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Posts posted by Pieruskwurje
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4 hours ago, Cardboard Marty said:but for whatever reason, the .PSD I have doesn't match the released version. That's a problem for future me, I suppose!
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.
4 hours ago, Cardboard Marty said:My extremely old and crusty Duke Nukem shotgun edit filled me with an indescribable regretful feeling every time I saw it in-game, so as a pet project last year, I ended up remaking it from scratch.
Sometimes I still see it in my nightmares, and I have to remind myself that it's gone and can't hurt me anymore.
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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.
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6 hours ago, Aquashark said:But now going back through Insanity Edged and trying to find all the logfiles, I've made a critical error and was wondering if you could offer any help...
In MAP03, I didn't catch on to the fact I'm supposed to shoot one of the TAO team -- largely because I'm using info on the DoomWiki to find the logfiles (I know, I know, it's dishonorable, but I spent so much time in the original playthrough looking for secrets, now I just hunger for the lore I missed with as little pain as possible). On the Doomwiki, it says "Take the path north from the boss chamber and at the closed door, jump up on the west side to find a passage leading around the door. Cross the bridge and you will find five logbooks as you go." Which is... just not correct as far as I can tell. EDIT: well, it's correct AFTER you get the red key and open the door :p So I ended up saving during the boss battle... with no way to go back before and kill the marine for the key. >_<
I've tried deleting my save files so if I die during the fight with Diablo it'll boot me back to the beginning of the level... but here is the main question, I guess:
Is there a way to check and see what log files the player has currently?
I worry about continuing, just in case dying and restarting clears the logfiles collected from previous levels. Thanks!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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5 hours ago, TJG1289 said:It has been quite a long time since I've played Winter's Fury, but I still picked up on a lot of the threads that call back to it. Just going back in to that universe was nice, and was something I had been waiting for ever since playing it years ago.
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!
SpoilerRe: Reality bending - There's definitely an entire map of Winter's Fury which you may have forgotten about, along with some other small things. The reason why I think Winter's Fury and Insanity Edged can be played in either order is that there's things that you may only pick up on while playing one after playing the other, both narratively and thematically.
5 hours ago, TJG1289 said:The Doomwiki page seems to show where they are, but I noticed the explanations for the logs in the final map my be inaccurate, since I think it was said in here that the keys are placed in multiple spots, and a few descriptions mention specific key locations. I'm sure if I take the time to explore, I'll be able to find them.
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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19 hours ago, Aquashark said:Wow, Insanity Edged was an experience. I started playing Friday evening, and finished yesterday. This kind of storytelling is what I always long for in most types of media; you've done a great job of putting it together in Doom of all places.
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.
SpoilerAlso awesome to see that you commented on the scene where you exit the cave! I felt the same way when I first got the scripts and timing working! Legion of the Lost is a beautiful track, and DJ Redlight's remix is a wonderful rendition of it. I hope I was able to represent part of the emotion they put into that track.
19 hours ago, bowserknight said:Good luck with that, some of the hidden items are pretty hard to find, some even require you to do something out of the ordinary. They were probably way simpler to find in Winter's Fury.
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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7 hours ago, LethDavidson said:the only real issue i had is at the very start, where i didn't know how to leave the first room/. eventually i just shot at random env objects and broke a tree which opened a path. Nothing stood out about it to me, i feel like some way of making that clearler or some other way to open that path might be ideal.
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.
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8 hours ago, Lord Pavis said:SpoilerThe order of letters DYKLCR correspond to the order of maps each log is found in, and hence 'C' links up with MAP05. Try finding an area that resembles where you found the log in MAP05, and search around there!
And since you're pretty much at the end; I hope you enjoyed playing the mod.
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16 hours ago, Lord Pavis said:Any tips to find the red key in map 05?
SpoilerContinue to play the map normally, it's not hidden at all. You will find many instances of red key buttons throughout the level. Perhaps if you find the key, you'll be able to access the teleporter at the start?
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34 minutes ago, Turin Turambar said:I'm curious, because I have read there is a secret exit or something like that.
SpoilerThere is no secret exit in MAP07, but your actions have indeed opened something that's better left to the unknown.
If you want more in-depth spoilers, read the next hidden section.
SpoilerNo secret exits per se, but there is two different endings; one can only be achieved by finding hidden logs in each major level and then finding all the same logs in MAP08. It's absolutely not mandatory, so feel free to just enjoy the playthrough and only dig deep if you want to know more.
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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 2012Today, 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:
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Updated the GLDEFS to include glows for the custom enemy projectiles, as well as updated some of the default doom glows to be attenuated where appropriate and match the colour palette of the mod.
- Note that I haven't included glows for the bosses or player weapons due to untested concerns about further framerate loss and also being able to light up areas that shouldn't be lit.
