Voyage Infernal [1.13]

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vidumec
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Voyage Infernal [1.13]

Post by vidumec »

Frame 1.png
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.

Now on GitHub: https://github.com/lightrow/vidoom/releases
Latest snapshot: https://github.com/lightrow/vidoom/arch ... elease.zip

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


gameplay vids:
https://www.youtube.com/watch?v=c9vRqy2ACL0
Spoiler: Screenshots
Spoiler: Changelog
Spoiler: Credits
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Last edited by vidumec on Sun Aug 06, 2023 4:58 pm, edited 49 times in total.
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Agitatio
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Graphics Processor: nVidia with Vulkan support

Re: Voyage Infernal [1.00]

Post 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.
Last edited by Agitatio on Mon Jan 13, 2020 3:32 pm, edited 3 times in total.
TheOldKingCole
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Re: Voyage Infernal [1.00]

Post 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)
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chronoteeth
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Re: Voyage Infernal [1.00]

Post 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
TheOldKingCole
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Re: Voyage Infernal [1.00]

Post 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.
TheOldKingCole
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Re: Voyage Infernal [1.00]

Post 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.
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Agitatio
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Re: Voyage Infernal [1.00]

Post 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.
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Dr_Cosmobyte
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Re: Voyage Infernal [1.00]

Post 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!
Last edited by Dr_Cosmobyte on Mon Jan 13, 2020 8:17 pm, edited 1 time in total.
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Agitatio
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Re: Voyage Infernal [1.00]

Post 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.
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EddieMann
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Re: Voyage Infernal [1.00]

Post 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.
Last edited by EddieMann on Mon Jan 13, 2020 8:02 pm, edited 2 times in total.
D4N5T3P
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Re: Voyage Infernal [1.00]

Post 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!
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Dr_Cosmobyte
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Re: Voyage Infernal [1.00]

Post 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.
TheOldKingCole
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Re: Voyage Infernal [1.00]

Post by TheOldKingCole »

I think it would be cool to get more zmovement options, specifically the jump options.
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EddieMann
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Re: Voyage Infernal [1.00]

Post by EddieMann »

Also, pistol feels a bit sticky when rapid firing.
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Bodhisattva
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Re: Voyage Infernal [1.00]

Post by Bodhisattva »

Nice.

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