- explosions
naku-naru
- gunsmoke
AeniPuffs
- tweaked bullet puffs
Evilternity
- DBIGFONT for hud
Nash
- epic gibs sprites
tools used: SLADE, Photoshop, Audition
Re: Voyage Infernal [1.00]
Posted: Mon Jan 13, 2020 1:34 pm
by Agitatio
That is a very clean looking weapon set! And out of nowhere! I also really like that Serious Sam style reserve ammo.
So far I noticed a couple of thing that can be improved.
BFG has some transparent pixels on the edges that could be cleaned up.
Your HUD seems to be designed for UI Scale of 4 or "Scale to fullscreen". I know there is a way to "lock" the HUD scale, so it doesn't depend on scale settings. Afraid I can't tell you how to do that exactly. Maybe someone more knowledgeable can help.
Bullet hit sounds keep looping when you pause the game.
BFG is the only weapon that actually shifts vertical view, which makes playing without vertical aim not ideal. Unless that was the intention.
Vertical Weapon List seems to be not working at all.
I see files related to footsteps, but can't hear any in-game.
Double Barrel Shotgun produces red blood sprites not matter what blood color the monster has.
Re: Voyage Infernal [1.00]
Posted: Mon Jan 13, 2020 2:03 pm
by TheOldKingCole
Can I ask that you switch the shotguns to slot 3 and the machine gun to slot 4? (It's what most shooters of this era do and It's what most people are used to)
Re: Voyage Infernal [1.00]
Posted: Mon Jan 13, 2020 2:11 pm
by chronoteeth
this is a bit of a minor nitpick but i genuinely am not enjoying the shotguns on key 4. im so used to key 3 that im finding myself flubbing up so much
Re: Voyage Infernal [1.00]
Posted: Mon Jan 13, 2020 2:31 pm
by TheOldKingCole
I Noticed that the weapons are vert inacurate. Turn on a crosshair and see what I mean. The shots go to far below the crosshair.
Re: Voyage Infernal [1.00]
Posted: Mon Jan 13, 2020 2:40 pm
by TheOldKingCole
I Also think it would be a good idea to give us the choice to reload the spas rather than being forced to whenever you stop firing.
Re: Voyage Infernal [1.00]
Posted: Mon Jan 13, 2020 2:50 pm
by Agitatio
TheOldKingCole wrote:I Noticed that the weapons are vert inacurate. Turn on a crosshair and see what I mean. The shots go to far below the crosshair.
That's vanilla behavior.
Re: Voyage Infernal [1.00]
Posted: Mon Jan 13, 2020 3:10 pm
by Dr_Cosmobyte
=OOOOOOOOO
This is awesome! I am astonished with the visuals!
I had a lot of fun, so i'll leave some feedback while my brain still has it:
- Keys on HUD get over(edited, my bad) health numbers; 5 pixels up would do the problem.
- Some weapons reload and some don't; okay, i can go with that, but could you please consider a CVAR for the LAW-12 not reloading each time it stops shooting? This almost got me killed several times.
- Colt 1878 reloads great, but the animation is so fast that the barrels going up and down almost seem to flicker, and that's strange. Maybe an amination with the SSG going directly below the player's view, and then a "lift animation"? Kinda like Eriguns.
- As suggested by teef, Shotguns on slot 3 would be a relief, heh.
I'll leave more here if i think of some, but GODDAMN keep this up!
Re: Voyage Infernal [1.00]
Posted: Mon Jan 13, 2020 3:20 pm
by Agitatio
GAA1992 wrote:- Keys on HUD get under health numbers; 5 pixels up would do the problem.
That's because Fullscreen HUD here is designed for scale of 4 or "Scale to fullscreen". You can set it to either of those for it to show up correctly.
Re: Voyage Infernal [1.00]
Posted: Mon Jan 13, 2020 4:07 pm
by EddieMann
Hhh... Those gun sprites...
The gunplay is absolutely stellar, the shotgun feels like a proper shotgun, and the sounds line up perfectly with the weight and feel, it's such a joy! Almost like naku-naru in terms of personality and uniqueness.
The FAMAS, rocket launcher, and BFG definitely need more oomph, or impact to them, as with both shotguns being slot 3 and FAMAS slot 4, with the TTN-1878 as super shotgun and LAW-12 as regular shotgun.
Playing Unloved with it is pretty odd, because in some rooms it becomes impossible to switch to the axe for some reason.
Re: Voyage Infernal [1.00]
Posted: Mon Jan 13, 2020 5:52 pm
by D4N5T3P
Awesome weapon pack with great balance, especially with babel monsters, the only complain is that the rifle is on 3 and shotgun on 4, other than that it's great!
Re: Voyage Infernal [1.00]
Posted: Mon Jan 13, 2020 8:19 pm
by Dr_Cosmobyte
Agitatio wrote:I see files related to footsteps, but can't hear any in-game.
I heard them perfectly. They even sound like the first Silent Hill footsteps, heh.
Re: Voyage Infernal [1.00]
Posted: Mon Jan 13, 2020 9:20 pm
by TheOldKingCole
I think it would be cool to get more zmovement options, specifically the jump options.
Re: Voyage Infernal [1.00]
Posted: Tue Jan 14, 2020 12:34 am
by EddieMann
Also, pistol feels a bit sticky when rapid firing.