Endless Madness 2: Nuclear Boogaloo (v1.1.0)

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RaveYard
Posts: 194
Joined: Fri Apr 12, 2013 10:51 am

Endless Madness 2: Nuclear Boogaloo (v1.1.0)

Post by RaveYard »


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 years of development, hopefully it was worth the wait. The first two chapters of the story mode are now officially released!

Featuring:
  • An epic adventure to save the USA...?!
  • Bullet time!
  • Sh*t ton of more effort and quality than before!
  • Battleships?!!?!?
  • Heretical knights of the Chaos Shotgunnate!
  • "RTX On" for pretty and atmospheric levels.
  • Mysterious hobo that unlocks your active and passive skills.
  • All running on an experimental source port fork for more beautiful and advanced graphics! (It crashes a lot, sorry.)
  • And SO MUCH MORE that I won't spoil... :wink:
Adventure mode: are you ready for THE ULTIMATE SLAUGHTER CLUSTERF*CK EXPERIENCE?!
  • Many new monsters, new items and ALL THE NEW WEAPONS!!!
  • Powerful support units to build your own army!
  • Randomized maps (resizing, mirroring, weather, re-lighting, enemies)
  • Fight up to hundreds of billions monsters in a single level.
  • More updates in the future?
Story-mode screenshots:
Spoiler:
Links:
Source port (required): MAD-VKDoom (github)
Download: Endless Madness 2 v1.1.0

If you're experiencing crash on startup (hello AMD user!), try running the game with these additional parameters:

Code: Select all

+gl_ubershaders 0 +em_i_shadersCompilation 1 +vk_rayquery 0
VkDoom version? Maybe.
Potato compatibility version for GZDoom coming out soon-ish!

More videos about this are on my YouTube channel if you're interested (may contain spoilers).
Feel free to join my Discord server.
Last edited by RaveYard on Wed Jun 04, 2025 10:34 am, edited 5 times in total.
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VirgileVILE
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Graphics Processor: nVidia with Vulkan support
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Re: Endless Madness 2: Nuclear Boogaloo

Post by VirgileVILE »

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 can set it up, but you can't even play the old Doom with any configuration, what's the world coming to... >_<
PanCotzky
Posts: 3
Joined: Wed Apr 09, 2025 2:49 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Endless Madness 2: Nuclear Boogaloo

Post by PanCotzky »

First of all - sick.

Second of all - can you release game soundtrack separately? It's insanely cool.
PanCotzky
Posts: 3
Joined: Wed Apr 09, 2025 2:49 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Endless Madness 2: Nuclear Boogaloo

Post by PanCotzky »

VirgileVILE wrote: Sat Apr 05, 2025 10:51 am 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 can set it up, but you can't even play the old Doom with any configuration, what's the world coming to... >_<
My RTX 3080 does that too. These spikes don't feel like they are related to graphics. More like a bufferization issue, which feel consistent for me as performance spikes happen when I move between rooms or large areas. Usually when opening doors.
RaveYard
Posts: 194
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness 2: Nuclear Boogaloo

Post by RaveYard »

PanCotzky wrote: Thu Apr 10, 2025 11:22 am
VirgileVILE wrote: Sat Apr 05, 2025 10:51 am 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 can set it up, but you can't even play the old Doom with any configuration, what's the world coming to... >_<
My RTX 3080 does that too. These spikes don't feel like they are related to graphics. More like a bufferization issue, which feel consistent for me as performance spikes happen when I move between rooms or large areas. Usually when opening doors.
New version of MAD-VKDoom fixes this stutter issue (updated today).

Because of that, I had to quickly upload a new version of Endless Madness 2, because the new MAD-VKDoom doesn't work with the v1.0 release.

It also fixes some crashes and other problems. It should be backwards compatible with saves from v1.0.

Links are in the first post.
PanCotzky
Posts: 3
Joined: Wed Apr 09, 2025 2:49 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Endless Madness 2: Nuclear Boogaloo

Post by PanCotzky »

RaveYard wrote: Fri Apr 11, 2025 10:07 am
PanCotzky wrote: Thu Apr 10, 2025 11:22 am
VirgileVILE wrote: Sat Apr 05, 2025 10:51 am 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 can set it up, but you can't even play the old Doom with any configuration, what's the world coming to... >_<
My RTX 3080 does that too. These spikes don't feel like they are related to graphics. More like a bufferization issue, which feel consistent for me as performance spikes happen when I move between rooms or large areas. Usually when opening doors.
New version of MAD-VKDoom fixes this stutter issue (updated today).

Because of that, I had to quickly upload a new version of Endless Madness 2, because the new MAD-VKDoom doesn't work with the v1.0 release.

It also fixes some crashes and other problems. It should be backwards compatible with saves from v1.0.

