Endless Madness - Released v1.2.2

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Zenon
Posts: 511
Joined: Thu Apr 20, 2006 6:05 pm
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support
Location: New Zealand

Re: Endless Madness - Released v1.1

Post by Zenon »

Does EM04 slow to a crawl for anyone else?
RaveYard
Posts: 186
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness - Released v1.1

Post by RaveYard »

Zenon wrote:Does EM04 slow to a crawl for anyone else?
When does that happen to you?
Toyoch
Posts: 43
Joined: Wed Jul 27, 2016 5:21 pm
Location: Japan

Re: Endless Madness - Released v1.1

Post by Toyoch »

So I played through UV on the mod... "Insane" is an understatement for this madness and fun.

Any chances to make a standalone weapon mod so I can break other maps or megawads?
RaveYard
Posts: 186
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness - Released v1.1

Post by RaveYard »

Toyoch wrote:Any chances to make a standalone weapon mod so I can break other maps or megawads?
It should somewhat work with other maps/mods (most likely won't work with any vanilla monster/weapon replacement mods), but it's probably unballanced.

Let me know if you have some trouble :wink:
RaveYard
Posts: 186
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness - Released v1.2

Post by RaveYard »

Released 1.2 https://www.mediafire.com/file/z0k7h174 ... 0.pk3/file

This fixes multiplayer (desyncs and getting stuck). Also adds slight balance changes (better tank AI, regular Cyberdemon and SpiderMastermind have 2x more HP) and few new graphics and sounds.
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Zenon
Posts: 511
Joined: Thu Apr 20, 2006 6:05 pm
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support
Location: New Zealand

Re: Endless Madness - Released v1.1

Post by Zenon »

RaveYard wrote:
Zenon wrote:Does EM04 slow to a crawl for anyone else?
When does that happen to you?
When the map starts
RaveYard
Posts: 186
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness - Released v1.2.1

Post by RaveYard »

Zenon wrote:
RaveYard wrote:
Zenon wrote:Does EM04 slow to a crawl for anyone else?
When does that happen to you?
When the map starts
Maybe you could try setting "menu > mad options > Limit monster think time" to "Always" ... but you need to enter the map again. Saves won't do.

There are also other settings there, but I don't think they'll help you much in your case.

Either way: what are your PC specs? PM me if you don't want to put it here.
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Ferretmanjcdenton
Posts: 288
Joined: Mon Mar 09, 2020 5:38 am
Discord: https://discord.gg/hRm8w97
Operating System: Other Linux ARM/PPC/etc
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: Not Listed
Location: Germany

Re: Endless Madness - Released v1.2.1

Post by Ferretmanjcdenton »

Icarus made a video about your mod !
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axredneck
Posts: 285
Joined: Mon Dec 11, 2017 2:09 pm
Github ID: axredneck
Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support
Location: Russia

Re: Endless Madness - Released v1.2.1

Post by axredneck »

Please don't make russians enemies
RaveYard
Posts: 186
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness - Released v1.2.1

Post by RaveYard »

I didn't mention it here, but there is a new minor version that fixes crash caused by tanks (Thanks goes to Jobocite for reporting it on my discord server with all the necessary information).
Ferretmanjcdenton wrote:Icarus made a video about your mod !
Yup, I've noticed a spike in downloads. I must say it's a very well put together video. Had fun watching it :)
Starman the Blaziken
Posts: 227
Joined: Thu Mar 07, 2019 9:40 pm
Discord: Starman The Blaziken#2417
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: United States, MI

Re: Endless Madness - Released v1.2.1

Post by Starman the Blaziken »

I came here from Mr. Iccarus as well :P
I played the entire thing before watching the rest to avoid spoilers, and I gotta say, I like it a lot! I do imagine a sequel to get revenge at Mr. Bluepoop and all the marine clones before he takes over the world, but that is just me liking the game a lot a lot. :P

