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Everything posted by Pieruskwurje
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Insanity Edged is a GZDoom mod for Doom 2 with 3(???) playable maps, a new set of weapons, and a cinematic story line. You follow the story of the ex-UAC operative Jacob Rowland, tasked by an underground organization to retrieve an unrefined sample of the scarce demonic resource Hellfire Fuel. Traversing the valleys of the Insanity's Edge mining complex, Jacob discovers things better left to the unknown. Screenshots: ???: Download here. Please note: It is recommended that you play using the latest official release of GZDoom (tested on 4.12.0). The mod has been designed with use of Light Shadowmaps and Bloom Effect being turned on, but they are not mandatory. Insanity Edged is not designed to be played with any other addons. The mod contains a very small amount of bright/flashing lights that may be harmful for people who experience photosensitive seizures. This mod is in the same universe as Winter's Fury. I think that playing Winter's Fury first is better, but there's no reason why you couldn't play Insanity Edged first either. I truly hope you enjoy it. I welcome any and all feedback, and would love to hear about your experiences playing.
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Thanks for going to the extra effort to write a big review! I'm really happy to hear you enjoyed it. FYI about the .obj files: The vast majority of them (all of them, even) were originally made within the editor like a normal doom map, and then exported as a .obj using features inbuilt into the editor. I have copies of the maps where the 3D models are still actual solid map geometry, like what you'd normally get in a doom map, in case I ever want to 'edit' the models. So if you're thinking "how can this be done in a map editor", it actually can be! The primary reason parts of the maps were converted to 3D geometry is to increase the framerate, as I understand a bunch of collision code (among other things) is skipped over without the extra parts of the map. The start area of MAP08 is probably the best example of this, as this would have been easier to leave as normal map geometry. Converting it to models involved splitting the model into various different components, as while they can be lit by dynamic lights, they can all only have a single static brightness value. This means to mimic how the map was originally lit, the area geometry was split into 5 and 7 models for the centre and side ceilings respectively, which are now stacked on top of one another.
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[09/29 - Red Baron and Spectre EX] The Cardboard Box 📦
Pieruskwurje replied to Cardboard Marty's topic in Resources
It's already been a year, but I think I remember slightly adjusting the colour and/or contrast of the final version in the mod during testing (to the brown parts I think? Or at least the parts that were brown in the original version.) I definitely would have done this as a quick and dirty job and didn't save anything, so I apologise for the mismatch. Sometimes I still see it in my nightmares, and I have to remind myself that it's gone and can't hurt me anymore. -
Original Thread Winter's Fury is 10 years old today! Winter's Fury is a GZDoom mod for Doom 2 with 12 playable maps, a new set of weapons, and a cinematic story line. You follow the story of TAO soldier Sergeant Elliott Morse, assigned to clean-up duty by the UAC at Baphomet's crypt. Traversing the frozen technological wasteland outside Mount Baphomet, Elliott discovers things better left to the unknown. Screenshots: Some 'Before/After' shots: This new update includes: Several remastered set pieces that still capture the original design (MAP01, MAP02, MAP04B, MAP05A, MAP05B, MAP07B). Several places where the original design sucked, so I remade it entirely (MAP07B). Minor changes and improvements to all maps. UI overhaul including the cinematics, HUD, menus, and credits. New dialogue system that allows much more expression (pauses, speed changes, italics, shaky). Updated character dialogue that keeps the original major plotline but adds much more to look forward to. Use of 3D models to improve performance in previously laggy maps. Dedicated options for controlling background transparency on text and other SFX. Backend changes to completely convert the maps from ZDoom/Hexen to UDMF format. Bugs spawned from older GZDoom hacks reworked. Download here. Please note: It is recommended that you play using the latest official release of GZDoom (tested on 4.12.0). The mod has been designed with use of Light Shadowmaps and Bloom Effect being turned on, but they are not mandatory. Winter's Fury is not designed to be played with any other addons. This mod is in the same universe as Insanity Edged. I think that playing Winter's Fury first is better, but there's no reason why you couldn't play Insanity Edged first either. Despite the mod being 10 years old, I am always looking for feedback. I encourage you to report any bugs or to let me know if you think something could be done better. Considering I'm releasing an update 10 years after it's original release, I'm not particularly afraid to release one after 11. There's still more that even I would want to change in certain levels to bring them to a higher quality, but that can wait until I finish work on actual new mods. Above all, I hope you enjoy it.