Links are in the first post.
Tested new version. It throws an error:

Code: Select all

OS: Windows 11 (or higher) (NT 10.0) Build 26100
    
MAD-VKDoom version <unknown version>
W_Init: Init WADfiles.
adding C:/Games/VKDoom 2/vkdoom.pk3, 718 lumps
adding C:/Games/VKDoom 2/game_support.pk3, 3308 lumps
adding ./DOOM2.WAD, 2919 lumps
adding C:/Games/VKDoom 2/lights.pk3, 7 lumps
adding C:/Games/VKDoom 2/brightmaps.pk3, 499 lumps
adding C:/Games/VKDoom 2/game_widescreen_gfx.pk3, 214 lumps
adding C:/Games/VKDoom 2/EndlessMadness2.pk3, 20419 lumps
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
Vulkan device: INVIDIA GeForce RTX 3080 Laptop GPU
Vulkan device type: discrete gpu
Vulkan version: 1.3.289 (api) 566.28.0 (driver)
Resolution: 1920 x 1080
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
  Opened device IOpenAL Soft on FxSound Speakers (FxSound Audio Enhancer)
  EFX enabled
I_Init: Setting up machine state.
CPU speed: 3294 MHz
CPU Vendor ID: AuthenticAMD
  Name: IAMD Ryzen 9 5900HX with Radeon Graphics -
  Family 25 (25), Model 80, Stepping 0
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
GScript error, "EndlessMadness2.pk3:mapinfo.generated"G line 128:
GUnknown sound "Submarine/RocketTank/Move"
GScript error, "EndlessMadness2.pk3:mapinfo.generated"G line 145:
GUnknown sound "Submarine/RocketTank/Move"
GScript error, "EndlessMadness2.pk3:mapinfo.generated"G line 162:
GUnknown sound "Submarine/RocketTank/Move"
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
IEndlessMadness2.pk3:zscript.txt, line 4237: NODELAY only has an effect on the first state after 'Spawn:'
IEndlessMadness2.pk3:zscript.txt, line 4335: NODELAY only has an effect on the first state after 'Spawn:'
I2 warnings while compiling EndlessMadness2.pk3:zscript.txt
IScript warning, "EndlessMadness2.pk3:zscript/weapons/em_bfg.txt" line 324:
IComparison between signed and unsigned value
I3 warnings while parsing scripts
script parsing took 1592.68 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)

-----------------------------------------

+TITLEMAP - Unnamed


Execution could not continue.
Shader compile failed: ERROR: Shaders/SeaNight.fp:97: 'MyCustomShader' : no matching overloaded function found 
ERROR: Shaders/SeaNight.fp:97: 'assign' :  cannot convert from ' const float' to ' global highp 4-component vector of float'
ERROR: shaders/scene/frag_main.glsl:0: '' : compilation terminated 
ERROR: 3 compilation errors.  No code generated.


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BLSZDOOM
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Re: Endless Madness 2: Nuclear Boogaloo (v1.0.1)

Post by BLSZDOOM »

hey there,is this compatible with other gameplay/weapon mods?
Starman the Blaziken
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Re: Endless Madness 2: Nuclear Boogaloo (v1.0.1)

Post by Starman the Blaziken »

Awesome to see that sequel come to fruition finally, even though I had no idea it was being worked on and released.
Even though I played this when it was on version 1.0, other than the VKDoom build problems with the lag, the memory stuff and all that (and last time I checked, crashing when even loading itself successfully at all, so I could not keep playing as of recent), I wanted to probably give a couple suggestions since I played through a good part of EM2's EM1 campaign first thing to test the new stuff there before EM2's campaign like a dork.

Could the head patting particles show up a bit differently when you are patting an ally and also healing them with it? I sorta get a bit unsure if I did befriend them though, only to get attacked sometimes like a bigger dork. I also noticed that befriending them does cause the kill count to mess up in the automap menu by leaving an unkilled number instead of outright reducing the number.

And could enemies that are sent flying say up or down a high distance from knockback to the ground take fall damage? I have had an instance or two of them in maps where I either push them accidentally or purposefully, only for the enemies to get lost down below in water or lava in EM1 and try to attack me in non-see-through liquids. Also, I love what you did with the water in general in the maps.

I might have something else in mind hopefully while you still have this game in mind, but those two are my most pressing ideas for now.
RaveYard
Posts: 194
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness 2: Nuclear Boogaloo

Post by RaveYard »

PanCotzky wrote: Tue Apr 15, 2025 11:29 pm 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
BLSZDOOM wrote: Thu Apr 17, 2025 10:35 am hey there,is this compatible with other gameplay/weapon mods?
No.
But I can't stop you from trying. :P
Starman the Blaziken wrote: Thu Apr 17, 2025 11:19 pm Awesome to see that sequel come to fruition finally, even though I had no idea it was being worked on and released.
Even though I played this when it was on version 1.0, other than the VKDoom build problems with the lag, the memory stuff and all that (and last time I checked, crashing when even loading itself successfully at all, so I could not keep playing as of recent), I wanted to probably give a couple suggestions since I played through a good part of EM2's EM1 campaign first thing to test the new stuff there before EM2's campaign like a dork.