- The glows have been updated in Winter's Fury as well, where none of the snowy enemies had them at all!
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Extended the Azmodual fight in MAP05? MAP06??? to include some extra sequences that should help illustrate the boss mechanics.
- Now has it's own music track too!
- Also changed the behaviour of the Azmodual swap mechanic slightly, where they can now no longer swap modes immediately after they've just swapped. Intent is to make it clearer that that the pain state does indeed trigger this effect, which if they trigger twice in a row it can be misleading.
- Added some extra features to MAP06(??????) to better guide the player to the switch locations.
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Updated the Cyberdemon fight in MAP04 to:
- Stop him from getting caught underneath some of the detail when the bridge raises,
- Stop him from running off to the sides and creating an awkward fight,
- Locks the player in for a period of time, but they can still escape through the front if they're daring enough.
- Give a Soulsphere to the player.
- Updated the visual fidelity of the power coupling explosion slightly; this thing had been this way since 2009!
- Added modern MAPINFO compat settings that stop players from rocket jumping and pushing living monsters off edges. I have designed the mod so you shouldn't be able to break it even if you do rocket jump, but I don't really want to encourage it. Archvile jumping is still valid however!
- Fixed a bug in the Archfault code that made it so that resurrections could still occur even after the Archfault is long dead.
- Fixed a visual glitch in MAP07 where the ceiling portal model bleeds into the orange key button area.
- Fixed an elevator on MAP07 that can become detached from it's neighbouring sectors.
- Changed the time it takes for the wall blocking the exit corridor in MAP07 to fade away to hopefully stop players from flipping the switch and immediately walking away without looking first.
- Updated a few of the triggers for some of the messages in maps 04 and 05, as there's many which you just would never have the chance to see unless you're specifically looking for them.
- Added a few more areas where you can see somebody.
- Added a cleaner animation for the monitor at the start of MAP05.
- Changed the balance of the fight at the end of MAP02 on easier difficulties.
- Probably some other stuff I didn't write down related to organisation that is only on the backend anyway!
Thanks again to everyone who played. I will definitely try to meet your expectations again.
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Updated the GLDEFS to include glows for the custom enemy projectiles, as well as updated some of the default doom glows to be attenuated where appropriate and match the colour palette of the mod.
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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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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!
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6 hours ago, Firedust said:Are there still plans for more updates (like weapon changes, etc.) for this or is it done and dusted?
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.
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18 hours ago, Yhe1 said:I just started playing winter's fury, I changed the option to keep Inventory. Yet on map 02, I start with the pistol. Is this normal? Thank you!
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.
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13 hours ago, nobleflame said:Lol totally understandable! Thanks for your time - this wad is epic!
Glad you're having a good time!
On 11/2/2023 at 6:22 AM, Devalaous said:Can always trust a Pieruskwurje wad to push PCs
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!
Spoiler- Made it so the HUD is hidden during cinematics; this shouldn't have been a problem, unless you use the maximum HUD scale setting with the fullscreen status bar.
- Following from that, I added an alternate look for the fullscreen HUD that makes it stylistically in line with the centred status bar.
- I also added the ability to swap between this new style, the old style, no HUD, and the centred HUD in the Mod Options menu.
- Similarly, I've made the log text appear in line lengths that should not cause wrapping when on max HUD scaling, so the text lines aren't broken up weirdly.
- Improved visibility of the switch in MAP04 to open the central area on the red key path.
- Changed the music in MAP03 to not get viciously copyright striked on youtube. Thanks to Deffers for pointing this out for me.
- Fixed a bug in MAP08 that prevented the doors from opening when approached if you entered the MAP07 log area through the vent.
- Prevented the player from falling to the bottom floor of the central area in MAP08; now must be accessed through the vent or one of the shortcuts.
- Made the vent to access the lower area vastly more straightforward to navigate; the maze is still there if you want to get lost though.
- Added improved gore effects; a big thanks to Gifty for letting me borrow some of the effects from Dead Marine. After seeing the opaque blood decals in Godless Night I absolutely had to track down where they came from! I mashed them together with Nash Gore and got some nice results.
- Renamed every texture for organisational purposes; shouldn't affect the game at all, but if some kind of texture bug shows up this is probably why.
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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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6 hours ago, nobleflame said:Is it just me or is the wad the most demanding GZDOOM wad?
Having a lot of fun with it, but even on my i7 13700 and 4090 it’s dipping into the low hundreds on my fps counter.
Any suggestions for boosting performance?
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):
SpoilerMAP03, approaching the giant elevator shaft.
MAP03, if one of the boss attacks aligns with the point that the elevator moves.
MAP00, any outdoor part.
MAP07, the whole thing.