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Which map has the most linedefs and sectors?
Pieruskwurje replied to Lizardcommando's topic in Doom General Discussion
Worth noting that the answer to this question gets kinda muddled for some modern GZDoom maps, since a more and more common practice is to convert entire chunks of non-playable areas into 3D models. I've had to do this to prevent large maps from falling apart at the seams, which just ends up leaving giant chunks of empty space in the editor. -
Without having a PC in front of me to test, I'm mostly confident that you can use the difficulty changer in the main menu (Mod Setup->Gameplay) to reset the map without making a new game state. Just change the difficulty to something else, let the level reset, and then change it back to the difficulty you were on. I definitely tested this when I made the feature, so again. Mostly confident. EDIT: I've gone through and tested: It does work, your progress is safe.
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It's really cool that there are some people like yourself who have been interested in seeing a follow-up for a long time. I'm glad that it seemed to live up to your expectations! I had seen this problem as well. I wanted to change it, but I wasn't sure if it was correct etiquette to update the page for my own mod. Feels kinda self-centred??? I don't know.
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I'm really glad that you enjoyed it, even more so that you really enjoyed the storytelling! I love to put a lot of focus into trying to tell stories with my mods, even if that's never really been a core tenet of why people enjoy Doom. As a fellow lurker, to know that Insanity Edged particularly stood out enough to you for you to comment on it makes me very happy. If you want cryptic hints that don't help at all, remember to type SECRET in the console!
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Inside the .pk3 there is a credits lump, which contains a slightly more detailed list of credits. If you find anything missing, let me know. Honestly not sure whether better practice is to have it outside the .pk3 or not, I just did it this way to keep it all in one file, rather than making a zip on-top of the pk3. Same for the readme.
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Winter's Fury - 10th Anniversary Update
Pieruskwurje replied to Pieruskwurje's topic in Map Releases & Development
It should have triggered upon picking up the single health bonus in the area, next to the tree. You shouldn't have to shoot anything. Regardless, glad you enjoyed it, and thanks for sharing your thoughts. Hopefully Insanity Edged is just as exciting for you to jump into for the first time. -
And since you're pretty much at the end; I hope you enjoyed playing the mod.
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I think back in like, 2009, I had delusions of grandeur about releasing the final part of an epic series of mods to close out a long running story in an action-movie kinda way, and winning an award like Creator of the Year for it. I knew it probably wouldn't ever happen, so I permanently shelved the idea in my mind, working towards more achievable goals like actually making a half-decent mod to start with, since I know the first one didn't go down so well. Writeups like those two linked above have always helped me achieve a better understanding of the game as whole. The Cacowards, while not super in-depth on any specific mod, gives me the opportunity to see so many different things that are incredible in their own right, exposing them to a great amount of people with writeups that capture their charm so remarkably well in so few words. They've always helped by giving some of the best examples the community has to offer, and pointing young 2009 me in the right direction to learn and eventually make something that's actually fun. While I get there's not really a wrong answer, I want to try to make the best experience for as many people as possible, including myself. ...and as such, to prove Scuba Steve's point that I am indeed a perfectionist, his article says that Winter's Fury came out in 2014, when it really came out in 2012 Today, I kinda felt like that idiot-kid from 2009 again. Thank you so much.
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I actually released around 3 small updates over the past month which I was content to just upload and forget, but now I feel obliged to mention all of the small bugs I have fixed: Thanks again to everyone who played. I will definitely try to meet your expectations again.
