Voyage Infernal [1.13]

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Captain J
 
 
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Re: Voyage Infernal [1.10.5]

Post by Captain J »

What kind of addons are you running with the mod? Can you please provide them so we can figure out what's causing the error? After looking at the screenie you're running with some kind of custom enemy addon.
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ClessxAlghazanth
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Re: Voyage Infernal [1.10.5]

Post by ClessxAlghazanth »

Captain J wrote:What kind of addons are you running with the mod? Can you please provide them so we can figure out what's causing the error? After looking at the screenie you're running with some kind of custom enemy addon.
Thanks

I think my load order was

Brutal Doom monsters only
Voyage Infernal
py_weaponwheel
tiltplusplus
livereverb
crosshairhp
hitmarkers
dmgdiroverlay

I also got similar abort when I was playing with Colorful Hell , but forgot to take a screenshot that time

Any hints on finding the addon causing the abort ?

best regards
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Karl515
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Re: Voyage Infernal [1.10.5]

Post by Karl515 »

Voyage Infernal uses it's own gore handling system, it means that any monster packs that has a custom gore system (Brutal DooM Monsters only) will cause errors.
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ClessxAlghazanth
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Re: Voyage Infernal [1.10.5]

Post by ClessxAlghazanth »

Karl515 wrote:Voyage Infernal uses it's own gore handling system, it means that any monster packs that has a custom gore system (Brutal DooM Monsters only) will cause errors.
Thanks for the insight !

Does it mean that monster packs which don't have their own gore system would be ok ?

I'd suppose running Colorful Hell alone is ok , but Colorful Hell + Nashgore would also be no-no ?

Best regards
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Karl515
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Re: Voyage Infernal [1.10.5]

Post by Karl515 »

Can you try loading Colorful Hell or Brutal DooM Monsters only after Voyage Infernal? They might be able to override VI's gore system.

Edit:
Yep, Both Monster packs work as long as they're loaded after the main mod.
Turin Turambar
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Re: Voyage Infernal [1.10.5]

Post by Turin Turambar »

I don't know if this post will seve for anything, as the last time the creator posted here was more than a year ago, but I just wanted to say the weapon set is fine, but the optimization could be better.
It can't be noticed in normal map, but in big maps like map06 from Atmospheric Extinction, the framerate goes to less than 30 fps while looking forward at the start, in the peak, while turning off the mod it makes it come back to 75 fps. Something is going on...
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Captain J
 
 
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Re: Voyage Infernal [1.10.5]

Post by Captain J »

I did play the mod with the map pack so called Atmospheric Extinction and HOLY CRAP man each map are massive and has a lot of monsters in 'em. Suffered like near 30fps cap because of Props and Casings staying rather longer, but i'm sure this mod's not the only case of having slowing framerate.
Turin Turambar
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Re: Voyage Infernal [1.10.5]

Post by Turin Turambar »

I meant just starting the map, when you still haven't fired a shot. No casings on the floor.
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Wendigo
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Re: Voyage Infernal [1.10.5]

Post by Wendigo »

Hello, I've run into a strange error about half way through hellbound.wad with your mod.

My load order is: voyage_infernal.pk3, doomkrakens monster randomizer, hellbound, and darkdoomz

The error is
"Vm execution aborted: tried to read from address zero.
Called from gibchecker. Tick at voyage_eternal.pk3:zsc/events.zsc, line 89"

It seems that it might be that gore issue that was previously mentioned, but I'm not sure

I've had no other issues, except this one. I'm thoroughly enjoying the mod as well.
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vidumec
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Re: Voyage Infernal [1.11]

Post by vidumec »

Sorry for ignoring everyone, some terrible things happened two years ago and i had to go on a hiatus. Dunno when/if i'll get time to continue with this. In the meantime - a small balance update (mostly nerfs) which should also fix some weapon sprites jittering when running and switching/shooting
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chronoteeth
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Re: Voyage Infernal [1.11]

Post by chronoteeth »

as long as you are better nowadays ! thats what matters :}
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Unregret
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Re: Voyage Infernal [1.12]

Post by Unregret »

Nice mod. I edit female player skin from this: https://zandronum.com/forum/viewtopic.php?t=1751 for this mod (including crouching):
https://www.mediafire.com/file/vspea2j8 ... s.rar/file. Love this mod.
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vidumec
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Re: Voyage Infernal [1.13]

Post by vidumec »

I've been playing some final doomer (my fav mod btw), and couldn't help but wish my mod had that btsx ssg. So i added it, all credits go to Final Doomer authors, i only tweaked it slightly.

The Machreaper (original name kept :D) functions as both chainsaw and berserk replacement. It has its own sonic charge ammo, which is generated from fast player movement. Once you pick it up, a tachometer shows up on your HUD, showing your speed, and current charge. A maximum of 10 charges can be stored. Machreaper cannot be selected, and can only be fired with the new Quick Melee hotkey, which is shared with Axe. If you have some sonic charge, pressing Quick Melee will fire it, otherwise it will perform an Axe attack. Keeping Quick Melee pressed will continue firing (or slashing), and releasing Quick Melee will switch you back to your previously used weapon.

PS: the hotkey is called "Quick Sonic Blast" - it's a typo, too lazy to fix

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Matt Eldrydge
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Re: Voyage Infernal [1.13]

Post by Matt Eldrydge »

Very cool mod! I've been playing it on and off whenever I have time and I really like the addition of the Machreaper, as well as how it's actually "reloaded". Good job!

I do have a small complaint regarding the footsteps when you walk around in water, the sounds seem to be a little too loud. On the other hand, hearing the player character speak in French is a very nice touch. All around solid mod, I look forward to playing some maps with it!

I've also taken the liberty of showing its weapons off in the video below:



P.S.: I see that earlier versions of this mod had a FAMAS instead of the Minimi - any chance of an addon that brings it back? I'm a total sucker for the FAMAS. :P

EDIT: I started a playthrough of Bellatrix E1 on my channel a short while back, it pairs quite nicely with Voyage Infernal!

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