MAP08, later half of the boss fight.
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7 hours ago, Nockson said:Could you answer a few questions:
Spoiler- The part selection initially treats parts 2 and 3 as maps 02 and 03 to hide the fact that there's more than just 3 maps, as per the opening post. The reasoning is just thematic. As you get further in the mod, these parts will 'unlock' and will warp to their appropriate levels instead. Once you reach MAP00, part 2 updates, and once you reach MAP07, part 3 updates. The menu itself still says they warp to MAP02 and 03 unfortunately as the menu isn't very dynamic through MENUDEF modifications. You can still separate them by part, just consider the parts as what they become after completion; there's not much use in separating them into parts if it's just 1 map per part.
- MAP32 is defined only so it shows up for people who use the "listmaps" command in gzdoom at the bottom of the list. It's inclusion is intentional despite not being a real map. Make what you will from that information!
- MAYBE was originally a devmap, but I also made the intentional choice to leave the definition in for similar reasons as above.
- MAP06 is for people curious enough to warp to it. The real MAP06 is in MAP05. If that's considered real either.
- Probably better to use Pieruskwurje now.
- ...I definitely remember contributing to a 32-in-24 years and years ago, but I can't remember! I'll check this and get back to you. EDIT: Yes, unfortunately, I did make MAP36 of 32-in-24 6 in 2008.
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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:
Spoiler- Added a "Controls" section to the Mod Setup menu, which includes all the controls you need to play the mod. Just means you don't have to dig into the gigantic GZDoom controls section to set them up in case you normally don't play with jumping or crouching, for example.
- Impassable walls added in MAP07 to prevent you from falling into an inescapable pit.
- A tree has been added in MAP05 to allow you to escape the softlock on the side of the road.
- Other minor improvements; I honestly can't remember anything else! I guess that's a good thing.
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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17 hours ago, bowserknight said:Oh yeah, I forgot to mention since I'm done with the mod now: I found another softlock in MAP07. It's right after the intro section, you step through the first big gate and enter the "open world area". If you immediately go to the right and jump up the few trees / hills, you can climb so high that you can get past the invisible walls and fall all the way down into the water, with no way of coming back. At first I thought it was intentional and there might be something hidden down there but that doesn't seem to be the case. It's probably not the only place where you can do it but I didn't mess around too much.
Yet another one...
I'll make an update soon that fixes the rest of these softlocks.
4 hours ago, SportsterV90 said:Sadly softlock there is at the very end of the first map. Jumping down of the final elevator w/o activating it leads to noexit area.
Could you give me a bit more information about this? A screenshot maybe? I can't seem to reproduce this on the latest version.
4 hours ago, Commander204 said:Secondly, I have a question about map 08...
I've been searching high and low for the last log, even began spawning power-ups in the transition corridors to mark which ones I've already traveled to, and I can't seem to figure out how to get the last log. The last log in question sits on the "C"/"E" spot in the central terminal area. Am I just missing something obvious or is there a secret switch I need to hit? Or is the switch where one of the skull keys can spawn not supposed to be touched to access the log I'm looking for?
Thanks for playing. I'm really glad you thoroughly enjoyed it!
SpoilerSo the letters that appear in the centre are DYKLCR, so I'm assuming it's the C section we're talking about. The letters in order correspond to the order they're found in, so C refers to MAP05. Search the area that resembles parts of MAP05. Most of the logs are fairly obvious, and don't require any secret switches or anything like that, so you may just be overlooking something! If you're still not sure, read the next spoiler.
SpoilerThere's a pool of blood that you can swim down into between the MAP05 and MAP04 connections, I believe the log you are missing is at the bottom of that pool.
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2 hours ago, Doman said:Thanks for putting this together, it works mostly fine unless I pick up a chainsaw - it breaks the game. I checked the weapons with idkfa and the chainsaw is not there by default it seems.
Fixed. It should now just add the normal Doom chainsaw with the rest of the arsenal.
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17 hours ago, Doman said:I'd like to be able to use those weapons somehow to play other random map packs. Is it possible to do so?
I threw this together in a couple of minutes. It should probably work???
On 9/21/2023 at 5:28 AM, bowserknight said:Sorry for the double post, but I found another softlock, in the far South side of map 05. You can jump over the railing and get stuck on that little ledge down there. All you'd need is a small stalagmite or something to make it back up. (see 2 screenshots at the bottom)
This has been fixed. Ironic that this softlock was caused not by a tree, but the lack thereof.
12 hours ago, Restrained Fury said:Hey, does the universe where this mod and Winter's Fury have a name? If not what do we call it? The Pieruskwurje-verse? The Baphomet series?
Codicil.
Insanity Edged
in Map Releases & Development
Posted
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.