Voyage Infernal [1.13]
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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.
The Projects forums are only for 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.
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Re: Voyage Infernàl [1.07]
oh ! nice, a character mod speaking some french word
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Re: Voyage Infernàl [1.07]
Just as a note, Infernal does not take any accents in French.. :y
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Re: Voyage Infernal [1.08]
down with the weebs! Make EU great again!barosans wrote:oh ! nice, a character mod speaking some french word
oh crap, missed that! It was not intentional, thanks for pointing i toutToberone 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?
Last edited by vidumec on Fri Jan 17, 2020 2:44 pm, edited 1 time in total.
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Re: Voyage Infernal [1.08]
I'm quickly addicted to this mod, what can i say, it's fun af!
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Re: Voyage Infernàl [1.07]
lmao I love that you really changed the chaingun equivalent up
now speed it up like a tic or so and it's good
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Re: Voyage Infernal [1.09]
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 :/
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Re: Voyage Infernal [1.09]
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.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 :/
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
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Re: Voyage Infernal [1.09]
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
https://voca.ro/eLs1O5eRJ7l
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Re: Voyage Infernal [1.09]
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.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
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Re: Voyage Infernal [1.09]
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.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.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
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Re: Voyage Infernal [1.09]
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!So yeah, minus the flaws, this mod is neat, great, witty. Keep up the good work!
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Re: Voyage Infernal [1.09]
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.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!So yeah, minus the flaws, this mod is neat, great, witty. Keep up the good work!
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Re: Voyage Infernal [1.09]
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.
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Re: Voyage Infernal [1.09]
Fun mod, great weapons and sounds! +1