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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...
Adventure mode: are you ready for THE ULTIMATE SLAUGHTER CLUSTERF*CK EXPERIENCE?!
Many new monsters, new items and ALL THE NEW WEAPONS!!!
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... >_<
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.
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.
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.
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.
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.
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).
[v1.0.2] "Raytracing, convenience and fixes"
This patch is backwards compatible with saves from v1.0.0 and v1.0.1 as long as the UI for the shop isn't opened in the save.
Highlights:
Right-click on items/upgrades in the weapon shop to bulk buy
Raytraced environmental reflections (includes water)
SuperShotgun explosive upgrade ammo is now switchable (hold 'use' and press 'altfire')
Grabbed monsters can now be dragged over monster blocking lines
Boss music can be disabled via 'em_snd_bossMusic' found in misc options
Player menu now shows current objectives
You can kick objects and projectiles now
Custom mod monsters should not replace Endless Madness 2 monsters anymore (can be disable in EM2 compatibility options)
Fix mirroring of thing angle when level is mirrored
Changes:
Added raytraced reflections
Blood reflection has several quality options and doesn't require RT dynlight to be enabled anymore
SuperShotgun explosive upgrade ammo is now switchable
Updated bullet/explosive armor sprites, names and pickup sounds
Updated story-mode intermission pictures
Player menu now shows current objectives
Flashlight now has soft shadows (RT lights only)
The amount of "Enemies Left To Spawn" can now display practically infinite range
Base bounty for destroying Battleship AA, medium and large cannons is now set to $400, $800 and $1200 respectively
Right-click on items/upgrades in the weapon shop to bulk buy
DeathRay beeps when overheating
Grabbed monsters can now be dragged over monster blocking lines
Two new secret achievements ;)
Boss music can be disabled via 'em_snd_bossMusic' found in misc options
Divine Shadow no longer plays boss music
Added achievement "No Tanks"
You can kick objects and projectiles now
Custom mod monsters should not replace Endless Madness 2 monsters anymore (can be disable in EM2 compatibility options)
Bug fixes:
Fix missing description of shotgun's manual pump mode toggle
Fix missing pickup message for ghost AK-47 souls
Fix missing label few nazi enemies
Fix misleading tip for Chaingun (the slow+fast rate of fire feature was removed)
Fix weapon wheel mod icons for fists and (unused) railgun
Fix rare crash where Em_Hacker would tick a destroyed target
Fix player's current money not display correctly in weapon shop
Fix buying armor in shop didn't check max capacity
Fix trigger for "complete chapter 2" achievement
Fix ZDoom marine name tags
Fix missing EM2 replacement for ZDoom chaingun marine
Fix missing name tag for Railgun Zombieman
Fix knife decloaking you when you lose excess overheal
Fix radio not updating level music volume when reloading a save
Fix gravity gun glowing overlay is stuck midscreen when you die
Fix tree shader UV not clamped to 1.0 on X axis
Fix mirroring of thing angle when level is mirrored
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.
_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)
_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)
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.
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.