Abysm 2: Infernal Contract -4th ANNIVERSARY EDITION v1.4- Action RPG - TC

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jazzmaster9
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Joined: Wed Apr 18, 2012 11:37 pm

Re: Abysm 2: Infernal Contract -RELEASED! v1.2 - Action RPG

Post by jazzmaster9 »

Jdopus wrote:Just wanted to say that I'm having a blast with this mod, it's really excellent.

Might be a stupid question, but how do you unlock the ability to upgrade weapons at the blacksmith? I must have missed a side passage somewhere but I've been all over the map and can't work out where I missed this. I keep getting dialogue that he needs specialized tools.
Thank you so much for playing,
I'll give a hint. :wink: there is a Building in the City of Hadria near the Grand Hall that you can enter.
The entrance will pop out because its marked with torches.
Jdopus
Posts: 2
Joined: Thu Dec 03, 2020 10:44 am

Re: Abysm 2: Infernal Contract -RELEASED! v1.2 - Action RPG

Post by Jdopus »

jazzmaster9 wrote:
Jdopus wrote:Just wanted to say that I'm having a blast with this mod, it's really excellent.

Might be a stupid question, but how do you unlock the ability to upgrade weapons at the blacksmith? I must have missed a side passage somewhere but I've been all over the map and can't work out where I missed this. I keep getting dialogue that he needs specialized tools.
Thank you so much for playing,
I'll give a hint. :wink: there is a Building in the City of Hadria near the Grand Hall that you can enter.
The entrance will pop out because its marked with torches.
Spoiler:
Thanks a lot, as a final compliment, love the use of Diablo sound effects, they're burned into my brain.
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jazzmaster9
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Joined: Wed Apr 18, 2012 11:37 pm

Re: Abysm 2: Infernal Contract -RELEASED! v1.2 - Action RPG

Post by jazzmaster9 »

Bugfixes Update Uploaded:
- Corrected incorrect Quest Logs for Map 15 and Map 18.
- Fixed Bug that prevented the Scholar's Ring from equipping immediately when switching from the Hunter's Ring.
- Fixed an incorrectly tagged Instant Death sector in the Overworld.
blakecasimir
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Re: Abysm 2: Infernal Contract -RELEASED! v1.2 - Action RPG

Post by blakecasimir »

Definitely the best Doom RPG mod I've played, feels like an entirely new game really. I'm having trouble finding how to complete the Bandit's Hideout sidequest though, all monsters dead, explored everywhere.
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jazzmaster9
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Joined: Wed Apr 18, 2012 11:37 pm

Re: Abysm 2: Infernal Contract -RELEASED! v1.2 - Action RPG

Post by jazzmaster9 »

karry299 wrote:I'm not sure if it's a Doom issue, GZDoom issue, or an Abysm issue, but Abysm is the first time i've encontered this : the disappearing Imp case. Say there is a platform with a high thick column in the middle, and there are 3 Imps on the platform. I get on the platform, kill 2 Imps, and the third one is nowhere to be seen. I walk around the column - nothing. I walk around the column again - and the last Imp is right there behind it ! What ? I've encountered it in Abysm 1, and just as i started Abysm 2, i've seen it again in Hadria, on the roof of one of the houses. You get on the roof - and the last Imp is gone. You walk all the way around the roof again - and it appears ! Is this intended behaviour or is that a bug ?
Do you have a video of this? I have not encountered this error during testing.
Also what version of GZdoom version are you using and are you auto loading mods?
karry299 wrote:Having spent all that time writing, you'd think you could spend a few seconds running all the text through a simplest free spellchecker, or asked someone to proof-read it at least once.
Its not as easy as you think it is. the dialogue in the mod is nested within lines of code. So you can't just simply put it on a spell/grammar checking tool.
kazaar
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Joined: Tue Apr 13, 2021 4:07 pm

Re: Abysm 2: Infernal Contract -RELEASED! v1.2 - Action RPG

Post by kazaar »

Great mod and big improvement over first Abysm. Bigger, more enemies, better map etc. A few comments:
- I found mage to be the strongest class
- not a big fan of instant death like that trap in mansion or sharks. Especially that lone ship on Harbin Outskirts it looked like I could swim to it.
- sold king ring and I couldn't enter the tomb wish I knew before
- harbin docks is quite empty would be ok to get more friendly soldiers
- still a lot of imps and pinkies but no revenants (except secret level)
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jazzmaster9
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Re: Abysm 2: Infernal Contract -NEW VERSION 1.3- Action RPG

Post by jazzmaster9 »

Version 1.3 is here!
This is to prepare Abysm 2 for the upcoming expansion Pharaoh's Judgement which is nearing the end of development.

Changes:
- Changes in weapon's upgrade and spell creation dialogue for NPCs.
  • - Weapon upgrades now disappear from the Selection once purchased.
    - Created spells now disappear from "Create Spell" menu once purchased.