Oh, and I do have a couple things that I am not sure are bugs or oversights. One thing I seen is that the AK47 has an oversized pickup box, like I do not have to be near the thing to pick up the gun. And for some reason when I played the game, the green marines had a black box around them, not sure if any of the settings do that or something in the latest GZDoom versions do something funky ether. But that is all I seen go wonk. Still solid though. :)
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Ravick
Posts: 1975
Joined: Sun Aug 22, 2010 10:59 pm
Location: Tubarão, Brasil

Re: Endless Madness - Released v1.2.1

Post by Ravick »

If it exists, there is a Doom mod about it.

Doom mods exist, thus there is a Doom mod about it.

And... about many other things. Rly nice work there! I've specially enjoyed that gravity effects! :D

axredneck wrote:Please don't make russians enemies
Yeah, it was kinda weird. Specially w that joke about universal health care systems. :roll:
But, anyway... awesome mod!
LordLicorice
Posts: 2
Joined: Wed Jul 24, 2019 1:23 am

Re: Endless Madness - Released v1.2.1

Post by LordLicorice »

I made this account explicitly to thank .wad authors who make the coolest shit, so:

Thank you for making this coolest shit. Genuinely amazing gameplay wrapped in a consummate shitpost.
hornbuckle0wns
Posts: 16
Joined: Sat Apr 16, 2016 6:34 pm

Re: Endless Madness - Released v1.2.1

Post by hornbuckle0wns »

So this doesn't seem to be a problem at all for other people, but in level 2 near the end, after that one survivor turns into a ghost, I've seen videos of people going past that door at the end of the room into a funny trap with a ton of ghosts and everything, but for some reason I can't use the wall at all and the automatic save doesn't go off either. Nothing happens and I'm just stuck dead at the end of the level. This happened in john goodman's x-decathalon too for some reason, level 6 or 7's red key door wouldn't open and wouldn't even play the grunt sound effect. In this situation it does, but doesn't get me any closer to a resolution. I went into doombuilder in both situations, where the door in john goodman was set with 202 or something, generic door action, I went in and changed it to the regular door open action, 11 or something, and it worked. This time I noticed it was something like ceiling raise, and I didn't bother changing the effect this time because it''s clear there's some sort of problem with my doom and it's not a mapmaker's fault. I tried using both the latest stable and unstable gzdoom versions but neither do anything different. I'm honestly hesitant to play any more doom because I feel like I could get soft locked out of any map pack at any moment, so if somebody has any idea about how to fix this, please tell me, I also really wanna finish this mod. Thank you.
RaveYard
Posts: 186
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness - Released v1.2.1

Post by RaveYard »

hornbuckle0wns wrote:So this doesn't seem to be a problem at all for other people, but in level 2 near the end, after that one survivor turns into a ghost, I've seen videos of people going past that door at the end of the room into a funny trap with a ton of ghosts and everything, but for some reason I can't use the wall at all and the automatic save doesn't go off either. Nothing happens and I'm just stuck dead at the end of the level. This happened in john goodman's x-decathalon too for some reason, level 6 or 7's red key door wouldn't open and wouldn't even play the grunt sound effect. In this situation it does, but doesn't get me any closer to a resolution. I went into doombuilder in both situations, where the door in john goodman was set with 202 or something, generic door action, I went in and changed it to the regular door open action, 11 or something, and it worked. This time I noticed it was something like ceiling raise, and I didn't bother changing the effect this time because it''s clear there's some sort of problem with my doom and it's not a mapmaker's fault. I tried using both the latest stable and unstable gzdoom versions but neither do anything different. I'm honestly hesitant to play any more doom because I feel like I could get soft locked out of any map pack at any moment, so if somebody has any idea about how to fix this, please tell me, I also really wanna finish this mod. Thank you.
:shock:
So, you can't open the door which leads to that corridor/room where the walls drop?

Can you show me a video or at least a screenshot of where you got stuck?

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