Voyage Infernal [1.13]

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Combine_Kegan
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Re: Voyage Infernal [1.09]

Post by Combine_Kegan »

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.
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EddieMann
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Re: Voyage Infernal [1.09]

Post by EddieMann »

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?
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vidumec
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Re: Voyage Infernal [1.09]

Post by vidumec »

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.
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Captain J
 
 
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Re: Voyage Infernal [1.10]

Post by Captain J »

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.
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vidumec
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Re: Voyage Infernal [1.10]

Post by vidumec »

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.
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GRUARRR
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Re: Voyage Infernal [1.10]

Post by GRUARRR »

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.
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EddieMann
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Re: Voyage Infernal [1.09]

Post by EddieMann »

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?
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vidumec
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Re: Voyage Infernal [1.09]

Post by vidumec »

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.
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EddieMann
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Re: Voyage Infernal [1.09]

Post by EddieMann »

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
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dawnbreez
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Re: Voyage Infernal [1.10]

Post by dawnbreez »

This plays unbelievably smoothly. Like melted butter, even. And I love the way the SPAS-12 works.
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Dr_Cosmobyte
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Re: Voyage Infernal [1.09]

Post by Dr_Cosmobyte »

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.
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ValeriePalerie
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Re: Voyage Infernal [1.10]

Post by ValeriePalerie »

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~
Male Man
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Re: Voyage Infernal [1.10]

Post by Male Man »

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.
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Agitatio
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Re: Voyage Infernal [1.10]

Post by Agitatio »

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.
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elCreyo
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Re: Voyage Infernal [1.10]

Post by elCreyo »

What a fun mod to play. Is there any lore for this? I can tell you play as a gurl.

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