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To answer the question in your Tumblr post, this mod is set in the same universe of Winter's Fury (it says so in the notes in the opening post). I made a big update to Winter's Fury for the 10th anniversary of it, so hopefully it would feel like a fresh experience if you did decide to play it again. Regardless, thanks for playing! I'm glad you had a great time, and impressed that you completed it without giving in to mouselook!
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Not Jabba's Not the Cacowards Review Corner (Mudman)
Pieruskwurje replied to Not Jabba's topic in WAD Discussion
Man, I'm really happy that you (and Steve D above as well!) got a lot of enjoyment out of my mod. I hope to continue to meet and exceed this standard. But more importantly, I'm glad you pinged, since now I know this thread exists. If there's only one thing I like more than playing good mods, it's reading essays about them afterwards! -
Winter's Fury - 10th Anniversary Update
Pieruskwurje replied to Pieruskwurje's topic in Map Releases & Development
Yes, but nothing particularly major like the 10th anniversary one was. I want to get all the weapons custom made like the SSG was recently by the talented Marty, but it takes time! Next time I make any kind of major update it'll likely be to coincide with the release of another mod. -
Winter's Fury - 10th Anniversary Update
Pieruskwurje replied to Pieruskwurje's topic in Map Releases & Development
Technically yes; this is normal. Some levels are set to force your inventory for certain reasons regardless of the option you choose (e.g. ensuring cinematic maps have no weapons), so the setting doesn't affect that much in Winter's Fury. -
Glad you're having a good time! While this is factually correct, I am glad to see that modern systems handle it twice as well as my current machine does! Makes me feel like getting a computer upgrade. I've uploaded an update (2023-11-03) which is largely just for some small improvements/quality of life changes based on things I saw crop up from footage of people playing. Many of these changes were ported to Winter's Fury as well. If you haven't given either a shot yet, I hope you'll give them a chance!
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...Ah. Back in the day of Winter's Fury, when people complained about FPS drops, they were talking about getting around ~30-40fps, so I immediately assumed it was on the far worse end. For reference, I get ~70 fps in the same area you mentioned (I aimed to try to get 60fps as much as possible as a minimum, the areas I mentioned in my previous post were all below 60 for me).
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Potential simple solutions is to reduce the resolution you play on, or turn off extras like ambient occlusion or FFXA or even bloom (even if the mod recommends to turn it on). Changing Rendering Quality to speed instead of quality helps a lot too, as does using Vulkan as the Preferred Rending API. Generally the areas that get slow are less to do with your computer not keeping up and more that GZDoom simply isn't designed to render such large areas. I've done a lot to combat this by either making the areas out of less physical geometry (3d model conversion) or at the minimum making sure there's little to no gameplay in the worst offending spots, but feedback like this can help narrow down more places I can improve. That said, I'm assuming that this isn't happening 24/7 and there is particular areas that are tanking the most? If you can help narrow down which areas these are, it's potentially possible for me to improve the performance in those areas (largely by changing as much geometry as possible into 3D models). Hope it hasn't been too much trouble for you. From my own testing (AMD Ryzen 7, 16GB RAM, GTX 1080) these are the places I know still suffer (often less than 60fps):
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I've uploaded a new version that fixes the previously mentioned possible softlocks, and also made some additional improvements to the menu for ease of access. Details below: Thank you again everyone for providing feedback and reporting bugs. With your help, I've been able to get the mod to be an enjoyable and clean experience for players yet to give it a shot. I'm hoping this is the last time I need to update it for the foreseeable future, but rest assured, more will be coming in the future, even if they're just quiet updates.
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Yet another one... I'll make an update soon that fixes the rest of these softlocks. Could you give me a bit more information about this? A screenshot maybe? I can't seem to reproduce this on the latest version. Thanks for playing. I'm really glad you thoroughly enjoyed it!