Search found 193 matches

by RaveYard
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 ...
by RaveYard
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 ...
by RaveYard
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 ...
by RaveYard
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 ...
by RaveYard
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 ...
by RaveYard
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 ...
by RaveYard
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 ...
by RaveYard
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 ...
by RaveYard
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.
by RaveYard
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?
by RaveYard
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.
by RaveYard
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);
by RaveYard
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 ...
by RaveYard
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 ...
by RaveYard
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 ...

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