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!
- Sadly i'm not a big fan of the highlight of this mod - The Crouch-Slide. When i just crouch no matter how i togged the duration, i slide after that. It's peculiarly inevitable. I would like to duck and move gently without getting the enemies' attention, but for some reason, i can't. I mean sure, you still can crouch and move in this mod after you set the Crouch-slide duration to 150.0. But you comically move faster than just walking. Gonna be great if i could toggle it by pressing a dedicated hotkey.
- The HUD without turning Use Old HUD on has overlapping numbers. It's rather weird to watch when your Pistol has full ammo. Also turning it on makes icons 'slightly' overlap the numbers as well.
- An Axe alerts the Enemies when you swing with it in the air. I can accept that i made a noise when it hits something, but this? Hmm...
- It's a minor glitch, but when i pause the game anyhow, like pressing the pause button or calling the console command once i generate some bullet puff with any weapon, the impact sound actually plays repeatedly although i paused the game! That's a new and weird thing! Is this the GZDoom's problem? I don't know.
- Can you make another fire mode for TTN Colt 1878 that fires only one barrel? Unlike LAW-12, it's not really a good crowd control weapon. I would like to see it reinforced that way!
- FAMAS's bullet casings spawn far away from the gun... Hmm.
And About replacing FAMAS into SAW, yeah. Good call. Because it certainly looks weird that it has infinite magazine unlike both Shotguns and Pistol.
- Speaking of Reloading, M202-T kinda needs it because you can fire rockets much faster. It's kinda Overpowered.
Also M202's launched Rocket does not resembles the pickup one.
- I can overheat my XF-20 and nothing special happens except the accuracy getting slightly low. What's the disadvantage of overheating the gun besides decreasing the accuracy?
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!
- Sadly i'm not a big fan of the highlight of this mod - The Crouch-Slide. When i just crouch no matter how i togged the duration, i slide after that. It's peculiarly inevitable. I would like to duck and move gently without getting the enemies' attention, but for some reason, i can't. I mean sure, you still can crouch and move in this mod after you set the Crouch-slide duration to 150.0. But you comically move faster than just walking. Gonna be great if i could toggle it by pressing a dedicated hotkey.
- The HUD without turning Use Old HUD on has overlapping numbers. It's rather weird to watch when your Pistol has full ammo. Also turning it on makes icons 'slightly' overlap the numbers as well.
- An Axe alerts the Enemies when you swing with it in the air. I can accept that i made a noise when it hits something, but this? Hmm...
- It's a minor glitch, but when i pause the game anyhow, like pressing the pause button or calling the console command once i generate some bullet puff with any weapon, the impact sound actually plays repeatedly although i paused the game! That's a new and weird thing! Is this the GZDoom's problem? I don't know.
- Can you make another fire mode for TTN Colt 1878 that fires only one barrel? Unlike LAW-12, it's not really a good crowd control weapon. I would like to see it reinforced that way!
- FAMAS's bullet casings spawn far away from the gun... Hmm.
And About replacing FAMAS into SAW, yeah. Good call. Because it certainly looks weird that it has infinite magazine unlike both Shotguns and Pistol.
- Speaking of Reloading, M202-T kinda needs it because you can fire rockets much faster. It's kinda Overpowered.
Also M202's launched Rocket does not resembles the pickup one.
- I can overheat my XF-20 and nothing special happens except the accuracy getting slightly low. What's the disadvantage of overheating the gun besides decreasing the accuracy?
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.