Endless Madness 2: Nuclear Boogaloo (v1.4.0) - Christmas Mode!

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RaveYard
Posts: 201
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness 2: Nuclear Boogaloo (v1.2.0) - New: GZDoom Edition!

Post by RaveYard »

Ihavequestions wrote: Sat Sep 13, 2025 9:47 am No, I have an RTX GPU. The smoke effects are very taxing, still.
You're right, it seems the "tank shell impact" does produce about 182 sprites worth of smoke, which is quite a lot.
I assume that must be the smoke you're referring to?

How much does your FPS drop? Could you tell me your screen resolution and which RTX card you're using?
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Ihavequestions
Posts: 203
Joined: Mon Jul 12, 2021 1:45 pm
Graphics Processor: nVidia with Vulkan support

Re: Endless Madness 2: Nuclear Boogaloo (v1.2.0) - New: GZDoom Edition!

Post by Ihavequestions »

RaveYard wrote: Sun Sep 14, 2025 5:28 pmYou're right, it seems the "tank shell impact" does produce about 182 sprites worth of smoke, which is quite a lot.
I assume that must be the smoke you're referring to?
Yup, that's it.
How much does your FPS drop?
A lot.
Could you tell me your screen resolution and which RTX card you're using?
2880 x 1620 on a 3080 Laptop (somewhere between a desktop 3060 Ti and 3070, speedwise), but it is bad at 0.5 scaling, too. It's certainly a CPU thing, not a GPU thing at this point.
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Ihavequestions
Posts: 203
Joined: Mon Jul 12, 2021 1:45 pm
Graphics Processor: nVidia with Vulkan support

Re: Endless Madness 2: Nuclear Boogaloo (v1.2.0) - New: GZDoom Edition!

Post by Ihavequestions »

I did a few tweaks, and now the smoke and shaking doesn't slow it down that much anymore (used to go down to 1 fps), but all those conscripts being active, firing at me at the same time, still manage to give me stutters (around 17.5 fps for the 0.1% lows, according to RTSS).
RaveYard
Posts: 201
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness 2: Nuclear Boogaloo (v1.3.0) - Halloween Mode!

Post by RaveYard »

New Endless Madness 2 v1.3.0!

Halloween classic adventure mode!
For a more full experience I recommend starting new classic adventure mode playthrough instead of loading a previous save.

Both MAD-VKDoom and GZDoom editions are available in the first post.

Code: Select all

[v1.3.0] "Spooky time!"
	New adventure content!

	== Halloween mode ==
		Classic Adventure mode now has Halloween mode until 11/20/2025!
		For every other year it will always be available between October 7th and November 13th.
		Halloween scenario may also randomly appear in your level selection even out of season.

	Save game incompatibility:
		It is recommended to start a new classic adventure for better experience of the new halloween event
		Compatible with all saves from v1.2.0 may require exiting to the next level to gameplay and graphical bugs.

	Credits to "Legion of Bones" monster pack for most of the monsters:
		https://forum.zdoom.org/viewtopic.php?t=65583

	Highlights:
		Optimized variety of critical code to improve frame stability
		Added Halloween event from 10/7/2025 to 11/20/2025
		Added Toxic scenario
		Added several new adventure mode skyboxes

User avatar
Ihavequestions
Posts: 203
Joined: Mon Jul 12, 2021 1:45 pm
Graphics Processor: nVidia with Vulkan support

Re: Endless Madness 2: Nuclear Boogaloo (v1.3.0) - Halloween Mode!

Post by Ihavequestions »

Hi,

Fun idea with the Halloween setting, but some of the maps have vertically stretched and/or stacked textures, which looks very weird. Is that on purpose, or is it a bug?
RaveYard
Posts: 201
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness 2: Nuclear Boogaloo (v1.3.0) - Halloween Mode!

Post by RaveYard »

Ihavequestions wrote: Mon Oct 27, 2025 10:30 pm Is that on purpose, or is it a bug?
Yes.

Since the level is stretched up vertically (disproportionally with X and Y), usually the wall textures end up stretched as well, which may look really bad, but I chose that over other means of adjusting texture offsets.
RaveYard
Posts: 201
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness 2: Nuclear Boogaloo (v1.4.0) - Christmas Mode!

Post by RaveYard »

New Endless Madness 2 v1.4.0!

Christmas mode and several improvements / bugfixes.
For a more full experience I recommend starting new classic adventure mode playthrough instead of loading a previous save.

Both MAD-VKDoom and GZDoom editions are available in the first post.

Code: Select all

[1.4.0] "Christmas!"

	== Christmas season ==
		Classic Adventure now has anual Christmas mode from December 10th to January 20th.
		Includes three new scenarios involving semi-realistic temperature propagation and destructible snow
		Hold use to show ambient thermovision in those scenario

	Highlights:
		Christmas season
		Monster XP and bounty is not awarded to kills to which you did not contribute
		Armor shop
		Armor rebalance/equipment
		New enemy healthbar UI
		Interactive snow
		Underwater scenario improvements
		New Christmas scenarios involving temperature
		New weapon: flamethrower
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Randumb
Posts: 38
Joined: Fri Feb 27, 2015 10:19 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)

Re: Endless Madness 2: Nuclear Boogaloo (v1.4.0) - Christmas Mode!

Post by Randumb »

This and the first game were certainly an experience.
ksenyanogoto4ky
Posts: 1
Joined: Mon Jan 12, 2026 7:41 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11

Re: Endless Madness 2: Nuclear Boogaloo (v1.4.0) - Christmas Mode!

Post by ksenyanogoto4ky »

Michael Bay should make a film of this!

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