- Repeater's unupgraded accuracy increased to make it more viable at longer rangers.
- Wrath of the Gods spell pickups have been added to the overworld and dungeons.
- Spelling corrections with the dialogue
- Corrected incorrect quest logs
- Quest log in "Shouldering Cave" and "Crystalline Passage" are now marked as "Side quest"
- Corrected incorrect Obituary message for Xul of Yore
shayanomer
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Joined: Wed May 19, 2021 7:00 am
Graphics Processor: nVidia with Vulkan support

Re: Abysm 2: Infernal Contract -NEW VERSION 1.3- Action RPG

Post by shayanomer »

Hi, I just finished the mod. Very enjoyable overall. I just have one question:

Where do the E1M1 and E2M8 remixes come from? They don't seem to be in the OST.
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jazzmaster9
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Re: Abysm 2: Infernal Contract -NEW VERSION 1.3- Action RPG

Post by jazzmaster9 »

shayanomer wrote:Hi, I just finished the mod. Very enjoyable overall. I just have one question:

Where do the E1M1 and E2M8 remixes come from? They don't seem to be in the OST.
The E2M8 remix is from the first Abysm.
The E1M1 remix, i believe, is available when the soundtrack is purchased on bandcamp. you can double check with PRIMEVAL for that
shayanomer
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Re: Abysm 2: Infernal Contract -NEW VERSION 1.3- Action RPG

Post by shayanomer »

jazzmaster9 wrote:
shayanomer wrote:Hi, I just finished the mod. Very enjoyable overall. I just have one question:

Where do the E1M1 and E2M8 remixes come from? They don't seem to be in the OST.
The E2M8 remix is from the first Abysm.
The E1M1 remix, i believe, is available when the soundtrack is purchased on bandcamp. you can double check with PRIMEVAL for that
Ah, I knew I recognized E2M8. Thanks for the reply.
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real_trisk
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Re: Abysm 2: Infernal Contract -NEW VERSION 1.3- Action RPG

Post by real_trisk »

Just had to chip in on how great this TC was! I wanted it to be longer, and that is a big complement. Really fun, very satisfying game. The main hub level ran like a dog on Quest 2, but otherwise it was a great VR experience, to boot! Well, done, Jazzmaster9! :)
VapourDogey
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Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Abysm 2: Infernal Contract -NEW VERSION 1.3- Action RPG

Post by VapourDogey »

Hi there,

I was playing this mod using the Hunter set and suddenly there was an FPS drop. Playing as the sorcerer's set and alchemist's set has no issues.

Playing the hunter's set does have this prompt on screen:
/DOORS/DR2_OPENDOORS/DR2_OPEN

This text repeats itself until there are 4 lines of it.

It starts out fine but then it lags as if there was an fps drop to 10 or less.

Is there anyway to fix this? Thanks!
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jazzmaster9
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Joined: Wed Apr 18, 2012 11:37 pm

Re: Abysm 2: Infernal Contract -NEW VERSION 1.3- Action RPG

Post by jazzmaster9 »

VapourDogey wrote:Hi there,

I was playing this mod using the Hunter set and suddenly there was an FPS drop. Playing as the sorcerer's set and alchemist's set has no issues.

Playing the hunter's set does have this prompt on screen:
/DOORS/DR2_OPENDOORS/DR2_OPEN

This text repeats itself until there are 4 lines of it.

It starts out fine but then it lags as if there was an fps drop to 10 or less.

Is there anyway to fix this? Thanks!
Tested with 4.2.4 and 4.5.0 But was not able to replicate this issue. Ran as normal
What version of GZDoom do you use?
Also be sure to not Autoload any other mods other than this.
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jazzmaster9
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Joined: Wed Apr 18, 2012 11:37 pm

Re: Abysm 2: Infernal Contract -NEW VERSION 1.3- Action RPG

Post by jazzmaster9 »

Minor Update uploaded 8 months after release ffs :shock:

- More Typo correction for dialogue.
- Corrected the Health Bar Name color for the Final Boss from Gray(common monster) back to Gold(unique monster).

Also, The Expansion, Pharaoh's Judgement's Beta is still on Going. :3: HERE
VapourDogey
Posts: 2
Joined: Thu Jul 01, 2021 6:30 am
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Abysm 2: Infernal Contract -NEW VERSION 1.3- Action RPG

Post by VapourDogey »

jazzmaster9 wrote:
VapourDogey wrote:Hi there,

I was playing this mod using the Hunter set and suddenly there was an FPS drop. Playing as the sorcerer's set and alchemist's set has no issues.

Playing the hunter's set does have this prompt on screen:
/DOORS/DR2_OPENDOORS/DR2_OPEN

This text repeats itself until there are 4 lines of it.

It starts out fine but then it lags as if there was an fps drop to 10 or less.

Is there anyway to fix this? Thanks!
Tested with 4.2.4 and 4.5.0 But was not able to replicate this issue. Ran as normal
What version of GZDoom do you use?
Also be sure to not Autoload any other mods other than this.
Arghh!!! It was a mod causing all this. It's the simplehud mod. Nuts... I'm such an idiot...

The problem is solved now! Thank you very much!

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