Could the head patting particles show up a bit differently when you are patting an ally and also healing them with it? I sorta get a bit unsure if I did befriend them though, only to get attacked sometimes like a bigger dork. I also noticed that befriending them does cause the kill count to mess up in the automap menu by leaving an unkilled number instead of outright reducing the number.

And could enemies that are sent flying say up or down a high distance from knockback to the ground take fall damage? I have had an instance or two of them in maps where I either push them accidentally or purposefully, only for the enemies to get lost down below in water or lava in EM1 and try to attack me in non-see-through liquids. Also, I love what you did with the water in general in the maps.

I might have something else in mind hopefully while you still have this game in mind, but those two are my most pressing ideas for now.
Thanks for the feedback. I agree the monsters need some sort of mechanism that makes them take fall damage. As for being unsure about whether they are friendly: unless you turned off the health bar, you can see it turning from red to green (unless, of course, it's outside of your POV).
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Ron_Dallas
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Re: Endless Madness 2: Nuclear Boogaloo (v1.0.1)

Post by Ron_Dallas »

Played for eight hours in a row. I finished the story part, and now I'm working on an additional chapter. I liked it)
RaveYard
Posts: 194
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Re: Endless Madness 2: Nuclear Boogaloo (v1.0.2)

Post by RaveYard »

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.
Spoiler: Complete changelog
_TheBug_
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Re: Endless Madness 2: Nuclear Boogaloo (v1.0.2)

Post by _TheBug_ »

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 showed up with the objective to sink the battle, the one I already sunk. (im running v1.0.2)
Last edited by _TheBug_ on Sat Apr 26, 2025 3:12 pm, edited 1 time in total.
RaveYard
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Re: Endless Madness 2: Nuclear Boogaloo (v1.0.2)

Post by RaveYard »

_TheBug_ wrote: Sat Apr 26, 2025 3:10 pm 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 showed up with the objective to sink the battle, the one I already sunk. (im running v1.0.2)
You have to kill the big spiders.
_TheBug_
Posts: 2
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Re: Endless Madness 2: Nuclear Boogaloo (v1.0.2)

Post by _TheBug_ »

RaveYard wrote: Sat Apr 26, 2025 7:04 pm
_TheBug_ wrote: Sat Apr 26, 2025 3:10 pm 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 showed up with the objective to sink the battle, the one I already sunk. (im running v1.0.2)
You have to kill the big spiders.
Thanks for letting me know
Starman the Blaziken
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Re: Endless Madness 2: Nuclear Boogaloo

Post by Starman the Blaziken »

RaveYard wrote: Sun Apr 20, 2025 1:57 pm
PanCotzky wrote: Tue Apr 15, 2025 11:29 pm 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
BLSZDOOM wrote: Thu Apr 17, 2025 10:35 am hey there,is this compatible with other gameplay/weapon mods?
No.
But I can't stop you from trying. :P
Starman the Blaziken wrote: Thu Apr 17, 2025 11:19 pm Awesome to see that sequel come to fruition finally, even though I had no idea it was being worked on and released.
Even though I played this when it was on version 1.0, other than the VKDoom build problems with the lag, the memory stuff and all that (and last time I checked, crashing when even loading itself successfully at all, so I could not keep playing as of recent), I wanted to probably give a couple suggestions since I played through a good part of EM2's EM1 campaign first thing to test the new stuff there before EM2's campaign like a dork.

Could the head patting particles show up a bit differently when you are patting an ally and also healing them with it? I sorta get a bit unsure if I did befriend them though, only to get attacked sometimes like a bigger dork. I also noticed that befriending them does cause the kill count to mess up in the automap menu by leaving an unkilled number instead of outright reducing the number.

And could enemies that are sent flying say up or down a high distance from knockback to the ground take fall damage? I have had an instance or two of them in maps where I either push them accidentally or purposefully, only for the enemies to get lost down below in water or lava in EM1 and try to attack me in non-see-through liquids. Also, I love what you did with the water in general in the maps.

I might have something else in mind hopefully while you still have this game in mind, but those two are my most pressing ideas for now.
Thanks for the feedback. I agree the monsters need some sort of mechanism that makes them take fall damage. As for being unsure about whether they are friendly: unless you turned off the health bar, you can see it turning from red to green (unless, of course, it's outside of your POV).
Meant to respond to this sooner, but I did turn on the health bar not long into playing the game originally just for such (and to see the names of the actors in the EM1 campaign in case I missed any goofy names).
It sort of does help signifying it a bit, but in some situations, I could not tell if I was still healing with pats let alone tell if I did befriend the enemy if I was sort of in a state of intense petting focus while the bar does not show up on-screen because I did not pan it high up enough to see it turn green. That is where I would perhaps like simple particles to show up when healing or they are being befriended next to the counter fixing. You can sure keep the hearts in general while everything whimpers to it though, heh.
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