Search found 193 matches
- Thu Jun 05, 2025 4:08 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Endless Madness 2: Nuclear Boogaloo (v1.1.0)
- Replies: 22
- Views: 12374
Re: Endless Madness 2: Nuclear Boogaloo (v1.1.0)
OS: Windows 11 (or higher) (NT 10.0) Build 26100 ... Vulkan device: IIntel(R) Iris(R) Xe Graphics Vulkan device type: integrated gpu Vulkan version: 1.3.280 (api) 0.405.1446 (driver) ... C---------------------------------------- Endless Madness 2 v1.0.2 (2025-04-25) [MAD-VKDoom ...
- Wed Jun 04, 2025 10:39 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Endless Madness 2: Nuclear Boogaloo (v1.1.0)
- Replies: 22
- Views: 12374
Re: Endless Madness 2: Nuclear Boogaloo (v1.1.0)
New version of Endless Madness 2 v1.1.0 is now available! Link in the original post. Most notable changes: first batch of story map fixes, redesigned New Game+ and improved Soul Merchant shop, bugfixes. [v1.1.0] "Big map patch." This patch BREAKS COMPATIBILITY WITH SAVES from the following ENDLESS ...
- Mon May 19, 2025 11:24 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Endless Madness 2: Nuclear Boogaloo (v1.1.0)
- Replies: 22
- Views: 12374
Re: Endless Madness 2: Nuclear Boogaloo (v1.0.2)
Bonjoueueueuer, I'm getting the following nonense: ... This is with and without the parameter fix, with every light/widescreen/brightmap/shader etc option tried, across all possible options. Google is completely useless with information on why this happens. Just downloaded this and can't get it to ...
- Sat Apr 26, 2025 7:04 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Endless Madness 2: Nuclear Boogaloo (v1.1.0)
- Replies: 22
- Views: 12374
Re: Endless Madness 2: Nuclear Boogaloo (v1.0.2)
I think I'm softlocked, on the mission with the nuclear submarine where you need to sink a battleship, I did the hydraulic part, then started the fight with the battleship, and when i sunk it said objective complete like it should, but then I tried to exit it said complete all objectives, and it ...
- Sat Apr 26, 2025 10:52 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Endless Madness 2: Nuclear Boogaloo (v1.1.0)
- Replies: 22
- Views: 12374
Re: Endless Madness 2: Nuclear Boogaloo (v1.0.2)
New version of Endless Madness 2 v1.0.2 "Raytracing, Convenience and Fixes" is now available. It uses the same MAD-VKDoom as v1.0.1 and is save compatible with previous EM2 versions. [v1.0.2] "Raytracing, convenience and fixes" This patch is backwards compatible with saves from v1.0.0 and v1.0.1 as ...
- Sun Apr 20, 2025 1:57 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Endless Madness 2: Nuclear Boogaloo (v1.1.0)
- Replies: 22
- Views: 12374
Re: Endless Madness 2: Nuclear Boogaloo
Tested new version. It throws an error: The new MAD-VKDoom unfortunately precompiles some unused broken shaders. This has been fixed in Endless Madness 2 v1.0.1 hey there,is this compatible with other gameplay/weapon mods? No. But I can't stop you from trying. :P Awesome to see that sequel come to ...
- Fri Apr 11, 2025 10:07 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Endless Madness 2: Nuclear Boogaloo (v1.1.0)
- Replies: 22
- Views: 12374
Re: Endless Madness 2: Nuclear Boogaloo
I laughed out loud at the first one, a very incongruous and unique mod. I hope to be able to discover this sequel in good conditions, but I didn't know “VKDOOM” and it turns out that with my RTX2080 I have the game freezing for a good second very regularly, which is rather annoying, I'll see if I ca ...
- Tue Apr 01, 2025 2:49 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Endless Madness 2: Nuclear Boogaloo (v1.1.0)
- Replies: 22
- Views: 12374
Endless Madness 2: Nuclear Boogaloo (v1.1.0)
https://imgur.com/or60wYm This shit is fucking epic. -IcarusLIVES This looks absolutely amazing, this plays amazing, it's like one of the best Doom mods I've ever played. -Br0leg Endless Madness 2 is an experimental/slaughter/power fantasy mod for MAD-VKDoom; Sequel of Endless Madness. After 5 ...
- Sun Apr 10, 2022 9:31 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30876
- Views: 2142645
Re: The WIP Thread
I will be looking for mappers to help out, but I'll provide more information on that later.
- Thu Nov 18, 2021 7:54 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Clearscope For Actor.ApplyDamageFactor
- Replies: 8
- Views: 3267
Re: Clearscope For Actor.ApplyDamageFactor
Yes, I happen to be using the former. Should I ask again?
- Sat Nov 13, 2021 7:03 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Clearscope For Actor.ApplyDamageFactor
- Replies: 8
- Views: 3267
Re: Clearscope For Actor.ApplyDamageFactor
That's what I'm trying to do. I want to do an indicator of how much damage you'll deal with specific damage type.
- Fri Nov 12, 2021 12:52 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Clearscope For Actor.ApplyDamageFactor
- Replies: 8
- Views: 3267
Clearscope For Actor.ApplyDamageFactor
I kinda need this and I've looked into the source and I don't see any reason why this function in Actor can't be clearscope.
Code: Select all
native int ApplyDamageFactor(Name damagetype, int damage);
- Sun Oct 31, 2021 8:07 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30876
- Views: 2142645
Re: The WIP Thread
Working on Endless Madness 2. This is my favorite view/landscape in one of the maps I'm working on. The soft shadows give it a really nice look. See that building the building on the left? It's about 30000 units away. You actually drive there with that tank I left on the road in the distance. https ...
- Thu Jun 03, 2021 6:09 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Crash on A_StartSound *death
- Replies: 2
- Views: 509
Crash on A_StartSound *death
Tested in latest commit. Crashes when you spawn this: class Crasher : Actor { States { Spawn: PUFF A 0 nodelay A_StartSound("*death"); stop; } } I believe the issue is that this variable here: https://github.com/coelckers/gzdoom/blob/7d1ce1c8cd812761bbb4cd85989aee5884873180/src/sound/s_advsound.cpp ...
- Sat May 29, 2021 10:28 am
- Forum: Closed Bugs [GZDoom]
- Topic: Crash when using non-existing texture as sky
- Replies: 3
- Views: 405
Crash when using non-existing texture as sky
I tested this both on GZDoom 4.7 latest commit + GZDoom 4.5pre with Vulkan backends. It is a doom software renderer only bug tho. Spawning this fella will cause the game to crash when any part of sky is visible. Supposedly any kind of non-existing texture will do. Class SkyChangingZombieman ...